// Dropper Item
Actor AccessorySpawner {
	+NOINTERACTION
	States {
		Spawn:
			TNT1 A 0 NoDelay A_Jump(256, "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14")
		Stop
		1:
			TNT1 A 0 A_SpawnItem("Accessory_1")
		Stop
		2:
			TNT1 A 0 A_SpawnItem("Accessory_2")
		Stop
		3:
			TNT1 A 0 A_SpawnItem("Accessory_3")
		Stop
		4:
			TNT1 A 0 A_SpawnItem("Accessory_4")
		Stop
		5:
			TNT1 A 0 A_SpawnItem("Accessory_5")
		Stop
		6:
			TNT1 A 0 A_SpawnItem("Accessory_6")
		Stop
		7:
			TNT1 A 0 A_SpawnItem("Accessory_7")
		Stop
		8:
			TNT1 A 0 A_SpawnItem("Accessory_8")
		Stop
		9:
			TNT1 A 0 A_SpawnItem("Accessory_9")
		Stop
		10:
			TNT1 A 0 A_SpawnItem("Accessory_10")
		Stop
		11:
			TNT1 A 0 A_SpawnItem("Accessory_11")
		Stop
		12:
			TNT1 A 0 A_SpawnItem("Accessory_12")
		Stop
		13:
			TNT1 A 0 A_SpawnItem("Accessory_13")
		Stop
		14:
			TNT1 A 0 A_SpawnItem("Accessory_14")
		Stop
	}
}

Actor Accessory_0 : DnD_Boolean { }

Actor Accessory_1 : Inventory {
	inventory.maxamount 1
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Talisman of Wisdom!\c-"
	inventory.pickupsound "Items/Accessory"
	Height 24
	Radius 16
	+FLOATBOB
	+NEVERRESPAWN
	+INVENTORY.BIGPOWERUP
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			ACC1 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_2 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Talisman of Greed!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			ACC2 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_3 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Demon Bane!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			ACC3 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_4 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Amulet of Hellfire!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			ACC4 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_5 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Angelic Ankh!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			ACC5 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_6 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Pendant of Reflection!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			ACC6 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_7 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Nether Mask!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			ACC7 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_8 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Taltos Ring!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			ACC8 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_9 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Hate Shard!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			ACC9 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_10 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Hand of Artemis!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			AC10 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_11 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Scroll of Agamotto!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			AC11 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_12 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Gryphon Boots!\c-"
	Scale 0.5
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			AC12 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_13 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Lich Arm!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			AC13 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

Actor Accessory_14 : Accessory_1 {
	inventory.pickupmessage "\ccAccessory     : \c[Y5]Sigil of Elements!\c-"
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ThrustThingZ(0, 16, 0, 0)
			TNT1 A 0 A_PlaySound("RareDrop")
		SpawnLoop:
			AC14 A 24 A_SpawnItem("AccessoryEffectSpawner")
		Loop
	}
}

// Hold current used accessory index of player
Actor Accessory_Index : Ammo { 
	inventory.amount 1
	inventory.maxamount 0x7FFFFFFF
	ammo.backpackamount 0
	ammo.backpackmaxamount 0x7FFFFFFF
	+IGNORESKILL
}

Actor TaltosPower : PowerDrain {
	powerup.duration 0x7FFFFFFF
}

Actor TaltosEffect : DnD_Activator {
	States {
		Pickup:
			TNT1 A 0 A_ChangeFlag("GHOST", 1)
			TNT1 A 0 A_SetTranslucent(0.5)
		Stop
	}
}

Actor TaltosUnsetEffect : DnD_Activator {
	States {
		Use:
			TNT1 A 0 A_ChangeFlag("GHOST", 0)
			TNT1 A 0 A_SetTranslucent(1.0)
		Stop
	}
}

Actor TaltosUp : DnD_Boolean {}

Actor TaltosChecker : DnD_Activator {
	States {
		Pickup:
			TNT1 A 0 A_JumpIfInventory("TaltosUp", 1, "GiveDrain")
			TNT1 A 0 A_TakeInventory("TaltosPower", 1)
		Stop
		GiveDrain:
			TNT1 A 0 A_GiveInventory("TaltosPower", 1)
		Stop
	}
}

