Actor Blessing : WoC_Skill {}

Actor BlessingFlash : CustomInventory
{
	inventory.maxamount 0
	+AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	states
	{
	Spawn:
		TNT1 A 1
		Stop
	Use:
		TNT1 A 1 A_SetBlend("SkyBlue",0.03,3)
		stop
	}
}

Actor BlessingSparkleEffect : CustomInventory
{
	+inventory.AUTOACTIVATE
	Inventory.MaxAmount 0
	states
	{
	use:
		TNT1 A 0
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 0, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 10, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 20, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 30, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 40, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 50, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 60, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 70, 128, 0) 
      	TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 80, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0, 90, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,100, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,110, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,120, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,130, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,140, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,150, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,160, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,170, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,180, 128, 0) 
       	TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,190, 128, 0)                                         
       	TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,200, 128, 0)           
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,210, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,220, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,230, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,240, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,250, 128, 0)                              
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,260, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,270, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,280, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,290, 128, 0)
		TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,300, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,310, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,320, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,330, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,340, 128, 0)               
        TNT1 A 0 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,350, 128, 0)               
        TNT1 A 4 A_SpawnItemEx ("ClericBlessingOrb", 0, 0, 32, 34+34*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,ACTIVATOR)/10, 0, 0,360, 128, 0)
		Stop
	}
}
Actor FighterGreenOrb
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	+CLIENTSIDEONLY +DONTBLAST
	-Solid
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 0.01
	YScale 0.1
	XScale 0.4
	States
	{
	Spawn:
		LRFX BBBBB 1 Bright A_FadeIn(0.2)
		LRFX BBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.07)
		Stop
	}
}

Actor ClericBlueOrb
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	+CLIENTSIDEONLY +DONTBLAST
	-Solid
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 0.01
	YScale 0.1
	XScale 0.4
	States
	{
	Spawn:
		LRFX CCCCC 1 Bright A_FadeIn(0.2)
		LRFX CCCCCCCCCCCCCCCC 1 Bright A_FadeOut(0.07)
		Stop
	}
}

Actor ClericBlessingOrb
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NOINTERACTION
	+CLIENTSIDEONLY +DONTBLAST
	-Solid
	Radius 1
	Height 1
	RenderStyle Add
	Alpha 1
	Scale 0.2
	States
	{
	Spawn:
		LRFX GGGGG 1 Bright //A_FadeIn(0.2)
		LRFX GGGGGGGGGGGGGGGG 1 Bright A_FadeOut(0.1)
		Stop
	Death:
		LRFX G 1 Bright
		Stop
	}
}

Actor MageRedOrb
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	+CLIENTSIDEONLY +DONTBLAST
	-Solid
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 0.01
	YScale 0.1
	XScale 0.4
	States
	{
	Spawn:
		LRFX DDDDD 1 Bright A_FadeIn(0.2)
		LRFX DDDDDDDDDDDDDDDD 1 Bright A_FadeOut(0.07)
		Stop
	}
}

Actor HunterYellowOrb
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	+CLIENTSIDEONLY +DONTBLAST
	-Solid
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 0.01
	YScale 0.1
	XScale 0.4
	States
	{
	Spawn:
		LRFX EEEEE 1 Bright A_FadeIn(0.2)
		LRFX EEEEEEEEEEEEEEEE 1 Bright A_FadeOut(0.07)
		Stop
	}
}

Actor NecroPurpleOrb
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	+CLIENTSIDEONLY +DONTBLAST
	-Solid
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 0.01
	YScale 0.1
	XScale 0.4
	States
	{
	Spawn:
		LRFX FFFFF 1 Bright A_FadeIn(0.2)
		LRFX FFFFFFFFFFFFFFFF 1 Bright A_FadeOut(0.07)
		Stop
	}
}

Actor FighterGreenOrbEffect : CustomInventory
{
	+inventory.AUTOACTIVATE
	Inventory.MaxAmount 0
	states
	{
	use:
		TNT1 A 0
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 0, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 10, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 20, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 30, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 40, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 50, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 60, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 70, 128, 0) 
      	TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 80, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8, 90, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,100, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,110, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,120, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,130, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,140, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,150, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,160, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,170, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,180, 128, 0) 
       	TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,190, 128, 0)                                         
       	TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,200, 128, 0)           
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,210, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,220, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,230, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,240, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,250, 128, 0)                              
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,260, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,270, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,280, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,290, 128, 0)
		TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,300, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,310, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,320, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,330, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,340, 128, 0)               
        TNT1 A 0 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,350, 128, 0)               
        TNT1 A 4 A_SpawnItemEx ("FighterGreenOrb", 64, 0, 0, 0, 0, 8,360, 128, 0)
		Stop
	}
}

Actor ClericBlueOrbEffect : CustomInventory
{
	+inventory.AUTOACTIVATE
	Inventory.MaxAmount 0
	states
	{
	use:
		TNT1 A 0
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 0, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 10, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 20, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 30, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 40, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 50, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 60, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 70, 128, 0) 
      	TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 80, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8, 90, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,100, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,110, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,120, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,130, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,140, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,150, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,160, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,170, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,180, 128, 0) 
       	TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,190, 128, 0)                                         
       	TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,200, 128, 0)           
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,210, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,220, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,230, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,240, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,250, 128, 0)                              
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,260, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,270, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,280, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,290, 128, 0)
		TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,300, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,310, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,320, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,330, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,340, 128, 0)               
        TNT1 A 0 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,350, 128, 0)               
        TNT1 A 4 A_SpawnItemEx ("ClericBlueOrb", 64, 0, 0, 0, 0, 8,360, 128, 0)
		Stop
	}
}

Actor MageRedOrbEffect : CustomInventory
{
	+inventory.AUTOACTIVATE
	Inventory.MaxAmount 0
	states
	{
	use:
		TNT1 A 0
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 0, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 10, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 20, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 30, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 40, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 50, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 60, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 70, 128, 0) 
      	TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 80, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8, 90, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,100, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,110, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,120, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,130, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,140, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,150, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,160, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,170, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,180, 128, 0) 
       	TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,190, 128, 0)                                         
       	TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,200, 128, 0)           
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,210, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,220, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,230, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,240, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,250, 128, 0)                              
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,260, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,270, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,280, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,290, 128, 0)
		TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,300, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,310, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,320, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,330, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,340, 128, 0)               
        TNT1 A 0 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,350, 128, 0)               
        TNT1 A 4 A_SpawnItemEx ("MageRedOrb", 64, 0, 0, 0, 0, 8,360, 128, 0)
		Stop
	}
}

Actor HunterYellowOrbEffect : CustomInventory
{
	+inventory.AUTOACTIVATE
	Inventory.MaxAmount 0
	states
	{
	use:
		TNT1 A 0
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 0, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 10, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 20, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 30, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 40, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 50, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 60, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 70, 128, 0) 
      	TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 80, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8, 90, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,100, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,110, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,120, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,130, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,140, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,150, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,160, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,170, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,180, 128, 0) 
       	TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,190, 128, 0)                                         
       	TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,200, 128, 0)           
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,210, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,220, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,230, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,240, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,250, 128, 0)                              
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,260, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,270, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,280, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,290, 128, 0)
		TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,300, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,310, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,320, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,330, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,340, 128, 0)               
        TNT1 A 0 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,350, 128, 0)               
        TNT1 A 4 A_SpawnItemEx ("HunterYellowOrb", 64, 0, 0, 0, 0, 8,360, 128, 0)
		Stop
	}
}

