classes-v9f-devpatch-2.pk3

PK3 592 KiB 0 map(s)

Counts

endoom0
graphics0
lumps165
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "038da722-0374-45ed-bf0e-b93cea853a5a",
    "sha1": "f21378be0de7106fceded6f372b690b0068fa052",
    "sha256": "af35723998975f0d27285460f6b9604f3ffc55c1d326b3e884c63130eee1f9fc",
    "filenames": [
      "classes-v9f-devpatch-2.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021-01-10 03:18:11",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2021-01-10 03:18:11",
    "file": {
      "type": "PK3",
      "size": 605703,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/f21378be0de7106fceded6f372b690b0068fa052/f21378be0de7106fceded6f372b690b0068fa052.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 165,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "acs/git.txt",
        "contents": "//nothing"
      },
      {
        "source": "pk3",
        "name": "actors/ClaseBaseFlags.txt",
        "contents": "//These are actors used for ClassBase0\n\nactor DeadClassBundle : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"UnSolid\",999)\n//TNT1 A 0 A_TakeInventory(\"PharaohCharge\",999)\n//TNT1 A 0 A_TakeInventory(\"PharaohChargeC\",999)\nTNT1 A 0 A_TakeInventory(\"WeaponCharge\",999)\nTNT1 A 0 A_GiveInventory(\"EndBossFlashStoppered\",1)\nTNT1 A 0 A_GiveInventory(\"CutterFlag\",999)\nTNT1 A 0 A_GiveInventory(\"IsDead\",1)\nTNT1 A 0 A_TakeInventory(\"WilyBurnTimer\",999)\nTNT1 A 0 A_TakeInventory(\"ConcreteTime\",999)\nTNT1 A 0 A_JumpIfInventory(\"SpawnTeleFragFlag\",1,3)\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_PickupSvar\",1),2)\nTNT1 A 0 A_SpawnItemEx(\"ScrewSpewer\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_PickupSvar\",8),3)\nTNT1 A 0 A_GiveInventory(\"TrioExodiaDropper_P\",1)//EvilRobot actor\nTNT1 A 0 A_GiveInventory(\"RaThorSinistarDropper_P\",1)//RaThor actor\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_ChangeFlag(\"THRUACTORS\",1)\n//TNT1 A 0 A_ChangeFlag(\"SOLID\",0)\n//TNT1 A 0 A_JumpIfInventory(\"NoStopDeathFlag\",1,2)\n//TNT1 A 0 A_Stop\nTNT1 A 0 A_GiveToTarget(\"KilledMeStock\",1)\nTNT1 A 0 A_GiveToTarget(\"KilledMe\",1)\nTNT1 A 0 //ACS_ExecuteAlways(999,0,0)//Old fade cancel script\ngoto SpecialDrops\n\nSpecialDrops:\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_PickupSvar\",3),2)\nTNT1 A 0 A_JumpIfInventory(\"JoeHitFlag\",1,\"ScoreBall\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_PickupSvar\",4),2)\nTNT1 A 0 A_JumpIfInventory(\"JunkDeathDropFlag\",1,\"JunkDrop\")\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_PickupSvar\",5),2)\nTNT1 A 0 A_JumpIfInventory(\"RaThorHitFlag\",1,\"RaThorSoul\")\nTNT1 A 0\ngoto FinalCheck\nFinalCheck:\nTNT1 A 0 A_JumpIfInventory(\"RiseDeathFlag\",1,\"Rising\")\nTNT1 A 0 A_JumpIfInventory(\"InstagibFlag\",1,\"Bonus\")\nTNT1 A 0 A_JumpIfInventory(\"FallingFlag\",1,\"Bonus\")\nstop\n\nBonus:\nTNT1 A 0 A_SetTranslucent(0.0,0)\nTNT1 A 0 //A_GiveInventory(\"\",1)//Could do something\nstop\nRising:\nTNT1 A 0 //A_Stop\nTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\nstop\nScoreBall:\nTNT1 A 0 A_SpawnItemEx(\"ScoreBallPickUp\",0,0,32,random(1,3),0,10,random(0,359),1)\ngoto SpecialDrops+2\nJunkDrop:\nTNT1 AAA 0 A_SpawnItemEx(\"ClassJunkBit\",0,0,0,random(1,10),0,random(3,12),random(0,359),1)\ngoto SpecialDrops+4\nRaThorSoul:\nTNT1 A 0 A_SpawnItemEX(\"ThorSoul\",0,0,0,random(-4,4),random(-4,4),frandom(2,3),random(0,359),1)\ngoto SpecialDrops+6\n}\n}\n\nactor FrozenDeathFXC : FrozenDeathFX{Radius 16 Height 56}\n\nactor FrozenDeathBitFX : BasicClientSide\n{\nTranslation \"192:192=4:4\", \"198:198=201:201\", \"3:8=72:72\", \"243:247=72:72\", \"208:215=4:4\"\nScale 1.25\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\nSpawn1:\nBLIZ A 3 bright\nTNT1 A 1\nBLIZ B 3 bright\nTNT1 A 1\nBLIZ C 2 bright\nstop\nSpawn2:\nTNT1 A 0 A_Jump(128,\"Spawn2a\")\nMRFA QPO 3 bright\nstop\nSpawn2a:\nMRFA ABC 3 bright\nstop\nSpawn3:\nTNT1 A 0 A_Jump(128,\"Spawn3a\")\nX_2F DBF 3 bright\nstop\nSpawn3a:\nX_2F USW 3 bright\nstop\nSpawn4:\nTNT1 A 0 A_Jump(128,\"Spawn4a\")\nX_2F DEF 3 bright\nstop\nSpawn4a:\nX_2F AEC 3 bright\nstop\nSpawn5:\nX_7A F 3 bright\nTNT1 A 1\nX_7A F 3 bright\nTNT1 A 1\nX_7A F 3 bright\nstop\nSpawn6:\nX_7A GHI 3 bright\nstop\nEnd:\nTNT1 A 0\nstop\n}\n}\n\nactor ConfettiDeath : Confetti{+THRUGHOST}\n\nactor ConfettiDeathSpawner : ConfettiSpawner{ReactionTime 9 States{\nSpawn:\nTNT1 AAA 0 A_SpawnItemEx(\"ConfettiDeath\",random(-16, 16),random(-16, 16),Random(8, 16),random(-3,3), random(-3,3), random(1,-1),0)\nTNT1 A 1 A_CountDown\nLoop}}\n\nactor DeathFX1C : DeathFX1\n{\nStates\n{\nSpawn:\nMMFX BCDEBCDEBCDEBCDEBCDEBCDEBCDEBCDEBCDEBCDE 2\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor TFakeDeathFX1 : DeathFX1C\n{\nStates\n{\nSpawn:\nTMFX ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 2\nstop\nSpawn2:\nTMFX ABCD 2//There is a wierd warning with this online, so the above method is placeholder.\nTMFX A 0 A_CountDown\nloop\n}\n}\n\nActor FakeDeathFXC : FakeDeathFX\n{\nStates\n{\nSpawn:\nTNT1 A 1//DeathFX1\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,0,15,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,0,-15,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,10.598,10.606,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,-10.598,10.606,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,10.606,-10.598,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,-10.606,-10.598,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,15,0,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,-15,0,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,0,5,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,0,-5,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,3.533,3.535,0,1)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,-3.533,3.535,0,1)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,3.535,-3.534,0,1)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,-3.535,-3.534,0,1)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,5,0,0,0)\nPLAY Z 0 A_SpawnItemEx(\"DeathFX1C\",0,0,0,0,-5,0,0,0)\nTNT1 A 1\nstop\n}\n}\nActor TFakeDeathFX : FakeDeathFX\n{\nStates\n{\nSpawn:\nTNT1 A 1\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,0,15,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,0,-15,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,10.598,10.606,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,-10.598,10.606,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,10.606,-10.598,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,-10.606,-10.598,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,15,0,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,-15,0,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,0,5,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,0,-5,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,3.533,3.535,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,-3.533,3.535,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,3.535,-3.534,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,-3.535,-3.534,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,5,0,0,1)\nPLAY Z 0 A_SpawnItemEx(\"TFakeDeathFX1\",0,0,0,0,-5,0,0,1)\nTNT1 A 1\nstop\n}\n}\n\nactor DelayPainFX : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAA 2 A_GiveToTarget(\"PainFXItem\",1)\nstop\n}\n}\n\nactor PainFXItem : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1\nTNT1 A 0 A_SpawnItemEx(\"PainFX_CBM\",-5,0,3,0,0,0)\nstop\n}\n}\n\nactor PainScaleVelocityC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"StunArmor\",1,\"Pickup3\")\nTNT1 A 0 A_JumpIfInventory(\"SemiStunArmor\",1,\"Pickup2\")\nTNT1 A 0 A_ScaleVelocity(0.75)\nstop\nPickup2:\nTNT1 A 0 A_ScaleVelocity(0.875)\nstop\nPickup3:\nTNT1 A 0\nstop\n}\n}\n\nactor PainScaleVelocityFlashBombC : PainScaleVelocityC\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"StunArmor\",1,\"Pickup3\")\nTNT1 A 0 A_JumpIfInventory(\"SemiStunArmor\",1,\"Pickup2\")\nTNT1 A 0 A_ScaleVelocity(0.9)\nstop\nPickup2:\nTNT1 A 0 A_ScaleVelocity(0.95)\nstop\n}\n}\n\nactor PainStopC : PainScaleVelocityC\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"StunArmor\",1,\"Pickup3\")\nTNT1 A 0 A_JumpIfInventory(\"SemiStunArmor\",1,\"Pickup2\")\nTNT1 A 0 A_Stop\nstop\nPickup2:\nTNT1 A 0 A_ScaleVelocity(0.50)\nstop\n}\n}\n\nactor PainRecoilC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"RecoilPowerC\",1,\"Pickup2\")\nTNT1 A 0 A_JumpIfInventory(\"StunArmor\",1,\"Pickup2\")\nTNT1 A 0 A_JumpIfInventory(\"SemiStunArmor\",1,\"Pickup2\")\nTNT1 A 0 A_Recoil(1)\nTNT1 A 0 A_GiveInventory(\"RecoilPowerC\",1)\nstop\nPickup2:\nTNT1 A 0\nstop\n}\n}\n\nactor RecoilPowerC : Powerup\n{\nPowerup.Duration 1\n}\n\nactor TimeStopActivatorC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0\nTNT1 A 0 A_JumpIfInventory(\"TimeStoppedCounter\",1,\"No\")\nTNT1 A 0 A_Stop\nTNT1 A 0 A_GiveInventory(\"TimeStoppedCounter\",1)\n\nTNT1 A 0 SetPlayerProperty(0,1,4)\nTNT1 A 0 ACS_ExecuteAlways(806,0)\nTNT1 A 0 A_GiveInventory(\"TotallyFrozenLook\",1)\n\nTNT1 A 0 SetPlayerProperty(0,1,3)\n\nTNT1 A 0 A_SpawnItemEx(\"TimeStoppedWatcherC\")\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\nactor TimeStoppedWatcherC : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Warp(AAPTR_TARGET,0.0,0.0,0.0,0.0,WARPF_NOCHECKPOSITION)\nTNT1 A 5 A_GiveToTarget(\"TimeUnstoppedC\")\nstop\n}\n}\nactor TimeUnstoppedC : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"FlightDisableCheck\",1)\nTNT1 A 0 A_GiveInventory(\"CoreTimeStopUnfreeze\",1)\nstop\n}\n}\n\nactor SelfTotallyFrozen : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"SelfTotallyFrozenFlag\",1)\nTNT1 A 0 SetPlayerProperty(0,1,4)\nstop\n}\n}\n\nactor SelfTotallyFrozenFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor SelfStoppedTFFlag : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TotallyFrozenLook : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor TotallyFrozenLookOnce : TotallyFrozenLook {}\n\nactor SelfStoppedTF : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"SelfStoppedTFFlag\",1)\nTNT1 A 0 SetPlayerProperty(0,1,4)\nTNT1 A 0 ACS_ExecuteAlways(806,0)\nTNT1 A 0 A_GiveInventory(\"TotallyFrozenLook\",1)\nstop\n}\n}\n\nactor TimeStoppedTF : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"TimeStoppedTFDelay\",1,2)\nTNT1 A 0 A_SpawnItemEx(\"TimeStoppedTF_H\")\nTNT1 A 0 A_GiveInventory(\"TimeStoppedTFDelay\",1)\nTNT1 A 0 A_GiveInventory(\"TimeStoppedTFFlag\",1)\nTNT1 A 0 SetPlayerProperty(0,1,4)\nTNT1 A 0 ACS_ExecuteAlways(806,0)\nTNT1 A 0 A_GiveInventory(\"TotallyFrozenLook\",1)\nstop\n}\n}\n\nactor TimeStoppedTFFlag : SelfTotallyFrozenFlag {}\nactor TimeStoppedTFDelay : Powerup\n{\nPowerup.Duration 131\n}\n\nactor TimeStoppedTF_H : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\nTNT1 A 0 A_GiveInventory(\"CutterFlag\",1)\nTNT1 A 0 A_JumpIfInventory(\"CutterFlag\",4,\"FX\")\nTNT1 A 0 A_JumpIfInTargetInventory(\"TimeStoppedTFDelay\",1,\"Spawn\")\ngoto Spawn2\nFX:\nTNT1 A 0 A_TakeInventory(\"CutterFlag\",99)\nTNT1 A 0 A_SpawnItemEx(\"FlashmanSparkleFX_Aura2\",random(16,32),0,Random(10,52),0,0,0,random(0,359))//TimeStopperBoss.txt\nGoto Spawn+4\nSpawn2:\nTNT1 A 0\nTNT1 A 2 A_GiveToTarget(\"TimeStoppedUnfreeze\",1)\nstop\n}\n}\n\nactor WilyIceTotallyFrozen : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"WilyIceTFFlag\",1)\nTNT1 A 0 SetPlayerProperty(0,1,4)\nTNT1 A 0 ACS_ExecuteAlways(806,0)\nTNT1 A 0 A_GiveInventory(\"TotallyFrozenLook\",1)\nstop\n}\n}\n\nactor WilyIceTFFlag : SelfTotallyFrozenFlag {}\n\nactor Unfreeze : CustomInventory\n{\nStates\n{\nPickup1:\nTNT1 A 0 A_JumpIfInventory(\"SelfTotallyFrozenFlag\",1,\"PickupNo\")\nTNT1 A 0 A_JumpIfInventory(\"TimeStoppedTFFlag\",1,\"PickupNo\")\nTNT1 A 0 A_JumpIfInventory(\"WilyIceTFFlag\",1,\"PickupNo\")\nTNT1 A 0 A_JumpIfInventory(\"SelfStoppedTFFlag\",1,\"PickupNo\")\nTNT1 A 0 A_JumpIfInventory(\"TimeStoppedCounter\",1,\"PickupNo\")\nTNT1 A 0 A_TakeInventory(\"TotallyFrozenLook\",1)\nTNT1 A 0 SetPlayerProperty(0,0,4)\nstop\nPickupNo:\nTNT1 A 0\nstop\n}\n}\n\nactor SelfTotallyUnfrozen : Unfreeze\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"SelfTotallyFrozenFlag\",1)\ngoto Pickup1\n}\n}\n\nactor TimeStoppedUnfreeze : Unfreeze\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"TimeStoppedTFFlag\",1,\"Pickup0\")\ngoto PickupNo\nPickup0:\nTNT1 A 0 A_TakeInventory(\"TimeStoppedTFFlag\",1)\ngoto Pickup1\n}\n}\n\nactor WilyIceUnfreeze : Unfreeze\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"WilyIceTFFlag\",1)\ngoto Pickup1\n}\n}\n\nactor SelfStoppedUnfreeze : Unfreeze\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"SelfStoppedTFFlag\",1)\ngoto Pickup1\n}\n}\n\nactor CoreTimeStopUnfreeze : Unfreeze\n{\nStates\n{\nPickup:\nTNT1 A 0 A_TakeInventory(\"TimeStoppedCounter\",1)\ngoto Pickup1\n}\n}\n\nactor AtomicOnce : PowerProtection\n{\nPowerup.Duration 7\ndamagefactor \"AtomicFire3\", 0.1\n}\n\nactor TempPitProtect_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIf(CallACS(\"CBM_GetCVar\",3)>=1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"PowerTempPitProtect\",1,\"Pickup2\")\nTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\",0)\nTNT1 A 0 A_SpawnItemEx(\"TempPitProtect_H\")\nPickup2:\nTNT1 A 0 A_GiveInventory(\"PowerTempPitProtect\",1)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor PowerTempPitProtect : Powerup\n{\nPowerup.Duration 35\n}\n\nactor TempPitProtect_H : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nSpawn2:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"PowerTempPitProtect\",1,\"Spawn2\")\nTNT1 A 0 A_GiveToTarget(\"TempPitProtectEnd_P\",1)\nstop\n}\n}\n\nactor TempPitProtectEnd_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"IsBot\",1,\"Pickup2\")\nTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\",1)\nPickup2:\nTNT1 A 0\nstop\n}\n}\n\n/*\nactor LowGravityEx : LowGravity replaces LowGravity\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}\n\nactor NormalGravityEx : NormalGravity replaces NormalGravity\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,0)\nstop\n}\n}\n*/\n\nactor NormalGravityFlag : OnceC{}\n\nactor LowGravityFlag : OnceC{}\n\nactor EndBossFlashStoppered : OnceC{}\n\nactor ScrewSpewer : BasicHelper\n{\nStates\n{\nSpawn:\nPLAY A 0\nPLAY A 0 A_Jump(128,2)\nPLAY A 0 A_SpawnItemEx(\"ScrewBoltBigPickup\",0,0,0,random(1,3),0,random(10,15),random(0,359),1)\nstop\nPLAY AA 0 A_SpawnItemEx(\"ScrewBoltPickup\",0,0,0,random(1,6),0,random(5,10),random(0,359),1)\nstop\n}\n}\n\n//Pain Locations\n//ClassBase0, Stoneman, BearerClass, GeminiClone?\nactor PainFX_CBM : PainFX\n{\nRenderstyle Normal\nStates\n{\nSpawn:\nMMFX A 0\nMMFX A 0 A_JumpIfInTargetInventory(\"SuperEffective\",1,\"Super\")\nMMFX AA 1\nstop\nSuper:\nMMFX A 0 A_SetScale(3.5)\nMMFX AA 1\nstop\n}\n}\n\nactor SuperPainSnd_D : Powerup\n{\nPowerup.Duration 14\n}\n\nactor WeakPain_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"SuperEffective\",3)\nTNT1 A 0 A_SpawnItemEx(\"PainFX_CBM\",-5,0,3,0,0,0)\nTNT1 A 0 A_JumpIfInventory(\"SuperPainSnd_D\",1,\"No\")\ngoto SuperP\nSuperP:\nTNT1 A 0 A_SpawnItemEx(\"SuperPainFX_CBM\",0,0,28)\nTNT1 A 0 A_GiveInventory(\"SuperPainSnd_D\",1)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor SuperPainFX_CBM : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEX(\"classes/superX\",\"Weapon\")\nTNT1 AA 1\nstop\n}\n}\n\nactor ImFrozenC : ImFrozen replaces ImFrozen\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_GiveToTarget(\"WasFrozenTodayFX\",1)\nTNT1 A 1 A_GiveToTarget(\"ImNotFrozenNowC\",1)\nstop\n}\n}\n\nactor ImNotFrozenNowC : ImNotFrozenNow replaces ImNotFrozenNow\n{\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 A_GiveInventory(\"WilyIceUnfreeze\",1)\nTNT1 A 0 A_GiveInventory(\"PowerWilyIceUnfreeze\",1)\nTNT1 A 0 A_TakeInventory(\"IceVision\",1)\nstop\n}\n}\n\nactor WasFrozenTodayFX : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"WasFrozenToday\",0,0,36,0,0,0,0,1)\nTNT1 A 1\nstop\n}\n}\n\nactor WasFrozenToday\n{\nRenderStyle \"Translucent\"\nscale 5.0\nAlpha 0.5\n- SOLID\n+NOGRAVITY\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nMRFA N 0\nMRFA N 1\nstop\n}\n}\n/*\nACTOR TeleportFogC : TeleportFog2 replaces TeleportFog2\n{\n  States\n  {\n  Spawn:\n    TFOG A 0\n\tTFOG A 0 A_SpawnItemEx(\"SpawnProtect\")\n\tTFOG A 3 A_PlaySound(\"misc/teleport\")\n    TFOG BC 2\n    Stop\n}\n}\n\nactor SpawnProtect\n{\n+SOLID\n//+CLIENTSIDEONLY\n+SHOOTABLE\n+DONTRIP\n+NODAMAGE\n+NOBLOOD\nhealth 99999\n+DONTBLAST\nheight 56\nradius 16\nscale 2.5\nspeed 0\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nstop\n}\n}\n*/\n\nactor SuperEffective : Inventory\n{\ninventory.amount 1\ninventory.maxamount 2\n}\n\n//Specific states for deaths on the following classes\n//DrLight, BBA, DrWily, Alien, Gravity, Flame*, Grenade, EvilRobot, Galaxy, Fake, Bearer\n\nactor SpecialDeathFlag :OnceC{}\n//actor NoStopDeathFlag :OnceC{}\nactor FlattenDeathFlag :OnceC{}\nactor FlingDeathFlag :OnceC{}\nactor IceDeathFlag :OnceC{}\nactor RiseDeathFlag :OnceC{}\nactor RiseDeathFlag2 : Inventory\n{\ninventory.amount 1\ninventory.maxamount 30\n}\nactor InstagibFlag : OnceC{}\nactor FallingFlag : OnceC{}\nactor SpawnTeleFragFlag : OnceC{}\n\nactor StunArmor : OnceC{}\nactor SemiStunArmor : StunArmor {}\n\nactor DontPushMyFlagBro : OnceC{}\n\n//actor StayLocked : OnceC{}\n\nactor SpawningMisfire : OnceC{}\nactor SpawningMisfired : OnceC{}\n\nactor CustomBossAmmoBar : OnceC{}\n\nactor JunkDeathDropFlag :OnceC{}\n\n/*\nactor Shocked2 : Shocked\n{\npowerup.duration 45\n}\n*/\n\nactor Shocked_18 : PowerSpeed\n{\npowerup.duration 18\nSpeed 0.0\n}\n\nactor IsInPain : PowerUp\n{\nPowerup.Duration 3\n}\nactor SkipClassPainJump : PowerUp\n{\nPowerup.Duration 1\n}\n\nactor SinglePlayerStateFlag : Powerup\n{\npowerup.duration 3\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ClassBase.txt",