Actor TaltosTaker : DnD_Activator {
	States {
		Pickup:
			TNT1 A 0 A_TakeInventory("TaltosPower", 1)
		Stop
	}
}

const float DEMONBANE_GAIN = 1.0;

Actor DemonBaneReduction : PowerDamage {
	damagefactor "normal", 1.0
	powerup.duration 0x7FFFFFFF
	
	DamageFactor "Melee", 0.25
	DamageFactor "MeleeFull", 0.25
	
	damagefactor "Bullet", 0.25
	damagefactor "BulletFull", 0.25
	
	damagefactor "Explosives", 0.25
	damagefactor "ExplosivesFull", 0.25
	
	damagefactor "P_Rail", 0.25
	damagefactor "P_RailFull", 0.25
	damagefactor "Energy", 0.25
	damagefactor "EnergyFull", 0.25
	
	damagefactor "Fire", 0.25
	damagefactor "FireFull", 0.25
	DamageFactor "Melee_Fire", 0.25
	DamageFactor "Melee_FireFull", 0.25
	damagefactor "Lightning", 0.25
	damagefactor "LightningFull", 0.25
	damagefactor "P_Ice", 0.25
	damagefactor "P_IceFull", 0.25
	damagefactor "AcidRifle", 0.25
	damagefactor "AcidRifleFull", 0.25
}

Actor NetherCheck : DnD_Boolean {}
Actor HateCheck : DnD_Boolean {}

Actor NetherWeaken : PowerProtection {
	damagefactor "normal", 1.5
	powerup.duration 0x7FFFFFFF
}

Actor PowerHateShard : PowerupGiver {
	powerup.duration 0x7FFFFFFF
	powerup.type "PowerReflection"
}

Actor HateReduction : PowerDamage {
	damagefactor "normal", 1.0
	powerup.duration 0x7FFFFFFF
	
	damagefactor "Bullet", 0.5
	damagefactor "BulletFull", 0.5
	
	damagefactor "Explosives", 0.5
	damagefactor "ExplosivesFull", 0.5
	
	damagefactor "P_Rail", 0.5
	damagefactor "P_RailFull", 0.5
	damagefactor "Energy", 0.5
	damagefactor "EnergyFull", 0.5
	
	damagefactor "Fire", 0.5
	damagefactor "FireFull", 0.5
	damagefactor "Lightning", 0.5
	damagefactor "LightningFull", 0.5
	damagefactor "P_Ice", 0.5
	damagefactor "P_IceFull", 0.5
	damagefactor "AcidRifle", 0.5
	damagefactor "AcidRifleFull", 0.5
	
	damagefactor "Magic", 0.5
	damagefactor "Explosives_Magic", 0.5
	damagefactor "Explosives_MagicFull", 0.5
	damagefactor "MagicFire", 0.5
	damagefactor "MagicFireFull", 0.5
	damagefactor "SoulType", 0.5
	damagefactor "SoulTypeFull", 0.5
}

Actor Accessory_FireProtection : PowerProtection {
	powerup.duration 0x7FFFFFFF
	damagefactor "Fire", 0.25
	damagefactor "Slime", 0.25
	DamageFactor "ImpFire", 0.25
	DamageFactor "CacoFire", 0.25
	DamageFactor "PaineFire", 0.25
	DamageFactor "BaronsFire", 0.25
	DamageFactor "FattyFire", 0.25
	DamageFactor "ArachnoFire", 0.25
	DamageFactor "VileFire", 0.25
	DamageFactor "CyberFire", 0.25
	DamageFactor "BigSpiderFire", 0.25
	DamageFactor "LegendaryFire", 0.25
	
	DamageFactor "RevIce", 1.75
	DamageFactor "FattyIce", 1.75
	DamageFactor "CyberIce", 1.75
	DamageFactor "BigSpiderIce", 1.75
}

Actor PendantPower : PowerDamage {
	damagefactor "normal", 1.0
	powerup.duration -5
	powerup.color "176 108 176"
}