Actor NecroPurpleOrbEffect : CustomInventory
{
	+inventory.AUTOACTIVATE
	Inventory.MaxAmount 0
	states
	{
	use:
		TNT1 A 0
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 0, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 10, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 20, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 30, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 40, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 50, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 60, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 70, 128, 0) 
      	TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 80, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8, 90, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,100, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,110, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,120, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,130, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,140, 128, 0)                                 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,150, 128, 0)         
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,160, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,170, 128, 0) 
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,180, 128, 0) 
       	TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,190, 128, 0)                                         
       	TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,200, 128, 0)           
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,210, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,220, 128, 0)                     
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,230, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,240, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,250, 128, 0)                              
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,260, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,270, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,280, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,290, 128, 0)
		TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,300, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,310, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,320, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,330, 128, 0)
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,340, 128, 0)               
        TNT1 A 0 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,350, 128, 0)               
        TNT1 A 4 A_SpawnItemEx ("NecroPurpleOrb", 64, 0, 0, 0, 0, 8,360, 128, 0)
		Stop
	}
}

Actor BlessingAuraEffects
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	-Solid
	+CLIENTSIDEONLY +DONTBLAST
	VSpeed 6
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 0.03
	Scale 0.37
	//translation "80:111=196:207"
	States
	{
	Spawn:
		SPFX L 0
		SPFX LLLLL 1 Bright A_FadeIn(0.2)
		SPFX LLLLLLLLLLLLLLLL 1 Bright A_FadeOut(0.06)
		Stop
	}
}

Actor Curse : WoC_Skill {}
Actor UseCurse : CustomInventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
		Use:
		TNT1 A 0 A_FireCustomMissile("CurseMissile",0,0)
		Stop
	}
}

Actor CurseMissile
{
	Speed 24
	Radius 8
	Height 6
	Damage 0
	RenderStyle Add
	Alpha 0.67
	Projectile
	+RIPPER
	-PAINLESS
	+SEEKERMISSILE
	+SKYEXPLODE
	+NOEXPLODEFLOOR
	+CANBLAST
	+BLOODLESSIMPACT
	+FORCEPAIN
	+DONTBLAST
	+MTHRUSPECIES
	SeeSound "Cleric/Curse/Fire"
	Damagetype "Shadow"
	Var int user_count;
	States
	{
	Spawn:
		PCBL A 0 A_JumpIf(user_count > 35 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,AAPTR_TARGET)*35 + ACS_ExecuteWithResult(WOC_DECORATE,STATS,WISDOM,AAPTR_TARGET),"Death")
		PCBL AAAAA 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE)
		PCBL A 0 A_SetUserVar("user_count", user_count + 1)
		PCBL A 1 A_SpawnItemEx("CurseMissileTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		PCBL A 0 A_JumpIf(user_count > 35 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,AAPTR_TARGET)*35 + ACS_ExecuteWithResult(WOC_DECORATE,STATS,WISDOM,AAPTR_TARGET),"Death")
		PCBL AAAAA 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE)
		PCBL A 0 A_SetUserVar("user_count", user_count + 1)
		PCBL A 1 A_SpawnItemEx("CurseMissileTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		PCBL A 0 A_JumpIf(user_count > 35 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,AAPTR_TARGET)*35 + ACS_ExecuteWithResult(WOC_DECORATE,STATS,WISDOM,AAPTR_TARGET),"Death")
		PCBL AAAAA 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE)
		PCBL A 0 A_SetUserVar("user_count", user_count + 1)
		PCBL A 1 A_SpawnItemEx("CurseMissileTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		PCBL A 0 A_JumpIf(user_count > 35 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,AAPTR_TARGET)*35 + ACS_ExecuteWithResult(WOC_DECORATE,STATS,WISDOM,AAPTR_TARGET),"Death")
		PCBL BBBBB 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE)
		PCBL A 0 A_SetUserVar("user_count", user_count + 1)
		PCBL B 1 A_SpawnItemEx("CurseMissileTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		PCBL A 0 A_JumpIf(user_count > 35 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,AAPTR_TARGET)*35 + ACS_ExecuteWithResult(WOC_DECORATE,STATS,WISDOM,AAPTR_TARGET),"Death")
		PCBL BBBBB 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE)
		PCBL A 0 A_SetUserVar("user_count", user_count + 1)
		PCBL B 1 A_SpawnItemEx("CurseMissileTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		PCBL A 0 A_JumpIf(user_count > 35 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,AAPTR_TARGET)*35 + ACS_ExecuteWithResult(WOC_DECORATE,STATS,WISDOM,AAPTR_TARGET),"Death")
		PCBL BBBBB 0 A_SeekerMissile(90,90,SMF_LOOK|SMF_PRECISE)
		PCBL A 0 A_SetUserVar("user_count", user_count + 1)
		PCBL B 1 A_SpawnItemEx("CurseMissileTrail", 0, 0, 0, 0, 0, 0, 0, 128, 0)
		loop
	Death:
		PCBL C 0 A_Stop
		PCBL C 0 Bright A_JumpIfInTargetInventory("IsOracle", 1, "DeathBoom")
		PCBL CDEF 4 Bright
		stop
	DeathBoom:
		TNT1 CCCCCCCCCCC 0 bright A_SpawnItemEx("CurseBoom", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		TNT1 CCCCCCCCCCC 0 bright A_SpawnItemEx("CurseBoom", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		TNT1 CCCCCCCCCCC 0 bright A_SpawnItemEx("CurseBoom", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		TNT1 CCCCCCCCCCC 0 bright A_SpawnItemEx("CurseBoom", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		PCBL C 0 Bright A_Explode(64*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,AAPTR_TARGET)+0.025*(30+ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,AAPTR_TARGET))),96,0)
		PCBL CDEF 4 Bright
		Stop
	}
}

Actor CurseMissileTrail
{
   Radius 0
   Height 1
   PROJECTILE
   +CLIENTSIDEONLY +DONTBLAST
   +DONTSPLASH
   +NOINTERACTION
   RenderStyle Add
   Alpha 0.75
   States
   {
   Spawn:
      TNT1 A 1 Bright
      PCTR ABCDEFG 2 Bright
      Stop
   }
}

actor CurseBoom
{
  radius 0
  height 1
  speed 0
  damage 0
  renderstyle Add
  alpha 0.75
  PROJECTILE
  -RANDOMIZE
  Scale 0.5
  +DONTSPLASH
   +NOINTERACTION
  +CLIENTSIDEONLY
  +NOCLIP
  +RIPPER
  +BLOODLESSIMPACT
  +PAINLESS
  +DONTBLAST
  states
  {
  Spawn:
    TNT1 A 0 
    TNT1 A 0 A_CustomMissile("CurseMissileTrail2",0,0,frandom(-180,180),2,frandom(-180,180))
    TNT1 A 2 A_CustomMissile("CurseMissileTrail2",0,0,frandom(-180,180),2,frandom(-180,180))
    stop
  Death:
    TNT1 A 3 
    stop
  }
}

