actor BluePotionHexagon : CustomInventory
{
	+FLOATBOB
	Inventory.Amount 10
	Inventory.PickupSound "pickup/health"
	Inventory.PickupMessage "MAJOR HEALING POTION" // "QUARTZ FLASK"
	Tag "Major HEALING Potion"
	States
	{
	Spawn:
		AHPT ABC 4
		Loop
	Pickup:
		TNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(553,0,0,0),"Pickedup")
		Fail
	Pickedup:
		TNT1 A 0 A_JumpIfInventory("PhilosopherStoneTracker",1,"PickedUp2")
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.165,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	Pickedup2:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.2475,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	}
}

actor BluePotionPentagon : CustomInventory
{
	+FLOATBOB
	Inventory.Amount 10
	Inventory.PickupSound "pickup/health"
	Inventory.PickupMessage "HEALING POTION" // "QUARTZ FLASK"
	Tag "HEALING Potion"
	States
	{
	Spawn:
		APPT ABC 4
		Loop
	Pickup:
		TNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(553,0,0,0),"Pickedup")
		Fail
	Pickedup:
		TNT1 A 0 A_JumpIfInventory("PhilosopherStoneTracker",1,"PickedUp2")
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.125,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	Pickedup2:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.1875,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	}
}

actor BluePotionRound : CustomInventory
{
	+FLOATBOB
	Inventory.Amount 10
	Inventory.PickupSound "pickup/health"
	Inventory.PickupMessage "GREATER HEALING POTION" // "QUARTZ FLASK"
	Tag "GREATER HEALING Potion"
	States
	{
	Spawn:
		ARPT ABC 4
		Loop
	Pickup:
		TNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(553,0,0,0),"Pickedup")
		Fail
	Pickedup:
		TNT1 A 0 A_JumpIfInventory("PhilosopherStoneTracker",1,"PickedUp2")
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.25,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	Pickedup2:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.375,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	}
}

actor BluePotionVial : CustomInventory
{
	+FLOATBOB
	Inventory.Amount 10
	Inventory.PickupSound "pickup/health"
	Inventory.PickupMessage "MINOR HEALING POTION"
	Tag "Minor HEALING Potion"
	States
	{
	Spawn:
		AVPT ABC 4
		Loop
	Pickup:
		TNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(553,0,0,0),"Pickedup")
		Fail
	Pickedup:
		TNT1 A 0 A_JumpIfInventory("PhilosopherStoneTracker",1,"PickedUp2")
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.05,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	Pickedup2:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.075,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	}
}

/////////////////////////////////////////////////////////////Purple Carriable Potions
actor PurplePotionHexagon : CustomInventory
{
	+INVENTORY.INVBAR
	+COUNTITEM
	+FLOATBOB
	+INVENTORY.PICKUPFLASH
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.Icon "PHPTZ0"
	Inventory.PickupSound "pickup/qpotion"
	Inventory.PickupMessage "MAJOR REJUVENATION POTION"
	Tag "Major REJUVENATION Potion"
	Inventory.MaxAmount 0x7FFFFFFF
	Inventory.InterHubAmount 0x7FFFFFFF
	States
	{
	Spawn:
		PHPT ABC 4
		Loop
	Pickup:
		TNT1 A 0 A_JumpIfInventory("PurplePotionHexagon", ACS_ExecuteWithResult(WOC_DECORATE,STATS,ITEMCAP,ACTIVATOR),"Failed")
		TNT1 A 0 ACS_ExecuteWithResult(WOC_DECORATE,STATS,ITEMCAP,ACTIVATOR)
		Stop
	Failed:
		TNT1 A 0
		Fail
	Use:
		TNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(553,0,0,0),"Pickedup")
		Fail
	Pickedup:
		TNT1 A 0 A_PlaySound("pickup/Health", 3)
		TNT1 A 0 A_JumpIfInventory("PhilosopherStoneTracker",1,"PickedUp2")
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.33,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	Pickedup2:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.495,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	}
}

