ACTOR "ArcOfDeath" : MWeapLightning// replaces MWeapLightning
{
	Tag "Arc Of Death"
	Game Hexen
	+NOGRAVITY
	Weapon.SelectionOrder 1
	Weapon.AmmoUse1 5
	Weapon.AmmoGive1 0
	Weapon.AmmoGive2 0
	Weapon.KickBack 100
	Weapon.YAdjust 0
	Weapon.AmmoType1 "Mana2"
	Weapon.AmmoUse2 6
	Weapon.AmmoType2 "Mana2"
	+UNDROPPABLE
	Inventory.PickupMessage "$TXT_WEAPON_M3" // "ARC OF DEATH"
	Weapon.BobStyle InverseSmooth
	Weapon.BobSpeed 2.1
	Weapon.BobRangeY 0.4
	Weapon.BobRangeX 0.5
	States
	{
	Select:
		MLNG A 1 Bright A_Raise
		TNT1 A 0 Bright A_Raise
		Loop
	Deselect:
		MLNG A 1 Bright A_Lower
		TNT1 A 0 Bright A_Lower
		Loop
	Ready:
		MLNG AAAAA 1 Bright A_WeaponReady
		MLNG A 1 Bright A_LightningReady
		MLNG BBBBBB 1 Bright A_WeaponReady
		MLNG CCCCC 1 Bright A_WeaponReady
		MLNG C 1 Bright A_LightningReady
		MLNG BBBBBB 1 Bright A_WeaponReady
		Loop
	Fire:
		MLNG F 0 A_JumpIfInventory("EnergyAbsorbing",1,"FirePoweredUp1")
		MLNG F 1 bright offset(0,35) a_mlightningattack
		MLNG F 1 bright offset(0,40) A_SetPitch(Pitch-1)
		MLNG G 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG G 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG I 1 bright offset(0,35)
		MLNG I 1 bright offset(0,40)
		tnt1 a 14
		MLNG C 1 bright offset(0,55)
		MLNG C 1 bright offset(0,51)
		MLNG C 1 bright offset(0,49)
		MLNG C 1 bright offset(0,45)
		MLNG B 1 bright offset(0,43)
		MLNG B 1 bright offset(0,41)
		MLNG B 1 bright offset(0,39)
		MLNG B 1 bright offset(0,37)
		MLNG B 1 bright offset(0,35)
		MLNG B 1 bright offset(0,33)
		goto ready
	FirePoweredUp1:
		MLNG F 0 A_JumpIfInventory("EnergyAbsorbing",32,"FirePoweredUp2")
		MLNG F 0 A_GiveInventory("Mana2", 5)
		MLNG F 0 A_SetAngle(angle - 15)
		MLNG F 0 Bright A_MLightningAttack
		MLNG F 0 A_SetAngle(angle + 30)
		MLNG F 0 Bright A_MLightningAttack
		MLNG F 0 A_SetAngle(angle -15)
		MLNG F 1 bright offset(0,35) A_TakeInventory("EnergyAbsorbing",6)
		MLNG F 1 bright offset(0,40) A_SetPitch(Pitch-1)
		MLNG G 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG G 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG I 1 bright offset(0,35)
		MLNG I 1 bright offset(0,40)
		tnt1 a 14
		MLNG C 1 bright offset(0,55)
		MLNG C 1 bright offset(0,51)
		MLNG C 1 bright offset(0,49)
		MLNG C 1 bright offset(0,45)
		MLNG B 1 bright offset(0,43)
		MLNG B 1 bright offset(0,41)
		MLNG B 1 bright offset(0,39)
		MLNG B 1 bright offset(0,37)
		MLNG B 1 bright offset(0,35)
		MLNG B 1 bright offset(0,33)
		goto ready
	FirePoweredUp2:
		MLNG F 0 A_JumpIfInventory("EnergyAbsorbing",64,"FirePoweredUp3")
		MLNG F 0 A_GiveInventory("Mana2", 10)
		MLNG F 0 A_SetAngle(angle - 15)
		MLNG F 0 Bright A_MLightningAttack
		MLNG F 0 A_SetAngle(angle + 30)
		MLNG F 0 Bright A_MLightningAttack
		MLNG F 0 A_SetAngle(angle -15)
		MLNG F 0 Bright A_MLightningAttack
		MLNG F 1 bright offset(0,35) A_TakeInventory("EnergyAbsorbing",6)
		MLNG F 1 bright offset(0,40) A_SetPitch(Pitch-1)
		MLNG G 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG G 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG I 1 bright offset(0,35)
		MLNG I 1 bright offset(0,40)
		tnt1 a 14
		MLNG C 1 bright offset(0,55)
		MLNG C 1 bright offset(0,51)
		MLNG C 1 bright offset(0,49)
		MLNG C 1 bright offset(0,45)
		MLNG B 1 bright offset(0,43)
		MLNG B 1 bright offset(0,41)
		MLNG B 1 bright offset(0,39)
		MLNG B 1 bright offset(0,37)