Actor CurseMissileTrail2
{
   Radius 0
   Height 1
   Speed 5
   PROJECTILE
   +CLIENTSIDEONLY
   +DONTSPLASH
   +NOINTERACTION
   +NOCLIP
   +RIPPER
   +BLOODLESSIMPACT
   +PAINLESS
   +DONTBLAST
   RenderStyle Add
   Alpha 0.75
   States
   {
   Spawn:
      TNT1 A 1 Bright
      PCTR ABCDEFG 2 Bright
      Stop
   }
}


Actor CurseTimer : Inventory
{
	Inventory.MaxAmount 55
}

Actor BluntMastery : WoC_Skill {}

Actor FuryAuraEffects
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	-Solid
	+CLIENTSIDEONLY +DONTBLAST
	VSpeed 6
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 0.03
	Scale 0.37
	//translation "80:111=196:207"
	States
	{
	Spawn:
		SPFX F 0
		SPFX FFFFF 1 Bright A_FadeIn(0.2)
		SPFX FFFFFFFFFFFFFFFF 1 Bright A_FadeOut(0.06)
		Stop
	}
}





Actor HolyShield : WoC_Skill {}

Actor UseHolyShield : Custominventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
	Use:
		TNT1 A 0 A_GiveInventory("PowerUseHolyShield",1)
		TNT1 A 0 A_JumpIfInventory("HolyShield", 10, "Use10")
		TNT1 A 0 A_JumpIfInventory("HolyShield", 9, "Use9")
		TNT1 A 0 A_JumpIfInventory("HolyShield", 8, "Use8")
		TNT1 A 0 A_JumpIfInventory("HolyShield", 7, "Use7")
		TNT1 A 0 A_JumpIfInventory("HolyShield", 6, "Use6")
		TNT1 A 0 A_JumpIfInventory("HolyShield", 5, "Use5")
		TNT1 A 0 A_JumpIfInventory("HolyShield", 4, "Use4")
		TNT1 A 0 A_JumpIfInventory("HolyShield", 3, "Use3")
		TNT1 A 0 A_JumpIfInventory("HolyShield", 2, "Use2")
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 0, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 10, 0, 0, 0, 1)
		Stop
	Use2:
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -15, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -5, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 5, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 15, 0, 0, 0, 1)
		Stop
	Use3:
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -20, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 0, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 20, 0, 0, 0, 1)
		Stop
	Use4:
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -25, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -15, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -5, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 5, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 15, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 25, 0, 0, 0, 1)
		Stop
	Use5:
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -30, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -20, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 0, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 20, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 30, 0, 0, 0, 1)
		Stop
	Use6:
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -35, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -25, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -15, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -5, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 5, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 15, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 25, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 35, 0, 0, 0, 1)
		Stop
	Use7:
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -40, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -30, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -20, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 0, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 20, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 30, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 40, 0, 0, 0, 1)
		Stop
	Use8:
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -45, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -35, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -25, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -15, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -5, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 5, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 15, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 25, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 35, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 45, 0, 0, 0, 1)
		Stop
	Use9:
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -50, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -40, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -30, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -20, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 0, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 20, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 30, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 40, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 50, 0, 0, 0, 1)
		Stop
	Use10:
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -60, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -50, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -40, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -30, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -20, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", -10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 0, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 10, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 20, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 30, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 40, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 50, 0, 0, 0, 1)
		TNT1 A 0 A_FireCustomMissile("HolyShieldSpawner", 60, 0, 0, 0, 1)
		Stop
	}
}

Actor PowerUseHolyShield : Powerup
{
	Powerup.Duration 350
}

Actor HolyShieldSpawner
{
	radius 0
	height 0
	damage 0
	speed 15
	+NOCLIP
	+DROPOFF
	+FLOORCLIP
	+NOBLOCKMAP
	+DONTBLAST
	States
	{
	Spawn:
		TNT1 A 10
	Death:
		TNT1 A 0 A_PlaySound("Obsidian/Shield")
		TNT1 A 0 A_JumpIfInTargetInventory("IsPurifier", 1, "SolidShield")
		TNT1 A 1 A_SpawnItem("HolyShieldShield")
		Stop
	SolidShield:
		TNT1 A 1 A_SpawnItem("HolyShieldShieldSolid")
		Stop
	}
}

Actor HolyShieldShield
{
	renderstyle add
	radius 15
	height 70
	Scale 0.6
	species "Player"
	mass 1000000
	//translation ice
	+SHOOTABLE
	+NOGRAVITY
	+NOTELEPORT
	+NODAMAGE
	+NOBLOOD
	+DONTBLAST
	+CANTSEEK
	States
	{
	Spawn:
		HSLD ABCDEABCDEABCDEABCDEABCDEABCDEABCDE 2 bright //350
		HSLD ABCDEABCDEABCDEABCDEABCDEABCDEABCDE 2 bright
		HSLD ABCDEABCDEABCDEABCDEABCDEABCDEABCDE 2 bright
		HSLD ABCDEABCDEABCDEABCDEABCDEABCDEABCDE 2 bright
		HSLD ABCDEABCDEABCDEABCDEABCDEABCDEABCDE 2 bright
	Death:
		HSLD ABCDE 2 bright A_FadeOut(0.1)
		Loop
	}
}

Actor HolyShieldShieldSolid : HolyShieldShield { +SOLID }

Actor HolyBolt : WoC_Skill {}

Actor UseHolyBolt : Custominventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
		Use:
		TNT1 A 0 A_PlaySound("Cleric/HolyBolt/Fire")
		TNT1 A 0 A_FireCustomMissile("HolyBoltMissile",0,0)
		Stop
	}
}

Actor HolyBoltMissile
{
	Speed 30
	Radius 8
	Height 6
	Damage 0
	RenderStyle Add
	Scale 0.75
	Projectile
	+MTHRUSPECIES /*+NODAMAGETHRUST*/
	+DONTREFLECT
	+DONTBLAST
	DeathSound "Cleric/HolyBolt/Impact"
	Damagetype "Holy"
	States
	{
	Spawn:
		HBMS ABCDEFGHIJ 2 Bright A_SpawnItemEx("HolyBoltMissileTrail",  -(MomX/1.2), -(MomY/1.2), (MomZ/1.2*-1), (MomX/1.2), (MomY/1.2), (MomZ/1.2), 0, 138)
		loop
	Death:
		HBMS E 0 A_SetTranslucent(1,1)
		HBMS E 0 A_Explode(100*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_HOLYBOLT,AAPTR_TARGET)+0.025*(30+ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,AAPTR_TARGET))),128,0)
		HBMS E 0 ACS_ExecuteAlways(WOC_HOLYBOLTSCRIPT, 0, 23+ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_HOLYBOLT,AAPTR_TARGET)*5+(ACS_ExecuteWithResult(WOC_DECORATE,STATS,WISDOM,AAPTR_TARGET)+ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_BLESSING,AAPTR_TARGET))*1.5)
		HBMS CCCCCCCCCCCCCCCCCCCCCC 0 bright A_SpawnItemEx("HolyBoltMissileBoom", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		HBMS CCCCCCCCCCCCCCCCCCCCCC 0 bright A_SpawnItemEx("HolyBoltMissileBoom", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		TNT1 A 15
		Stop
	}
}

actor HolyBoltMissileBoom
{
  radius 0
  height 1
  speed 0
  damage 0
  renderstyle Add
  alpha 0.75
  PROJECTILE
  -RANDOMIZE
  Scale 0.5
  +DONTSPLASH
   +NOINTERACTION
  +CLIENTSIDEONLY +DONTBLAST
  +NOCLIP
  +RIPPER
  +BLOODLESSIMPACT
  +PAINLESS
  states
  {
  Spawn:
    TNT1 A 0 
    TNT1 A 0 A_CustomMissile("HolyBoltMissileTrail2",0,0,frandom(-180,180),2,frandom(-180,180))
    TNT1 A 2 A_CustomMissile("HolyBoltMissileTrail2",0,0,frandom(-180,180),2,frandom(-180,180))
    stop
  Death:
    TNT1 A 3 
    stop
  }
}