actor PurplePotionPentagon : CustomInventory
{
	+INVENTORY.INVBAR
	+COUNTITEM
	+FLOATBOB
	+INVENTORY.PICKUPFLASH
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.Icon "PPPTZ0"
	Inventory.PickupSound "pickup/qpotion"
	Inventory.PickupMessage "REJUVENATION POTION"
	Tag "REJUVENATION Potion"
	Inventory.MaxAmount 0x7FFFFFFF
	Inventory.InterHubAmount 0x7FFFFFFF
	States
	{
	Spawn:
		PPPT ABC 4
		Loop
	Pickup:
		TNT1 A 0 A_JumpIfInventory("PurplePotionPentagon", ACS_ExecuteWithResult(WOC_DECORATE,STATS,ITEMCAP,ACTIVATOR),"Failed")
		TNT1 A 0 ACS_ExecuteWithResult(WOC_DECORATE,STATS,ITEMCAP,ACTIVATOR)
		Stop
	Failed:
		TNT1 A 0
		Fail
	Use:
		TNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(553,0,0,0),"Pickedup")
		Fail
	Pickedup:
		TNT1 A 0 A_PlaySound("pickup/Health", 3)
		TNT1 A 0 A_JumpIfInventory("PhilosopherStoneTracker",1,"PickedUp2")
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.25,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	Pickedup2:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.375,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	}
}

actor PurplePotionRound : CustomInventory
{
	+INVENTORY.INVBAR
	+COUNTITEM
	+FLOATBOB
	+INVENTORY.PICKUPFLASH
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.Icon "PRPTZ0"
	Inventory.PickupSound "pickup/qpotion"
	Inventory.PickupMessage "GREATER REJUVENATION POTION"
	Tag "GREATER REJUVENATION Potion"
	Inventory.MaxAmount 0x7FFFFFFF
	Inventory.InterHubAmount 0x7FFFFFFF
	States
	{
	Spawn:
		PRPT ABC 4
		Loop
	Pickup:
		TNT1 A 0 A_JumpIfInventory("PurplePotionRound", ACS_ExecuteWithResult(WOC_DECORATE,STATS,ITEMCAP,ACTIVATOR),"Failed")
		TNT1 A 0 ACS_ExecuteWithResult(WOC_DECORATE,STATS,ITEMCAP,ACTIVATOR)
		Stop
	Failed:
		TNT1 A 0
		Fail
	Use:
		TNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(553,0,0,0),"Pickedup")
		Fail
	Pickedup:
		TNT1 A 0 A_PlaySound("pickup/Health", 3)
		TNT1 A 0 A_JumpIfInventory("PhilosopherStoneTracker",1,"PickedUp2")
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.50,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	Pickedup2:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.75,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	}
}

actor PurplePotionVial : CustomInventory
{
	+INVENTORY.INVBAR
	+COUNTITEM
	+FLOATBOB
	+INVENTORY.PICKUPFLASH
	+INVENTORY.FANCYPICKUPSOUND
	Inventory.Icon "PVPTZ0"
	Inventory.PickupSound "pickup/qpotion"
	Inventory.PickupMessage "MINOR REJUVENATION POTION"
	Tag "Minor REJUVENATION Potion"
	Inventory.MaxAmount 0x7FFFFFFF
	Inventory.InterHubAmount 0x7FFFFFFF
	States
	{
	Spawn:
		PVPT ABC 4
		Loop
	Pickup:
		TNT1 A 0 A_JumpIfInventory("PurplePotionVial", ACS_ExecuteWithResult(WOC_DECORATE,STATS,ITEMCAP,ACTIVATOR),"Failed")
		TNT1 A 0 ACS_ExecuteWithResult(WOC_DECORATE,STATS,ITEMCAP,ACTIVATOR)
		Stop
	Failed:
		TNT1 A 0
		Fail
	Use:
		TNT1 A 0 A_JumpIfHealthLower(ACS_ExecuteWithResult(553,0,0,0),"Pickedup")
		Fail
	Pickedup:
		TNT1 A 0 A_PlaySound("pickup/Health", 3)
		TNT1 A 0 A_JumpIfInventory("PhilosopherStoneTracker",1,"PickedUp2")
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.10,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	Pickedup2:
		TNT1 A 0 ACS_ExecuteAlways(WOC_HEALSCRIPT,0,ACS_ExecuteWithResult(553,0,0,0)*0.15,0,0)//Heal 1/6 of total health//A_GiveInventory("NewHealth",ACS_ExecuteWithResult(553,1,0,0))//HealThing(100)//ACS_ExecuteWithResult(553,1,0,0))
		stop
	}
}