Actor CriticalStrike : WoC_Skill {}

Actor CriticalPuff
{
	RenderStyle Add
	Scale 0.6
	VSpeed 0
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	+PUFFGETSOWNER
	+MTHRUSPECIES
	+THRUGHOST
	Damagetype "Physical"
	SeeSound "ability/criticalhit"
	States
	{
	Spawn:
	Melee:
		CRIT A 0 Bright
		CRIT A 0 A_JumpIfInTargetInventory("IsDestroyer", random(1,10), "GiveMagick")
		CRIT A 0 A_JumpIfInTargetInventory("IsCommander", random(1,10), "Inspire")
	Crash:
		CRIT ABCDEF 4 Bright
		Stop
	GiveMagick:
		CRIT A 0 Bright A_GiveToTarget("MP",1)
		Goto Crash
	Inspire:
		CRIT A 0 Bright A_GiveToTarget("InspireItem")
		Goto Crash
	}
}

Actor CriticalPuffGhost : CriticalPuff
{
	-THRUGHOST
}

Actor MightyBlow : WoC_Skill {}
Actor MightyBlowPuff
{
	SeeSound "FighterHammerHitThing"
	AttackSound "FighterHammerHitWall"
	ActiveSound "FighterPunchMiss"
	Damagetype "Physical"
	RenderStyle Add
	Scale 0.6
	VSpeed 0
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	+PUFFGETSOWNER
	+MTHRUSPECIES
	+THRUGHOST
	States
	{
	Spawn:
		CRIT A 0
		CRIT A 0 A_RadiusThrust(600,16,RTF_NOIMPACTDAMAGE,16)
		CRIT A 1 A_GiveToTarget("ScreenPitch3")
		CRIT A 0 A_GiveToTarget("ScreenPitchHalfBack")
		CRIT A 1 A_GiveToTarget("ScreenPitch1Back")
		CRIT A 0 A_GiveToTarget("ScreenPitchHalfBack")
		CRIT A 1 A_GiveToTarget("ScreenPitch1Back")
		CRIT BCDEF 4 Bright
		Stop
	}
}

Actor WarCry : WoC_Skill {}

Actor UseWarCry : CustomInventory
{
	+Inventory.AUTOACTIVATE
	states
	{
	Use:
		TNT1 A 0 A_PlaySound("fighter/warcry", CHAN_VOICE)
		TNT1 A 0 A_JumpIfInventory("WarCry",10,5)
		TNT1 A 0 A_JumpIfInventory("WarCry",7,5)
		TNT1 A 0 A_JumpIfInventory("WarCry",5,5)
		TNT1 A 0 A_JumpIfInventory("WarCry",3,5)
		TNT1 A 0 A_JumpIfInventory("WarCry",1,5)
		TNT1 A 0 A_FireCustomMissile("WarCryEffects2", 0 , 0)
		TNT1 A 0 A_FireCustomMissile("WarCryEffects2", 0 , 0)
		TNT1 A 0 A_FireCustomMissile("WarCryEffects2", 0 , 0)
		TNT1 A 0 A_FireCustomMissile("WarCryEffects2", 0 , 0)
		TNT1 A 0 A_FireCustomMissile("WarCryEffects", 0 , 0)
		TNT1 A 0 A_JumpIfInventory("IsCommander",1,"Intimidate")
	Intimidate:
		TNT1 A 0 A_RadiusGive("IntimidateItem", 512+51*ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_WARCRY,ACTIVATOR), RGF_MONSTERS)
		Stop
	}
}

Actor WarcryEffects
{
	Speed 0
	Radius 6
	Height 8
	Damage 10
	Projectile
	+RIPPER
	+BLOODLESSIMPACT
	+NODAMAGETHRUST
	Damagetype "Morale"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(5*(+0.025*(30+ACS_ExecuteWithResult(WOC_DECORATE,STATS,INTELLECT,AAPTR_TARGET))),256+25*ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_WARCRY,AAPTR_TARGET),0,0,512+51*ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_WARCRY,AAPTR_TARGET))
		Goto Death
	Death:
		TNT1 A 1
		Stop
	}
}

Actor WarcryEffects2
{
	Speed 0
	Radius 6
	Height 8
	Damage 10
	Projectile
	+RIPPER
	+BLOODLESSIMPACT
	+NODAMAGETHRUST
	Damagetype "Morale"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Explode(1,512+51*ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_WARCRY,AAPTR_TARGET),0,0,256+25*ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_WARCRY,AAPTR_TARGET))
		Goto Death
	Death:
		TNT1 A 1
		Stop
	}
}