Actor HolyBoltMissileTrail2
{
   Radius 0
   Height 1
   Speed 5
   PROJECTILE
   +CLIENTSIDEONLY +DONTBLAST
   +DONTSPLASH
   +NOINTERACTION
   +NOCLIP
   +RIPPER
   +BLOODLESSIMPACT
   +PAINLESS
   RenderStyle Add
   Scale 0.5
   States
   {
   Spawn:
      HBMS AABBCCDDEEFFGGHHIIJJ 1 Bright A_FadeOut(0.075)
      Stop
   }
}

Actor HolyBoltMissileTrail
{
   Radius 0
   Height 1
   PROJECTILE
   +CLIENTSIDEONLY +DONTBLAST
   +DONTSPLASH
   +NOINTERACTION
   RenderStyle Add
   Scale 0.5
   States
   {
   Spawn:
      HBMS ABCDEFGHIJ 2 Bright A_FadeOut
      Stop
   }
}

Actor SummonAncestors : WoC_Skill {}

Actor UseSummonAncestors : CustomInventory
{
	+Inventory.AUTOACTIVATE
	states
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("SummonAncestors", 7, "Level3")
		TNT1 A 0 A_JumpIfInventory("SummonAncestors", 4, "Level2")
		TNT1 A 0 A_SpawnItemEx("NewHolySpirit2", 0.0, 0.0, 22.0, 0.0, 0.0, 0.0, 0.0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0, PET5TID+ACS_ExecuteWithResult(WOC_DECORATE,STATS,PLAYERNUM))
		Stop
	Level2:
		TNT1 AA 0 A_SpawnItemEx("NewHolySpirit2", 0.0, 0.0, 22.0, 0.0, 0.0, 0.0, 0.0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0, PET5TID+ACS_ExecuteWithResult(WOC_DECORATE,STATS,PLAYERNUM))
		Stop
	Level3:
		TNT1 AAA 0 A_SpawnItemEx("NewHolySpirit2", 0.0, 0.0, 22.0, 0.0, 0.0, 0.0, 0.0, SXF_NOCHECKPOSITION|SXF_SETMASTER, 0, PET5TID+ACS_ExecuteWithResult(WOC_DECORATE,STATS,PLAYERNUM))
		Stop
	}
}

/*Actor NewHolySpirit2 : NewHolySpirit
{
	Health 200
	Damage 0
	Renderstyle Add
	Alpha 1
	Radius 6
	+MTHRUSPECIES +NODAMAGETHRUST
	+BLOODLESSIMPACT
	-SEEKERMISSILE
	+DONTBLAST
	Damagetype "Holy"
	Var int user_count;
	States
	{
	Spawn:
		SPIR AA 0 A_ChangeFlag("SeekerMissile", 1)
		SPIR AAAAAA 0 A_CHolyCheckScream
	Looper:
		SPIR A 0 A_JumpIf(user_count > 76 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,TARGET)*5,"Death2")
		SPIR A 0 A_SetUserVar("user_count", user_count + 1)
		SPIR A 0 A_CHolyCheckScream
		SPIR A 1 A_Explode(2*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_WRAITHS,TARGET)+0.025*(ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,TARGET))),6,0,0,6)
		SPIR A 1 A_Explode(2*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_WRAITHS,TARGET)+0.025*(ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,TARGET))),6,0,0,6)
		SPIR A 0 A_JumpIf(user_count > 76 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,TARGET)*5,"Death2")
		SPIR A 0 A_SetUserVar("user_count", user_count + 1)
		SPIR A 0 A_CHolyCheckScream
		SPIR A 1 A_Explode(2*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_WRAITHS,TARGET)+0.025*(ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,TARGET))),6,0,0,6)
		SPIR A 1 A_Explode(2*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_WRAITHS,TARGET)+0.025*(ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,TARGET))),6,0,0,6)
		SPIR A 0 A_JumpIf(user_count > 76 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,TARGET)*5,"Death2")
		SPIR A 0 A_SetUserVar("user_count", user_count + 1)
		SPIR A 0 A_CHolyCheckScream
		SPIR B 1 A_Explode(2*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_WRAITHS,TARGET)+0.025*(ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,TARGET))),6,0,0,6)
		SPIR B 1 A_Explode(2*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_WRAITHS,TARGET)+0.025*(ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,TARGET))),6,0,0,6)
		SPIR A 0 A_JumpIf(user_count > 76 + ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CURSE,TARGET)*5,"Death2")
		SPIR A 0 A_SetUserVar("user_count", user_count + 1)
		SPIR A 0 A_CHolyCheckScream
		SPIR B 1 A_Explode(2*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_WRAITHS,TARGET)+0.025*(ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,TARGET))),6,0,0,6)
		SPIR B 1 A_Explode(2*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_WRAITHS,TARGET)+0.025*(ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,TARGET))),6,0,0,6)
		Loop
	Death2:
		SPIR D 0 A_ChangeVelocity(velx/4,vely/4,velz,CVF_REPLACE)
	Death:
		SPIR D 4
		SPIR E 4 A_Scream
		SPIR FGHI 4
		Stop
	}
}*/