        "contents": "actor ClassBase : ClassBase1\n{\nstates\n{\n\nPain.LightRyuShoryu:\n\"----\" H 0 A_GiveInventory(\"RyuL_ShoryukenProtect\")\n\"----\" H 0 A_SpawnItemEx(\"PainLightRyu1Hit\")\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,2)\n\"----\" H 0 ThrustThingZ(0,56,0,0)\n\"----\" H 0\nGoto Pain+2\nPain.LightRyuShoryuA:\n\"----\" H 0 A_GiveInventory(\"RyuL_ShoryukenAProtect\")\n\"----\" HH 0 A_SpawnItemEx(\"PainLightRyu1Hit\")\nGoto Pain.LightRyuShoryu+1\nPain.LightRyuShoryuB:\n\"----\" H 0 A_GiveInventory(\"RyuL_ShoryukenBProtect\")\nGoto Pain.LightRyuShoryu+2\nPain.LightRyuShoryuC:\n\"----\" H 0 A_GiveInventory(\"RyuL_ShoryukenCProtect\")\nGoto Pain.LightRyuShoryu+2\n\nDeath.LightRyuShoryu:\n\"----\" H 0 A_GiveToTarget(\"SuperComboGauge\",1)\n\"----\" H 0 ThrustThingZ(0,200,0,0)\n\"----\" H 0 A_SpawnItemEx(\"DeathLightRyuShinShoryuHit\",1)\nGoto FlingDeath\nDeath.LightRyuShoryuA:\n\"----\" H 0 A_GiveToTarget(\"SuperComboGauge\",2)\nGoto Death.LightRyuShoryu\nDeath.LightRyuShoryuB:\nDeath.LightRyuShoryuC:\nGoto Death.LightRyuShoryu+1\n\nPain.IceSlashSlow2:\n\"----\" H 0 A_GiveInventory(\"IceSlashSlow2Protect\",1)\ngoto Pain.IceSlashSlow\n\nPain.AirShooterWall:\n\"----\" H 0 A_GiveInventory(\"AirShooterWallProtect\",1)\nGoto Pain\n\nPain.SearchSnake2:Goto Pain.ClassPainLess\n\nPain.SparkShockP:\n\"----\" H 0 A_GiveInventory(\"SparkShockPProtect\",1)\nGoto Pain.SparkShock\n\nPain.RingBoomerangB:\n\"----\" H 0 A_GiveInventory(\"RingBoomerangBProtect\",1)\nGoto Pain+2\n\n/*\nPain.FlashBulb:\n\"----\" H 0 A_GiveInventory(\"BrightmanBlindPickup\",1)\n\"----\" H 0 A_JumpIfInventory(\"PowerBrightFlashWeaken\",1,2)\n\"----\" H 0 ACS_NamedExecuteAlways(\"cbm_BrightBlindFade\",0,95,200,1)\nGoto Pain+1\n\"----\" H 0 ACS_NamedExecuteAlways(\"cbm_BrightBlindFade\",0,105,300,1)\nGoto Pain+1\n*/\n\nPain.GravitySmackDown:\n\"----\" H 0 A_GiveInventory(\"PainScaleVelocityFlashBombC\",1)\n\"----\" H 0 A_SpawnItemEx(\"PainGravitySmackDown_H\")\n\"----\" H 0 A_CheckFloor(2)\n\"----\" H 0 ThrustThingZ(0,70,1,0)\n\"----\" H 0\ngoto Pain+2\nPain.GravitySmackUp:\n\"----\" H 0 A_GiveInventory(\"PainScaleVelocityFlashBombC\",1)\n\"----\" H 0 A_JumpIfInventory(\"FlightDisableFlag\",1,2)\n\"----\" H 0 ThrustThingZ(0,70,0,0)\n\"----\" H 0\ngoto Pain+2\n\nPain.DarkSniper:\n\"----\" H 0 A_SpawnItemEx(\"PainKnightRushHit\")\n\"----\" H 0 ThrustThingZ(0,8,0,1)\nGoto Pain+2\n\nPain.JunkmanCube:\n\"----\" H 0 A_GiveInventory(\"JunkmanCubeProtect\",1)\nGoto Pain+2\n\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ClassBase1.txt",
        "contents": "//Additional weaknesses added but not implemented\n\nactor ClassBase1 : ClassBase0\n{\nStates\n{\n//MM0\n\n//MM1//MM1//MM1//MM1//MM1\n//MM1//MM1//MM1//MM1//MM1\nPain.RollingCutter:\n\"----\" H 0 A_JumpIfInventory(\"W_RollingCutter_Tag\",1,1)\ngoto \"ClassBase0::Pain.RollingCutter\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RollingCutter\"\nPain.RollingCutterB:\n\"----\" H 0 A_JumpIfInventory(\"W_RollingCutter_Tag\",1,1)\ngoto \"ClassBase0::Pain.RollingCutterB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RollingCutterB\"\nPain.MegaCutBall:\n\"----\" H 0 A_JumpIfInventory(\"W_RollingCutter_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaCutBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaCutBall\"\nPain.SuperArm:\n\"----\" H 0 A_JumpIfInventory(\"W_SuperArm_Tag\",1,1)\ngoto \"ClassBase0::Pain.SuperArm\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SuperArm\"\nPain.MegaGutsBall:\n\"----\" H 0 A_JumpIfInventory(\"W_SuperArm_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaGutsBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaGutsBall\"\nPain.IceSlasher:\n\"----\" H 0 A_JumpIfInventory(\"W_IceSlasher_Tag\",1,1)\ngoto \"ClassBase0::Pain.IceSlasher\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IceSlasher\"\nPain.IcemanSlasher:\n\"----\" H 0 A_JumpIfInventory(\"W_IceSlasher_Tag\",1,1)\ngoto \"ClassBase0::Pain.IcemanSlasher\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IcemanSlasher\"\nPain.IceSlashSlow:\n\"----\" H 0 A_JumpIfInventory(\"W_IceSlasher_Tag\",1,1)\ngoto \"ClassBase0::Pain.IceSlashSlow\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IceSlashSlow\"\nPain.IceSlashSlowL:\n\"----\" H 0 A_JumpIfInventory(\"W_IceSlasher_Tag\",1,1)\ngoto \"ClassBase0::Pain.IceSlashSlowL\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IceSlashSlowL\"\n/*\nPain.IceSlashSlow2:\n\"----\" H 0 A_JumpIfInventory(\"W_IceSlasher_Tag\",1,1)\ngoto \"ClassBase0::Pain.IceSlashSlow2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IceSlashSlow2\"\n*/\nPain.MegaIceBall:\n\"----\" H 0 A_JumpIfInventory(\"W_IceSlasher_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaIceBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaIceBall\"\nPain.HyperBomb:\n\"----\" H 0 A_JumpIfInventory(\"W_HyperBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.HyperBomb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HyperBomb\"\nPain.MegaBombBall:\n\"----\" H 0 A_JumpIfInventory(\"W_HyperBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaBombBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaBombBall\"\nPain.FireStorm:\n\"----\" H 0 A_JumpIfInventory(\"W_FireStorm_Tag\",1,1)\ngoto \"ClassBase0::Pain.FireStorm\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FireStorm\"\nPain.FireSpin:\n\"----\" H 0 A_JumpIfInventory(\"W_FireStorm_Tag\",1,1)\ngoto \"ClassBase0::Pain.FireSpin\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FireSpin\"\nPain.MegaFireBall:\n\"----\" H 0 A_JumpIfInventory(\"W_FireStorm_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaFireBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaFireBall\"\nPain.ThunderBeam:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderBeam_Tag\",1,1)\ngoto \"ClassBase0::Pain.ThunderBeam\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ThunderBeam\"\nPain.ThunderBeamElec:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderBeam_Tag\",1,1)\ngoto \"ClassBase0::Pain.ThunderBeamElec\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ThunderBeamElec\"\nPain.MegaElecBall:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderBeam_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaElecBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaElecBall\"\nPain.TimeSlow:\n\"----\" H 0 A_JumpIfInventory(\"W_TimeSlow_Tag\",1,1)\ngoto \"ClassBase0::Pain.TimeSlow\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TimeSlow\"\nPain.MegaTimeBall:\n\"----\" H 0 A_JumpIfInventory(\"W_TimeSlow_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaTimeBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaTimeBall\"\nPain.OilSlider:\n\"----\" H 0 A_JumpIfInventory(\"W_OilSlider_Tag\",1,1)\ngoto \"ClassBase0::Pain.OilSlider\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.OilSlider\"\nPain.OilFlame:\n\"----\" H 0 A_JumpIfInventory(\"W_OilSlider_Tag\",1,1)\ngoto \"ClassBase0::Pain.OilFlame\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.OilFlame\"\nPain.MegaOilBall:\n\"----\" H 0 A_JumpIfInventory(\"W_OilSlider_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaOilBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaOilBall\"\n//MM1//MM1//MM1//MM1//MM1\n//MM1//MM1//MM1//MM1//MM1\n/////////////////////////\n//MM2//MM2//MM2//MM2//MM2\n//MM2//MM2//MM2//MM2//MM2\nPain.MetalBlade:\n\"----\" H 0 A_JumpIfInventory(\"W_MetalBlade_Tag\",1,1)\ngoto \"ClassBase0::Pain.MetalBlade\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MetalBlade\"\nPain.AirShooter:\n\"----\" H 0 A_JumpIfInventory(\"W_AirShooter_Tag\",1,1)\ngoto \"ClassBase0::Pain.AirShooter\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.AirShooter\"\nPain.BubbleLead:\n\"----\" H 0 A_JumpIfInventory(\"W_BubbleLead_Tag\",1,1)\ngoto \"ClassBase0::Pain.BubbleLead\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BubbleLead\"\nPain.QuickBoomerang:\n\"----\" H 0 A_JumpIfInventory(\"W_QuickBoomerang_Tag\",1,1)\ngoto \"ClassBase0::Pain.QuickBoomerang\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.QuickBoomerang\"\nPain.CrashBomb:\n\"----\" H 0 A_JumpIfInventory(\"W_CrashBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.CrashBomb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CrashBomb\"\nPain.Clash:\n\"----\" H 0 A_JumpIfInventory(\"W_CrashBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.Clash\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.Clash\"\nPain.TimeStopper:\n\"----\" H 0 A_JumpIfInventory(\"W_TimeStopper_Tag\",1,1)\ngoto \"ClassBase0::Pain.TimeStopper\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TimeStopper\"\nPain.TimeStop:\n\"----\" H 0 A_JumpIfInventory(\"W_TimeStopper_Tag\",1,1)\ngoto \"ClassBase0::Pain.TimeStop\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TimeStop\"\nPain.AtomicFireB:\n\"----\" H 0 A_JumpIfInventory(\"W_AtomicFire_Tag\",1,1)\ngoto \"ClassBase0::Pain.AtomicFireB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.AtomicFireB\"\nPain.AtomicFire1:\n\"----\" H 0 A_JumpIfInventory(\"W_AtomicFire_Tag\",1,1)\ngoto \"ClassBase0::Pain.AtomicFire1\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.AtomicFire1\"\nPain.AtomicFire2:\n\"----\" H 0 A_JumpIfInventory(\"W_AtomicFire_Tag\",1,1)\ngoto \"ClassBase0::Pain.AtomicFire2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.AtomicFire2\"\nPain.AtomicFire3:\n\"----\" H 0 A_JumpIfInventory(\"W_AtomicFire_Tag\",1,1)\ngoto \"ClassBase0::Pain.AtomicFire3\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.AtomicFire3\"\nPain.LeafShield:\n\"----\" H 0 A_JumpIfInventory(\"W_LeafShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.LeafShield\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.LeafShield\"\nPain.LeafShieldB:\n\"----\" H 0 A_JumpIfInventory(\"W_LeafShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.LeafShieldB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.LeafShieldB\"\nPain.LeafFall:\n\"----\" H 0 A_JumpIfInventory(\"W_LeafShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.LeafFall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.LeafFall\"\nPain.LeafTrap:\n\"----\" H 0 A_JumpIfInventory(\"W_LeafShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.LeafTrap\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.LeafTrap\"\nPain.LeafTrapStop:\n\"----\" H 0 A_JumpIfInventory(\"W_LeafShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.LeafTrapStop\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.LeafTrapStop\"\n//MM2//MM2//MM2//MM2//MM2\n//MM2//MM2//MM2//MM2//MM2\n/////////////////////////\n//MM3//MM3//MM3//MM3//MM3\n//MM3//MM3//MM3//MM3//MM3\nPain.NeedleCannon:\n\"----\" H 0 A_JumpIfInventory(\"W_NeedleCannon_Tag\",1,1)\ngoto \"ClassBase0::Pain.NeedleCannon\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.NeedleCannon\"\nPain.NeedleCannonB:\n\"----\" H 0 A_JumpIfInventory(\"W_NeedleCannon_Tag\",1,1)\ngoto \"ClassBase0::Pain.NeedleCannonB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.NeedleCannonB\"\nPain.MagnetMissile:\n\"----\" H 0 A_JumpIfInventory(\"W_MagnetMissile_Tag\",1,1)\ngoto \"ClassBase0::Pain.MagnetMissile\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MagnetMissile\"\nPain.MagPush:\n\"----\" H 0 A_JumpIfInventory(\"W_MagnetMissile_Tag\",1,1)\ngoto \"ClassBase0::Pain.MagPush\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MagPush\"\nPain.GeminiLaser:\n\"----\" H 0 A_JumpIfInventory(\"W_GeminiLaser_Tag\",1,1)\ngoto \"ClassBase0::Pain.GeminiLaser\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.GeminiLaser\"\nPain.HardKnuckle:\n\"----\" H 0 A_JumpIfInventory(\"W_HardKnuckle_Tag\",1,1)\ngoto \"ClassBase0::Pain.HardKnuckle\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HardKnuckle\"\nPain.TopSpin:\n\"----\" H 0 A_JumpIfInventory(\"W_TopSpin_Tag\",1,1)\ngoto \"ClassBase0::Pain.TopSpin\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TopSpin\"\nPain.TopSpinB:\n\"----\" H 0 A_JumpIfInventory(\"W_TopSpin_Tag\",1,1)\ngoto \"ClassBase0::Pain.TopSpinB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TopSpinB\"\nPain.TopSpinC:\n\"----\" H 0 A_JumpIfInventory(\"W_TopSpin_Tag\",1,1)\ngoto \"ClassBase0::Pain.TopSpinC\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TopSpinC\"\nPain.SearchSnake:\n\"----\" H 0 A_JumpIfInventory(\"W_SearchSnake_Tag\",1,1)\ngoto \"ClassBase0::Pain.SearchSnake\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SearchSnake\"\n/*\nPain.SearchSnake2:\n\"----\" H 0 A_JumpIfInventory(\"W_SearchSnake_Tag\",1,1)\ngoto \"ClassBase0::Pain.SearchSnake2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SearchSnake2\"\n*/\nPain.SparkShock:\n\"----\" H 0 A_JumpIfInventory(\"W_SparkShock_Tag\",1,1)\ngoto \"ClassBase0::Pain.SparkShock\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SparkShock\"\nPain.SparkShockW:\n\"----\" H 0 A_JumpIfInventory(\"W_SparkShock_Tag\",1,1)\ngoto \"ClassBase0::Pain.SparkShockW\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SparkShockW\"\nPain.ShadowBlade:\n\"----\" H 0 A_JumpIfInventory(\"W_ShadowBlade_Tag\",1,1)\ngoto \"ClassBase0::Pain.ShadowBlade\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ShadowBlade\"\nPain.ShadowBladeCBM1:\n\"----\" H 0 A_JumpIfInventory(\"W_ShadowBlade_Tag\",1,1)\ngoto \"ClassBase0::Pain.ShadowBladeCBM1\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ShadowBladeCBM1\"\nPain.ShadowBladeCBM2:\n\"----\" H 0 A_JumpIfInventory(\"W_ShadowBlade_Tag\",1,1)\ngoto \"ClassBase0::Pain.ShadowBladeCBM2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ShadowBladeCBM2\"\n//MM3//MM3//MM3//MM3//MM3\n//MM3//MM3//MM3//MM3//MM3\n/////////////////////////\n//MM4//MM4//MM4//MM4//MM4\n//MM4//MM4//MM4//MM4//MM4\nPain.FlashStopper:\n\"----\" H 0 A_JumpIfInventory(\"W_FlashStopper_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlashStopper\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlashStopper\"\nPain.FlashStopperB:\n\"----\" H 0 A_JumpIfInventory(\"W_FlashStopper_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlashStopperB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlashStopperB\"\nPain.FlashBulb:\n\"----\" H 0 A_JumpIfInventory(\"W_FlashStopper_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlashBulb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlashBulb\"\nPain.RainFlush:\n\"----\" H 0 A_JumpIfInventory(\"W_RainFlush_Tag\",1,1)\ngoto \"ClassBase0::Pain.RainFlush\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RainFlush\"\nPain.RainFlushWeak:\n\"----\" H 