Actor Stomp : WoC_Skill {}

Actor StompEffects
{
	Speed 6
	Radius 8
	Height 4
	Damage (4*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_STOMP,AAPTR_TARGET)
			+0.025*(30+ACS_ExecuteWithResult(WOC_DECORATE,STATS,STRENGTH,AAPTR_TARGET)
			+ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_MIGHTYBLOW,AAPTR_TARGET))))
	scale 0.5
	Gravity 0.5
	RenderStyle Add
	Alpha 0.6
	Obituary "%o got a fatal toe stubbing from %k"
	+NOBLOCKMAP
	+DROPOFF
	+MISSILE
	+NOTELEPORT
	+RIPPER
	+WINDTHRUST
	+THRUGHOST
	+MTHRUSPECIES +NODAMAGETHRUST
	+BLOODLESSIMPACT
	+FLOORHUGGER
	+DONTBLAST
	Damagetype "Physical"
	States
	{
	Spawn:
		IDGA A 0
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",10,10)
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",9,10)
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",8,10)
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",7,10)
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",6,10)
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",5,10)
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",4,10)
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",3,10)
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",2,10)
		IDGA A 0 A_JumpIfInTargetInventory("Stomp",1,10)
		IDGA AAAAAAAAAAAAABBBCCC 1 A_SpawnItemEx ("StompDust",0,0,0,0,0,1,0,0,0)
		Stop
	Death:
		TNT1 A 1 //A_SpawnItemEx ("StompDust",0,0,0,0,0,1,0,0,0)
		Stop
	}
}

ACTOR StompDust
{
	+NOBLOCKMAP
	+NOGRAVITY
	+CLIENTSIDEONLY +DONTBLAST
	RenderStyle Translucent
	Alpha 0.6
	States
	{
	Spawn:
		FHFX STU 5
		Stop
	}
}

Actor AxeMastery : WoC_Skill {}

Actor Beserk : WoC_Skill {}

Actor BeserkCurse1 : PowerupGiver
{
	Powerup.Type "BeserkCurse1"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor BeserkCurse2 : PowerupGiver
{
	Powerup.Type "BeserkCurse2"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor BeserkCurse3 : PowerupGiver
{
	Powerup.Type "BeserkCurse3"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor BeserkCurse4 : PowerupGiver
{
	Powerup.Type "BeserkCurse4"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor BeserkCurse5 : PowerupGiver
{
	Powerup.Type "BeserkCurse5"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor BeserkCurse6 : PowerupGiver
{
	Powerup.Type "BeserkCurse6"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor BeserkCurse7 : PowerupGiver
{
	Powerup.Type "BeserkCurse7"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor BeserkCurse8 : PowerupGiver
{
	Powerup.Type "BeserkCurse8"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor BeserkCurse9 : PowerupGiver
{
	Powerup.Type "BeserkCurse9"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor BeserkCurse10 : PowerupGiver
{
	Powerup.Type "BeserkCurse10"
	Powerup.Duration 12
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor PowerBeserkCurse1 : PowerProtection
{
	Damagefactor "Normal", 1.9
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor PowerBeserkCurse2 : PowerProtection
{
	Damagefactor "Normal", 1.8
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor PowerBeserkCurse3 : PowerProtection
{
	Damagefactor "Normal", 1.7
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor PowerBeserkCurse4 : PowerProtection
{
	Damagefactor "Normal", 1.6
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor PowerBeserkCurse5 : PowerProtection
{
	Damagefactor "Normal", 1.5
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor PowerBeserkCurse6 : PowerProtection
{
	Damagefactor "Normal", 1.4
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor PowerBeserkCurse7 : PowerProtection
{
	Damagefactor "Normal", 1.3
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor PowerBeserkCurse8 : PowerProtection
{
	Damagefactor "Normal", 1.2
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor PowerBeserkCurse9 : PowerProtection
{
	Damagefactor "Normal", 1.1
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor PowerBeserkCurse10 : PowerProtection
{
	Damagefactor "Normal", 1.0
	Powerup.Duration 12
	Inventory.Icon "BESEICON"
}

Actor BeserkEffects
{
	+Missile
	+NoGravity
	+NoBlockmap
	+NoInteraction
	-Solid
	+CLIENTSIDEONLY +DONTBLAST
	VSpeed 6
	Radius 0
	Height 0
	RenderStyle Add
	Alpha 0.03
	Scale 0.37
	States
	{
	Spawn:
		SPFX D 0
		SPFX DDDDD 1 Bright A_FadeIn(0.2)
		SPFX DDDDDDDDDDDDDDDD 1 Bright A_FadeOut(0.06)
		Stop
	}
}