ACTOR NewHolySpirit2 
{ 
	Health 50
	Radius 16 
	Height 32 
	Mass 50 
	Speed 20
	RENDERSTYLE ADD
	Obituary "A wraith had it's way with %o."
	HitObituary "%o got bitten by a wraith too many times."
	PAINCHANCE 256
	RadiusDamageFactor 0.1
	MONSTER
	+NOGRAVITY 
	+FLOAT
	+DONTFALL
	+NEVERFAST
	+NODAMAGETHRUST
	+DONTHARMSPECIES
	+GHOST
	+FRIENDLY
	+DONTBLAST
	-COUNTKILL
	-ACTIVATEMCROSS
	-NOTELEPORT
	-SOLID
	+THRUSPECIES
	+NOBLOCKMONST
	+NOICEDEATH
	DamageFactor AcolyteHealing, 0
	Species "Player"
	ActiveSound "SpiritActive"
	DeathSound "SpiritDie"
	States 
	{ 
	Spawn:
		WRAI A 0
		WRAI A 0 ACS_ExecuteAlways(WOC_WRAITHSSCRIPT)
		WRAI A 0 A_PlaySound("SpiritActive")
	Idle:
		WRAI AB 10 A_Look 
		Goto see 
	Giveup:
		WRAI A 0 A_ClearTarget
	See:
		WRAI A 0 A_JumpIfTargetinLOS(2, 140)
		WRAI A 0 A_Jump(50, "Giveup")
		WRAI AABB 2 A_Chase 
		Loop 
	Melee:
		WRAI A 0 A_SpawnItemEx("PetAlert")
		WRAI A 4 A_FaceTarget 
		WRAI A 0 A_ChangeFlag("PAINLESS", random(0,1))
		WRAI B 4 A_CustomMeleeAttack(frandom(2,16)*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_WRAITHS,ACTIVATOR)+0.025*(30+ACS_ExecuteWithResult(WOC_DECORATE,STATS,CHARISMA,ACTIVATOR))), "SpiritAttack", "", "Holy")
		Goto See
	Pain: 
		WRAI A 3  
		WRAI A 3 A_Pain 
		Goto See 
	Death: 
		WRAI E 4 A_Noblocking
		WRAI F 5 A_Scream 
		WRAI GHIJ 4  
		Stop 
	} 
}

Actor Sacrifice : WoC_Skill {}

Actor SacrificeDamageScreenFlash : CustomInventory
{
	inventory.maxamount 0
	+AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	states
	{
	Spawn:
		TNT1 A 1
		Stop
	Use:
		TNT1 A 1 A_SetBlend("Red",0.15,15)
		stop
	}
}

Actor SacrificePuff
{
	RenderStyle Add
	Scale 0.6
	VSpeed 0
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	+PUFFGETSOWNER
	+PAINLESS
	+BLOODLESSIMPACT
	States
	{
	Spawn:
	Melee:
		SACF A 0
		SACF A 0 A_JumpIfInTargetInventory("IsInquisitor", 1, "Inquisitor")
		SACF ABCDEF 4 Bright
		Stop
	Inquisitor:
		SACF A 0 A_GiveToTarget("SacrificePuffHealth",1)
	Crash:
		SACF ABCDEF 4 Bright
		Stop
	}
}

Actor SacrificePuffHealth : CustomInventory
{
	Inventory.MaxAmount 0
	+INVENTORY.AUTOACTIVATE
	States
	{
	Use:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,((ACS_ExecuteWithResult(553,0,0,0)-Health)/(1.0*ACS_ExecuteWithResult(553,0,0,0)))*(ACS_ExecuteWithResult(553,0,0,0)*0.1),0,0)
		Stop
	}
}

Actor SacrificeIcon1 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -15
}

Actor SacrificeIcon2 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -18
}

Actor SacrificeIcon3 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -21
}

Actor SacrificeIcon4 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -24
}

Actor SacrificeIcon5 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -27
}

Actor SacrificeIcon6 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -30
}

Actor SacrificeIcon7 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -33
}

Actor SacrificeIcon8 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -36
}

Actor SacrificeIcon9 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -39
}

Actor SacrificeIcon10 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type SacrificeIcon
	Powerup.Duration -42
}

Actor PowerSacrificeIcon : PowerDamage
{
	DamageFactor "ADZ", 1.0
	Powerup.Duration 0x7FFFFFFF
	Inventory.Icon "SACRICON"
}

ACTOR SacrificeFX
{
	+NOBLOCKMAP
	//+GRAVITY
	-FLOORHUGGER
	-FLOATBOB
	+HEXENBOUNCE
	height 10
	VSpeed 0
	RenderStyle Translucent
	Alpha 0.8
	scale 1.55
	States
	{
	Spawn:
		BDSH ABCD 1
		BDPL A -1
		Stop
	Death:
		GIBS A -1
		Stop
	}
}

Actor ProtectAura : WoC_Skill {}

Actor IHaveProtect : WoC_Boolean {}

Actor ProtectAura1 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerProtect10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect4",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect3",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect2",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerProtect1",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor ProtectAura2 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerProtect10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect4",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect3",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerProtect2",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor ProtectAura3 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerProtect10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect4",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerProtect3",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor ProtectAura4 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerProtect10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect5",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerProtect4",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor ProtectAura5 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerProtect10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect6",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerProtect5",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor ProtectAura6 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerProtect10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect7",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerProtect6",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor ProtectAura7 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerProtect10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect8",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerProtect7",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor ProtectAura8 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerProtect10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerProtect9",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerProtect8",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor ProtectAura9 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerProtect10",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerProtect9",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor ProtectAura10 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_GiveInventory("PowerProtect10",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor PowerProtect1 : PowerProtection
{
	Damagefactor "Normal", 0.88
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor PowerProtect2 : PowerProtection
{
	Damagefactor "Normal", 0.86
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor PowerProtect3 : PowerProtection
{
	Damagefactor "Normal", 0.84
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor PowerProtect4 : PowerProtection
{
	Damagefactor "Normal", 0.82
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor PowerProtect5 : PowerProtection
{
	Damagefactor "Normal", 0.8
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor PowerProtect6 : PowerProtection
{
	Damagefactor "Normal", 0.78
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor PowerProtect7 : PowerProtection
{
	Damagefactor "Normal", 0.76
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor PowerProtect8 : PowerProtection
{
	Damagefactor "Normal", 0.74
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor PowerProtect9 : PowerProtection
{
	Damagefactor "Normal", 0.72
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor PowerProtect10 : PowerProtection
{
	Damagefactor "Normal", 0.70
	Powerup.Duration 10
	Inventory.Icon "PROTICON"
}

Actor ProtectAuraEffects
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	-Solid
	+CLIENTSIDEONLY +DONTBLAST
	VSpeed 6
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 0.03
	Scale 0.37
	//translation "80:111=196:207"
	States
	{
	Spawn:
		SPFX G 0
		SPFX GGGGG 1 Bright A_FadeIn(0.2)
		SPFX GGGGGGGGGGGGGGGG 1 Bright A_FadeOut(0.06)
		Stop
	}
}

Actor Consecration : WoC_Skill {}

Actor UseConsecration : Custominventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
	Use:
		TNT1 A 0 A_FireCustomMissile("ConsecrationSpawner", 0, 0, 0, 0, 1)
		Stop
	}
}

