ACTOR Cross : ScoreItem 200
{
	+COUNTITEM
	+AUTOACTIVATE
	Inventory.Amount 200
	Inventory.MaxAmount 0
	Inventory.PickupSound "pickups/cross"
	Inventory.PickupMessage "Cross"
	+Inventory.ALWAYSPICKUP
	Inventory.Icon "TREAA0"
	States
	{
	Spawn:
		TREA A 2 bright 
		Loop
	Pickup:
		TREA A 0 A_GiveToTarget("ScoreItem", 200)
		Stop
	}
}

ACTOR Chalice : ScoreItem 300
{
	+COUNTITEM
	+AUTOACTIVATE
	Inventory.Amount 300
	Inventory.MaxAmount 0
	Inventory.PickupSound "pickups/cup"
	Inventory.PickupMessage "Chalice"
	+Inventory.ALWAYSPICKUP
	Inventory.Icon "TREAC0"
	States
	{
	Spawn:
		TREA C 2 bright 
		Loop
	Pickup:
		TREA C 0 A_GiveToTarget("ScoreItem", 300)
		Stop
	}
}

ACTOR Chest : ScoreItem 400
{
	+COUNTITEM
	+AUTOACTIVATE
	Inventory.Amount 400
	Inventory.MaxAmount 0
	Inventory.PickupSound "pickups/chest"
	Inventory.PickupMessage "Chest"
	+Inventory.ALWAYSPICKUP
	Inventory.Icon "TREAD0"
	States
	{
	Spawn:
		TREA D 2 bright 
		Loop
	Pickup:
		TREA D 0 A_GiveToTarget("ScoreItem", 400)
		Stop
	}
}

ACTOR Crown : ScoreItem 500
{
	+COUNTITEM
	+AUTOACTIVATE
	Inventory.Amount 500
	Inventory.MaxAmount 0
	Inventory.PickupSound "pickups/crown"
	Inventory.PickupMessage "Crown"
	+Inventory.ALWAYSPICKUP
	Inventory.Icon "TREAB0"
	States
	{
	Spawn:
		TREA B 2 bright 
		Loop
	Pickup:
		TREA B 0 A_GiveToTarget("ScoreItem", 500)
		Stop
	}
}