		MLNG B 1 bright offset(0,35)
		MLNG B 1 bright offset(0,33)
		goto ready
	FirePoweredUp3:
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 A_GiveInventory("Mana2", 10)
		MLNG F 0 A_SetAngle(angle - 15)
		MLNG F 0 Bright A_MLightningAttack
		MLNG F 0 A_SetAngle(angle + 30)
		MLNG F 0 Bright A_MLightningAttack
		MLNG F 0 A_SetAngle(angle -15)
		MLNG F 0 Bright A_MLightningAttack
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 1 bright offset(0,35) A_TakeInventory("EnergyAbsorbing",12)
		MLNG F 1 bright offset(0,40) A_SetPitch(Pitch-1)
		MLNG G 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG G 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG I 1 bright offset(0,35)
		MLNG I 1 bright offset(0,40)
		tnt1 a 14
		MLNG C 1 bright offset(0,55)
		MLNG C 1 bright offset(0,51)
		MLNG C 1 bright offset(0,49)
		MLNG C 1 bright offset(0,45)
		MLNG B 1 bright offset(0,43)
		MLNG B 1 bright offset(0,41)
		MLNG B 1 bright offset(0,39)
		MLNG B 1 bright offset(0,37)
		MLNG B 1 bright offset(0,35)
		MLNG B 1 bright offset(0,33)
		goto ready
	AltFire:
		MLNG F 0 A_JumpIfInventory("EnergyAbsorbing",1,"AltFirePoweredUp1")
		MLNG E 0 Bright A_PlaySound("MageLightningFire", CHAN_WEAPON, 1.0, 0)
		MLNG F 1 bright offset(0,35) A_FireCustomMissile("ArcShot")
		MLNG F 1 bright offset(0,40) A_SetPitch(Pitch-1)
		MLNG G 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG G 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG I 1 bright offset(0,35)
		MLNG I 1 bright offset(0,40)
		tnt1 a 14
		MLNG C 1 bright offset(0,55)
		MLNG C 1 bright offset(0,51)
		MLNG C 1 bright offset(0,49)
		MLNG C 1 bright offset(0,45)
		MLNG B 1 bright offset(0,43)
		MLNG B 1 bright offset(0,41)
		MLNG B 1 bright offset(0,39)
		MLNG B 1 bright offset(0,37)
		MLNG B 1 bright offset(0,35)
		MLNG B 1 bright offset(0,33)
		goto ready
	AltFirePoweredUp1:
		MLNG F 0 A_JumpIfInventory("EnergyAbsorbing",32,"AltFirePoweredUp2")
		MLNG E 0 Bright A_PlaySound("MageLightningFire", CHAN_WEAPON, 1.0, 0)
		MLNG F 0 Bright A_FireCustomMissile("ArcShot",-10,0)
		MLNG F 0 Bright A_FireCustomMissile("ArcShot",10)
		MLNG F 1 bright offset(0,35) A_TakeInventory("EnergyAbsorbing",6)
		MLNG F 1 bright offset(0,40) A_SetPitch(Pitch-1)
		MLNG G 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG G 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG I 1 bright offset(0,35)
		MLNG I 1 bright offset(0,40)
		tnt1 a 14
		MLNG C 1 bright offset(0,55)
		MLNG C 1 bright offset(0,51)
		MLNG C 1 bright offset(0,49)
		MLNG C 1 bright offset(0,45)
		MLNG B 1 bright offset(0,43)
		MLNG B 1 bright offset(0,41)
		MLNG B 1 bright offset(0,39)
		MLNG B 1 bright offset(0,37)
		MLNG B 1 bright offset(0,35)
		MLNG B 1 bright offset(0,33)
		goto ready
	AltFirePoweredUp2:
		MLNG F 0 A_JumpIfInventory("EnergyAbsorbing",64,"AltFirePoweredUp3")
		MLNG E 0 Bright A_PlaySound("MageLightningFire", CHAN_WEAPON, 1.0, 0)
		MLNG F 0 Bright A_FireCustomMissile("ArcShot",-10,0)
		MLNG F 0 Bright A_FireCustomMissile("ArcShot",10,0)
		MLNG F 0 Bright A_FireCustomMissile("ArcShot")
		MLNG F 1 bright offset(0,35) A_TakeInventory("EnergyAbsorbing",6)
		MLNG F 1 bright offset(0,40) A_SetPitch(Pitch-1)
		MLNG G 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG G 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG I 1 bright offset(0,35)
		MLNG I 1 bright offset(0,40)
		tnt1 a 14