Actor ConsecrationTimer : Powerup
{
	Powerup.Duration 280
}

ACTOR ConsecrationSpawner
{
    PROJECTILE
    +NODAMAGETHRUST
	+RIPPER
	+BLOODLESSIMPACT
	+FLOORHUGGER
	+DONTBLAST
	+DONTSPLASH
    Speed 0
    Damage 0
    Radius 10
    Height 14
    RenderStyle Add
	ReactionTime 8
	Damagetype "Holy"
    States
    {
    Spawn:
		TNT1 A 0 A_CountDown
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,0,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,8,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,16,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,24,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,32,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,40,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,48,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,56,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,64,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,72,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,80,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,88,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,96,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,104,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,112,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,120,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,128,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,136,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,144,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,152,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,160,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,168,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,176,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,184,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,192,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,200,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,208,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,216,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,224,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,232,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,240,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,248,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,256,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,264,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,272,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,280,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,288,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,296,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,304,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,312,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,320,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,328,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,336,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,344,6,0)
		TNT1 A 0 A_CustomMissile("ConsecrationExplosion",0,0,352,6,0)
		TNT1 A 0 A_SpawnItemEx("RadiusQuakeConsecration",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_PlaySound("Cleric/Consecration/Explode")
		TNT1 A 0 A_Explode(96*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CONSECRATION,AAPTR_TARGET))+100*0.025*(30+ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,AAPTR_TARGET)+ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_HOLYBOLT,AAPTR_TARGET)),200,0)
		TNT1 A 0 A_JumpIfInTargetInventory("IsPurifier", 1, 2)
		TNT1 A 35
		Loop
		TNT1 A 35 ACS_ExecuteAlways(WOC_BLESSEDGROUND,0,5+ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CONSECRATION,AAPTR_TARGET)+ACS_ExecuteWithResult(WOC_DECORATE,STATS,WISDOM,AAPTR_TARGET)/4)
		Loop
	Death:
		TNT1 A 1
		Stop
    }
}

Actor RadiusQuakeConsecration
{
	Radius 0
	Height 0
	+NOINTERACTION
	+NOCLIP
	states
	{
	Spawn:
		TNT1 AA 0 Radius_Quake(2,15,0,3,0)
		TNT1 A 15 Radius_Quake(1,10,0,5,0)
		Stop
	}
}

ACTOR ConsecrationExplosion
{
    Mass 1
    Radius 1
    Height 1
    Speed 9
    Damage 0
    RenderStyle Add
    PROJECTILE
	+FLOORHUGGER
	+NOINTERACTION
	+CLIENTSIDEONLY +DONTBLAST
	+NOCLIP
    States
    {
    Spawn:
	TNT1 A 0
        CFIR ABCDEFGHIJKLMOP 2 Bright
        Stop
    }
}

Actor SummonLegend : WoC_Skill {}

Actor ImAPet : WoC_Boolean {}

Actor UseSummonLegend : CustomInventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
	Use:
		TNT1 A 0 A_SpawnItemEx("HolyLegend", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, SXF_NOCHECKPOSITION|SXF_TRANSFERSCALE|SXF_SETMASTER, 0, PET1TID+ACS_ExecuteWithResult(WOC_DECORATE,STATS,PLAYERNUM))
		Stop
	}
}

ACTOR HolyLegend
{
	renderstyle Translucent
	alpha 0.6
	Health 400
	+NOPAIN
	Speed 25
	Height 64
	Radius 16
	Monster
	+FLOORCLIP
	+DONTMORPH
	+FRIENDLY
	-COUNTKILL
	-ACTIVATEMCROSS
	-NOTELEPORT
	+DONTBLAST
	Species "Player"
	+THRUSPECIES
	-SOLID
	+NOBLOCKMONST
	+GHOST
	+NEVERFAST
	/*+NODAMAGETHRUST*/
	+DONTHARMSPECIES
	SeeSound "SpiritActive"
	DeathSound "SpiritDie"
	Obituary "%o was smote by a holy legend"
	meleerange 125
	RadiusDamageFactor 0.1
	DamageFactor AcolyteHealing, 0
	Damagetype "Holy"
	States
	{
	Spawn:
		CLER A 0
		CLER A 0 ACS_ExecuteAlways(WOC_SUMMONLEGENDSCRIPT)
		CLER A 0 ACS_ExecuteAlways(900,0,0,0,0)
		CLER A 0 A_PlaySound("SpiritActive")
		CLER A 0 A_SpawnItemEx("NewMinotaurSmoke")
		CLER A 10 A_Look
		Goto See
	Idle:
		CLER A 10 A_Look
		Goto See
	Giveup:
		CLER A 0 A_ClearTarget
		Goto See
	See:
		CLER A 0 A_JumpIfTargetinLOS(2, 140)
		CLER A 0 A_Jump(50, "Giveup")
		CLER ABCD 4 A_FastChase
		Loop
	Melee:
		CLER E 0 A_SpawnItemEx("PetAlert")
		CLER E 4 A_FaceTarget
		CLER E 0 A_PlayWeaponSound("ClericMaceMiss")
		CLER F 4 A_FaceTarget
		CLER G 8 A_CustomMeleeAttack(frandom(35,50)*(0.1*acs_executewithresult(WOC_DECORATE,CLERICSKILLS,ABIL_SUMMONLEGEND,ACTIVATOR)+0.025*(30+acs_executewithresult(WOC_DECORATE,STATS,CHARISMA,ACTIVATOR))), "ClericMaceHitThing", "none", 1)
		Goto See
	Missile:
		CLER E 0 A_SpawnItemEx("PetAlert")
		CLER E 1 A_FaceTarget
		CLER E 0 A_PlaySound("ClericCStaffFire", CHAN_WEAPON)
		CLER E 0 A_CustomMissile("NewCStaffMissileLegend", 40, 0, -3)
		CLER E 4 A_CustomMissile("NewCStaffMissileLegend", 40, 0, 3)
		CLER F 5 A_CPosRefire
		Goto Missile
	FireStorm:
		CLER E 6
		CLER F 8 A_CustomMissile("CFlameMissile",40)
		CLER G 8
		Goto See
	Death:
		SPIR D 4
		SPIR E 4 A_Scream
		SPIR FGHI 4
		Stop
	XDeath:
		SPIR D 4
		SPIR E 4 A_Scream
		SPIR FGHI 4
		Stop
	}
}

Actor NewCStaffMissileLegend : NewCStaffMissile
{
	/*+NODAMAGETHRUST*/
	Damage (frandom(15,30)*(0.1*acs_executewithresult(WOC_DECORATE,CLERICSKILLS,ABIL_SUMMONLEGEND,AAPTR_TARGET)+0.025*(30+acs_executewithresult(WOC_DECORATE,STATS,CHARISMA,AAPTR_TARGET))))
}

ACTOR NewMinotaurSmoke
	{
	+NOBLOCKMAP
	+NOGRAVITY
	+NOTELEPORT
	RenderStyle Add
	States
	{
	Spawn:
		MNSM ABCDEFGHIJKLMNOPQ 3
		Stop
	}
}