Actor PendantSlow : PowerSpeed {
	Speed 0.75
	powerup.duration -5
}

Actor ReflectCount : Inventory {
	inventory.maxamount 6
}

Actor CanDeflect : DnD_Boolean { }

Actor PendantEffect : DnD_Activator {
	States {
		Pickup:
			TNT1 A 0 A_Jump(52, "CheckPendant")
		Stop
		CheckPendant:
			TNT1 A 0 a_JumpIfInventory("PendantPower", 1, "Failed")
			TNT1 A 0 A_JumpIfInventory("CanDeflect", 1, "CheckCount")
		Stop
		CheckCount:
			TNT1 A 0 A_JumpIfInventory("ReflectCount", 0, "Failed")
		Success:
			TNT1 A 0 A_SetReflectiveInvulnerable
			TNT1 A 0 A_PlaySound("Reflection/On", 5)
			TNT1 A 0 A_GiveInventory("P_Invulnerable", 1)
			TNT1 A 0 A_GiveInventory("PendantPower", 1)
			TNT1 A 0 A_GiveInventory("PendantSlow", 1)
			TNT1 A 0 A_GiveInventory("ReflectCount", 1)
			TNT1 A 0 A_GiveInventory("PendantFXSpawner", 1)
			TNT1 A 0 ACS_ExecuteAlways(921, 0, 0, 35 * 5)
		Stop
		Failed:
			TNT1 A 0
		Stop
	}
}

Actor PendantFXSpawner : DnD_Activator {
	States {
		Pickup:
			TNT1 A 0 A_FireCustomMissile("ReflectionFX_1", 0)
			TNT1 A 0 A_FireCustomMissile("ReflectionFX_2", 0)
			TNT1 A 0 A_FireCustomMissile("ReflectionFX_3", 0)
		Stop
	}
}

Actor ChangeReflect : DnD_Activator {
	States {
		Use:
			TNT1 A 0 A_UnsetReflectiveInvulnerable
			TNT1 A 0 A_PlaySound("Reflection/Off", 5)
		Stop
	}
}

Actor ReflectionFX_1 {
	Projectile
	+NOBLOCKMAP
	+NOCLIP
	+CLIENTSIDEONLY
	+RIPPER
	+BLOODLESSIMPACT
	Renderstyle Add
	Alpha 0.75
	Radius 2
	Height 2
	var int user_angle;
	var int user_count;
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_SetUserVar("user_count", 0)
			TNT1 A 0 A_SetUserVar("user_angle", 0)
		SpawnLoop:
			TNT1 A 0 A_JumpIf(user_count == 175, "Fade")
			RFX0 A 1 Bright ACS_ExecuteAlways(922, 0, 1, 72, 3)
			TNT1 A 0 A_SpawnItem("ReflectionFXTrail")
			TNT1 A 0 A_SetUserVar("user_angle", user_angle + 4)
			TNT1 A 0 A_SetUserVar("user_count", user_count + 1)
		Loop
		Fade:
			TNT1 A 0 A_Stop
			RFX0 GHIJ 2 Bright
		Stop
	}
}

Actor ReflectionFX_2 : ReflectionFX_1 {
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_SetUserVar("user_count", 0)
			TNT1 A 0 A_SetUserVar("user_angle", 120)
		SpawnLoop:
			TNT1 A 0 A_JumpIf(user_count == 175, "Fade")
			RFX0 A 1 Bright ACS_ExecuteAlways(922, 0, 2, 72, 3)
			TNT1 A 0 A_SpawnItem("ReflectionFXTrail")
			TNT1 A 0 A_SetUserVar("user_angle", user_angle + 4)
			TNT1 A 0 A_SetUserVar("user_count", user_count + 1)
		Loop
		Fade:
			TNT1 A 0 A_Stop
			RFX0 GHIJ 2 Bright
		Stop
	}
}

Actor ReflectionFX_3 : ReflectionFX_1 {
	States {
		Spawn:
			TNT1 A 0
			TNT1 A 0 A_SetUserVar("user_count", 0)
			TNT1 A 0 A_SetUserVar("user_angle", 240)
		SpawnLoop:
			TNT1 A 0 A_JumpIf(user_count == 175, "Fade")
			RFX0 A 1 Bright ACS_ExecuteAlways(922, 0, 3, 72, 3)
			TNT1 A 0 A_SpawnItem("ReflectionFXTrail")
			TNT1 A 0 A_SetUserVar("user_angle", user_angle + 4)
			TNT1 A 0 A_SetUserVar("user_count", user_count + 1)
		Loop
		Fade:
			TNT1 A 0 A_Stop
			RFX0 GHIJ 2 Bright
		Stop
	}
}