Actor BloodRush : WoC_Skill {}

Actor PowerBloodRush : Powerup
{
	Powerup.Duration -10
	Inventory.Icon "RUSHICON"
}

Actor Charge :  WoC_Skill {}

Actor InvisPuff : BulletPuff
{
	-BLOODSPLATTER
	+BLOODLESSIMPACT
	+THRUGHOST
	Damagetype "Physical"
	States
	{
	Spawn:
	Melee:
		TNT1 A 1
		Stop
	}
}

Actor UseCharge : CustomInventory
{
	+Inventory.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
		Use:
		TNT1 A 0 A_Blast(BF_NOIMPACTDAMAGE,5,45,5,"Invispuff","none")
		TNT1 A 0 A_SpawnItemEx("ChargeEffects",0,0,32,0,0,0,0,0)
		Stop
	}
}

Actor ChargeEffects
{
	Speed 0
	Radius 8
	Height 4
	Alpha 0.6
	PROJECTILE
	+RIPPER
	+BLOODLESSIMPACT
	+FORCEPAIN
	+DONTBLAST
	ReactionTime 5
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_Explode(20*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_CHARGE,AAPTR_TARGET)
							+0.025*(30+ACS_ExecuteWithResult(WOC_DECORATE,STATS,STRENGTH,AAPTR_TARGET)
							+ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_STOMP,AAPTR_TARGET)
							+ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_MIGHTYBLOW,AAPTR_TARGET))),45,0,0,45) //A_SpawnItemEx ("StompDust",0,0,0,0,0,1,0,0,0)
		Stop
	Death:
		TNT1 S 1
		Stop
	}
}

Actor HammerMastery : WoC_Skill {}

Actor BattleShout : WoC_Skill {}

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

Actor PowerBattleShoutSpeed : PowerSpeed
{
	Speed 1.25
	Powerup.Duration -30
	Inventory.Icon ""
}

Actor BattleShoutAura1 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout4",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout3",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout2",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerBattleShout1",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor BattleShoutAura2 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerBattleShout1",1)
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout4",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout3",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerBattleShout2",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor BattleShoutAura3 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerBattleShout2",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout1",1)
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout4",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerBattleShout3",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor BattleShoutAura4 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerBattleShout3",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout2",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout1",1)
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout5",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerBattleShout4",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor BattleShoutAura5 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerBattleShout4",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout3",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout2",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout1",1)
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout6",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerBattleShout5",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor BattleShoutAura6 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerBattleShout5",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout4",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout3",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout2",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout1",1)
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout7",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerBattleShout6",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor BattleShoutAura7 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerBattleShout6",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout5",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout4",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout3",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout2",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout1",1)
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout8",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerBattleShout7",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor BattleShoutAura8 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerBattleShout7",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout6",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout5",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout4",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout3",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout2",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout1",1)
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout9",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerBattleShout8",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor BattleShoutAura9 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerBattleShout8",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout7",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout6",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout5",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout4",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout3",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout2",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout1",1)
		TNT1 A 0 A_JumpIfInventory("PowerBattleShout10",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerBattleShout9",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor BattleShoutAura10 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerBattleShout9",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout8",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout7",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout6",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout5",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout4",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout3",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout2",1)
		TNT1 A 0 A_TakeInventory("PowerBattleShout1",1)
		TNT1 A 0 A_GiveInventory("PowerBattleShout10",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor PowerBattleShout1 : PowerDamage
{
	Damagefactor "Normal", 1.18
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor PowerBattleShout2 : PowerDamage
{
	Damagefactor "Normal", 1.21
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor PowerBattleShout3 : PowerDamage
{
	Damagefactor "Normal", 1.24
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor PowerBattleShout4 : PowerDamage
{
	Damagefactor "Normal", 1.27
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor PowerBattleShout5 : PowerDamage
{
	Damagefactor "Normal", 1.30
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor PowerBattleShout6 : PowerDamage
{
	Damagefactor "Normal", 1.33
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor PowerBattleShout7 : PowerDamage
{
	Damagefactor "Normal", 1.36
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor PowerBattleShout8 : PowerDamage
{
	Damagefactor "Normal", 1.39
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor PowerBattleShout9 : PowerDamage
{
	Damagefactor "Normal", 1.42
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor PowerBattleShout10 : PowerDamage
{
	Damagefactor "Normal", 1.45
	Powerup.Duration -30
	Inventory.Icon "ADRNICON"
}