0 A_JumpIfInventory(\"W_RainFlush_Tag\",1,1)\ngoto \"ClassBase0::Pain.RainFlushWeak\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RainFlushWeak\"\nPain.DrillBomb:\n\"----\" H 0 A_JumpIfInventory(\"W_DrillBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.DrillBomb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.DrillBomb\"\n\nPain.PharaohShot1:\n\"----\" H 0 A_JumpIfInventory(\"W_PharaohShot_Tag\",1,1)\ngoto \"ClassBase0::Pain.PharaohShot1\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PharaohShot1\"\nPain.PharaohShot2:\n\"----\" H 0 A_JumpIfInventory(\"W_PharaohShot_Tag\",1,1)\ngoto \"ClassBase0::Pain.PharaohShot2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PharaohShot2\"\nPain.PharaohShot3:\n\"----\" H 0 A_JumpIfInventory(\"W_PharaohShot_Tag\",1,1)\ngoto \"ClassBase0::Pain.PharaohShot3\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PharaohShot3\"\nPain.PharaohHold:\n\"----\" H 0 A_JumpIfInventory(\"W_PharaohShot_Tag\",1,1)\ngoto \"ClassBase0::Pain.PharaohHold\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PharaohHold\"\nPain.RingBoomerang:\n\"----\" H 0 A_JumpIfInventory(\"W_RingBoomerang_Tag\",1,1)\ngoto \"ClassBase0::Pain.RingBoomerang\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RingBoomerang\"\nPain.RingBoomerangB:\n\"----\" H 0 A_JumpIfInventory(\"W_RingBoomerang_Tag\",1,1)\ngoto \"ClassBase0::Pain.RingBoomerangB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RingBoomerangB\"\nPain.RingBoomerangB1:\n\"----\" H 0 A_JumpIfInventory(\"W_RingBoomerang_Tag\",1,1)\ngoto \"ClassBase0::Pain.RingBoomerangB1\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RingBoomerangB1\"\nPain.RingBoomerangB2:\n\"----\" H 0 A_JumpIfInventory(\"W_RingBoomerang_Tag\",1,1)\ngoto \"ClassBase0::Pain.RingBoomerangB2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RingBoomerangB2\"\nPain.DustCrusher:\n\"----\" H 0 A_JumpIfInventory(\"W_DustCrusher_Tag\",1,1)\ngoto \"ClassBase0::Pain.DustCrusher\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.DustCrusher\"\nPain.DustCrusherBit:\n\"----\" H 0 A_JumpIfInventory(\"W_DustCrusher_Tag\",1,1)\ngoto \"ClassBase0::Pain.DustCrusherBit\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.DustCrusherBit\"\nPain.DiveMissile:\n\"----\" H 0 A_JumpIfInventory(\"W_DiveMissile_Tag\",1,1)\ngoto \"ClassBase0::Pain.DiveMissile\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.DiveMissile\"\nPain.DiveSonar:\n\"----\" H 0 A_JumpIfInventory(\"W_DiveMissile_Tag\",1,1)\ngoto \"ClassBase0::Pain.DiveSonar\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.DiveSonar\"\nPain.SkullBarrier:\n\"----\" H 0 A_JumpIfInventory(\"W_SkullBarrier_Tag\",1,1)\ngoto \"ClassBase0::Pain.SkullBarrier\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SkullBarrier\"\nPain.SkullBarrierBlast:\n\"----\" H 0 A_JumpIfInventory(\"W_SkullBarrier_Tag\",1,1)\ngoto \"ClassBase0::Pain.SkullBarrierBlast\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SkullBarrierBlast\"\nPain.SkullSniperX:\nPain.SkullSniper:\n\"----\" H 0 A_JumpIfInventory(\"W_SkullBarrier_Tag\",1,1)\ngoto \"ClassBase0::Pain.SkullSniper\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SkullSniper\"\n//MM4//MM4//MM4//MM4//MM4\n//MM4//MM4//MM4//MM4//MM4\n/////////////////////////\n//MM5//MM5//MM5//MM5//MM5\n//MM5//MM5//MM5//MM5//MM5\nPain.GravityHold:\n\"----\" H 0 A_JumpIfInventory(\"W_GravityHold_Tag\",1,1)\ngoto \"ClassBase0::Pain.GravityHold\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.GravityHold\"\nPain.GravitySmackDown:\n\"----\" H 0 A_JumpIfInventory(\"W_GravityHold_Tag\",1,1)\ngoto \"ClassBase0::Pain.GravitySmackDown\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.GravitySmackDown\"\nPain.GravitySmackUp:\n\"----\" H 0 A_JumpIfInventory(\"W_GravityHold_Tag\",1,1)\ngoto \"ClassBase0::Pain.GravitySmackUp\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.GravitySmackUp\"\nPain.G_TenguSlam:\n\"----\" H 0 A_JumpIfInventory(\"W_GravityHold_Tag\",1,1)\ngoto \"ClassBase0::Pain.G_TenguSlam\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.G_TenguSlam\"\nPain.G_TornadoSlam:\n\"----\" H 0 A_JumpIfInventory(\"W_GravityHold_Tag\",1,1)\ngoto \"ClassBase0::Pain.G_TornadoSlam\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.G_TornadoSlam\"\nPain.GravityB2:\n\"----\" H 0 A_JumpIfInventory(\"W_GravityHold_Tag\",1,1)\ngoto \"ClassBase0::Pain.GravityB2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.GravityB2\"\nPain.WaterWave:\n\"----\" H 0 A_JumpIfInventory(\"W_WaterWave_Tag\",1,1)\ngoto \"ClassBase0::Pain.WaterWave\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WaterWave\"\nPain.PowerStone:\n\"----\" H 0 A_JumpIfInventory(\"W_PowerStone_Tag\",1,1)\ngoto \"ClassBase0::Pain.PowerStone\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PowerStone\"\nPain.GyroAttack:\n\"----\" H 0 A_JumpIfInventory(\"W_GyroAttack_Tag\",1,1)\ngoto \"ClassBase0::Pain.GyroAttack\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.GyroAttack\"\nPain.StarCrash:\n\"----\" H 0 A_JumpIfInventory(\"W_StarCrash_Tag\",1,1)\ngoto \"ClassBase0::Pain.StarCrash\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.StarCrash\"\nPain.StarCrashB:\n\"----\" H 0 A_JumpIfInventory(\"W_StarCrash_Tag\",1,1)\ngoto \"ClassBase0::Pain.StarCrashB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.StarCrashB\"\nPain.ChargeKick:\n\"----\" H 0 A_JumpIfInventory(\"W_ChargeKick_Tag\",1,1)\ngoto \"ClassBase0::Pain.ChargeKick\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ChargeKick\"\nPain.NapalmBomb:\n\"----\" H 0 A_JumpIfInventory(\"W_NapalmBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.NapalmBomb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.NapalmBomb\"\nPain.NapalmBombB:\n\"----\" H 0 A_JumpIfInventory(\"W_NapalmBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.NapalmBombB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.NapalmBombB\"\nPain.CrystalEye:\n\"----\" H 0 A_JumpIfInventory(\"W_CrystalEye_Tag\",1,1)\ngoto \"ClassBase0::Pain.CrystalEye\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CrystalEye\"\nPain.CrystalEyeBit:\n\"----\" H 0 A_JumpIfInventory(\"W_CrystalEye_Tag\",1,1)\ngoto \"ClassBase0::Pain.CrystalEyeBit\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CrystalEyeBit\"\nPain.CrystalEyeBitB:\n\"----\" H 0 A_JumpIfInventory(\"W_CrystalEye_Tag\",1,1)\ngoto \"ClassBase0::Pain.CrystalEyeBitB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CrystalEyeBitB\"\nPain.CrystalEyeBitC:\n\"----\" H 0 A_JumpIfInventory(\"W_CrystalEye_Tag\",1,1)\ngoto \"ClassBase0::Pain.CrystalEyeBitC\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CrystalEyeBitC\"\n//MM5//MM5//MM5//MM5//MM5\n//MM5//MM5//MM5//MM5//MM5\n/////////////////////////\n//MM6//MM6//MM6//MM6//MM6\n//MM6//MM6//MM6//MM6//MM6\nPain.BlizzardAttack:\n\"----\" H 0 A_JumpIfInventory(\"W_BlizzardAttack_Tag\",1,1)\ngoto \"ClassBase0::Pain.BlizzardAttack\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BlizzardAttack\"\nPain.CentaurFlash:\n\"----\" H 0 A_JumpIfInventory(\"W_CentaurFlash_Tag\",1,1)\ngoto \"ClassBase0::Pain.CentaurFlash\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CentaurFlash\"\nPain.CentaurArrow:\n\"----\" H 0 A_JumpIfInventory(\"W_CentaurFlash_Tag\",1,1)\ngoto \"ClassBase0::Pain.CentaurArrow\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CentaurArrow\"\nPain.CentaurShock:\n\"----\" H 0 A_JumpIfInventory(\"W_CentaurFlash_Tag\",1,1)\ngoto \"ClassBase0::Pain.CentaurShock\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CentaurShock\"\nPain.FlameBlast:\n\"----\" H 0 A_JumpIfInventory(\"W_FlameBlast_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlameBlast\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlameBlast\"\nPain.FlameBlastB:\n\"----\" H 0 A_JumpIfInventory(\"W_FlameBlast_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlameBlastB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlameBlastB\"\nPain.KnightCrush:\n\"----\" H 0 A_JumpIfInventory(\"W_KnightCrush_Tag\",1,1)\ngoto \"ClassBase0::Pain.KnightCrush\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.KnightCrush\"\nPain.PlantBarrier:\n\"----\" H 0 A_JumpIfInventory(\"W_PlantBarrier_Tag\",1,1)\ngoto \"ClassBase0::Pain.PlantBarrier\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PlantBarrier\"\nPain.PlantDrain:\n\"----\" H 0 A_JumpIfInventory(\"W_PlantBarrier_Tag\",1,1)\ngoto \"ClassBase0::Pain.PlantDrain\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PlantDrain\"\nPain.SilverTomahawk:\n\"----\" H 0 A_JumpIfInventory(\"W_SilverTomahawk_Tag\",1,1)\ngoto \"ClassBase0::Pain.SilverTomahawk\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SilverTomahawk\"\nPain.WindStorm:\n\"----\" H 0 A_JumpIfInventory(\"W_WindStorm_Tag\",1,1)\ngoto \"ClassBase0::Pain.WindStorm\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WindStorm\"\nPain.WindStormPull:\n\"----\" H 0 A_JumpIfInventory(\"W_WindStorm_Tag\",1,1)\ngoto \"ClassBase0::Pain.WindStormPull\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WindStormPull\"\nPain.WindStormPush:\n\"----\" H 0 A_JumpIfInventory(\"W_WindStorm_Tag\",1,1)\ngoto \"ClassBase0::Pain.WindStormPush\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WindStormPush\"\nPain.YamatoSpear:\n\"----\" H 0 A_JumpIfInventory(\"W_YamatoSpear_Tag\",1,1)\ngoto \"ClassBase0::Pain.YamatoSpear\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.YamatoSpear\"\n//MM6//MM6//MM6//MM6//MM6\n//MM6//MM6//MM6//MM6//MM6\n/////////////////////////\n//MM7//MM7//MM7//MM7//MM7\n//MM7//MM7//MM7//MM7//MM7\nPain.FreezeCracker:\n\"----\" H 0 A_JumpIfInventory(\"W_FreezeCracker_Tag\",1,1)\ngoto \"ClassBase0::Pain.FreezeCracker\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FreezeCracker\"\nPain.FreezeCrackerB:\n\"----\" H 0 A_JumpIfInventory(\"W_FreezeCracker_Tag\",1,1)\ngoto \"ClassBase0::Pain.FreezeCrackerB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FreezeCrackerB\"\nPain.FreezeCrackerF:\n\"----\" H 0 A_JumpIfInventory(\"W_FreezeCracker_Tag\",1,1)\ngoto \"ClassBase0::Pain.FreezeCrackerF\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FreezeCrackerF\"\nPain.FreezeCrackerBit:\n\"----\" H 0 A_JumpIfInventory(\"W_FreezeCracker_Tag\",1,1)\ngoto \"ClassBase0::Pain.FreezeCrackerBit\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FreezeCrackerBit\"\nPain.JunkShield:\n\"----\" H 0 A_JumpIfInventory(\"W_JunkShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.JunkShield\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.JunkShield\"\nPain.JunkShock:\n\"----\" H 0 A_JumpIfInventory(\"W_JunkShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.JunkShock\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.JunkShock\"\nPain.JunkShot:\n\"----\" H 0 A_JumpIfInventory(\"W_JunkShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.JunkShot\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.JunkShot\"\nPain.DangerWrap:\n\"----\" H 0 A_JumpIfInventory(\"W_DangerWrap_Tag\",1,1)\ngoto \"ClassBase0::Pain.DangerWrap\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.DangerWrap\"\nPain.DangerTrap:\n\"----\" H 0 A_JumpIfInventory(\"W_DangerWrap_Tag\",1,1)\ngoto \"ClassBase0::Pain.DangerTrap\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.DangerTrap\"\nPain.ThunderBolt:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderBolt_Tag\",1,1)\ngoto \"ClassBase0::Pain.ThunderBolt\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ThunderBolt\"\nPain.WildCoil:\n\"----\" H 0 A_JumpIfInventory(\"W_WildCoil_Tag\",1,1)\ngoto \"ClassBase0::Pain.WildCoil\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WildCoil\"\nPain.WildCoil2:\n\"----\" H 0 A_JumpIfInventory(\"W_WildCoil_Tag\",1,1)\ngoto \"ClassBase0::Pain.WildCoil2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WildCoil2\"\nPain.SlashClaw:\n\"----\" H 0 A_JumpIfInventory(\"W_SlashClaw_Tag\",1,1)\ngoto \"ClassBase0::Pain.SlashClaw\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SlashClaw\"\nPain.SlashClawB:\n\"----\" H 0 A_JumpIfInventory(\"W_SlashClaw_Tag\",1,1)\ngoto \"ClassBase0::Pain.SlashClawB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SlashClawB\"\nPain.NoiseCrush1:\n\"----\" H 0 A_JumpIfInventory(\"W_NoiseCrush_Tag\",1,1)\ngoto \"ClassBase0::Pain.NoiseCrush1\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.NoiseCrush1\"\nPain.NoiseCrush2:\n\"----\" H 0 A_JumpIfInventory(\"W_NoiseCrush_Tag\",1,1)\ngoto \"ClassBase0::Pain.NoiseCrush2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.NoiseCrush2\"\nPain.ScorchWheel:\n\"----\" H 0 A_JumpIfInventory(\"W_ScorchWheel_Tag\",1,1)\ngoto \"ClassBase0::Pain.ScorchWheel\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ScorchWheel\"\nPain.ScorchWheelB:\n\"----\" H 0 A_JumpIfInventory(\"W_ScorchWheel_Tag\",1,1)\ngoto \"ClassBase0::Pain.ScorchWheelB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ScorchWheelB\"\n//MM7//MM7//MM7//MM7//MM7\n//MM7//MM7//MM7//MM7//MM7\n/////////////////////////\n//MM8//MM8//MM8//MM8//MM8\n//MM8//MM8//MM8//MM8//MM8\nPain.TornadoHold:\n\"----\" H 0 A_JumpIfInventory(\"W_TornadoHold_Tag\",1,1)\ngoto \"ClassBase0::Pain.TornadoHold\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TornadoHold\"\nPain.TenguTornadoHeld:\n\"----\" H 0 A_JumpIfInventory(\"W_TornadoHold_Tag\",1,1)\ngoto \"ClassBase0::Pain.TenguTornadoHeld\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TenguTornadoHeld\"\nPain.TrioTornadoHold:\n\"----\" H 0 A_JumpIfInventory(\"W_TornadoHold_Tag\",1,1)\ngoto \"ClassBase0::Pain.TrioTornadoHold\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TrioTornadoHold\"\nPain.AstroCrush:\n\"----\" H 0 A_JumpIfInventory(\"W_AstroCrush_Tag\",1,1)\ngoto \"ClassBase0::Pain.AstroCrush\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.AstroCrush\"\nPain.TrioAstroCrush:\n\"----\" H 0 A_JumpIfInventory(\"W_AstroCrush_Tag\",1,1)\ngoto \"ClassBase0::Pain.TrioAstroCrush\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TrioAstroCrush\"\nPain.FlameSword:\n\"----\" H 0 A_JumpIfInventory(\"W_FlameSword_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlameSword\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlameSword\"\nPain.TrioFlameSword:\n\"----\" H 0 A_JumpIfInventory(\"W_FlameSword_Tag\",1,1)\ngoto \"ClassBase0::Pain.TrioFlameSword\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TrioFlameSword\"\nPain.SwordTorsoCBM:\n\"----\" H 0 A_JumpIfInventory(\"W_FlameSword_Tag\",1,1)\ngoto \"ClassBase0::Pain.SwordTorsoCBM\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SwordTorsoCBM\"\nPain.FlameSwordCBM:\n\"----\" H 0 A_JumpIfInventory(\"W_FlameSword_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlameSwordCBM\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlameSwordCBM\"\nPain.FlameSwordSpark3:\n\"----\" H 0 A_JumpIfInventory(\"W_FlameSword_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlameSwordSpark3\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlameSwordSpark3\"\nPain.FlameSwordSpark2:\n\"----\" H 0 A_JumpIfInventory(\"W_FlameSword_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlameSwordSpark2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlameSwordSpark2\"\nPain.FlameSwordSpark:\n\"----\" H 0 A_JumpIfInventory(\"W_FlameSword_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlameSwordSpark\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlameSwordSpark\"\nPain.ThunderClaw:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderClaw_Tag\",1,1)\ngoto \"ClassBase0::Pain.ThunderClaw\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ThunderClaw\"\nPain.TrioThunderClaw:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderClaw_Tag\",1,1)\ngoto \"ClassBase0::Pain.TrioThunderClaw\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TrioThunderClaw\"\nPain.ThunderClawT:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderClaw_Tag\",1,1)\ngoto \"ClassBase0::Pain.ThunderClawT\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ThunderClawT\"\nPain.ThunderClawG:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderClaw_Tag\",1,1)\ngoto \"ClassBase0::Pain.ThunderClawG\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ThunderClawG\"\nPain.ThunderClawT2:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderClaw_Tag\",1,1)\ngoto \"ClassBase0::Pain.ThunderClawT2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ThunderClawT2\"\nPain.HomingSniper:\n\"----\" H 0 A_JumpIfInventory(\"W_HomingSniper_Tag\",1,1)\ngoto \"ClassBase0::Pain.HomingSniper\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HomingSniper\"\nPain.TrioHomingSniper:\n\"----\" H 0 A_JumpIfInventory(\"W_HomingSniper_Tag\",1,1)\ngoto \"ClassBase0::Pain.TrioHomingSniper\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TrioHomingSniper\"\nPain.IceWave:\n\"----\" H 0 A_JumpIfInventory(\"W_IceWave_Tag\",1,1)\ngoto \"ClassBase0::Pain.IceWave\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IceWave\"\nPain.IceWaveB:\n\"----\" H 0 A_JumpIfInventory(\"W_IceWave_Tag\",1,1)\ngoto \"ClassBase0::Pain.IceWaveB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IceWaveB\"\nPain.TrioIceWave:\n\"----\" H 0 A_JumpIfInventory(\"W_IceWave_Tag\",1,1)\ngoto \"ClassBase0::Pain.TrioIceWave\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TrioIceWave\"\nPain.FlashBomb:\n\"----\" H 0 A_JumpIfInventory(\"W_FlashBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlashBomb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlashBomb\"\nPain.FlashBombB1:\n\"----\" H 0 A_JumpIfInventory(\"W_FlashBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlashBombB1\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlashBombB1\"\nPain.FlashBombB2:\n\"----\" H 0 A_JumpIfInventory(\"W_FlashBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.FlashBombB2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.FlashBombB2\"\nPain.TrioFlashBomb:\n\"----\" H 0 A_JumpIfInventory(\"W_FlashBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.TrioFlashBomb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TrioFlashBomb\"\nPain.WaterBalloon:\n\"----\" H 0 A_JumpIfInventory(\"W_WaterBalloon_Tag\",1,1)\ngoto \"ClassBase0::Pain.WaterBalloon\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WaterBalloon\"\nPain.TrioWaterBalloon:\n\"----\" H 0 A_JumpIfInventory(\"W_WaterBalloon_Tag\",1,1)\ngoto \"ClassBase0::Pain.TrioWaterBalloon\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TrioWaterBalloon\"\nPain.WaterCannon:\n\"----\" H 0 A_JumpIfInventory(\"W_WaterBalloon_Tag\",1,1)\ngoto \"ClassBase0::Pain.WaterCannon\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WaterCannon\"\nPain.WaterTower:\n\"----\" H 0 A_JumpIfInventory(\"W_WaterBalloon_Tag\",1,1)\ngoto \"ClassBase0::Pain.WaterTower\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WaterTower\"\n\nPain.MegaBall:\n\"----\" H 0 A_JumpIfInventory(\"W_MegaBall_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaBall\"\n\n//MM8//MM8//MM8//MM8//MM8\n//MM8//MM8//MM8//MM8//MM8\n/////////////////////////\n//MMB//MMB//MMB//MMB//MMB\n//MMB//MMB//MMB//MMB//MMB\nPain.TenguBlade:\n\"----\" H 0 A_JumpIfInventory(\"W_TenguBlade_Tag\",1,1)\ngoto \"ClassBase0::Pain.TenguBlade\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TenguBlade\"\nPain.TenguBladeB:\n\"----\" H 0 A_JumpIfInventory(\"W_TenguBlade_Tag\",1,1)\ngoto \"ClassBase0::Pain.TenguBladeB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TenguBladeB\"\nPain.CopyVision:\n\"----\" H 0 A_JumpIfInventory(\"W_CopyVision_Tag\",1,1)\ngoto \"ClassBase0::Pain.CopyVision\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CopyVision\"\nPain.LightningBolt:\n\"----\" H 0 A_JumpIfInventory(\"W_LightningBolt_Tag\",1,1)\ngoto \"ClassBase0::Pain.LightningBolt\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.LightningBolt\"\nPain.IceWall:\n\"----\" H 0 A_JumpIfInventory(\"W_IceWall_Tag\",1,1)\ngoto \"ClassBase0::Pain.IceWall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IceWall\"\nPain.IceWallB:\n\"----\" H 0 A_JumpIfInventory(\"W_IceWall_Tag\",1,1)\ngoto \"ClassBase0::Pain.IceWallB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IceWallB\"\nPain.IceWallC:\n\"----\" H 0 A_JumpIfInventory(\"W_IceWall_Tag\",1,1)\ngoto \"ClassBase0::Pain.IceWallC\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.IceWallC\"\nPain.ColdField:\n\"----\" H 0 A_JumpIfInventory(\"W_IceWall_Tag\",1,1)\ngoto \"ClassBase0::Pain.ColdField\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ColdField\"\nPain.SpreadDrill:\n\"----\" H 0 A_JumpIfInventory(\"W_SpreadDrill_Tag\",1,1)\ngoto \"ClassBase0::Pain.SpreadDrill\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SpreadDrill\"\nPain.SpreadDrill2:\n\"----\" H 0 A_JumpIfInventory(\"W_SpreadDrill_Tag\",1,1)\ngoto \"ClassBase0::Pain.SpreadDrill2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SpreadDrill2\"\nPain.SpreadDrill3:\n\"----\" H 0 A_JumpIfInventory(\"W_SpreadDrill_Tag\",1,1)\ngoto \"ClassBase0::Pain.SpreadDrill3\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SpreadDrill3\"\nPain.SpreadDrillB:\n\"----\" H 0 A_JumpIfInventory(\"W_SpreadDrill_Tag\",1,1)\ngoto \"ClassBase0::Pain.SpreadDrillB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SpreadDrillB\"\nPain.SpreadDrillB1:\n\"----\" H 0 A_JumpIfInventory(\"W_SpreadDrill_Tag\",1,1)\ngoto \"ClassBase0::Pain.SpreadDrillB1\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SpreadDrillB1\"\nPain.SpreadDrillB4:\n\"----\" H 0 A_JumpIfInventory(\"W_SpreadDrill_Tag\",1,1)\ngoto \"ClassBase0::Pain.SpreadDrillB4\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SpreadDrillB4\"\nPain.RemoteMine:\n\"----\" H 0 A_JumpIfInventory(\"W_RemoteMine_Tag\",1,1)\ngoto \"ClassBase0::Pain.RemoteMine\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RemoteMine\"\nPain.RemoteMineB:\n\"----\" H 0 A_JumpIfInventory(\"W_RemoteMine_Tag\",1,1)\ngoto \"ClassBase0::Pain.RemoteMineB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.RemoteMineB\"\nPain.WaveBurner:\n\"----\" H 0 A_JumpIfInventory(\"W_WaveBurner_Tag\",1,1)\ngoto \"ClassBase0::Pain.WaveBurner\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WaveBurner\"\nPain.WaveBurnerUW:\n\"----\" H 0 A_JumpIfInventory(\"W_WaveBurner_Tag\",1,1)\ngoto \"ClassBase0::Pain.WaveBurnerUW\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WaveBurnerUW\"\nPain.MagicCard:\n\"----\" H 0 A_JumpIfInventory(\"W_MagicCard_Tag\",1,1)\ngoto \"ClassBase0::Pain.MagicCard\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MagicCard\"\nPain.MagicCardB:\n\"----\" H 0 A_JumpIfInventory(\"W_MagicCard_Tag\",1,1)\ngoto \"ClassBase0::Pain.MagicCardB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MagicCardB\"\nPain.MagicCardBF:\n\"----\" H 0 A_JumpIfInventory(\"W_MagicCard_Tag\",1,1)\ngoto \"ClassBase0::Pain.MagicCardBF\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MagicCardBF\"\n//MMB//MMB//MMB//MMB//MMB\n//MMB//MMB//MMB//MMB//MMB\n/////////////////////////\n//MM9//MM9//MM9//MM9//MM9\n//MM9//MM9//MM9//MM9//MM9\nPain.ConcreteShot:\n\"----\" H 0 A_JumpIfInventory(\"W_ConcreteShot_Tag\",1,1)\ngoto \"ClassBase0::Pain.ConcreteShot\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ConcreteShot\"\nPain.Concrete:\n\"----\" H 0 A_JumpIfInventory(\"W_ConcreteShot_Tag\",1,1)\ngoto \"ClassBase0::Pain.Concrete\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.Concrete\"\nPain.ConcreteStop:\n\"----\" H 0 A_JumpIfInventory(\"W_ConcreteShot_Tag\",1,1)\ngoto \"ClassBase0::Pain.ConcreteStop\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ConcreteStop\"\nPain.TornadoBlow:\n\"----\" H 0 A_JumpIfInventory(\"W_TornadoBlow_Tag\",1,1)\ngoto \"ClassBase0::Pain.TornadoBlow\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TornadoBlow\"\nPain.TornadoFloor:\n\"----\" H 0 A_JumpIfInventory(\"W_TornadoBlow_Tag\",1,1)\ngoto \"ClassBase0::Pain.TornadoFloor\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TornadoFloor\"\nPain.TornadoWall:\n\"----\" H 0 A_JumpIfInventory(\"W_TornadoBlow_Tag\",1,1)\ngoto \"ClassBase0::Pain.TornadoWall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TornadoWall\"\nPain.TornadoBlowB:\n\"----\" H 0 A_JumpIfInventory(\"W_TornadoBlow_Tag\",1,1)\ngoto \"ClassBase0::Pain.TornadoBlowB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TornadoBlowB\"\nPain.LaserTrident:\n\"----\" H 0 A_JumpIfInventory(\"W_LaserTrident_Tag\",1,1)\ngoto \"ClassBase0::Pain.LaserTrident\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.LaserTrident\"\nPain.LaserTridentS:\n\"----\" H 0 A_JumpIfInventory(\"W_LaserTrident_Tag\",1,1)\ngoto \"ClassBase0::Pain.LaserTridentS\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.LaserTridentS\"\nPain.LaserTridentSE:\n\"----\" H 0 A_JumpIfInventory(\"W_LaserTrident_Tag\",1,1)\ngoto \"ClassBase0::Pain.LaserTridentSE\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.LaserTridentSE\"\nPain.PlugBall:\n\"----\" H 0 A_JumpIfInventory(\"W_PlugBall_Tag\",1,1)\ngoto \"ClassBase0::Pain.PlugBall\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PlugBall\"\nPain.JewelSatellite:\n\"----\" H 0 A_JumpIfInventory(\"W_JewelSatellite_Tag\",1,1)\ngoto \"ClassBase0::Pain.JewelSatellite\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.JewelSatellite\"\nPain.JewelSatelliteB:\n\"----\" H 0 A_JumpIfInventory(\"W_JewelSatellite_Tag\",1,1)\ngoto \"ClassBase0::Pain.JewelSatelliteB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.JewelSatelliteB\"\nPain.HornetChaser:\n\"----\" H 0 A_JumpIfInventory(\"W_HornetChaser_Tag\",1,1)\ngoto \"ClassBase0::Pain.HornetChaser\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HornetChaser\"\nPain.HornetChaserB:\n\"----\" H 0 A_JumpIfInventory(\"W_HornetChaser_Tag\",1,1)\ngoto \"ClassBase0::Pain.HornetChaserB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HornetChaserB\"\nPain.HornetHoney:\n\"----\" H 0 A_JumpIfInventory(\"W_HornetChaser_Tag\",1,1)\ngoto \"ClassBase0::Pain.HornetHoney\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HornetHoney\"\nPain.MagmaBazooka1:\n\"----\" H 0 A_JumpIfInventory(\"W_MagmaBazooka_Tag\",1,1)\ngoto \"ClassBase0::Pain.MagmaBazooka1\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MagmaBazooka1\"\nPain.MagmaBazooka2:\n\"----\" H 0 A_JumpIfInventory(\"W_MagmaBazooka_Tag\",1,1)\ngoto \"ClassBase0::Pain.MagmaBazooka2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MagmaBazooka2\"\nPain.BlackHoleBomb:\n\"----\" H 0 A_JumpIfInventory(\"W_BlackHoleBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.BlackHoleBomb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BlackHoleBomb\"\nPain.BlackHoleBombB:\n\"----\" H 0 A_JumpIfInventory(\"W_BlackHoleBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.BlackHoleBombB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BlackHoleBombB\"\nPain.BlackHoleBombCBM:\n\"----\" H 0 A_JumpIfInventory(\"W_BlackHoleBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.BlackHoleBombCBM\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BlackHoleBombCBM\"\n//MM9//MM9//MM9//MM9//MM9\n//MM9//MM9//MM9//MM9//MM9\n/////////////////////////\n//MM10//MM10//MM10//MM10//MM10\n//MM10//MM10//MM10//MM10//MM10\nPain.TripleBlade:\n\"----\" H 0 A_JumpIfInventory(\"W_TripleBlade_Tag\",1,1)\ngoto \"ClassBase0::Pain.TripleBlade\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TripleBlade\"\nPain.TripleBladeB:\n\"----\" H 0 A_JumpIfInventory(\"W_TripleBlade_Tag\",1,1)\ngoto \"ClassBase0::Pain.TripleBladeB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.TripleBladeB\"\nPain.WaterShield:\n\"----\" H 0 A_JumpIfInventory(\"W_WaterShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.WaterShield\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WaterShield\"\nPain.WaterShielder:\n\"----\" H 0 A_JumpIfInventory(\"W_WaterShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.WaterShielder\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WaterShielder\"\nPain.PumpShield:\n\"----\" H 0 A_JumpIfInventory(\"W_WaterShield_Tag\",1,1)\ngoto \"ClassBase0::Pain.PumpShield\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PumpShield\"\nPain.CommandoBomb:\n\"----\" H 0 A_JumpIfInventory(\"W_CommandoBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.CommandoBomb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CommandoBomb\"\nPain.CommandoBombWave:\n\"----\" H 0 A_JumpIfInventory(\"W_CommandoBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.CommandoBombWave\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.CommandoBombWave\"\nPain.ChillSpike:\n\"----\" H 0 A_JumpIfInventory(\"W_ChillSpike_Tag\",1,1)\ngoto \"ClassBase0::Pain.ChillSpike\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ChillSpike\"\nPain.ChillmanSlow:\n\"----\" H 0 A_JumpIfInventory(\"W_ChillSpike_Tag\",1,1)\ngoto \"ClassBase0::Pain.ChillmanSlow\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ChillmanSlow\"\nPain.ChillmanSpike:\n\"----\" H 0 A_JumpIfInventory(\"W_ChillSpike_Tag\",1,1)\ngoto \"ClassBase0::Pain.ChillmanSpike\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ChillmanSpike\"\nPain.ChillFreeze:\n\"----\" H 0 A_JumpIfInventory(\"W_ChillSpike_Tag\",1,1)\ngoto \"ClassBase0::Pain.ChillFreeze\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ChillFreeze\"\nPain.ThunderWool:\n\"----\" H 0 A_JumpIfInventory(\"W_ThunderWool_Tag\",1,1)\ngoto \"ClassBase0::Pain.ThunderWool\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ThunderWool\"\nPain.ReboundStriker:\n\"----\" H 0 A_JumpIfInventory(\"W_ReboundStriker_Tag\",1,1)\ngoto \"ClassBase0::Pain.ReboundStriker\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ReboundStriker\"\nPain.WheelCutter:\n\"----\" H 0 A_JumpIfInventory(\"W_WheelCutter_Tag\",1,1)\ngoto \"ClassBase0::Pain.WheelCutter\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.WheelCutter\"\nPain.SolarBlaze:\n\"----\" H 0 A_JumpIfInventory(\"W_SolarBlaze_Tag\",1,1)\ngoto \"ClassBase0::Pain.SolarBlaze\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SolarBlaze\"\n//MM10//MM10//MM10//MM10//MM10\n//MM10//MM10//MM10//MM10//MM10\n/////////////////////////\n//MMV//MMV//MMV//MMV//MMV\n//MMV//MMV//MMV//MMV//MMV\nPain.GrabBuster:\n\"----\" H 0 A_JumpIfInventory(\"W_GrabBuster_Tag\",1,1)\ngoto \"ClassBase0::Pain.GrabBuster\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.GrabBuster\"\nPain.GrabBusterB:\n\"----\" H 0 A_JumpIfInventory(\"W_GrabBuster_Tag\",1,1)\ngoto \"ClassBase0::Pain.GrabBusterB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.GrabBusterB\"\nPain.BubbleBomb:\n\"----\" H 0 A_JumpIfInventory(\"W_BubbleBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.BubbleBomb\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BubbleBomb\"\nPain.BubbleBombB:\n\"----\" H 0 A_JumpIfInventory(\"W_BubbleBomb_Tag\",1,1)\ngoto \"ClassBase0::Pain.BubbleBombB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BubbleBombB\"\nPain.PhotonMissile:\n\"----\" H 0 A_JumpIfInventory(\"W_PhotonMissile_Tag\",1,1)\ngoto \"ClassBase0::Pain.PhotonMissile\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PhotonMissile\"\nPain.PhotonMissileStart:\n\"----\" H 0 A_JumpIfInventory(\"W_PhotonMissile_Tag\",1,1)\ngoto \"ClassBase0::Pain.PhotonMissileStart\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PhotonMissileStart\"\nPain.PhotonMissileV:\n\"----\" H 0 A_JumpIfInventory(\"W_PhotonMissile_Tag\",1,1)\ngoto \"ClassBase0::Pain.PhotonMissileV\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.PhotonMissileV\"\nPain.ElectricShock:\n\"----\" H 0 A_JumpIfInventory(\"W_ElectricShock_Tag\",1,1)\ngoto \"ClassBase0::Pain.ElectricShock\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ElectricShock\"\nPain.ElectricShockBeam:\n\"----\" H 0 A_JumpIfInventory(\"W_ElectricShock_Tag\",1,1)\ngoto \"ClassBase0::Pain.ElectricShockBeam\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ElectricShockBeam\"\nPain.DeepDigger:\n\"----\" H 0 A_JumpIfInventory(\"W_DeepDigger_Tag\",1,1)\ngoto \"ClassBase0::Pain.DeepDigger\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.DeepDigger\"\nPain.UranusDeepDigger:\n\"----\" H 0 A_JumpIfInventory(\"W_DeepDigger_Tag\",1,1)\ngoto \"ClassBase0::Pain.UranusDeepDigger\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.UranusDeepDigger\"\nPain.BreakDash:\n\"----\" H 0 A_JumpIfInventory(\"W_BreakDash_Tag\",1,1)\ngoto \"ClassBase0::Pain.BreakDash\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BreakDash\"\nPain.BreakDashP:\n\"----\" H 0 A_JumpIfInventory(\"W_BreakDash_Tag\",1,1)\ngoto \"ClassBase0::Pain.BreakDashP\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BreakDashP\"\nPain.BreakDashP2:\n\"----\" H 0 A_JumpIfInventory(\"W_BreakDash_Tag\",1,1)\ngoto \"ClassBase0::Pain.BreakDashP2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BreakDashP2\"\nPain.SaltWater:\n\"----\" H 0 A_JumpIfInventory(\"W_SaltWater_Tag\",1,1)\ngoto \"ClassBase0::Pain.SaltWater\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SaltWater\"\nPain.NeptuneSaltStomp:\n\"----\" H 0 A_JumpIfInventory(\"W_SaltWater_Tag\",1,1)\ngoto \"ClassBase0::Pain.NeptuneSaltStomp\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.NeptuneSaltStomp\"\n//MMV//MMV//MMV//MMV//MMV\n//MMV//MMV//MMV//MMV//MMV\n/////////////////////////\n//MMWT//MMWT//MMWT//MMWT//MMWT\n//MMWT//MMWT//MMWT//MMWT//MMWT\nPain.BusterRodG:\n\"----\" H 0 A_JumpIfInventory(\"W_BusterRodG_Tag\",1,1)\ngoto \"ClassBase0::Pain.BusterRodG\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BusterRodG\"\nPain.BusterRodPole:\n\"----\" H 0 A_JumpIfInventory(\"W_BusterRodG_Tag\",1,1)\ngoto \"ClassBase0::Pain.BusterRodPole\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BusterRodPole\"\nPain.MegaWaterS:\n\"----\" H 0 A_JumpIfInventory(\"W_MegaWaterS_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaWaterS\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaWaterS\"\nPain.MegaWaterBarrier:\n\"----\" H 0 A_JumpIfInventory(\"W_MegaWaterS_Tag\",1,1)\ngoto \"ClassBase0::Pain.MegaWaterBarrier\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MegaWaterBarrier\"\nPain.MWSLift:\n\"----\" H 0 A_JumpIfInventory(\"W_MegaWaterS_Tag\",1,1)\ngoto \"ClassBase0::Pain.MWSLift\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MWSLift\"\nPain.HyperStormH:\n\"----\" H 0 A_JumpIfInventory(\"W_HyperStormH_Tag\",1,1)\ngoto \"ClassBase0::Pain.HyperStormH\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HyperStormH\"\nPain.HSHFire:\n\"----\" H 0 A_JumpIfInventory(\"W_HyperStormH_Tag\",1,1)\ngoto \"ClassBase0::Pain.HSHFire\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HSHFire\"\nPain.HSHCold:\n\"----\" H 0 A_JumpIfInventory(\"W_HyperStormH_Tag\",1,1)\ngoto \"ClassBase0::Pain.HSHCold\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HSHCold\"\nPain.HSHSuck:\n\"----\" H 0 A_JumpIfInventory(\"W_HyperStormH_Tag\",1,1)\ngoto \"ClassBase0::Pain.HSHSuck\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HSHSuck\"\nPain.HyperStormBlaster:\n\"----\" H 0 A_JumpIfInventory(\"W_HyperStormH_Tag\",1,1)\ngoto \"ClassBase0::Pain.HyperStormBlaster\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.HyperStormBlaster\"\n//MMWT//MMWT//MMWT//MMWT//MMWT\n//MMWT//MMWT//MMWT//MMWT//MMWT\n/////////////////////////\n//MMK//MMK//MMK//MMK//MMK\n//MMK//MMK//MMK//MMK//MMK\nPain.MirrorBuster:\n\"----\" H 0 A_JumpIfInventory(\"W_MirrorBuster_Tag\",1,1)\ngoto \"ClassBase0::Pain.MirrorBuster\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MirrorBuster\"\nPain.MirrorBuster1:\n\"----\" H 0 A_JumpIfInventory(\"W_MirrorBuster_Tag\",1,1)\ngoto \"ClassBase0::Pain.MirrorBuster1\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MirrorBuster1\"\nPain.MirrorBuster2:\n\"----\" H 0 A_JumpIfInventory(\"W_MirrorBuster_Tag\",1,1)\ngoto \"ClassBase0::Pain.MirrorBuster2\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MirrorBuster2\"\nPain.MirrorBuster3:\n\"----\" H 0 A_JumpIfInventory(\"W_MirrorBuster_Tag\",1,1)\ngoto \"ClassBase0::Pain.MirrorBuster3\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.MirrorBuster3\"\nPain.ScrewCrusher:\n\"----\" H 0 A_JumpIfInventory(\"W_ScrewCrusher_Tag\",1,1)\ngoto \"ClassBase0::Pain.ScrewCrusher\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ScrewCrusher\"\nPain.ScrewCrusherM:\n\"----\" H 0 A_JumpIfInventory(\"W_ScrewCrusher_Tag\",1,1)\ngoto \"ClassBase0::Pain.ScrewCrusherM\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.ScrewCrusherM\"\nPain.BalladeCracker:\n\"----\" H 0 A_JumpIfInventory(\"W_BalladeCracker_Tag\",1,1)\ngoto \"ClassBase0::Pain.BalladeCracker\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.BalladeCracker\"\nPain.Sakugarne:\n\"----\" H 0 A_JumpIfInventory(\"W_Sakugarne_Tag\",1,1)\ngoto \"ClassBase0::Pain.Sakugarne\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.Sakugarne\"\nPain.SakugarneB:\n\"----\" H 0 A_JumpIfInventory(\"W_Sakugarne_Tag\",1,1)\ngoto \"ClassBase0::Pain.SakugarneB\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SakugarneB\"\nPain.QuintLeap:\n\"----\" H 0 A_JumpIfInventory(\"W_Sakugarne_Tag\",1,1)\ngoto \"ClassBase0::Pain.QuintLeap\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.QuintLeap\"\nPain.SakuDrill:\n\"----\" H 0 A_JumpIfInventory(\"W_Sakugarne_Tag\",1,1)\ngoto \"ClassBase0::Pain.SakuDrill\"\n\"----\" H 0 A_GiveInventory(\"WeakPain_P\")\ngoto \"ClassBase0::Pain.SakuDrill\"\n//MMK//MMK//MMK//MMK//MMK\n//MMK//MMK//MMK//MMK//MMK\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/ClassBaseTID.txt",
        "contents": "actor BasicHitBase\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 //A_GiveToTarget(\"RollHitPickup\",1)\nstop\n}\n}\n\nactor BasicPoisonBase\n{\nvar int user_HIT;\nvar int user_SOURCE;\nvar int user_AMOUNT;\nHeight 0\nRadius 0\n+NOINTERACTION\n+NOCLIP\n+SEEKERMISSILE\nPROJECTILE\nStates\n{\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor BasicHitBaseF : BasicHitBase\n{\nvar int user_HIT;\n//var int user_power;\n}\n\nactor CollideFlag : OnceC{}\n\nactor ForceEndPoisonFlag : OnceC{}\n\nactor C_PSN2 : PowerUp{Powerup.Duration -2}\nactor C_PSN3 : PowerUp{Powerup.Duration -3}\nactor C_PSN4 : PowerUp{Powerup.Duration -4}\nactor C_PSN5 : PowerUp{Powerup.Duration -5}\nactor C_PSN6 : PowerUp{Powerup.Duration -6}\n\n//General idea/method by JaxOf7\n\n//Bonus Damage\n\nactor WilyFireB1_PSNFlag : OnceC{}\nactor WilyFireB1_PSN : C_PSN2{}\nactor WilyFireB1_PSN0 : C_PSN2{}//Online desync\n\nactor WilyFireB1_PSN1000:C_PSN2{}actor WilyFireB1_PSN1001:C_PSN2{}actor WilyFireB1_PSN1002:C_PSN2{}actor WilyFireB1_PSN1003:C_PSN2{}actor WilyFireB1_PSN1004:C_PSN2{}actor WilyFireB1_PSN1005:C_PSN2{}actor WilyFireB1_PSN1006:C_PSN2{}actor WilyFireB1_PSN1007:C_PSN2{}\nactor WilyFireB1_PSN1008:C_PSN2{}actor WilyFireB1_PSN1009:C_PSN2{}actor WilyFireB1_PSN1010:C_PSN2{}actor WilyFireB1_PSN1011:C_PSN2{}actor WilyFireB1_PSN1012:C_PSN2{}actor WilyFireB1_PSN1013:C_PSN2{}actor WilyFireB1_PSN1014:C_PSN2{}actor WilyFireB1_PSN1015:C_PSN2{}\nactor WilyFireB1_PSN1016:C_PSN2{}actor WilyFireB1_PSN1017:C_PSN2{}actor WilyFireB1_PSN1018:C_PSN2{}actor WilyFireB1_PSN1019:C_PSN2{}actor WilyFireB1_PSN1020:C_PSN2{}actor WilyFireB1_PSN1021:C_PSN2{}actor WilyFireB1_PSN1022:C_PSN2{}actor WilyFireB1_PSN1023:C_PSN2{}\nactor WilyFireB1_PSN1024:C_PSN2{}actor WilyFireB1_PSN1025:C_PSN2{}actor WilyFireB1_PSN1026:C_PSN2{}actor WilyFireB1_PSN1027:C_PSN2{}actor WilyFireB1_PSN1028:C_PSN2{}actor WilyFireB1_PSN1029:C_PSN2{}actor WilyFireB1_PSN1030:C_PSN2{}actor WilyFireB1_PSN1031:C_PSN2{}\nactor WilyFireB1_PSN1032:C_PSN2{}actor WilyFireB1_PSN1033:C_PSN2{}actor WilyFireB1_PSN1034:C_PSN2{}actor WilyFireB1_PSN1035:C_PSN2{}actor WilyFireB1_PSN1036:C_PSN2{}actor WilyFireB1_PSN1037:C_PSN2{}actor WilyFireB1_PSN1038:C_PSN2{}actor WilyFireB1_PSN1039:C_PSN2{}\nactor WilyFireB1_PSN1040:C_PSN2{}actor WilyFireB1_PSN1041:C_PSN2{}actor WilyFireB1_PSN1042:C_PSN2{}actor WilyFireB1_PSN1043:C_PSN2{}actor WilyFireB1_PSN1044:C_PSN2{}actor WilyFireB1_PSN1045:C_PSN2{}actor WilyFireB1_PSN1046:C_PSN2{}actor WilyFireB1_PSN1047:C_PSN2{}\nactor WilyFireB1_PSN1048:C_PSN2{}actor WilyFireB1_PSN1049:C_PSN2{}actor WilyFireB1_PSN1050:C_PSN2{}actor WilyFireB1_PSN1051:C_PSN2{}actor WilyFireB1_PSN1052:C_PSN2{}actor WilyFireB1_PSN1053:C_PSN2{}actor WilyFireB1_PSN1054:C_PSN2{}actor WilyFireB1_PSN1055:C_PSN2{}\nactor WilyFireB1_PSN1056:C_PSN2{}actor WilyFireB1_PSN1057:C_PSN2{}actor WilyFireB1_PSN1058:C_PSN2{}actor WilyFireB1_PSN1059:C_PSN2{}actor WilyFireB1_PSN1060:C_PSN2{}actor WilyFireB1_PSN1061:C_PSN2{}actor WilyFireB1_PSN1062:C_PSN2{}actor WilyFireB1_PSN1063:C_PSN2{}\n\nactor PainWilyFireB1Hit : BasicPoisonBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_AMOUNT\",1)//How much poison is given in tics. (1 if a powerup)\nTNT1 A 0 A_SetUserVar(\"user_HIT\",ACS_ExecuteWithResult(257,0))//Record who was hit\nTNT1 A 0 A_TransferPointer(2,0,2,2)//Make this projectile the shooters\nTNT1 A 0 A_SetUserVar(\"user_SOURCE\", ACS_ExecuteWithResult(257,0))//Record the original shooter\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_POISONFOLLOW,user_HIT,-1,user_SOURCE)>=1, \"Death\")\n//^^Give player specific inventory based on who hit them, and also kills this actor if they already have that inventory\nTNT1 A 0 ACS_ExecuteAlways(C_POISONFOLLOW,0,user_HIT,200,user_SOURCE)//Makes this actor track/follow the person hit (Check ACS for more info)\n//^^This is Powerup track with following\nTNT1 A 0 A_GiveInventory(\"WeaponCharge\",50)//Duration between damage in tics\nGoto DoT\nDoT:\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX1\",0,0,12,0,0,0,0,1)//From here you can do what for this actor while it tracks the Hit player.\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")//If the Hit Player is out of poison time, this flag will be given to end this actor\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX1\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX1\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX1\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX2\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX2\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX2\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\nTNT1 A 0 A_SpawnItemEX(\"WilyTackleFireFX2\",0,0,12,0,0,0,0,1)\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\n\nTNT1 A 0 Thing_Move(0,user_HIT,1)//While this poison actor is following the player, its not following at the same rate online.\n//So the above will guarantee the below will spawn directly on the poisoned target.\nTNT1 A 0 A_SpawnItemEX(\"WilyFireCollide\",0,0,28)//The main damager\nloop\n}\n}\n\nactor MegaFireBall_PSNFlag : OnceC{}\nactor MegaFireBall_PSN : C_PSN3{}\nactor MegaFireBall_PSN0 : C_PSN3{}//Online desync\n\nactor MegaFireBall_PSN1000:C_PSN3{}actor MegaFireBall_PSN1001:C_PSN3{}actor MegaFireBall_PSN1002:C_PSN3{}actor MegaFireBall_PSN1003:C_PSN3{}actor MegaFireBall_PSN1004:C_PSN3{}actor MegaFireBall_PSN1005:C_PSN3{}actor MegaFireBall_PSN1006:C_PSN3{}actor MegaFireBall_PSN1007:C_PSN3{}\nactor MegaFireBall_PSN1008:C_PSN3{}actor MegaFireBall_PSN1009:C_PSN3{}actor MegaFireBall_PSN1010:C_PSN3{}actor MegaFireBall_PSN1011:C_PSN3{}actor MegaFireBall_PSN1012:C_PSN3{}actor MegaFireBall_PSN1013:C_PSN3{}actor MegaFireBall_PSN1014:C_PSN3{}actor MegaFireBall_PSN1015:C_PSN3{}\nactor MegaFireBall_PSN1016:C_PSN3{}actor MegaFireBall_PSN1017:C_PSN3{}actor MegaFireBall_PSN1018:C_PSN3{}actor MegaFireBall_PSN1019:C_PSN3{}actor MegaFireBall_PSN1020:C_PSN3{}actor MegaFireBall_PSN1021:C_PSN3{}actor MegaFireBall_PSN1022:C_PSN3{}actor MegaFireBall_PSN1023:C_PSN3{}\nactor MegaFireBall_PSN1024:C_PSN3{}actor MegaFireBall_PSN1025:C_PSN3{}actor MegaFireBall_PSN1026:C_PSN3{}actor MegaFireBall_PSN1027:C_PSN3{}actor MegaFireBall_PSN1028:C_PSN3{}actor MegaFireBall_PSN1029:C_PSN3{}actor MegaFireBall_PSN1030:C_PSN3{}actor MegaFireBall_PSN1031:C_PSN3{}\nactor MegaFireBall_PSN1032:C_PSN3{}actor MegaFireBall_PSN1033:C_PSN3{}actor MegaFireBall_PSN1034:C_PSN3{}actor MegaFireBall_PSN1035:C_PSN3{}actor MegaFireBall_PSN1036:C_PSN3{}actor MegaFireBall_PSN1037:C_PSN3{}actor MegaFireBall_PSN1038:C_PSN3{}actor MegaFireBall_PSN1039:C_PSN3{}\nactor MegaFireBall_PSN1040:C_PSN3{}actor MegaFireBall_PSN1041:C_PSN3{}actor MegaFireBall_PSN1042:C_PSN3{}actor MegaFireBall_PSN1043:C_PSN3{}actor MegaFireBall_PSN1044:C_PSN3{}actor MegaFireBall_PSN1045:C_PSN3{}actor MegaFireBall_PSN1046:C_PSN3{}actor MegaFireBall_PSN1047:C_PSN3{}\nactor MegaFireBall_PSN1048:C_PSN3{}actor MegaFireBall_PSN1049:C_PSN3{}actor MegaFireBall_PSN1050:C_PSN3{}actor MegaFireBall_PSN1051:C_PSN3{}actor MegaFireBall_PSN1052:C_PSN3{}actor MegaFireBall_PSN1053:C_PSN3{}actor MegaFireBall_PSN1054:C_PSN3{}actor MegaFireBall_PSN1055:C_PSN3{}\nactor MegaFireBall_PSN1056:C_PSN3{}actor MegaFireBall_PSN1057:C_PSN3{}actor MegaFireBall_PSN1058:C_PSN3{}actor MegaFireBall_PSN1059:C_PSN3{}actor MegaFireBall_PSN1060:C_PSN3{}actor MegaFireBall_PSN1061:C_PSN3{}actor MegaFireBall_PSN1062:C_PSN3{}actor MegaFireBall_PSN1063:C_PSN3{}\n\nactor PainMegaFireBallHit : BasicPoisonBase//Spawned from MegaFireBall\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_AMOUNT\",1)\n//TNT1 A 0 A_SetUserVar(\"user_HIT\",ACS_ExecuteWithResult(257,0))\n//TNT1 A 0 A_TransferPointer(2,0,2,2)\n//TNT1 A 0 A_SetUserVar(\"user_SOURCE\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_SetUserVar(\"user_HIT\",ACS_ExecuteWithResult(147,1))\nTNT1 A 0 A_SetUserVar(\"user_SOURCE\",ACS_ExecuteWithResult(147,0))\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_POISONFOLLOW,user_HIT,-2,user_SOURCE)>=1, \"Death\")\nTNT1 A 0 ACS_ExecuteAlways(C_POISONFOLLOW,0,user_HIT,301,user_SOURCE)\n\nGoto DoT\nDoT://15\nTNT1 AAAAAAAAAAAAAAA 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\n\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MagmamanBitFX2\",random(4,18),0,random(16,40),frandom(1,4),0,frandom(0,2),random(0,359),1)\nTNT1 A 0 A_SpawnItemEX(\"RockFireBallBurn\",0,0,28)//The main damager\nloop\n}\n}\n\nactor LightRyuFire_PSNFlag : OnceC{}\nactor LightRyuFire_PSN : C_PSN3{}\nactor LightRyuFire_PSN0 : C_PSN3{}//Online desync\n\nactor LightRyuFire_PSN1000:C_PSN3{}actor LightRyuFire_PSN1001:C_PSN3{}actor LightRyuFire_PSN1002:C_PSN3{}actor LightRyuFire_PSN1003:C_PSN3{}actor LightRyuFire_PSN1004:C_PSN3{}actor LightRyuFire_PSN1005:C_PSN3{}actor LightRyuFire_PSN1006:C_PSN3{}actor LightRyuFire_PSN1007:C_PSN3{}\nactor LightRyuFire_PSN1008:C_PSN3{}actor LightRyuFire_PSN1009:C_PSN3{}actor LightRyuFire_PSN1010:C_PSN3{}actor LightRyuFire_PSN1011:C_PSN3{}actor LightRyuFire_PSN1012:C_PSN3{}actor LightRyuFire_PSN1013:C_PSN3{}actor LightRyuFire_PSN1014:C_PSN3{}actor LightRyuFire_PSN1015:C_PSN3{}\nactor LightRyuFire_PSN1016:C_PSN3{}actor LightRyuFire_PSN1017:C_PSN3{}actor LightRyuFire_PSN1018:C_PSN3{}actor LightRyuFire_PSN1019:C_PSN3{}actor LightRyuFire_PSN1020:C_PSN3{}actor LightRyuFire_PSN1021:C_PSN3{}actor LightRyuFire_PSN1022:C_PSN3{}actor LightRyuFire_PSN1023:C_PSN3{}\nactor LightRyuFire_PSN1024:C_PSN3{}actor LightRyuFire_PSN1025:C_PSN3{}actor LightRyuFire_PSN1026:C_PSN3{}actor LightRyuFire_PSN1027:C_PSN3{}actor LightRyuFire_PSN1028:C_PSN3{}actor LightRyuFire_PSN1029:C_PSN3{}actor LightRyuFire_PSN1030:C_PSN3{}actor LightRyuFire_PSN1031:C_PSN3{}\nactor LightRyuFire_PSN1032:C_PSN3{}actor LightRyuFire_PSN1033:C_PSN3{}actor LightRyuFire_PSN1034:C_PSN3{}actor LightRyuFire_PSN1035:C_PSN3{}actor LightRyuFire_PSN1036:C_PSN3{}actor LightRyuFire_PSN1037:C_PSN3{}actor LightRyuFire_PSN1038:C_PSN3{}actor LightRyuFire_PSN1039:C_PSN3{}\nactor LightRyuFire_PSN1040:C_PSN3{}actor LightRyuFire_PSN1041:C_PSN3{}actor LightRyuFire_PSN1042:C_PSN3{}actor LightRyuFire_PSN1043:C_PSN3{}actor LightRyuFire_PSN1044:C_PSN3{}actor LightRyuFire_PSN1045:C_PSN3{}actor LightRyuFire_PSN1046:C_PSN3{}actor LightRyuFire_PSN1047:C_PSN3{}\nactor LightRyuFire_PSN1048:C_PSN3{}actor LightRyuFire_PSN1049:C_PSN3{}actor LightRyuFire_PSN1050:C_PSN3{}actor LightRyuFire_PSN1051:C_PSN3{}actor LightRyuFire_PSN1052:C_PSN3{}actor LightRyuFire_PSN1053:C_PSN3{}actor LightRyuFire_PSN1054:C_PSN3{}actor LightRyuFire_PSN1055:C_PSN3{}\nactor LightRyuFire_PSN1056:C_PSN3{}actor LightRyuFire_PSN1057:C_PSN3{}actor LightRyuFire_PSN1058:C_PSN3{}actor LightRyuFire_PSN1059:C_PSN3{}actor LightRyuFire_PSN1060:C_PSN3{}actor LightRyuFire_PSN1061:C_PSN3{}actor LightRyuFire_PSN1062:C_PSN3{}actor LightRyuFire_PSN1063:C_PSN3{}\n\nactor PainLightRyuFireHit : BasicPoisonBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_AMOUNT\",1)\nTNT1 A 0 A_SetUserVar(\"user_HIT\",ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 A_SetUserVar(\"user_SOURCE\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_POISONFOLLOW,user_HIT,-3,user_SOURCE)>=1, \"Death\")\nTNT1 A 0 ACS_ExecuteAlways(C_POISONFOLLOW,0,user_HIT,302,user_SOURCE)\nGoto DoT\nDoT://15\nTNT1 AAAAAAAAAAAAAAA 1 