Actor ReflectionFXTrail {
	+CLIENTSIDEONLY
	+NOGRAVITY
	+NOCLIP
	Renderstyle Add
	Alpha 0.75
	
	States {
		Spawn:
			RFX0 BCDEF 1 Bright
		Stop
	}
}

Actor CanIntervene : DnD_Boolean { }
Actor Intervened : DnD_Boolean { }
Actor InterventionSelected : DnD_Boolean { }

Actor Intervention : PowerInvulnerable {
	powerup.duration -8
	powerup.color "77 77 30"
}

Actor InterventionFX {
	Height 1
	Radius 1
	Speed 4
	Damage 0
	Alpha 0.9
	Scale 0.25
	Renderstyle Add
	-SOLID
	-SHOOTABLE
	+NOGRAVITY
	+RIPPER
	+NOTELEPORT
	+BLOODLESSIMPACT
	+CLIENTSIDEONLY
	States {
		Spawn:
			GSOL Y 4 Bright A_FadeOut(0.075)
		Wait
	}
}

Actor InterventionFXBig : InterventionFX {
	Scale 0.5
	States {
		Spawn:
			GSOL XXXXXXX 4 Bright ThrustThingZ(0, 3, 0, 1)
			GSOL X 4 Bright A_FadeOut(0.05)
		Goto Spawn+7
	}
}

Actor InterventionFXSpawner : DnD_Activator {
	States {
		Pickup:
			TNT1 A 0 A_PlaySound("Intervention", 5)
			TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("InterventionFX", random(-8,8), random(-8,8), random(-8,8), random(-12,12), random(-12,12), random(-2,12))
			TNT1 A 0 A_SpawnItemEx("InterventionFXBig", 0, 0, 16)
		Stop
	}
}

Actor HateWeakness : PowerProtection {
	damagefactor "normal", 2.0
	powerup.duration -5
}

Actor ArtemisPower : PowerInfiniteAmmo {
	powerup.duration 0x7FFFFFFF
}

Actor ArtemisReduction : PowerDamage {
	damagefactor "normal", 0.5
	powerup.duration 0x7FFFFFFF
}

Actor ArtemisCheck : DnD_Boolean { }

Actor CurseImmunity : PowerProtection {
	damagefactor "VileGhost", 0
	damagefactor "PaineCurse", 0
	damagefactor "VileCurse", 0
	damagefactor "VilePacify", 0
	DamageFactor "VileSnare", 0
	DamageFactor "VileSlow", 0
	damagefactor "visiondimmer", 0
	damagefactor "CyberSlow", 0
	damagefactor "FatsoCorrupt", 0
	damagefactor "Falling", 0
	DamageFactor "LegendaryPhysicalSnare", 0
	damagefactor "normal", 1.0
	powerup.duration 0x7FFFFFFF
}

Actor GryphonSpeed : PowerSpeed {
	Speed 1.25
	powerup.duration 0x7FFFFFFF
}

Actor GryphonCheck : DnD_Boolean { }

Actor AgamottoCheck : Dnd_Boolean { }

Actor AgamottoOffense : PowerDamage {
	damagefactor "normal", 2.6
	powerup.duration 0x7FFFFFFF
}

Actor AgamottoDefense : PowerProtection {
	damagefactor "normal", 1.3
	powerup.duration 0x7FFFFFFF
}

