//Yep, It's her!. (there's not enough budget for him, sorry).

class Waos : Actor //You would be surprised how long it took me to port the sprites to here.
{
	//$Category Ratas
	//$Title Ms. Game and Watch
	
	actor r63;
	Default
	{
	Health 1;
	PainChance 0;
	Radius 16; 
	Height 65; 
	Scale 0.07;
	Mass 10000000;
	Monster;
	+NEVERTARGET;
	-COUNTKILL;
	+NOSPLASHALERT;
	+FLOORCLIP;
	+DONTMORPH;
	+JUSTHIT;
	+SOLID;
	+INVULNERABLE;
	-ISMONSTER;
	Tag "Ms. Game and Watch";
	}
	States
	{
	Spawn:
		MGAW ABCDEFGHIJKMNOPQRSTUVWXYZ 1 bright ;
		Loop;
	}
}

class soaW : waos 
{
	//$Category Ratas
	//$Title hctaW dna emaG .sM
	
	Default
	{
	Translation "255:0=%[0.00,0.00,0.00]:[2.55,2.55,2.55]";
	Tag "hctaW dna emaG .sM";
	}
	States
	{
	Spawn:
		MGAW ZYXWVUTSRQPONMKJIHGFEDCBA 1;
		Loop;
	}
}

//I would honestly port another character like Jacquelette, but I don't have other funkin' sprites on my hand right now.

class Quinns : Actor 
{
	//$Category Ratas
	//$Title Kim bucko
	
	actor posiblykrisfemaleson;
	Default
	{
	Health 1;
	PainChance 0;
	Radius 12; 
	Height 65; 
	Scale 0.13;
	Mass 10000000;
	Monster;
	+NEVERTARGET;
	+DONTMORPH;
	-COUNTKILL;
	+NOSPLASHALERT;
	+FLOORCLIP;
	+JUSTHIT;
	+SOLID;
	+INVULNERABLE;
	-ISMONSTER;
	Tag "Kim";
	}
	States
	{
	Spawn:
		KIMB AAABBBCCCCDDDEEEEFFFGGGGHHHIIIJJJJ 1;
		Loop;
	}
}

Class APigIn2036 : Actor
{
	//$Category Ratas
	//$Title Skyblue raised form
	
	Default
	{
	Health 1;
	PainChance 0;
	Radius 13; 
	Height 68; 
	Scale 0.12;
	Mass 10000000;
	Monster;
	+NEVERTARGET;
	-COUNTKILL;
	+NOSPLASHALERT;
	+FLOORCLIP;
	+DONTMORPH;
	+JUSTHIT;
	+SOLID;
	+INVULNERABLE;
	-ISMONSTER;
	Tag "Skyblue (Raised)";
	}
	States
	{
	Spawn:
		KBID AAABBBCCCDDDEEEFFFGGGHHHIIIJJJ 1;
		Loop;
	}
}

//The Urotsuki influence Baby B).

class TukkiGren : Actor 
{
	//$Category Ratas
	//$Title Gren Humane
	
	Default
	{
	Health 70;
	PainChance 0;
	Radius 14; 
	Height 52; 
	Scale 2.1;
	Speed 10;
	Mass 1234567890;
	Monster;
	+NEVERTARGET;
	-COUNTKILL;
	+DONTMORPH;
	+NOSPLASHALERT;
	+FLOORCLIP;
	+JUSTHIT;
	+SOLID;
	+INVULNERABLE;
	-ISMONSTER;
	Tag "Gren";
	}
	States
	{
	Spawn:
		NTAI AABBAACC 3 A_Wander();
		Loop;
	}
}