A_JumpIfInventory(\"CollideFlag\",1,\"Death\")\n\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MagmamanBitFX2\",random(4,18),0,random(16,40),frandom(1,4),0,frandom(0,2),random(0,359),1)\nTNT1 A 0 A_SpawnItemEX(\"LightRyuFireBurn\",0,0,28)\nloop\n}\n}\n\nactor BasicSlamBase : BasicHelper//Gravityman\n{\nvar int user_HIT;\nvar int user_GravStack;\n+NOCLIP\n//+NOTARGETSWITCH\nMass 250\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_RearrangePointers(0,0,2)\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_ExecuteAlways(C_GRAVITY_SLAM,0,user_HIT)\ngoto CollideWait\nCollideWait:\nTNT1 A 1 A_JumpIfInventory(\"CollideFlag\",1,\"CollideCheck\")\nloop\n\nCollideCheck:\nTNT1 A 0 //A_LogInt(user_GravStack)\nTNT1 A 0 A_SetScale(user_GravStack)\nTNT1 A 0 A_JumpIf(user_GravStack>=Mass,\"CollideX\")\nTNT1 A 0 A_JumpIf(user_GravStack>=1,\"Collide\")\nTNT1 A 2 //A_Log(\"Gravity Slam = 0\")\nstop\nCollide:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 //A_SpawnItemEX(\"SlamCollide\",0,0,28,0,0,0,0,16384)//SXF_TRANSFERSCALE\nTNT1 A 2\nstop\nCollideX:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 //A_SpawnItemEX(\"SlamCollideX\",0,0,28,0,0,0,0,16384)\nTNT1 A 2\nstop\n}\n}\n\nactor PainG_TenguSlamHit : BasicSlamBase//Tenguman\n{\nStates\n{\nCollide:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"G_TenguSlamCollide\",0,0,28,0,0,0,0,16384)\nTNT1 A 2\nstop\nCollideX:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"G_TenguSlamCollideX\",0,0,28,0,0,0,0,16384)\nTNT1 A 2\nstop\n}\n}\n\nactor PainG_TornadoSlamHit : BasicSlamBase//Tornadoman\n{\nStates\n{\nCollide:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"G_TornadoSlamCollide\",0,0,28,0,0,0,0,16384)\nTNT1 A 2 A_TakeInventory(\"BeingG_TornadoSlammed\",9,0,8)\nstop\nCollideX:\nTNT1 A 0 Thing_Move(0,user_HIT,1)\nTNT1 A 2 A_SpawnItemEX(\"G_TornadoSlamCollideX\",0,0,28,0,0,0,0,16384)\nTNT1 A 2 A_TakeInventory(\"BeingG_TornadoSlammed\",9,0,8)\nstop\n}\n}\n\nactor PainDynaTagHit : BasicHitBaseF\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_HIT\",ACS_ExecuteWithResult(257,0)+2000)\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_ExecuteAlways(C_DYNAMOACS,0,user_HIT,ACS_ExecuteWithResult(257,0))\nstop\n}\n}\n\n//Flings\nactor PainBaseFlingHit : BasicHitBaseF\n{\nvar int user_Amount;\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"TempPitProtect_P\",1)\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_ExecuteAlways(C_JAX_FLINGACS,0,ACS_ExecuteWithResult(257,0),user_HIT,user_Amount)\nstop\n}\n}\n\nactor PainDuoRamHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",32)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor DeathLightRyuShoryuHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",15)\ngoto PainBaseFlingHit::Spawn+2\n}\n}\n\nactor DeathLightRyuShinShoryuHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",35)\ngoto PainBaseFlingHit::Spawn+2\n}\n}\n\nactor PainMagPushHit : BasicHitBaseF//MagHitKai\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"TempPitProtect_P\",1)\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_ExecuteAlways(C_JAX_FLINGACS,0,ACS_ExecuteWithResult(257,0),user_HIT,0+2.5*ACS_ExecuteWithResult(C_CHECK_TARGET_ITEM,2))\nstop\n}\n}\n\nactor PainSkullBarrierBlastHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",32)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor PainKnightRushHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",8)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor PainWindStormPullHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",-16)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor PainWindStormPushHit : BasicHitBaseF\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"TempPitProtect_P\",1)\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_ExecuteAlways(C_JAX_FLINGACS,0,ACS_ExecuteWithResult(257,0),user_HIT,10+ACS_ExecuteWithResult(C_CHECK_TARGET_ITEM,1))\nstop\n}\n}\n\nactor PainODuoRamHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",64)\ngoto PainBaseFlingHit::Spawn\n}\n}\nactor PainODuoMeteorFHit : PainBaseFlingHit\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",38)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor DeathConcreteShoulderHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",70)\ngoto PainBaseFlingHit::Spawn+2\n}\n}\n\nactor PainJupiterPushHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",20)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor DeathUranusLiftHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",40)\ngoto PainBaseFlingHit::Spawn+2\n}\n}\n\nactor PainMegaWaterBarrierHit : BasicHitBaseF\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"TempPitProtect_P\",1)\nTNT1 A 0 A_SetUserVar(\"user_HIT\", ACS_ExecuteWithResult(257,0))\nTNT1 A 0 A_TransferPointer(2,0,2,2)\nTNT1 A 0 ACS_ExecuteAlways(C_JAX_FLINGACS,0,ACS_ExecuteWithResult(257,0),user_HIT,10+2*ACS_ExecuteWithResult(C_CHECK_TARGET_ITEM,3))\nstop\n}\n}\n\nactor PainHyperStormBlasterHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",7)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor PainEnkerPushHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",22)\ngoto PainBaseFlingHit::Spawn\n}\n}\nactor DeathEnkerPushHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",44)\ngoto PainBaseFlingHit::Spawn+2\n}\n}\n\nactor PainRaThorThrowHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",64)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\nactor PainYellowDevilPHit : PainBaseFlingHit\n{\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SetUserVar(\"user_Amount\",77)\ngoto PainBaseFlingHit::Spawn\n}\n}\n\n//Give on-hit\nactor PainRollHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainRollHit_P\",1)\nstop\n}\n}\nactor PainRollHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"RollHealAmmo\",4)\nstop\n}\n}\n\nactor PainLightRyu1Hit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainLightRyu1Hit_P\",1)\nstop\n}\n}\nactor PainLightRyu1Hit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"SuperComboGauge\",1)\nstop\n}\n}\nactor PainLightRyu4Hit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainLightRyu4Hit_P\",1)\nstop\n}\n}\nactor PainLightRyu4Hit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"SuperComboGauge\",4)\nstop\n}\n}\nactor PainLightRyuStopHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainLightRyuStopHit_P\",1)\nstop\n}\n}\nactor PainLightRyuStopHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"RyuShinShoryuFlag_P\",1)\nstop\n}\n}\n\nactor PowerJoeHitG : BasicPowerupGiver\n{\npowerup.type \"PowerJoeHit\"\n}\nactor PowerJoeHit : PowerUp\n{\nPowerup.Duration -8\n}\nactor JoeHitFlag : OnceC{}\n\nactor JoeHitItem : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"PowerJoeHit\",1,3)\nTNT1 A 0 A_GiveInventory(\"JoeHitFlag\",1)\nTNT1 A 0 A_SpawnItemEx(\"JoeHitWatcher\")\nTNT1 A 0 A_GiveInventory(\"PowerJoeHitG\",1)\nstop\n}\n}\nactor JoeHitWatcher : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"PowerJoeHit\",1,\"Spawn\")\nTNT1 A 0 A_TakeFromTarget(\"JoeHitFlag\",999)\nstop\n}\n}\n\nactor PainBBA_MegaRHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainBBA_MegaRHit_P\",1)\nstop\n}\n}\nactor PainBBA_MegaRHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"BBA_Money\",16)\nstop\n}\n}\n\nactor PainToadLeapHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainToadLeapHit_P\",1)\nstop\n}\n}\nactor PainToadLeapHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"ToadLeap_Pickup\",1)\nstop\n}\n}\n\nactor PainPlantBusterHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainPlantBusterHit_P\",1)\nstop\n}\n}\nactor PainPlantBusterHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"PlantShotRegen\",1)\nstop\n}\n}\n\nactor PainBlizzardBowlHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainBlizzardBowlHit_P\",1)\nstop\n}\n}\nactor PainBlizzardBowlHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"CrackFlag\",1)\nstop\n}\n}\n\nactor PainShadeSuckHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainShadeSuckHit_P\",1)\nstop\n}\n}\nactor PainShadeSuckHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"EnkerAbsorbCount\",1,\"P_1\")\nTNT1 A 0 A_JumpIfInventory(\"BasicArmor\",1,\"P_2\")\nTNT1 A 0 A_JumpIfInventory(\"StarArmorPower\",1,\"P_2\")\n\nTNT1 A 0 A_JumpIfInventory(\"WilyNoSuitWeakness\",1,\"P_7\")\nTNT1 A 0 A_JumpIfInventory(\"DynamoHealingWeakness\",1,\"P_7\")\nTNT1 A 0 A_JumpIfInventory(\"NeptuneSaltyWeakness\",1,\"P_9\")\nTNT1 A 0 A_JumpIfInventory(\"TrioRageWeakness\",1,\"P_10\")\ngoto P_5\n\nP_1:TNT1 A 0 A_GiveToTarget(\"Health\",1)stop\nP_2:TNT1 A 0 A_GiveToTarget(\"Health\",2)stop\nP_3:TNT1 A 0 A_GiveToTarget(\"Health\",3)stop\nP_4:TNT1 A 0 A_GiveToTarget(\"Health\",5)stop\nP_5:TNT1 A 0 A_GiveToTarget(\"Health\",5)stop\nP_6:TNT1 A 0 A_GiveToTarget(\"Health\",6)stop\nP_7:TNT1 A 0 A_GiveToTarget(\"Health\",7)stop\nP_8:TNT1 A 0 A_GiveToTarget(\"Health\",8)stop\nP_9:TNT1 A 0 A_GiveToTarget(\"Health\",9)stop\nP_10:TNT1 A 0 A_GiveToTarget(\"Health\",10)stop\nP_11:TNT1 A 0 A_GiveToTarget(\"Health\",11)stop\n\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor PainFlashBombB1Hit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainFlashBombB1Hit_P\",1)\nstop\n}\n}\nactor PainFlashBombB1Hit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"THATFELTGOODAMMO\",1)\nstop\n}\n}\nactor PainFlashBombB2Hit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainFlashBombB2Hit_P\",1)\nstop\n}\n}\nactor PainFlashBombB2Hit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"THATFELTGOODAMMO\",3)\nstop\n}\n}\n\nactor PainMagicCardBHit : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 //A_JumpIf(CheckClass(\"Magicman\",2),\"GiveHealth\")//This works, but not on the first hit\n//stop\n//GiveHealth:\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag1\",1,\"Stack_1\")\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag2\",1,\"Stack_1\")\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag3\",1,\"Stack_2\")\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag4\",1,\"Stack_3\")\nTNT1 A 0 A_JumpIfInventory(\"MagicStackedDeckFlag5\",1,\"Stack_4\")\ngoto Stack_5\nStack_1:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag1\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_1\",0,0,28,0,0,0,0,1)\nstop\nStack_2:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag2\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_2\",0,0,28,0,0,0,0,1)\nstop\nStack_3:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag3\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_3\",0,0,28,0,0,0,0,1)\nstop\nStack_4:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag4\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_4\",0,0,28,0,0,0,0,1)\nstop\nStack_5:\nTNT1 A 0 A_GiveInventory(\"MagicStackedDeckFlag5\",1)\nTNT1 A 0 A_SpawnItemEx(\"MagicCardHealth_5\",0,0,28,0,0,0,0,1)\nstop\n\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor MagicStackedDeckFlag1 : Powerup\n{\nPowerup.Duration -3\n}\nactor MagicStackedDeckFlag2 : MagicStackedDeckFlag1 {}\nactor MagicStackedDeckFlag3 : MagicStackedDeckFlag1 {}\nactor MagicStackedDeckFlag4 : MagicStackedDeckFlag1 {}\nactor MagicStackedDeckFlag5 : MagicStackedDeckFlag1 {}\n\nactor MagicCardHealth_1\n{\nPROJECTILE\n+NOINTERACTION\n+NOCLIP\n+SEEKERMISSILE\nReactionTime 100\nDamage (0)\nRadius 2\nHeight 2\nspeed 35\nscale 2.5\nstates\n{\nSpawn:\nMCAR S 0\nMCAR S 0 A_TransferPointer(2,0,2,2)\nMCAR S 0 A_RearrangePointers(0,0,2)\nMCAR S 1 A_FaceTarget\ngoto Spawn2\nSpawn2:\nMCAR S 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR S 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR S 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR S 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR S 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR S 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR T 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR T 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR T 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR T 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR T 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR T 1 A_JumpIfCloser(64,\"Giver\")MCAR S 0 A_SeekerMissile(90,90,2)\nMCAR S 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"SuperDeath\")\nMCAR S 0 A_CountDown\nloop\nSuperDeath:\nTNT1 A 1\nstop\nGiver:\nTNT1 A 0 A_GiveToTarget(\"MC_H_PU_1\",1)\ngoto End\nEnd:\nTNT1 A 0 A_Stop\nTNT1 A 1 A_SpawnItemEx(\"MagicCardHealthFX\",-8,0,-8,0,0,0,0,1)\nstop\nDeath:\nTNT1 A 1\nstop\n}\n}\n\nactor MagicCardHealthFX : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"item/energyup\",\"Weapon\")\nTNT1 A 2 A_SpawnItemEx(\"MagicCardHealthFX2\",0,0,0,0,0,0,0,1)\nstop\n}\n}\n\nactor MagicCardHealthFX2 : BasicClientSide\n{\nStates\n{\nSpawn:\nMGB9 ABCDEFG 3\nstop\n}\n}\n\nactor MagicCardHealth_2 : MagicCardHealth_1\n{\nStates\n{\nGiver:\nTNT1 A 0 A_GiveToTarget(\"MC_H_PU_2\",1)\ngoto End\n}\n}\nactor MagicCardHealth_3 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_3\",1)goto End}}\nactor MagicCardHealth_4 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_4\",1)goto End}}\nactor MagicCardHealth_5 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_5\",1)goto End}}\nactor MagicCardHealth_6 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_6\",1)goto End}}\nactor MagicCardHealth_7 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_7\",1)goto End}}\nactor MagicCardHealth_8 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_8\",1)goto End}}\nactor MagicCardHealth_9 : MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_9\",1)goto End}}\nactor MagicCardHealth_10: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_10\",1)goto End}}\nactor MagicCardHealth_11: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_11\",1)goto End}}\nactor MagicCardHealth_12: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_12\",1)goto End}}\nactor MagicCardHealth_13: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_13\",1)goto End}}\nactor MagicCardHealth_14: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_14\",1)goto End}}\nactor MagicCardHealth_15: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_15\",1)goto End}}\nactor MagicCardHealth_16: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_16\",1)goto End}}\nactor MagicCardHealth_17: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_17\",1)goto End}}\nactor MagicCardHealth_18: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_18\",1)goto End}}\nactor MagicCardHealth_19: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_19\",1)goto End}}\nactor MagicCardHealth_20: MagicCardHealth_1{States{Giver:TNT1 A 0 A_GiveToTarget(\"MC_H_PU_20\",1)goto End}}\n\nactor MC_H_PU_1 : CustomInventory\n{\nstates\n{\nPickup:\nTNT1 A 0 A_JumpIf(Health>0,\"Pickup2\")\nstop\nPickup2:\nTNT1 A 0 HealThing(1)\nstop\n}\n}//Don't be fooled by Training\nactor MC_H_PU_2 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(2)stop}}\nactor MC_H_PU_3 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(3)stop}}\nactor MC_H_PU_4 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(4)stop}}\nactor MC_H_PU_5 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(5)stop}}\nactor MC_H_PU_6 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(6)stop}}\nactor MC_H_PU_7 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(7)stop}}\nactor MC_H_PU_8 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(8)stop}}\nactor MC_H_PU_9 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(9)stop}}\nactor MC_H_PU_10 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(10)stop}}\nactor MC_H_PU_11 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(11)stop}}\nactor MC_H_PU_12 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(12)stop}}\nactor MC_H_PU_13 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(13)stop}}\nactor MC_H_PU_14 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(14)stop}}\nactor MC_H_PU_15 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(15)stop}}\nactor MC_H_PU_16 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(16)stop}}\nactor MC_H_PU_17 