Actor LichPower : PowerDamage {
	damagefactor "normal", 1.0
	powerup.duration 0x7FFFFFFF

	damagefactor "SoulType", 2.5
	damagefactor "SoulTypeFull", 2.5
	
	DamageFactor "Melee", 0.1
	DamageFactor "MeleeFull", 0.1
	DamageFactor "Melee_Magic", 0.1
	DamageFactor "Melee_MagicFull", 0.1
	
	damagefactor "Bullet", 0.1
	damagefactor "BulletFull", 0.1
	
	damagefactor "Explosives", 0.1
	damagefactor "ExplosivesFull", 0.1
	
	damagefactor "P_Rail", 0.1
	damagefactor "P_RailFull", 0.1
	damagefactor "Energy", 0.1
	damagefactor "EnergyFull", 0.1
	
	damagefactor "Fire", 0.1
	damagefactor "FireFull", 0.1
	DamageFactor "Melee_Fire", 0.1
	DamageFactor "Melee_FireFull", 0.1
	
	damagefactor "Lightning", 0.1
	damagefactor "LightningFull", 0.1
	
	damagefactor "P_Ice", 0.1
	damagefactor "P_IceFull", 0.1
	
	damagefactor "AcidRifle", 0.1
	damagefactor "AcidRifleFull", 0.1
	
	damagefactor "Magic", 0.1
	damagefactor "Explosives_Magic", 0.1
	damagefactor "Explosives_MagicFull", 0.1
	damagefactor "MagicFire", 0.1
	damagefactor "MagicFireFull", 0.1
	damagefactor "SoulType", 0.1
	damagefactor "SoulTypeFull", 0.1
}

Actor SigilCheck : Inventory {
	inventory.maxamount 4
}

Actor ElementPower_Fire : PowerDamage {
	damagefactor "normal", 1.0
	powerup.duration -15
	
	damagefactor "Fire", 2.0
	damagefactor "FireFull", 2.0
	DamageFactor "Melee_Fire", 2.0
	DamageFactor "Melee_FireFull", 2.0
	damagefactor "MagicFire", 2.0
	damagefactor "MagicFireFull", 2.0
	
	damagefactor "Lightning", 0.5
	damagefactor "LightningFull", 0.5
	
	damagefactor "P_Ice", 0.5
	damagefactor "P_IceFull", 0.5
	
	damagefactor "AcidRifle", 0.5
	damagefactor "AcidRifleFull", 0.5
}

Actor ElementPower_Ice : PowerDamage {
	damagefactor "normal", 1.0
	powerup.duration -15
	
	damagefactor "P_Ice", 2.0
	damagefactor "P_IceFull", 2.0
	
	damagefactor "Lightning", 0.5
	damagefactor "LightningFull", 0.5
	
	damagefactor "Fire", 0.5
	damagefactor "FireFull", 0.5
	DamageFactor "Melee_Fire", 0.5
	DamageFactor "Melee_FireFull", 0.5
	damagefactor "MagicFire", 0.5
	damagefactor "MagicFireFull", 0.5
	
	damagefactor "AcidRifle", 0.5
	damagefactor "AcidRifleFull", 0.5
}

Actor ElementPower_Lightning : PowerDamage {
	damagefactor "normal", 1.0
	powerup.duration -15
	
	damagefactor "Lightning", 2.0
	damagefactor "LightningFull", 2.0
	
	damagefactor "P_Ice", 0.5
	damagefactor "P_IceFull", 0.5
	
	damagefactor "Fire", 0.5
	damagefactor "FireFull", 0.5
	DamageFactor "Melee_Fire", 0.5
	DamageFactor "Melee_FireFull", 0.5
	damagefactor "MagicFire", 0.5
	damagefactor "MagicFireFull", 0.5
	
	damagefactor "AcidRifle", 0.5
	damagefactor "AcidRifleFull", 0.5
}

Actor ElementPower_Earth : PowerDamage {
	damagefactor "normal", 1.0
	powerup.duration -15
	
	damagefactor "AcidRifle", 2.0
	damagefactor "AcidRifleFull", 2.0
	
	damagefactor "Lightning", 0.5
	damagefactor "LightningFull", 0.5
	
	damagefactor "P_Ice", 0.5
	damagefactor "P_IceFull", 0.5
	
	damagefactor "Fire", 0.5
	damagefactor "FireFull", 0.5
	DamageFactor "Melee_Fire", 0.5
	DamageFactor "Melee_FireFull", 0.5
	damagefactor "MagicFire", 0.5
	damagefactor "MagicFireFull", 0.5
}