Actor AdrenalineEffects
{
 +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 H 0
   SPFX HHHHH 1 Bright A_FadeIn(0.2)
   SPFX HHHHHHHHHHHHHHHH 1 Bright A_FadeOut(0.06)
   Stop
 }
}

Actor Concentration : WoC_Skill {}

Actor ConcentrationItem : CustomInventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	States
	{
	Use:
		PLAY G 0 A_JumpIfInventory("Concentration", 1, 1)
		Stop
		PLAY G 0 A_Jump(200-(ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_CONCENTRATION,ACTIVATOR)*10),1)
		Stop
		PLAY G 0 A_GiveInventory("Mana1", 1+ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_CONCENTRATION,ACTIVATOR)/3)
		PLAY G 0 A_GiveInventory("Mana2", 1+ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_CONCENTRATION,ACTIVATOR)/3)
		Stop
	}
}

Actor Deflection : WoC_Skill {}

Actor NOCANTSEEK : Custominventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
		Use:
		TNT1 A 0 A_ChangeFlag("CANTSEEK", 0)
		Stop
	}
}

Actor UseDeflectON : Custominventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
		Use:
		TNT1 A 0 A_ChangeFlag("REFLECTIVE", 1)
		Stop
	}
}

Actor UseDeflectOFF : Custominventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
		Use:
		TNT1 A 0 A_ChangeFlag("REFLECTIVE", 0)
		Stop
	}
}

Actor DeflectionIcon1 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -16
}

Actor DeflectionIcon2 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -17
}

Actor DeflectionIcon3 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -18
}

Actor DeflectionIcon4 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -19
}

Actor DeflectionIcon5 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -20
}

Actor DeflectionIcon6 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -21
}

Actor DeflectionIcon7 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -22
}

Actor DeflectionIcon8 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -23
}

Actor DeflectionIcon9 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -24
}

Actor DeflectionIcon10 : PowerupGiver
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	Powerup.Type DeflectionIcon
	Powerup.Duration -25
}

Actor PowerDeflectionIcon : PowerDamage
{
	Damagefactor "-.-", 1.0
	Powerup.Duration -500000000
	Inventory.Icon "RFCTICON"
}

Actor DeflectionDefense1 : PowerupGiver
{
	Powerup.Type "DeflectionDefense1"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor DeflectionDefense2 : PowerupGiver
{
	Powerup.Type "DeflectionDefense2"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor DeflectionDefense3 : PowerupGiver
{
	Powerup.Type "DeflectionDefense3"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor DeflectionDefense4 : PowerupGiver
{
	Powerup.Type "DeflectionDefense4"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor DeflectionDefense5 : PowerupGiver
{
	Powerup.Type "DeflectionDefense5"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor DeflectionDefense6 : PowerupGiver
{
	Powerup.Type "DeflectionDefense6"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor DeflectionDefense7 : PowerupGiver
{
	Powerup.Type "DeflectionDefense7"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor DeflectionDefense8 : PowerupGiver
{
	Powerup.Type "DeflectionDefense8"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor DeflectionDefense9 : PowerupGiver
{
	Powerup.Type "DeflectionDefense9"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor DeflectionDefense10 : PowerupGiver
{
	Powerup.Type "DeflectionDefense10"
	Powerup.Duration -30
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor PowerDeflectionDefense1 : PowerProtection
{
	Damagefactor "Normal", 0.76
	Powerup.Duration -30
}

Actor PowerDeflectionDefense2 : PowerProtection
{
	Damagefactor "Normal", 0.72
	Powerup.Duration -30
}

Actor PowerDeflectionDefense3 : PowerProtection
{
	Damagefactor "Normal", 0.68
	Powerup.Duration -30
}

Actor PowerDeflectionDefense4 : PowerProtection
{
	Damagefactor "Normal", 0.64
	Powerup.Duration -30
}

Actor PowerDeflectionDefense5 : PowerProtection
{
	Damagefactor "Normal", 0.60
	Powerup.Duration -30
}

Actor PowerDeflectionDefense6 : PowerProtection
{
	Damagefactor "Normal", 0.56
	Powerup.Duration -30
}

Actor PowerDeflectionDefense7 : PowerProtection
{
	Damagefactor "Normal", 0.52
	Powerup.Duration -30
}