Class FriendlyBattoThing : Actor
{
	//$Category Ratas
	//$Title Bat Thing
	
	Default
	{
	Health 170;
	Radius 12;
	Height 46;
	Speed 8;
	Mass 1234567890;
	Scale 2.1;
	PainChance 0;
	+FRIENDLY;
	+DROPOFF;
	Monster;
	+FLOAT;
	+NOGRAVITY;
	-COUNTKILL;
	+NOBLOOD;
	+NOBLOODDECALS;
	+NORADIUSDMG;
	+DONTGIB;
	+DONTMORPH;
	+NoInfightSpecies;
	DamageFactor "Blal", 100;
	DamageFactor "Boomerangz", 150;
	DamageFactor "Grenade", 20;
	DamageFactor "Ass", 50;
	DamageFactor "Huje", 90;
	DamageFactor "Radiation", 10;
	DamageFactor "Air", 0;
	DamageFactor "Maser", 47;
	DamageFactor "Steel", 200;
	DamageFactor "Bloon", 29;
	DamageFactor "Ramming", 199;
	DamageFactor "HipTo", 0.1;
	DamageFactor "Diabetes", 0;
	DamageFactor "Powder", 150;
	DamageFactor "Kaboomz", 67;
	DamageFactor "Images", 3;
	DamageFactor "Poison", 14;
	DamageFactor "Time", 102;
	DamageFactor "Ice", 15;
	DamageFactor "Lightning", 25;
	Obituary "%o acidentally died without knowing the bat thing's gender.";  //Verify if I wrote the word "acidentally" correctly.
	Tag "Friendly Anthro Bat";
	}
	States
	{
	Spawn:
		KMRN C 0 A_PlaySound("HellsAngel/Wingflap", 3);
		KMRN CCDDDEEE 3 A_Look();
		Loop;
	See:
		KMRN C 0 A_PlaySound("HellsAngel/Wingflap", 3);
		KMRN CCDDDEEE 3 A_Chase();
		Loop;
	Missile:
		KMRN C 0 A_PlaySound("HellsAngel/Wingflap", 3);
		KMRN C 3 A_SpawnProjectile("KurtisStrikerIsKurtisConner");
		KMRN CDDDEEE 3;
		KMRN C 0 A_PlaySound("HellsAngel/Wingflap", 3);
		KMRN C 3 A_SpawnProjectile("KurtisStrikerIsKurtisConner");
		KMRN CDDDEEE 3;
		KMRN C 0 A_PlaySound("HellsAngel/Wingflap", 3);
		KMRN C 3 A_SpawnProjectile("KurtisStrikerIsKurtisConner");
		KMRN CDDDEEE 3;
		KMRN C 0 A_PlaySound("HellsAngel/Wingflap", 3);
		KMRN C 3 A_SpawnProjectile("KurtisStrikerIsKurtisConner");
		KMRN CDDDEEE 3;
		Goto See;
	Death:
		KMRN AAAAA 7 A_NoBlocking();
		KMRN FFFF 5;
		KMRN GGG 4;
		KMRN HH 3 A_FadeOut(0.19);
		KMRN II 2 A_FadeOut(0.19);
		KMRN J 1 A_FadeOut(0.19);
		Stop;
	}
}

Class KurtisStrikerIsKurtisConner : Actor
{
	Default
	{
	Health 10;
	Radius 12;
	Height 8;
	Scale 1.5;
	Speed 13;
	FastSpeed 16;
	Damage 10;
	DamageType "Air";
	RenderStyle "Translucent";
	Alpha 0.6;
	Projectile;
	+RANDOMIZE;
	Obituary "The psyctic powers destroyed %o's mentality.";
	}
	States
	{
	Spawn:
		LUOK AABB 1 BRIGHT;
		Loop;
	Death:
		LUOK AABB 1 BRIGHT;
		LUOK ABABABABABAB 1 ;
		LUOK ABABABABABAB 1 A_FadeOut(0.19);
		Stop;
	}
}

class TukkiFit : Actor 
{
	//$Category Ratas
	//$Title Friendly Fit Humanoid
	
	Default
	{
	Health 170;
	PainChance 0;
	Radius 14; 
	Height 52; 
	Scale 2.1;
	Speed 20;
	Mass 1234567890;
	DamageFactor "Blal", 50;
	DamageFactor "Boomerangz", 100;
	DamageFactor "Diabetes", 90;
	DamageFactor "Grenade", 100;
	DamageFactor "Ass", 15;
	DamageFactor "Powder", 250;
	DamageFactor "Time", 102;
	DamageFactor "HipTo", 0.9;
	DamageFactor "Air", 0.001;
	DamageFactor "Bloon", 5;
	DamageFactor "Huje", 90;
	DamageFactor "Steel", 150;
	DamageFactor "Ramming", 99;
	DamageFactor "Fire", 50;
	DamageFactor "Kaboomz", 13;
	DamageFactor "Images", 6;
	DamageFactor "Maser", 150;
	DamageFactor "Poison", 4;
	DamageFactor "Ice", 28;
	DamageFactor "Lightning", 60;
	DamageFactor "Radiation", 0.99;
	+FRIENDLY;
	Monster;
	-COUNTKILL;
	+DONTMORPH;
	+FLOORCLIP;
	+NoInfightSpecies;
	Obituary "%o somehow died by a Fit Humanoid.";
	Tag "Friendly Fit Humanoid";
	}
	States
	{
	Spawn:
		MKCR AA 3 A_Look();
		Loop;
	See:
		MKCR AABBAACC 3 A_Chase();
		Loop;
	Melee:
		MKCR ABACABAC 2 A_FaceTarget();
		MKCR A 2 A_CustomMeleeAttack(random(15,20), "Smileface/thud", "CacoBird/Whoosh", "");
		MKCR A 2 A_CustomMeleeAttack(random(15,20), "Smileface/thud", "CacoBird/Whoosh", "");
		MKCR A 2 A_CustomMeleeAttack(random(15,20), "Smileface/thud", "CacoBird/Whoosh", "");
		Goto See;
	Death:
		MKCR CCAABBAA 3 A_NoBlocking();
		MKCR CCAABBAA 2;
		MKCR CCAABBAA 1;
		MKCR CABACABA 1;
		MKCR CABACABACABA 1 A_FadeOut(0.1);
		Stop;
	}
}