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(17)stop}}\nactor MC_H_PU_18 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(18)stop}}\nactor MC_H_PU_19 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(19)stop}}\nactor MC_H_PU_20 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(20)stop}}\nactor MC_H_PU_21 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(21)stop}}\nactor MC_H_PU_22 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(22)stop}}\nactor MC_H_PU_23 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(23)stop}}\nactor MC_H_PU_24 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(24)stop}}\nactor MC_H_PU_25 : MC_H_PU_1{states{Pickup2:TNT1 A 0 HealThing(25)stop}}\n\nactor PainODuoMeteorHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainODuoMeteorHit_P\",1)\nstop\n}\n}\nactor PainODuoMeteorHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"ODuoTheMeteorPickup\",1)\nstop\n}\n}\n\nactor PainConcreteShoulderHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainConcreteShoulderHit_P\",1)\nstop\n}\n}\nactor PainConcreteShoulderHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"ConcreteBashFlag\",1)\nstop\n}\n}\n\nactor PainTornadoLeapHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainTornadoLeapHit_P\",1)\nstop\n}\n}\nactor PainTornadoLeapHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"TornadoLeap_Pickup\",1)\nstop\n}\n}\n\nactor PainQuintLeapHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainQuintLeapHit_P\",1)\nstop\n}\n}\nactor PainQuintLeapHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"QuintLeap_Pickup\",1)\nstop\n}\n}\n\nactor PowerRaThorHitG : BasicPowerupGiver\n{\npowerup.type \"PowerRaThorHit\"\n}\nactor PowerRaThorHit : PowerUp\n{\nPowerup.Duration -10\n}\nactor RaThorHitFlag : OnceC{}\n\nactor RaThorHitItem : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"PowerRaThorHit\",1,3)\nTNT1 A 0 A_GiveInventory(\"RaThorHitFlag\",1)\nTNT1 A 0 A_SpawnItemEx(\"RaThorHitWatcher\")\nTNT1 A 0 A_GiveInventory(\"PowerRaThorHitG\",1)\nstop\n}\n}\nactor RaThorHitWatcher : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"PowerRaThorHit\",1,\"Spawn\")\nTNT1 A 0 A_TakeFromTarget(\"RaThorHitFlag\",999)\nstop\n}\n}\n\nactor PainHSHColdHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainHSHColdHit_P\",1)\nstop\n}\n}\nactor PainHSHColdHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"HyperStormCold\",6)\nstop\n}\n}\n\nactor PainHSHSuckHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainHSHSuckHit_P\",1)\nstop\n}\n}\nactor PainHSHSuckHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"Health\",1)\nstop\n}\n}\n\nactor PainNeptuneLeapHit : BasicHitBase\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_GiveToTarget(\"PainNeptuneLeapHit_P\",1)\nstop\n}\n}\nactor PainNeptuneLeapHit_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_GiveToTarget(\"NeptuneLeap_Pickup\",1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman/Cutman.txt",
        "contents": "actor Cutman : LightClassBase\n{\nPlayer.ScoreIcon \"C_01A0X\"\nplayer.displayname \"Cutman\"\nplayer.soundclass \"cutmanc\"\n\nplayer.startitem \"RollingCutterBoss\"\nplayer.startitem \"KFCAmmo\", 28\nplayer.startitem \"CanWallJump\"\nplayer.startitem \"CanWallJumpStack\", 8\nplayer.startitem \"CutterReturned\"\n\nplayer.jumpz 12.5\nplayer.forwardmove 1.0, 1.0\nplayer.sidemove 0.98, 0.98\n\nplayer.startitem \"SuperArmWeakness2\", 1\n\nplayer.startitem \"SuperArmWeakness\", 1\nplayer.startitem \"HardKnuckleWeakness\", 1\nplayer.startitem \"PowerStoneWeakness\", 1\nplayer.startitem \"AstroCrushWeakness\", 1\nplayer.startitem \"SpreadDrillWeakness\", 1\nplayer.startitem \"DeepDiggerWeakness\", 1\nStates\n{\nSpawn:\nCUTM A 0\nCUTM A 0 A_JumpIfInventory(\"CutterReturned\",1,7)\nCUTM A 0 A_JumpIfInventory(\"CutmanNoCutterF\",1,3)\nCUTM R 1\nCUTM Q 10\nCUTM QV 4\nCUTM Q -1 A_JumpIfInventory(\"CutmanNoCutterF\",1,\"Spawn\")\nCUTM B 1\nCUTM A 300\nCUTM AJ 4\ngoto Spawn+10\n\nSee:\nCUTM B 0 A_JumpIfInventory(\"CutmanNoCutterF\",1,\"SeeC\")\nCUTM BCDE 5\nGoto Spawn+8\nSeeC:\nCUTM RSTS 5\nGoto Spawn+3\n\nMelee:\nCUTM GF 6\ngoto Spawn+8\n\nMissile:\nCUTM F 4\nCUTM FF 1 A_JumpIfInventory(\"CutmanNoCutterF\",1,\"Missile2\")\nCUTM G 6\ngoto Spawn+8\nMissile2:\nCUTM G 7\ngoto Spawn+3\nClassPain:\nCUTM H 0 A_JumpIfInventory(\"CutmanNoCutterF\",1,1)\ngoto PainContinue\nCUTM U 0\ngoto PainContinue\nDeathFix:\nCUTM H 0 A_JumpIfInventory(\"CutmanNoCutterF\",1,1)\ngoto DeathContinue\nCUTM U 0\ngoto DeathContinue\nClassDeath:\nCUTM H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman10/Chillman.txt",
        "contents": "actor ChillMan : GlassClassBase\n{\nPlayer.ScoreIcon \"C_10D0X\"\nplayer.displayname \"Chillman\"\nplayer.soundclass \"chillManc\"\n\nplayer.startitem \"ChillSpikeBoss\"\nplayer.startitem \"SpikesAndChillAmmo\", 84\nplayer.startitem \"ChillSlideAmmo\", 168\nplayer.startitem \"ChillmanSpawnStart_P\", 1\nplayer.startitem \"ChillmanSuperItem\"\nPlayer.StartItem \"CanWallJump\"\nplayer.startitem \"CanWallJumpStack\", 3\n\nplayer.jumpz 12\nplayer.forwardmove 0.69, 0.69\nplayer.sidemove 0.67, 0.67\n\nplayer.startitem \"SolarBlazeWeakness2\", 1\n\nplayer.startitem \"FireStormWeakness\", 1\nplayer.startitem \"AtomicFireWeakness\", 1\nplayer.startitem \"PharaohShotWeakness\", 1\nplayer.startitem \"FlameBlastWeakness\", 1\nplayer.startitem \"ScorchWheelWeakness\", 1\nplayer.startitem \"FlameSwordWeakness\", 1\nplayer.startitem \"WaveBurnerWeakness\", 1\nplayer.startitem \"MagmaBazookaWeakness\", 1\nplayer.startitem \"SolarBlazeWeakness\", 1\nStates\n{\nSpawn:\nCHIM A 0\nCHIM A 0 A_JumpIfInventory(\"GuarddownFlag\",1,3)\nCHIM B 1\nCHIM A -1\nCHIM R 1\nCHIM Q 1 A_JumpIfInventory(\"ChillShield\",1,\"Spawn_C\")\nwait\nSpawn_C:\nCHIM AQAQ 2\ngoto Spawn+3\n\nSee:\nCHIM B 0 A_JumpIfInventory(\"GuarddownFlag\",1,\"See_C\")\nCHIM B 6 A_GiveInventory(\"ChillSlideSnd_P\",1)\nCHIM B 0 A_JumpIfInventory(\"ChillSliding\",1,\"See2\")\nGoto See2+1\nSee2:\nCHIM B 2\nCHIM C 4\nCHIM C 0 A_JumpIfInventory(\"ChillSliding\",1,\"See3\")\nGoto See3+1\nSee3:\nCHIM C 2\nCHIM D 6 A_GiveInventory(\"ChillSlideSnd_P\",1)\nCHIM D 0 A_JumpIfInventory(\"ChillSliding\",1,\"See4\")\nGoto See4+1\nSee4:\nCHIM D 2\nCHIM E 4\nCHIM E 0 A_JumpIfInventory(\"ChillSliding\",1,\"See5\")\nGoto Spawn\nSee5:\nCHIM E 2\nGoto Spawn\n\nSee_C:\nCHIM R 0 A_GiveInventory(\"ChillSlideSnd_P\",1)\nCHIM RRR 2 A_JumpIfInventory(\"ChillShield\",1,\"See2\")\nCHIM R 0 A_JumpIfInventory(\"ChillSliding\",1,\"See_C2\")\nGoto See_C2+1\nSee_C2:\nCHIM RSS 2 A_JumpIfInventory(\"ChillShield\",1,\"See3\")\nCHIM S 0 A_JumpIfInventory(\"ChillSliding\",1,\"See_C3\")\nGoto See_C3+1\nSee_C3:\nCHIM S 2 A_JumpIfInventory(\"ChillShield\",1,\"See4\")\nCHIM T 0 A_GiveInventory(\"ChillSlideSnd_P\",1)\nCHIM TTT 2 A_JumpIfInventory(\"ChillShield\",1,\"See4\")\nCHIM T 0 A_JumpIfInventory(\"ChillSliding\",1,\"See_C4\")\nGoto See_C4+1\nSee_C4:\nCHIM TSS 2 A_JumpIfInventory(\"ChillShield\",1,\"See\")\nCHIM S 0 A_JumpIfInventory(\"ChillSliding\",1,\"See_C5\")\nGoto Spawn+4\nSee_C5:\nCHIM S 2\nGoto Spawn+4\n\nMissile:\nCHIM F 0 A_JumpIfInventory(\"GuarddownFlag\",1,\"Missile2\")\nCHIM FG 4\ngoto Spawn\nMissile2:\nCHIM UU 4\ngoto Spawn+4\n\nClassPain:\nCHIM H 0 ACS_NamedExecuteAlways(\"C_CHILLSHIELD\",0,0)\nCHIM H 0 A_JumpIfInventory(\"GuarddownFlag\",1,\"ClassPain2\")\nCHIM H 0\ngoto PainContinue\nClassPain2:\nCHIM V 0\ngoto PainContinue\n\nPain.WilyIce:\nCHIM H 0 ACS_NamedExecuteAlways(\"C_CHILLSHIELD\",0,0)\ngoto Super::Pain.WilyIce\nPain.LightRyuStop:\nCHIM H 0 ACS_NamedExecuteAlways(\"C_CHILLSHIELD\",0,0)\ngoto Super::Pain.LightRyuStop\n\nDeathFix:\nCHIM H 0\ngoto DeathContinue\nClassDeath:\nCHIM H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman2/Airman.txt",
        "contents": "actor Airman : ClassBase\n{\nPlayer.ScoreIcon \"C_02B0X\"\nplayer.displayname \"Airman\"\nplayer.soundclass \"airmanc\"\n\nplayer.startitem \"AirShooterBoss\"\nplayer.startitem \"Can'tDefeatAmmo\", 20\nplayer.startitem \"AirTurbineItem\"\nplayer.startitem \"AirTurbineNotActive\", 1\n\nplayer.forwardmove 0.86, 0.86\nplayer.sidemove 0.84, 0.84\nplayer.jumpz 10\n\nplayer.startitem \"LeafShieldWeakness2\", 1\n\nplayer.startitem \"LeafShieldWeakness\", 1\nplayer.startitem \"PlantBarrierWeakness\", 1\nStates\n{\nSpawn:\nAIRM A 0\nAIRM B 1\nAIRM A 1\nGoto Spawn+2\nSee:\nAIRM BCDE 5\nGoto Spawn\nMissile:\nAIRM F 0 A_JumpIfInventory(\"VivifyDelay6\",1,\"Missile2\")\nAIRM FGFG 3\ngoto Spawn\nMissile2:\nAIRM RSRSRS 3\ngoto Spawn\nClassPain:\nAIRM H 0\ngoto PainContinue\nDeathFix:\nAIRM H 0\ngoto DeathContinue\nClassDeath:\nAIRM H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman2/Quickman.txt",
        "contents": "actor Quickman : ProtoClassBase\n{\nPlayer.ScoreIcon \"C_02D0X\"\nplayer.displayname \"Quickman\"\nplayer.soundclass \"quickmanc\"\n\nplayer.startitem \"QuickBoomerangBoss\"\nplayer.startitem \"QuickerOatsAmmo\", 50\nplayer.startitem \"CanWallJump\"\nplayer.startitem \"CanWallJumpStack\", 4\n\nplayer.jumpz 11\nplayer.forwardmove 1.2, 1.2\nplayer.sidemove 1.2, 1.2\n\nplayer.startitem \"TimestopperWeakness2\", 1\n\nplayer.startitem \"TimeSlowWeakness\", 1\nplayer.startitem \"TimeStopperWeakness\", 1\nplayer.startitem \"FlashStopperWeakness\", 1\nplayer.startitem \"CentaurFlashWeakness\", 1\nStates\n{\nSpawn:\nQUIM A 0\nQUIM B 1\nQUIM A 1\nGoto Spawn+2\nSee:\nQUIM B 0 A_JumpIfInventory(\"QuickManTrail\",1,\"See2\")\nQUIM BCDE 5\nGoto Spawn\nSee2:\nQUIM BCDE 3\nGoto Spawn\n\nMissile:\nQUIM F 5\nQUIM G 4\ngoto Spawn\nClassPain:\nQUIM H 0\ngoto PainContinue\nDeathFix:\nQUIM H 0\ngoto DeathContinue\nClassDeath:\nQUIM H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman3/Shadowman.txt",
        "contents": "actor Shadowman : GlassClassBase\n{\nPlayer.ScoreIcon \"C_03H0X\"\nplayer.displayname \"Shadowman\"\nplayer.soundclass \"Shadowmanc\"\n\nplayer.startitem \"ShadowBladeBoss\"\nplayer.startitem \"CloakAmmo\", 24\nplayer.startitem \"CaltropAmmo\", 116\nplayer.startitem \"ShadowmanItem\"\nplayer.startitem \"CanWallJump\"\nplayer.startitem \"CanWallJumpStack\", 6\n\nplayer.jumpz 15\n\nplayer.startitem \"TopSpinWeakness2\", 1\n\nplayer.startitem \"TopSpinWeakness\", 1\nplayer.startitem \"ChargeKickWeakness\", 1\nplayer.startitem \"SlashClawWeakness\", 1\nplayer.startitem \"BreakDashWeakness\", 1\nStates\n{\nSpawn:\nSHAM A 0\nSHAM B 1\nSHAM A 1\nwait\nSee:\nSHAM BCDE 5\nGoto Spawn\nMelee:\nSHAM RRR 1 A_JumpIfInventory(\"ShadowSlide\",1,\"MissileSlide\")\nSHAM S 5\ngoto Spawn\nMissile:\nSHAM F 0 A_JumpIfInventory(\"ShadowSlide\",1,\"MissileSlide\")\nSHAM F 5\nSHAM G 4\ngoto Spawn\nMissileSlide:\nSHAM Q 23\ngoto Spawn+2\nClassPain:\nSHAM H 0\ngoto PainContinue\nDeathFix:\nSHAM H 0\ngoto DeathContinue\nClassDeath:\nSHAM H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman3/Sparkman.txt",
        "contents": "actor Sparkman : ClassBase\n{\nPlayer.ScoreIcon \"C_03G0X\"\nplayer.displayname \"Sparkman\"\nplayer.soundclass \"sparkmanc\"\n\nplayer.startitem \"SparkShockBoss\"\nplayer.startitem \"MightyGodAmmo\", 28\n\nplayer.startitem \"ShadowBladeWeakness2\", 1\n\nplayer.startitem \"RollingCutterWeakness\", 1\nplayer.startitem \"MetalBladeWeakness\", 1\nplayer.startitem \"ShadowBladeWeakness\", 1\nplayer.startitem \"GyroAttackWeakness\", 1\nplayer.startitem \"SilverTomahawkWeakness\", 1\nplayer.startitem \"TenguBladeWeakness\", 1\n//player.startitem \"WheelCutterWeakness\", 1\nplayer.startitem \"ScrewCrusherWeakness\", 1\nStates\n{\nSpawn:\nSPAR A 0\nSPAR B 1\nSPAR A 1\nSPAR A 210\nSPAR IJ 4\nGoto Spawn+4\n\nSee:\nSPAR BCDE 5\nGoto Spawn\nMissile:\nSPAR F 0 A_JumpIfInventory(\"VivifyDelay8\",1,\"Missile2\")\nSPAR FFFFF 1 A_JumpIfInventory(\"SparkmanHoldFlag\",1,\"MissileH\")\nSPAR G 6\ngoto Spawn\nMissile2:\nSPAR L 3\nSPAR K 6\ngoto Spawn\nMissileH:\nSPAR F 1\ngoto Missile+3\nClassPain:\nSPAR H 0\ngoto PainContinue\nDeathFix:\nSPAR H 0\ngoto DeathContinue\nClassDeath:\nSPAR H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman4/Brightman.txt",
        "contents": "actor Brightman : LightClassBase\n{\nPlayer.ScoreIcon \"C_04A0X\"\nplayer.displayname \"Brightman\"\nplayer.soundclass \"brightmanc\"\n\nplayer.startitem \"FlashStopperBoss\"\nplayer.startitem \"WattIsMyAmmo\", 14\nplayer.startitem \"BrightIdeasAmmo\", 7\nplayer.startitem \"FlashStopperUseItem\"\n\nplayer.jumpz 12\nplayer.forwardmove 0.84, 0.84\nplayer.sidemove 0.82, 0.82\n\nplayer.startitem \"RainFlushWeakness2\", 1\n\nplayer.startitem \"BubbleLeadWeakness\", 1\nplayer.startitem \"HardKnuckleWeakness\", 1\nplayer.startitem \"RainFlushWeakness\", 1\nplayer.startitem \"WaterWaveWeakness\", 1\nplayer.startitem \"WaterBalloonWeakness\", 1\nplayer.startitem \"WaterShieldWeakness\", 1\nplayer.startitem \"SaltWaterWeakness\", 1\nStates\n{\nSpawn:\nBRIG A 0\nBRIG B 1\nBRIG A 1\nwait\nSee:\nBRIG BCDE 5\nGoto Spawn\nMelee:\nBRIG JJIIJJIIJJIIJJII 1 //A_JumpIfInventory(\"VivifyDelay6\",1,\"Spawn\")\ngoto Spawn+1\nMissile:\nBRIG F 5\nBRIG G 4\ngoto Spawn\nClassPain:\nBRIG H 0\ngoto PainContinue\nDeathFix:\nBRIG H 0\ngoto DeathContinue\nClassDeath:\nBRIG H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman4/Skullman.txt",
        "contents": "actor Skullman : LightClassBase\n{\nPlayer.ScoreIcon \"C_04H0X\"\nplayer.displayname \"Skullman\"\nplayer.soundclass \"skullmanc\"\n\nplayer.startitem \"SkullBarrierBoss\"\nplayer.startitem \"AlasPoorYorickAmmo\", 22\nplayer.startitem \"SpookyScaryAmmo\", 84\n\nplayer.jumpz 12\nplayer.forwardmove 0.8, 0.8//0.85\nplayer.sidemove 0.78, 0.78\n\nplayer.startitem \"DustCrusherWeakness2\", 1\n\nplayer.startitem \"OilSliderWeakness\", 1\nplayer.startitem \"NeedleCannonWeakness\", 1\nplayer.startitem \"DustCrusherWeakness\", 1\nplayer.startitem \"JunkShieldWeakness\", 1\nplayer.startitem \"ConcreteShotWeakness\", 1\nplayer.startitem \"DeepDiggerWeakness\", 1\nStates\n{\nSpawn:\nSKUL A 0\nSKUL B 1\nSKUL A 1\nwait\nSee:\nSKUL BCDE 5\nGoto Spawn\nSkullBarrier:\nSKUL RRRSS 2\nGoto Spawn\nMissile:\nSKUL F 0 A_JumpIfInventory(\"VivifyDelay4\",1,\"Skullbarrier\")\nSKUL F 5\nSKUL G 4\ngoto Spawn\nClassPain:\nSKUL H 0\ngoto PainContinue\nDeathFix:\nSKUL H 0\ngoto DeathContinue\nClassDeath:\nSKUL H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman5/Darkman3.txt",
        "contents": "actor Darkman3 : LightClassBase\n{\nPlayer.ScoreIcon \"C_05K0X\"\nplayer.displayname \"Darkman3\"\nplayer.soundclass \"darkman3c\"\n\nplayer.startitem \"DarkSniperBoss\"\nplayer.startitem \"Darkman3SniperAmmo\",64\nplayer.startitem \"Darkman3RingAmmo\",84\nplayer.startitem \"DarkSniperItem\"\n\nplayer.jumpz 12\nplayer.forwardmove 0.77, 0.77\nplayer.sidemove 0.75, 0.75\n\n//damagefactor \"GyroAttack\", 1.7\n//damagefactor \"Windg\", 1.5\n\nStates\n{\nSpawn:\nDAR3 A 0\nDAR3 B 1\nDAR3 A 1\nGoto Spawn+2\nSee:\nDAR3 BCDE 5\nGoto Spawn\nMissile:\nDAR3 F 5\nDAR3 G 4\ngoto Spawn\nClassPain:\nDAR3 H 0\ngoto PainContinue\nDeathFix:\nDAR3 H 0\ngoto DeathContinue\nClassDeath:\nDAR3 H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman6/Plantman.txt",
        "contents": "actor Plantman : LightClassBase\n{\nPlayer.ScoreIcon \"C_06E0X\"\nplayer.displayname \"Plantman\"\nplayer.soundclass \"plantmanc\"\n\nplayer.startitem \"PlantBarrierBoss\"\nplayer.startitem \"PsychedelicAmmo\", 21\nplayer.startitem \"PlantBioFieldItem\"\nplayer.startitem \"BioticFieldAmmo\", 14\n\nplayer.startitem \"BlizzardAttackWeakness2\", 1\n\nplayer.startitem \"IceSlasherWeakness\", 1\nplayer.startitem \"BlizzardAttackWeakness\", 1\nplayer.startitem \"FreezeCrackerWeakness\", 1\nplayer.startitem \"IceWaveWeakness\", 1\nplayer.startitem \"IceWallWeakness\", 1\nplayer.startitem \"ChillSpikeWeakness\", 1\nStates\n{\nSpawn:\nPLAM A 0\nPLAM B 1\nPLAM A 1\nGoto Spawn+2\nSee:\nPLAM BCDE 5\nGoto Spawn\nMissile:\nPLAM G 0 A_JumpIfInventory(\"ShieldCheck\",1,\"Missile2\")\nPLAM G 4\nPLAM G 5\ngoto Spawn\nMissile2:\nPLAM I 7\ngoto Spawn\nClassPain:\nPLAM H 0\ngoto PainContinue\nDeathFix:\nPLAM H 0\ngoto DeathContinue\nClassDeath:\nPLAM H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman7/Junkman.txt",