Actor PowerDeflectionDefense8 : PowerProtection
{
	Damagefactor "Normal", 0.48
	Powerup.Duration -30
}

Actor PowerDeflectionDefense9 : PowerProtection
{
	Damagefactor "Normal", 0.44
	Powerup.Duration -30
}

Actor PowerDeflectionDefense10 : PowerProtection
{
	Damagefactor "Normal", 0.40
	Powerup.Duration -30
}

Actor HookShot : WoC_Skill {}

Actor UseHookShot : Custominventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	States
	{
	Use:
		TNT1 A 0 A_FireCustomMissile("FighterHookShot",0,0)
		Stop
	}
}

ACTOR FighterHookShot : LoreShot
{
	Speed 35
	Height 14
	Radius 10
	Projectile
	-STRIFEDAMAGE
	+WINDTHRUST
	+THRUGHOST
	+MTHRUSPECIES +NODAMAGETHRUST
	+BLOODSPLATTER
	+DONTBLAST
	Damage (frandom(35,55)*(0.1*ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_HOOKSHOT,AAPTR_TARGET)
			+0.025*(30+ACS_ExecuteWithResult(WOC_DECORATE,STATS,AGILITY,AAPTR_TARGET)
			+ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_MIGHTYBLOW,AAPTR_TARGET)
			+ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_STOMP,AAPTR_TARGET)
			+ACS_ExecuteWithResult(WOC_DECORATE,FIGHTERSKILLS,ABIL_CHARGE,AAPTR_TARGET))))
	Damagetype "Physical"
	MaxStepHeight 4
	SeeSound "ability/chain"
	States
	{
	Spawn:
		OCLW A 1 A_SpawnItemEX("HookShotChain",1)
		Loop
	Death:
		OCLW A 6
		Stop
	}
}

ACTOR HookShotChain
{
	+NOBLOCKMAP
	+NOGRAVITY
	+NOINTERACTION
	+CLIENTSIDEONLY +DONTBLAST
	States
	{
	Spawn:
		TEND A 10
		Stop
	}
}

Actor SwordMastery : WoC_Skill {}

Actor Vengeance : WoC_Skill {}

Actor VengeanceBoost1 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_JumpIfInventory("PowerVengeance10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance4",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance3",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance2",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerVengeance1",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor VengeanceBoost2 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerVengeance1",1)
		TNT1 A 0 A_JumpIfInventory("PowerVengeance10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance4",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance3",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerVengeance2",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor VengeanceBoost3 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerVengeance2",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance1",1)
		TNT1 A 0 A_JumpIfInventory("PowerVengeance10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance5",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance4",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerVengeance3",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor VengeanceBoost4 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerVengeance3",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance2",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance1",1)
		TNT1 A 0 A_JumpIfInventory("PowerVengeance10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance6",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance5",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerVengeance4",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor VengeanceBoost5 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerVengeance4",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance3",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance2",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance1",1)
		TNT1 A 0 A_JumpIfInventory("PowerVengeance10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance7",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance6",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerVengeance5",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor VengeanceBoost6 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerVengeance5",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance4",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance3",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance2",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance1",1)
		TNT1 A 0 A_JumpIfInventory("PowerVengeance10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance8",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance7",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerVengeance6",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor VengeanceBoost7 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerVengeance6",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance5",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance4",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance3",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance2",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance1",1)
		TNT1 A 0 A_JumpIfInventory("PowerVengeance10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance9",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance8",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerVengeance7",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor VengeanceBoost8 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerVengeance7",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance6",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance5",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance4",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance3",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance2",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance1",1)
		TNT1 A 0 A_JumpIfInventory("PowerVengeance10",1,"Failz")
		TNT1 A 0 A_JumpIfInventory("PowerVengeance9",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerVengeance8",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor VengeanceBoost9 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerVengeance8",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance7",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance6",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance5",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance4",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance3",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance2",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance1",1)
		TNT1 A 0 A_JumpIfInventory("PowerVengeance10",1,"Failz")
		TNT1 A 0 A_GiveInventory("PowerVengeance9",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor VengeanceBoost10 : CustomInventory
{
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
	States
	{
	Use:
		TNT1 A 0 A_TakeInventory("PowerVengeance9",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance8",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance7",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance6",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance5",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance4",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance3",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance2",1)
		TNT1 A 0 A_TakeInventory("PowerVengeance1",1)
		TNT1 A 0 A_GiveInventory("PowerVengeance10",1)
		Stop
	Failz:
		TNT1 A 0
		Stop
	}
}

