if not solchars
    rawset(_G, "solchars", {})
end
solchars["nuko"] = {SKINCOLOR_SUPERRUST1, 1}

addHook("PlayerThink", function(player) 
		if player.mo.skin == "nuko"
		and player.solchar.istransformed > 0
		and (player.mo.state == S_PLAY_ROLL) 
		and (P_IsObjectOnGround(player.mo) == true)
			P_ElementalFire(player)
	end
end)


addHook("PlayerThink", function(player) 
		if player.mo.skin == "nuko"
		and player.solchar.istransformed > 0
		and (player.pflags & PF_THOKKED)
		A_BossScream(player.mo, 0, 	MT_FIREBALLTRAIL)
	end
end)


addHook("PlayerThink", function(player) 
		if player.mo.skin == "nuko"
		and player.solchar.istransformed > 0
		A_BossScream(player.mo, 0, 	MT_FLAMEPARTICLE)
	end
end)




		addHook("AbilitySpecial", function(player)
		if player.mo.skin == "nuko"
		and not (player.pflags & PF_THOKKED)
		and not (player.pflags & PF_FULLSTASIS)
		and (player.pflags & PF_JUMPED)
		and player.solchar.istransformed > 0
		and not (player.mo.state == S_PLAY_PAIN)
		and (P_IsObjectOnGround(player.mo) == false) then
		S_StartSound(player.mo, sfx_zoom) 
		P_Thrust(player.mo, player.mo.angle, 30*FRACUNIT)
		player.mo.state = S_PLAY_RUN
		player.mo.momz = -40*FRACUNIT
		player.charge = true
		player.pflags = $|PF_THOKKED 
	end
end)


	addHook("PlayerThink", function(player)
		if player.mo.skin == "nuko"
		and player.solchar.istransformed > 0
		and player.charge == true
		and (P_IsObjectOnGround(player.mo) == true) then
				S_StartSound(player.mo, sfx_bnce1)
				player.mo.state = S_PLAY_SPRING
				player.charge = false
				player.mo.momz = 20*FRACUNIT
		P_NukeEnemies(player.mo, player.mo, 2048*FRACUNIT)
		S_StartSound(player.mo, sfx_zoom)
		player.pflags = $ | PF_JUMPED
		end
	end)