Actor Retribution : WoC_Skill {}

ACTOR RetributionBall
{
	Damage (frandom(10,15)*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_RETRIBUTION,AAPTR_TARGET))
		   +frandom(10,15)*0.025*(30+ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,AAPTR_TARGET)))
	Speed 30
	Alpha 0.80
	+FORCEXYBILLBOARD
	Radius 6
	Height 8
	Projectile
	+SEEKERMISSILE
	+MTHRUSPECIES +NODAMAGETHRUST
	+DONTREFLECT
	+DONTBLAST
	RenderStyle Add
	Alpha 1
	SeeSound "Monster/hlnatk"
	DeathSound "Monster/hlnexp"
	Damagetype "Holy"
	states
	{
	Spawn:
		HLBL A 0 BRIGHT A_SpawnItemEx("RetributionPuff",0,0,0,0,0,0)
		HLBL A 0 BRIGHT A_BishopMissileWeave
		HLBL A 1 BRIGHT A_SeekerMissile(90,90,SMF_PRECISE)
		HLBL A 0 BRIGHT A_BishopMissileWeave
		HLBL A 1 BRIGHT A_SeekerMissile(90,90,SMF_PRECISE)
		HLBL A 0 BRIGHT A_BishopMissileWeave
		HLBL A 1 BRIGHT A_SeekerMissile(90,90,SMF_PRECISE)
		HLBL B 0 BRIGHT A_SpawnItemEx("RetributionPuff",0,0,0,0,0,0)
		HLBL B 0 BRIGHT A_BishopMissileWeave
		HLBL B 1 BRIGHT A_SeekerMissile(90,90,SMF_PRECISE)
		HLBL B 0 BRIGHT A_BishopMissileWeave
		HLBL B 1 BRIGHT A_SeekerMissile(90,90,SMF_PRECISE)
		HLBL B 0 BRIGHT A_BishopMissileWeave
		HLBL B 1 BRIGHT A_SeekerMissile(90,90,SMF_PRECISE)
		loop
	Death:
		HLBL JKLMN 3 bright
		stop
	}
}

ACTOR RetributionPuff
{   
	Radius 3
	Height 3
	RENDERSTYLE ADD
	Alpha 0.67
	+NOGRAVITY
	+NOBLOCKMAP
	+DONTSPLASH
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY +DONTBLAST
	+NOINTERACTION
	States
	{
	Spawn:
		NULL A 3 Bright
		HLBL CDEFGHI 3 BRIGHT
		Stop 
	}
}

Actor IHavePreserverance : WoC_Boolean {}

Actor PreserveranceAura : WoC_Skill {}

Actor PreserveranceEffects
{
 +Missile
 +NoGravity
 +NoBlockmap
 +NoInteraction
 -Solid
 +CLIENTSIDEONLY +DONTBLAST
 VSpeed 6
 Radius 0
 Height 0
 RenderStyle Add
 Alpha 0.03
 Scale 0.37
 //translation "80:111=196:207"
 States
 {
  Spawn:
   SPFX I 0
   SPFX IIIII 1 Bright A_FadeIn(0.2)
   SPFX IIIIIIIIIIIIIIII 1 Bright A_FadeOut(0.06)
   Stop
 }
}

Actor PreserveranceAuraIcon : PowerupGiver
{
	Powerup.Type "PreserveranceAuraIcon"
	Powerup.Duration 10
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor PowerPreserveranceAuraIcon : Powerup
{
	Powerup.Duration 10
	Inventory.Icon "REGNICON"
}

Actor DivineLight : WoC_Skill {}

Actor UseDivineLight : CustomInventory
{
	+inventory.AUTOACTIVATE
	states
	{
		use:
		TNT1 A 35 A_PlaySound("Cleric/Punishment")
		TNT1 A 0 A_GiveInventory("Punishmenting",96+ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_DIVINELIGHT,ACTIVATOR)*4)
		TNT1 A 0 A_FireCustomMissile("PunishmentMissile",0,0)
		Stop
	}
}

ACTOR PunishmentMissile
{
	Health 105
	Speed 0
	Radius 10
	Height 6
	Damage 0
	scale 0.2
	Projectile
	+RIPPER
	+BLOODLESSIMPACT
	+SEEKERMISSILE
	+SKYEXPLODE
	+NOEXPLODEFLOOR
	+DONTBLAST
	+NODAMAGETHRUST
	Damagetype "Holy"
	RenderStyle Add
	Alpha 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_Explode(1*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_DIVINELIGHT,AAPTR_TARGET)+0.025*(ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,AAPTR_TARGET)+ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_CONSECRATION,AAPTR_TARGET)+ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_HOLYBOLT,AAPTR_TARGET))),1000,0,0,1000)
		TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PunishmentEffects", frandom(-1000,1000), frandom(-1000,1000), 0, 0, 0, frandom(1,4), frandom(0,359))
		TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PunishmentEffects", frandom(-1000,1000), frandom(-1000,1000), 0, 0, 0, frandom(1,4), frandom(0,359))
		TNT1 A 1 A_Explode(1,1000,0,0,1000)
		TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PunishmentEffects", frandom(-1000,1000), frandom(-1000,1000), 0, 0, 0, frandom(1,4), frandom(0,359))
		TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PunishmentEffects", frandom(-1000,1000), frandom(-1000,1000), 0, 0, 0, frandom(1,4), frandom(0,359))
		TNT1 A 1 A_Explode(1,1000,0,0,1000)
		TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PunishmentEffects", frandom(-1000,1000), frandom(-1000,1000), 0, 0, 0, frandom(1,4), frandom(0,359))
		TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PunishmentEffects", frandom(-1000,1000), frandom(-1000,1000), 0, 0, 0, frandom(1,4), frandom(0,359))
		TNT1 A 0 A_GiveToTarget("PunishmentEffects2")
		TNT1 A 0 A_TakeFromTarget("Punishmenting",1)
		TNT1 A 0 A_JumpIfInTargetInventory("Punishmenting",1,2)
		TNT1 A 0 A_Jump(256,"End")
		TNT1 A 0
		loop
	End:
		TNT1 A 1
		stop
	}
}
Actor PunishmentEffects
{
	Speed 0
	VSpeed 6
	Radius 8
	Height 4
	Damage 0
	scale 1.0
	Gravity 0.5
	RenderStyle Add
	//Alpha 0.6
	+NOBLOCKMAP
	+DROPOFF
	+MISSILE
	+NOTELEPORT
	+RIPPER
	+BLOODLESSIMPACT
	+CLIENTSIDEONLY +DONTBLAST
	+PAINLESS
	+NOGRAVITY
	+DONTSPLASH
	+NOINTERACTION
	Scale 0.20
	Alpha 0.01
	States
	{
	Spawn:
		DPVF AABBCCAA 1 Bright A_FadeIn(0.2)
	Looper:
		DPVF AABBCCAABBCCAABBCC 1 Bright A_FadeOut(0.06)
		Stop
	}
}
Actor PunishmentEffects2 : CustomInventory
{
	inventory.maxamount 0
	+AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	states
	{
	Spawn:
		TNT1 A 1
		Stop
	Use:
		TNT1 A 1 A_SetBlend("CC 66 33",0.1,120)
		stop
	}
}

Actor Visions : WoC_Skill {}

Actor UseVisions : CustomInventory
{
	+inventory.AUTOACTIVATE
	Inventory.MaxAmount 0
	states
	{
		use:
		TNT1 A 0 A_FireCustomMissile("VisionMissile",0,0)
		Stop
	}
}