        "contents": "actor Junkman : DocToadClassBase\n{\nPlayer.ScoreIcon \"C_07B0X\"\nplayer.displayname \"Junkman\"\nplayer.soundclass \"junkmanc\"\n\nplayer.startitem \"JunkShieldBoss\"\nplayer.startitem \"JunkShieldUseItem\"\nplayer.startitem \"JunkLeakSpawner\"\n//player.startitem \"JunkShielderBoss\"\nplayer.startitem \"TrunkAmmo\",550\n\nplayer.jumpz 14\nplayer.forwardmove 0.6, 0.6\nplayer.sidemove 0.58, 0.58\n\nplayer.startitem \"ThunderBoltWeakness2\", 1\n\nplayer.startitem \"ThunderBeamWeakness\", 1\nplayer.startitem \"CrashBombWeakness\", 1\nplayer.startitem \"SparkShockWeakness\", 1\nplayer.startitem \"ThunderBoltWeakness\", 1\nplayer.startitem \"ThunderClawWeakness\", 1\nplayer.startitem \"LightningBoltWeakness\", 1\nplayer.startitem \"PlugBallWeakness\", 1\nplayer.startitem \"ElectricShockWeakness\", 1\nStates\n{\nSpawn:\nJUNM A 0\nJUNM B 1\nJUNM A 1\nGoto Spawn+2\nSee:\nJUNM BCDE 5\nGoto Spawn\nMelee:\nJUNM FGFGFG 3\ngoto Spawn\nMissile:\nJUNM F 0 A_JumpIfInventory(\"VivifyDelay4\",1,\"Missile2\")\nJUNM FG 4\ngoto Spawn\nMissile2:\nJUNM FGFGFGFG 2\ngoto Spawn\nClassPain:\nJUNM H 0\ngoto PainContinue\nDeathFix:\nJUNM H 0 A_JumpIfInventory(\"TrunkAmmo\",500,1)\ngoto DeathContinue\nJUNM H 0 A_GiveInventory(\"SpecialDeathFlag\",1)\ngoto DeathContinue\nClassDeath:\nJUNM H 0 A_PlaySoundEx(\"weapon/JunkBreaker\",\"SoundSlot7\")\nJUNM HHHHHHHH 0 A_SpawnItemEx(\"JunkLeakBit\",random(0,8),0,random(12,48),random(4,9),0,random(7,14),random(0,359),1)\ngoto DeathContinue+2\n\n}\n}\n\nactor JunkLeakSpawner : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEX(\"JunkLeakGiver\")\nstop\n}\n}\n\nactor JunkLeakGiver\n{\nHeight 0\nRadius 0\n+NOINTERACTION\n-SOLID\n+NOGRAVITY\n+MISSILE\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInTargetInventory(\"JunkShieldBoss\",1,1)\n//goto Death\ngoto OneMore\nTNT1 A 0 A_GiveToTarget(\"JunkLeak\",1)\nTNT1 A 0\nloop\nOneMore:\nTNT1 A 0 A_GiveToTarget(\"JunkLeak\",1)\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor LeakStock : Inventory\n{\ninventory.amount 1\ninventory.maxamount 999\n}\n\nactor JunkLeak : CustomInventory\n{\nStates\n{\nPickup:\nDUST B 0 ACS_ExecuteAlways(648,0,13)\nDUST B 0 A_JumpIfInventory(\"LeakStock\",10, \"Pickup2\")\nstop\nPickup2:\nDUST B 0 A_TakeInventory(\"LeakStock\",10)\nDUST B 0 A_SpawnItemEx(\"JunkSpewerB\",0,0,0,0,0,0,0,1)\ngoto Pickup+1\n}\n}\n\nactor JunkLeakBit : JunkBits1\n{\nStates\n{\nSpawn2:\nTNT1 A 0\n//TNT1 A 0 A_GiveInventory(\"ScrapMetalFlag\",1)\n//TNT1 A 0 ACS_ExecuteAlways(148,0)\nTNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)\n\nJUCT I 500\nstop\nJUCT J 500\nstop\nJUCT K 500\nstop\nJUCT L 500\nstop\nJUCT M 500\nstop\nJUCT N 500\nstop\nJUCT O 500\nstop\nJUCT P 500\nstop\n}\n}\n\nactor JunkSpewerB : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_SpawnItemEx(\"JunkLeakBit\",40,0,0,random(9,11),0,random(11,14),random(0,359),1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman7/Slashman.txt",
        "contents": "actor Slashman : LightClassBase\n{\nPlayer.ScoreIcon \"C_07F0X\"\nplayer.displayname \"Slashman\"\nplayer.soundclass \"slashmanc\"\n\nplayer.startitem \"SlashClawBoss\"\nplayer.startitem \"GeppouAmmo\", 42\nplayer.startitem \"AdamantiumAmmo\", 14\nplayer.startitem \"CanWallJump\"\nplayer.startitem \"CanWallJumpStack\", 6\n\nplayer.forwardmove 0.82, 0.82\nplayer.sidemove 0.80, 0.80\n\nplayer.startitem \"FreezeCrackerWeakness2\", 1\n\nplayer.startitem \"IceSlasherWeakness\", 1\nplayer.startitem \"AirShooterWeakness\", 1\nplayer.startitem \"BlizzardAttackWeakness\", 1\nplayer.startitem \"FreezeCrackerWeakness\", 1\nplayer.startitem \"IceWaveWeakness\", 1\nplayer.startitem \"IceWallWeakness\", 1\nplayer.startitem \"HornetChaserWeakness\", 1\nplayer.startitem \"ChillSpikeWeakness\", 1\nStates\n{\nSpawn:\nSLAS A 0\nSLAS B 1\nSLAS A 1\nGoto Spawn+2\nSee:\nSLAS BCDE 5\nGoto Spawn\nMissile:\nSLAS F 5\nSLAS G 4\ngoto Spawn\nMissile2:\ngoto Missile+1\nClassPain:\nSLAS H 0\ngoto PainContinue\nDeathFix:\nSLAS H 0\ngoto DeathContinue\nClassDeath:\nSLAS H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman8/EvilRobot.txt",
        "contents": "actor Trio : DuoClassBase\n{\nPlayer.ScoreIcon \"C_08K0X\"\nplayer.displayname \"EvilRobot\"\nplayer.soundclass \"evilrobotc\"\n\nplayer.startitem \"EvilFistC\"\nplayer.startitem \"BusterAmmo\", 3\nplayer.startitem \"EvilRageAmmo\", 112\nplayer.startitem \"TrioSpawnStart_P\"\nplayer.startitem \"CanCopyWeapons\"\nplayer.startitem \"CanUseItems\"\nplayer.startitem \"NoAmmoPickup\"\nplayer.startitem \"CopyNerf\"\n\nplayer.forwardmove 0.73, 0.73\nplayer.sidemove 0.71, 0.71\n\nStates\n{\nSpawn:\nEROB A 0\nEROB B 1\nEROB A 1\nGoto Spawn+2\nSee:\nEROB BCDE 5\nGoto Spawn\nMissile:\nEROB FF 1 A_JumpIfInventory(\"TrioFireFlag\",1,\"Missile2\")\nEROB F 3\nEROB G 4\ngoto Spawn\nMissile2:\nEROB I 1\nEROB I 1 A_JumpIfInventory(\"TrioFireFlag\",1,1)\ngoto Missile\nEROB I 1\nEROB I 1 A_JumpIfInventory(\"TrioFireFlag\",1,1)\ngoto Missile\nEROB I 1\nEROB I 1 A_JumpIfInventory(\"TrioFireFlag\",1,1)\ngoto Missile\nEROB J 1\nEROB J 1 A_JumpIfInventory(\"TrioFireFlag\",1,1)\ngoto Missile\nEROB J 1\nEROB J 1 A_JumpIfInventory(\"TrioFireFlag\",1,1)\ngoto Missile\nEROB J 1\nEROB J 1 A_JumpIfInventory(\"TrioFireFlag\",1,\"Missile2\")\ngoto Missile\nClassPain:\nEROB H 0\ngoto PainContinue\nDeathFix:\nEROB H 0 A_Jump(256,2)//32\nEROB H 0 A_JumpIfInventory(\"TrioRuneFlag\",1,2)\ngoto DeathContinue\nEROB H 0 A_GiveInventory(\"SpecialDeathFlag\",1)\ngoto DeathContinue\nEROB H 0 A_Jump(256,1)//32\ngoto DeathContinue\nEROB H 0 A_GiveInventory(\"SpecialDeathFlag\",1)\ngoto DeathContinue\nClassDeath:\nEROB H 0 A_JumpIfInventory(\"InstagibFlag\",1,\"ClassDeathM\")\nEROB H 0 A_JumpIfInventory(\"RiseDeathFlag\",1,\"ClassDeathR\")\nEROB H 0 A_JumpIfInventory(\"IceDeathFlag\",1,\"ClassDeathI\")\nEROB H 19\ngoto ClassDeathM\nClassDeathM:\nEROB H 0 A_SpawnItemEx(\"TrioRareDeathHelper\",0,0,0,momx,momy,momz,0,9)\ngoto MegaDeathEnd\nClassDeathR:\nEROB H 1 ThrustThingZ(0,21,0,1)\nEROB H 0 A_JumpIf(ceilingz-z<64,\"ClassDeathM\")\nEROB H 0 A_GiveInventory(\"RiseDeathFlag2\",1)\nEROB H 0 A_JumpIfInventory(\"RiseDeathFlag2\",25,\"ClassDeathM\")\nloop\nClassDeathI:\nEROB H 0 ACS_ExecuteAlways(998,0,DYE_ICEDEATHCBM,10)\nEROB H 1 A_PlaySoundEx(\"CBM/freeze\",\"Voice\")\nEROB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_SpawnItemEx(\"FrozenDeathBitFX\",frandom(16,48),0,fRandom(16,48),0,0,0,random(0,359))\nEROB H 0 A_PlaySoundEx(\"CBM/icebreak\",\"Body\")\nEROB H 0 A_SpawnItemEx(\"FrozenDeathFXC\",0,0,0)\nEROB H 0 A_SpawnItemEx(\"TrioRareDeathHelper\",0,0,0,momx,momy,momz,0,9)\ngoto DeathWait\n}\n}\n\nactor TrioExodiaFlag : OnceC{}\nactor TrioExodiaFlag1 : OnceC{}\nactor TrioExodiaFlag2 : OnceC{}\nactor TrioExodiaFlag3 : OnceC{}\nactor TrioExodiaFlag4 : OnceC{}\nactor TrioExodiaFlag5 : OnceC{}\nactor TrioExodiaFlag6 : OnceC{}\n\nactor TrioRareDeathHelper : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_JumpIf(CallACS(\"cbm_PickupSvar\",6),\"No\")\nTNT1 A 0 A_Jump(256,\"S_1\",\"S_2\",\"S_3\",\"S_4\",\"S_5\",\"S_6\")\ngoto S_1\nS_1:\nTNT1 A 1 A_SpawnItemEx(\"TrioExodia_P1\",0,0,40,momx+random(2,3),momy+frandom(-1,1),momz+frandom(2,6),random(-2,2),41,0)\nstop\nS_2:\nTNT1 A 1 A_SpawnItemEx(\"TrioExodia_P2\",0,0,28,momx+random(1,3),momy+frandom(-1,1),momz+frandom(2,6),random(-2,2),41,0)\nstop\nS_3:\nTNT1 A 1 A_SpawnItemEx(\"TrioExodia_P3\",0,0,30,momx+random(1,4),momy+frandom(-2,2),momz+frandom(2,6),random(-2,2),41,0)\nstop\nS_4:\nTNT1 A 1 A_SpawnItemEx(\"TrioExodia_P4\",0,0,30,momx+random(1,4),momy+frandom(-2,2),momz+frandom(2,6),random(-2,2),41,0)\nstop\nS_5:\nTNT1 A 1 A_SpawnItemEx(\"TrioExodia_P5\",0,0,6,momx+random(1,4),momy+frandom(-2,2),momz+frandom(2,6),random(-2,2),41,0)\nstop\nS_6:\nTNT1 A 1 A_SpawnItemEx(\"TrioExodia_P6\",0,0,6,momx+random(1,4),momy+frandom(-2,2),momz+frandom(2,6),random(-2,2),41,0)\nstop\nNo:\nTNT1 A 0\nstop\n}\n}\n\nactor TrioExodia_PFX : BasicClientSide\n{\nrenderstyle translucent\nalpha 0.8\nScale 0.25\nStates\n{\nSpawn:\nEVFL XXYYZZ 2 ThrustThingZ(0,random(1,3),0,1)\nSpawn2:\nEVFL Z 1 ThrustThingZ(0,random(1,3),0,1)\nEVFL Z 1 A_FadeOut(0.185)\nwait\n}\n}\n\nactor TrioExodia_P1 : CustomInventory\n{\ninventory.pickupmessage \"\\ctPicked up the Head of the \\cgForbidden One\\ct.\"\ninventory.amount 1\ninventory.maxamount 1\nscale 2.5\nStates\n{\nSpawn:\nERO9 M 1\ngoto Spawn2\nSpawn2:\n//300 * 5 // A_SpawnItemEx(\"TrioExodia_PFX\",random(0,4),0,random(6,24),random(0,1),0,random(1,3),random(0,359),1)\n\"----\" \"############################################################################################################################################################################################################################################################################################################\" 5 A_SpawnItemEx(\"TrioExodia_PFX\",random(4,10),0,random(6,24),random(-1,1),0,random(0,2),random(0,359),1)\n\"----\" \"#\" 1 A_FadeOut(0.05)\nwait\nPickup:\nTNT1 A 0 A_GiveInventory(\"TrioExodiaFlag1\",1)\ngoto End\nEnd:\nTNT1 A 0 A_PlaySoundEx(\"GNT/Treasure\",\"Item\")\nTNT1 A 0 A_GiveInventory(\"TrioExodia_PX\",1)\nstop\n}\n}\n\nactor TrioExodia_P2 : TrioExodia_P1\n{\ninventory.pickupmessage \"\\ctPicked up the Body of the \\cgForbidden One\\ct.\"\nStates\n{\nSpawn:\nERO9 N 1\ngoto Spawn2\nPickup:\nTNT1 A 0 A_GiveInventory(\"TrioExodiaFlag2\",1)\ngoto End\n}\n}\nactor TrioExodia_P3 : TrioExodia_P1\n{\ninventory.pickupmessage \"\\ctPicked up the Right Arm of the \\cgForbidden One\\ct.\"\nStates\n{\nSpawn:\nERO9 O 1\ngoto Spawn2\nPickup:\nTNT1 A 0 A_GiveInventory(\"TrioExodiaFlag3\",1)\ngoto End\n}\n}\nactor TrioExodia_P4 : TrioExodia_P1\n{\ninventory.pickupmessage \"\\ctPicked up the Left Arm of the \\cgForbidden One\\ct.\"\nStates\n{\nSpawn:\nERO9 P 1\ngoto Spawn2\nPickup:\nTNT1 A 0 A_GiveInventory(\"TrioExodiaFlag4\",1)\ngoto End\n}\n}\nactor TrioExodia_P5 : TrioExodia_P1\n{\ninventory.pickupmessage \"\\ctPicked up the Right Leg of the \\cgForbidden One\\ct.\"\nStates\n{\nSpawn:\nERO9 Q 1\ngoto Spawn2\nPickup:\nTNT1 A 0 A_GiveInventory(\"TrioExodiaFlag5\",1)\ngoto End\n}\n}\nactor TrioExodia_P6 : TrioExodia_P1\n{\ninventory.pickupmessage \"\\ctPicked up the Left Leg of the \\cgForbidden One\\ct.\"\nStates\n{\nSpawn:\nERO9 R 1\ngoto Spawn2\nPickup:\nTNT1 A 0 A_GiveInventory(\"TrioExodiaFlag6\",1)\ngoto End\n}\n}\n\nactor TrioExodia_PX : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag1\",1,1)\nstop\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag2\",1,1)\nstop\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag3\",1,1)\nstop\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag4\",1,1)\nstop\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag5\",1,1)\nstop\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag6\",1,1)\nstop\nTNT1 A 0 A_GiveInventory(\"TrioExodia_PZ\")\nstop\n}\n}\n\nactor TrioExodia_PZ : CustomInventory\n{\ninventory.pickupmessage \"\\ctYou have collected all six pieces of the \\cgForbidden One\\ct!\"\nStates\n{\nPickup:\nTNT1 A 0 A_GiveInventory(\"SpreadRune_ST\")\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag\",1,3)\nTNT1 A 0 A_SpawnItemEx(\"TrioExodiaFollow\",0,0,0,0,0,0,0,1)\nTNT1 A 0 A_SpawnItemEx(\"TrioExodiaFollow_W\")\nTNT1 A 0 A_GiveInventory(\"TrioExodiaFlag\")\nstop\n}\n}\n\nactor TrioExodiaFollow_W : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySoundEx(\"weapon/TrioExodia\",\"Weapon\")\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Warp(2,0,0,28,0,24)\nTNT1 A 10\nstop\n}\n}\n\nactor TrioExodiaFollow : BasicHelper\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0\nTNT1 AA 1 A_GiveToTarget(\"TrioExodiaFollowFX_P\",1)\nTNT1 A 2\nTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(C_CHECK_TARGET_OOC)==0,\"Death\")\ngoto Spawn+2\n}\n}\n\nactor TrioExodiaFollowFX_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_SpawnItemEx(\"TrioExodiaFollowFX\",0,0,84,momx,momy,momz,0,9)\nstop\n}\n}\n\nactor TrioExodiaFollowFX : BasicClientSide\n{\nStates\n{\nSpawn:\nEVFL J 0\nEVFL J 1\nstop\n}\n}\n\nactor TrioExodiaDropper_P : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag\",1,\"No\")\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag1\",1,\"P_1\")\ngoto P_1+1\nNo:\nTNT1 A 0\nstop\nP_1:\nTNT1 A 0 A_SpawnItemEx(\"TrioExodia_P1\",0,0,8,random(2,6),0,random(4,9),random(0,359),1)\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag2\",1,\"P_2\")\ngoto P_2+1\nP_2:\nTNT1 A 0 A_SpawnItemEx(\"TrioExodia_P2\",0,0,8,random(2,6),0,random(4,9),random(0,359),1)\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag3\",1,\"P_3\")\ngoto P_3+1\nP_3:\nTNT1 A 0 A_SpawnItemEx(\"TrioExodia_P3\",0,0,8,random(2,6),0,random(4,9),random(0,359),1)\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag4\",1,\"P_4\")\ngoto P_4+1\nP_4:\nTNT1 A 0 A_SpawnItemEx(\"TrioExodia_P4\",0,0,8,random(2,6),0,random(4,9),random(0,359),1)\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag5\",1,\"P_5\")\ngoto P_5+1\nP_5:\nTNT1 A 0 A_SpawnItemEx(\"TrioExodia_P5\",0,0,8,random(2,6),0,random(4,9),random(0,359),1)\nTNT1 A 0 A_JumpIfInventory(\"TrioExodiaFlag6\",1,\"P_6\")\ngoto No\nP_6:\nTNT1 A 0 A_SpawnItemEx(\"TrioExodia_P6\",0,0,8,random(2,6),0,random(4,9),random(0,359),1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman8/Tenguman.txt",
        "contents": "actor Tenguman : ClassBase\n{\nPlayer.ScoreIcon \"C_08A0X\"\nplayer.displayname \"Tenguman\"\nplayer.soundclass \"tengumanc\"\nplayer.startitem \"TornadoHoldBoss\"\nplayer.startitem \"FeelMyPowerAmmo\", 252\nplayer.startitem \"TenguHoverItem\"\n\nplayer.forwardmove 0.76, 0.76\nplayer.sidemove 0.74, 0.74\n\nplayer.startitem \"IceWaveWeakness2\", 1\nplayer.startitem \"SpreadDrillWeakness2\", 1\n\nplayer.startitem \"IceSlasherWeakness\", 1\nplayer.startitem \"BlizzardAttackWeakness\", 1\nplayer.startitem \"FreezeCrackerWeakness\", 1\nplayer.startitem \"IceWaveWeakness\", 1\n//player.startitem \"IceWallWeakness\", 1\nplayer.startitem \"ChillSpikeWeakness\", 1\nplayer.startitem \"SpreadDrillWeakness\", 1\nplayer.startitem \"PhotonMissileWeakness\", 1\nStates\n{\nSpawn:\nTENG A 0\nTENG B 1\nTENG A 1\nGoto Spawn+2\nSee:\nTENG BCDE 5\nGoto Spawn\nMissile:\nTENG F 0 A_JumpIfInventory(\"VivifyDelay7\",1,\"Missile2\")\nTENG F 5\nTENG G 4\ngoto Spawn\nMissile2:\nTENG K 2\nTENG L 7\ngoto Spawn\nClassPain:\nTENG H 0\ngoto PainContinue\nDeathFix:\nTENG H 0\ngoto DeathContinue\nClassDeath:\nTENG H 1\ngoto MegaDeathEnd\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Megaman9/Hornetman.txt",
        "contents": "actor Hornetman : MegaClassBase\n{\nPlayer.ScoreIcon \"C_09F0X\"\nplayer.displayname \"Hornetman\"\nplayer.soundclass \"hornetmanc\"\n\nplayer.startitem \"HornetChaserBoss\"\nplayer.startitem \"HornetHoverItem\"\nplayer.startitem \"NotTheHornetsAmmo\", 21\nplayer.startitem \"HornetHoverAmmo\", 168\n\nplayer.jumpz 13\n\nplayer.startitem \"MagmaBazookaWeakness2\", 1\n\nplayer.startitem \"FireStormWeakness\", 1\nplayer.startitem \"AtomicFireWeakness\", 1\nplayer.startitem \"PharaohShotWeakness\", 1\nplayer.startitem \"FlameBlastWeakness\", 1\nplayer.startitem \"ScorchWheelWeakness\", 1\nplayer.startitem \"FlameSwordWeakness\", 1\nplayer.startitem \"WaveBurnerWeakness\", 1\nplayer.startitem \"MagmaBazookaWeakness\", 1\nplayer.startitem \"SolarBlazeWeakness\", 1\nplayer.startitem \"BreakDashWeakness\", 1\nStates\n{\nSpawn:\nHORM A 0\nHORM B 1\nHORM A 1 A_JumpIf(z-floorz>0,\"SeeHover\")\nGoto Spawn+2\nSee:\nHORM BBBBBCCCCCDDDDDEEEEE 1 A_JumpIf(z-floorz>0,\"SeeHover\")\nGoto Spawn\nSeeHover:\nHORM K 0 A_JumpIfInventory(\"HornetIsHovering\",1,\"SeeHover2\")\nHORM K 1 A_JumpIf(z-floorz<=0,\"Spawn\")\nloop\nSeeHover2:\nHORM KKKKLLLL 1 A_JumpIf(z-floorz<=0,\"Spawn\")\nHORM K 0 A_JumpIfInventory(\"HornetIsHovering\",1,\"SeeHover2\")\ngoto SeeHover\nMissile:\nHORM F 0 A_JumpIf(z-floorz>0,\"Missile2\")\nHORM F 1 A_JumpIf(z-floorz>0,\"Missile2\")\nHORM F 4\nHORM G 4\ngoto Spawn\nMissile2:\nHORM M 8 A_JumpIfInventory(\"HornetIsHovering\",1,2)\nHORM M 0 A_JumpIf(z-floorz>0,\"SeeHover\")\ngoto Spawn+2\nHORM NM 4\nHORM M 0 A_JumpIf(z-floorz>0,\"SeeHover\")\ngoto Spawn+2\nClassPain:\nHORM H 0\ngoto PainContinue\nDeathFix:\nHORM H 0\ngoto DeathContinue\nClassDeath:\nHORM H 1\ngoto MegaDeathEnd\n}\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.