Class Mosquete : Actor 
{
	//$Category Ratas
	//$Title Bumblebea
	
	Default
	{
	Health 20;
	Radius 15;
	Height 36;
	Mass 20;
	Monster;
	Speed 7;
	Damage 15;
	Scale 1.2;
	+RANDOMIZE;
	PainChance 0;
	+FLOATBOB;
	+FLOAT;
	+NOGRAVITY;
	+NOBLOOD;
	+NOBLOODDECALS;
	+NORADIUSDMG;
	+DONTGIB;
	+NEVERTARGET;
	-COUNTKILL;
	+NOSPLASHALERT;
	+JUSTHIT;
	+DONTMORPH;
	+SOLID;
	+INVULNERABLE;
	-ISMONSTER;
	Tag "Bumblebea";
	}
	States
	{
	Spawn:
		SBES A 0 NoDelay A_PlaySound("Flyfuck/Fly", 1.0, CHAN_5, True);
		SBES AB 1 A_Wander();
		Loop;
	}
}

//The first thing actually made by me :D...Well, Only the code.

class BonusThingy : Actor
{
	//$Category basura
	//$Title Bonus Machine
	
	actor vdbonus;
	Default
	{
	Health 30;
	Radius 25;
	Height 25;
	Mass 50;
	Speed 8;
	Scale 0.6;
	PainChance 0;
	Monster;
	Bloodtype "None";
	DeathSound "Flash/Vxplode";
	+NoBloodDecals;
	-Solid;
	+Float;
	+NOGRAVITY;
	+DONTMORPH;
	+NOICEDEATH;
	-COUNTKILL;
	+FLOATBOB;
	+LookAllAround;
	+NEVERTARGET;
	-CANUSEWALLS
	Tag "Bonus Machine";
	}
	States
	{
	Spawn:
		OQMJ A 0 NoDelay A_PlaySound("Tukki/Soundbreak", 1.0, CHAN_6, True);
		OQMJ ABCDEFGHIJK 1 A_Wander();
		loop;
	Death:
		BBOM A 0 A_SetScale(1.0,1.0);
		BBOM A 0 A_PlaySound("Nothing/NOTHING2", true);
		BBOM A 1 A_Scream();
		BBOM B 1 A_NoBlocking();
		BBOM C 1;
		BBOM D 0 A_SpawnItemEx("Thingyjunk");
		BBOM D 1;
		BBOM E 1 A_FaceTarget();
		BBOM F 1;
		BBOM G 1;
		BBOM H 0 A_SpawnItemEx("ThingySpawner");
		BBOM H 1;
		BBOM I 1;
		BBOM J 1;
		BBOM K 1;
		BBOM M 1;
		BBOM N 1;
		BBOM O 1;
		stop;
	}
}

Class ThingySpawner : Actor
{
  Default
  {
    radius 0;
    height 0;
    +NoGravity
    +NoBlockMap
    +NoLiftDrop
    +NoTarget
    +DontSquash
    +NoTeleOther
    +NonShootable
  }

  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_Jump(256, "SpawnNothingAtAll", "SpawnCompiutah", "SpawnMY_DOCUM", "SpawnRefresquito", "SpawnEspaditAmigable", "SpawnFurFuck5", "SpawnFriendlyBattoThing", "SpawnTukkiFit");
  SpawnNothingAtAll:
    TNT1 A 0 A_SpawnItem("NothingAtAll");
    Stop;
  SpawnCompiutah:
    TNT1 A 0 A_SpawnItem("Compiutah");
    Stop;
  SpawnMY_DOCUM:
    TNT1 A 0 A_SpawnItem("MY_DOCUM");
    Stop;
  SpawnRefresquito:
    TNT1 A 0 A_SpawnItem("Refresquito");
    Stop;
  SpawnFurFuck5:
    TNT1 A 0 A_SpawnItem("FurFuck5");
    Stop;
  SpawnEspaditAmigable:
    TNT1 A 0 A_SpawnItem("EspaditAmigable");
    Stop;
  SpawnTukkiFit:
    TNT1 A 0 A_SpawnItem("TukkiFit");
    Stop;
  SpawnFriendlyBattoThing:
    TNT1 A 0 A_SpawnItem("FriendlyBattoThing");
    Stop;
  }
}

Class NothingAtAll : actor
{
	Default
	{
	renderstyle "none";
	}
	states
	{
	spawn:
		TNT1 A 1;
		stop;
	}
}