ACTOR VisionMissile
{
	Health 105
	Speed 24
	Radius 10
	Height 6
	Damage (1)
	scale 0.2
	Projectile
	+SKYEXPLODE
	+NOEXPLODEFLOOR
	+CANBLAST
	+MTHRUSPECIES +NODAMAGETHRUST
	+DONTBLAST
	+HITTRACER
	RenderStyle Add
	Alpha 1.0
	DamageType "Holy"
	PainType "Convert"
	SeeSound "ability/visions"
	States
	{
	Spawn:
		SPIR P 0
		SPIR P 0 A_JumpIfInTargetInventory("IsOracle",1,"Spawn2")
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		goto Death
	Spawn2:
		SPIR P 0 A_ChangeFlag("PAINLESS", 1)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		SPIR P 2 A_SpawnItemEx ("VisionEffects",0,0,0,frandom(0,10)-5, frandom(0,10)-5,frandom(0,10)-5, 0)
		goto Death
	Death:
		TRNG P 0 A_JumpIfInTargetInventory("IsOracle",1,"Death2")
		TRNG P 4
		TRNG Q 4 //A_Scream
		TRNG RSTU 4
		Stop
	Death2:
		TRNG P 0 A_ChangeFlag("PAINLESS", 0)
		TRNG P 4 A_Explode(random(0,1), 64, 0, 0, 64)
		TRNG Q 4 //A_Scream
		TRNG RSTU 4
		Stop
	}
}


ACTOR VisionEffects
{
	Damage 0
	Speed 1
	+NOBLOCKMAP
	+NOGRAVITY
	+NOCLIP
	+FLOAT
	+CLIENTSIDEONLY +DONTBLAST
	+DONTSPLASH
	+NOINTERACTION
	+NOTELEPORT
	PROJECTILE
	RenderStyle Translucent
	Alpha 0.6

	States
	{
	Spawn:
		VAM6 KLMNO 1
		VAM6 KLMNO 1
		VAM6 KLMNO 1
		VAM6 KLMNO 1
		Stop
	Death:
		FOGS E 5
		Stop
	}
}

Actor Intervention : WoC_Skill {}
Actor InterventionTracker : Inventory
{
	Inventory.MaxAmount 10500
	+Inventory.Undroppable
}

Actor InterventionInvul1 : PowerupGiver
{
	inventory.maxamount 0
	powerup.duration -6
	powerup.type "Intervention"
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}

Actor InterventionInvul2 : InterventionInvul1 { powerup.duration -7 }
Actor InterventionInvul3 : InterventionInvul1 { powerup.duration -8 }
Actor InterventionInvul4 : InterventionInvul1 { powerup.duration -9 }
Actor InterventionInvul5 : InterventionInvul1 { powerup.duration -10 }
Actor InterventionInvul6 : InterventionInvul1 { powerup.duration -11 }
Actor InterventionInvul7 : InterventionInvul1 { powerup.duration -12 }
Actor InterventionInvul8 : InterventionInvul1 { powerup.duration -13 }
Actor InterventionInvul9 : InterventionInvul1 { powerup.duration -14 }
Actor InterventionInvul10 : InterventionInvul1 { powerup.duration -15 }

Actor InverventionFullHeal : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	States
	{
	Pickup:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,(ACS_ExecuteWithResult(553,0,0,0)*ACS_ExecuteWithResult(WOC_DECORATE,CLERICSKILLS,ABIL_INTERVENTION,ACTIVATOR))/10,0,0)
		stop
	}
}

Actor PowerIntervention : PowerInvulnerable
{
	Inventory.Icon "INTRICON"
}

Actor FuryAura : WoC_Skill {}

Actor IHaveFury : WoC_Boolean {}

Actor FuryAura1 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerFury10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury4",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury3",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury2",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerFury1",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor FuryAura2 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerFury10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury4",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury3",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerFury2",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor FuryAura3 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerFury10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury4",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerFury3",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor FuryAura4 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerFury10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury5",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerFury4",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor FuryAura5 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerFury10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury6",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerFury5",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor FuryAura6 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerFury10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury7",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerFury6",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor FuryAura7 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerFury10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury8",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerFury7",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor FuryAura8 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerFury10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerFury9",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerFury8",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor FuryAura9 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerFury10",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerFury9",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor FuryAura10 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_GiveInventory("PowerFury10",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor PowerFury1 : PowerDamage
{
	Damagefactor "Normal", 1.12
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor PowerFury2 : PowerDamage
{
	Damagefactor "Normal", 1.14
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor PowerFury3 : PowerDamage
{
	Damagefactor "Normal", 1.16
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor PowerFury4 : PowerDamage
{
	Damagefactor "Normal", 1.18
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor PowerFury5 : PowerDamage
{
	Damagefactor "Normal", 1.20
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor PowerFury6 : PowerDamage
{
	Damagefactor "Normal", 1.22
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor PowerFury7 : PowerDamage
{
	Damagefactor "Normal", 1.24
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor PowerFury8 : PowerDamage
{
	Damagefactor "Normal", 1.26
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor PowerFury9 : PowerDamage
{
	Damagefactor "Normal", 1.28
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor PowerFury10 : PowerDamage
{
	Damagefactor "Normal", 1.30
	Powerup.Duration 10
	Inventory.Icon "HFICON"
}

Actor ProtectInquisitor : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type ProtectInquisitor
}

Actor PowerProtectInquisitor : PowerProtection
{
	Damagefactor "Normal", 0.9
	Powerup.Duration 10
}

Actor FuryInquisitor : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type FuryInquisitor
}

Actor PowerFuryInquisitor : PowerDamage
{
	Damagefactor "Normal", 1.1
	Powerup.Duration 10
}

Actor InterventionBoost1 : PowerupGiver
{
	inventory.maxamount 0
	powerup.duration -12
	powerup.type "InterventionBoost"
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}

Actor InterventionBoost2 : InterventionBoost1 { powerup.duration -14 }
Actor InterventionBoost3 : InterventionBoost1 { powerup.duration -16 }
Actor InterventionBoost4 : InterventionBoost1 { powerup.duration -18 }
Actor InterventionBoost5 : InterventionBoost1 { powerup.duration -20 }
Actor InterventionBoost6 : InterventionBoost1 { powerup.duration -22 }
Actor InterventionBoost7 : InterventionBoost1 { powerup.duration -24 }
Actor InterventionBoost8 : InterventionBoost1 { powerup.duration -26 }
Actor InterventionBoost9 : InterventionBoost1 { powerup.duration -28 }
Actor InterventionBoost10 : InterventionBoost1 { powerup.duration -30 }

Actor PowerInterventionBoost : PowerDamage
{
	DamageFactor "Normal", 1.5
}

Actor InterventionProtect1 : PowerupGiver
{
	inventory.maxamount 0
	powerup.duration -12
	powerup.type "InterventionProtect"
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}

Actor InterventionProtect2 : InterventionProtect1 { powerup.duration -14 }
Actor InterventionProtect3 : InterventionProtect1 { powerup.duration -16 }
Actor InterventionProtect4 : InterventionProtect1 { powerup.duration -18 }
Actor InterventionProtect5 : InterventionProtect1 { powerup.duration -20 }
Actor InterventionProtect6 : InterventionProtect1 { powerup.duration -22 }
Actor InterventionProtect7 : InterventionProtect1 { powerup.duration -24 }
Actor InterventionProtect8 : InterventionProtect1 { powerup.duration -26 }
Actor InterventionProtect9 : InterventionProtect1 { powerup.duration -28 }
Actor InterventionProtect10 : InterventionProtect1 { powerup.duration -30 }

Actor PowerInterventionProtect : PowerProtection
{
	DamageFactor "Normal", 0.5
	Inventory.Icon "BAILICON"
}