Actor PowerVengeance1 : PowerDamage
{
	Damagefactor "Normal", 1.12
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor PowerVengeance2 : PowerDamage
{
	Damagefactor "Normal", 1.14
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor PowerVengeance3 : PowerDamage
{
	Damagefactor "Normal", 1.16
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor PowerVengeance4 : PowerDamage
{
	Damagefactor "Normal", 1.18
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor PowerVengeance5 : PowerDamage
{
	Damagefactor "Normal", 1.20
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor PowerVengeance6 : PowerDamage
{
	Damagefactor "Normal", 1.22
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor PowerVengeance7 : PowerDamage
{
	Damagefactor "Normal", 1.24
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor PowerVengeance8 : PowerDamage
{
	Damagefactor "Normal", 1.26
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor PowerVengeance9 : PowerDamage
{
	Damagefactor "Normal", 1.28
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor PowerVengeance10 : PowerDamage
{
	Damagefactor "Normal", 1.30
	Powerup.Duration -10
	Inventory.Icon "RELTICON"
}

Actor DeathBlow : WoC_Skill {}
Actor DeathBlowPuff
{
	RenderStyle Add
	Scale 0.6
	VSpeed 0
	+NOBLOCKMAP
	+NOGRAVITY
	+PUFFONACTORS
	Damagetype "Deathblow"
	States
	{
	Spawn:
		SRBA EFGHIJ 3 Bright
		Stop
	}
}

Actor FuryItem : Custominventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
	Use:
		TNT1 A 0 A_GiveInventory("PowerFuryTimer")
		TNT1 A 0 A_GiveInventory("Fury", 1)
		Stop
	}
}

Actor Fury : WoC_Stat {}

Actor FuryDamage : PowerupGiver
{
	Powerup.Type "FuryDamage"
	Powerup.Duration -5
	+INVENTORY.AUTOACTIVATE
	Inventory.MaxAmount 0
}

Actor PowerFuryDamage : PowerDamage
{
	Damagefactor "Normal", 1.15
	Powerup.Duration -5
	//Inventory.Icon "ADRNICON"
}

Actor PowerFuryTimer : Powerup
{
	Powerup.Duration -4
}

Actor TemperanceItem : Custominventory
{
	Inventory.MaxAmount 0
	+Inventory.AUTOACTIVATE
	states
	{
	Use:
		TNT1 A 0 A_GiveInventory("PowerTemperanceTimer")
		TNT1 A 0 A_GiveInventory("Temperance", 1)
		Stop
	}
}

Actor Temperance : WoC_Stat { Inventory.MaxAmount 5 }

Actor PowerTemperanceTimer : Powerup
{
	Powerup.Duration -5
}

Actor PresenceItem : CustomInventory
{
	+Inventory.AUTOACTIVATE
	states
	{
	Use:
		TNT1 A 0 A_FireCustomMissile("PresenceEffects", 0 , 0)
		Stop
	}
}

Actor PresenceEffects
{
	Speed 0
	Radius 6
	Height 8
	Projectile
	+RIPPER
	+BLOODLESSIMPACT
	+NODAMAGETHRUST
	+PAINLESS
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 AAA 0 A_Explode(0,1024,0,1,1024)
		Goto Death
	Death:
		TNT1 A 1
		Stop
	}
}

Actor InspireItem : CustomInventory
{
	+Inventory.AUTOACTIVATE
	states
	{
	Use:
		TNT1 A 0 ACS_ExecuteAlways(WOC_INSPIRE)
		Stop
	}
}

Actor InspireFlash : CustomInventory
{
	inventory.maxamount 0
	+AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	states
	{
	Spawn:
		TNT1 A 1
		Stop
	Use:
		TNT1 A 1 A_SetBlend("White",0.02,2)
		stop
	}
}

Actor IntimidateItem : CustomInventory
{
	inventory.maxamount 0
	+AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
	states
	{
	Spawn:
		TNT1 A 1
		Stop
	Use:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("IntimidateGiver",1)
		stop
	Immune:
		TNT1 A 0 A_RailWait
		Stop
	}
}

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

Actor PowerIntimidate : PowerProtection
{
	DamageFactor "Normal", 1.25
	Powerup.Duration -30
}

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

Actor PowerRallyDefense : PowerProtection
{
	DamageFactor "Normal", 0.85
	Powerup.Duration -30
}