		MLNG C 1 bright offset(0,55)
		MLNG C 1 bright offset(0,51)
		MLNG C 1 bright offset(0,49)
		MLNG C 1 bright offset(0,45)
		MLNG B 1 bright offset(0,43)
		MLNG B 1 bright offset(0,41)
		MLNG B 1 bright offset(0,39)
		MLNG B 1 bright offset(0,37)
		MLNG B 1 bright offset(0,35)
		MLNG B 1 bright offset(0,33)
		goto ready
	AltFirePoweredUp3:
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArcShot",-10,0)
		MLNG F 0 Bright A_FireCustomMissile("ArcShot",10,0)
		MLNG F 0 Bright A_FireCustomMissile("ArcShot")
		MLNG E 0 Bright A_PlaySound("MageLightningFire", CHAN_WEAPON, 1.0, 0)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 0 Bright A_FireCustomMissile("ArchEffects",0,0,0,0)
		MLNG F 1 bright A_SetPitch(Pitch-.25)
		MLNG F 1 bright A_SetPitch(Pitch+.25)
		MLNG F 1 bright offset(0,35) A_TakeInventory("EnergyAbsorbing",12)
		MLNG F 1 bright offset(0,40) A_SetPitch(Pitch-1)
		MLNG G 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG G 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,35) A_SetPitch(Pitch+.25)
		MLNG H 1 bright offset(0,40) A_SetPitch(Pitch+.25)
		MLNG I 1 bright offset(0,35)
		MLNG I 1 bright offset(0,40)
		TNT1 A 14
		MLNG C 1 bright offset(0,55)
		MLNG C 1 bright offset(0,51)
		MLNG C 1 bright offset(0,49)
		MLNG C 1 bright offset(0,45)
		MLNG B 1 bright offset(0,43)
		MLNG B 1 bright offset(0,41)
		MLNG B 1 bright offset(0,39)
		MLNG B 1 bright offset(0,37)
		MLNG B 1 bright offset(0,35)
		MLNG B 1 bright offset(0,33)
		goto ready
	}
}

actor ArcShot
{
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(25,35), INTELLECT, 0, WOCTARGET))
	Damagetype "Lightning"
	RenderStyle Add
	alpha 0.5
	height 10
	radius 10
	Decal none
	Speed 35
	PROJECTILE
	+MTHRUSPECIES +NODAMAGETHRUST
	+DONTBLAST
	+FORCERADIUSDMG
	DeathSound "MageLightningImpact"
	States
	{
	Spawn:
		MRS2 A 0
		MRS2 A 0 bright A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 2, INTELLECT, 0, WOCTARGET),128,0,0,128)
		MRS2 A 1 bright A_SpawnItem("TeslaTail1")
		MRS2 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("TeslaExtra3",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(1,360))
		MRS2 A 0 bright A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 2, INTELLECT, 0, WOCTARGET),128,0,0,128)
		MRS2 B 1 bright A_SpawnItem("TeslaExtra3")
		MRS2 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("TeslaTail1",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(1,360))
		Loop
	Death:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("TeslaExtra3",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(1,360))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("TeslaTail",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(1,360))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("TeslaExtra3",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(1,360))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("TeslaTail",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(1,360))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("TeslaExtra3",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(1,360))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("TeslaTail",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(1,360))
		TNT1 AAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(ACS_NamedExecuteWithResult("WOC Player Scale", 5, INTELLECT, 0, WOCTARGET),64,0,0,64)
		Stop
	}
}

Actor TeslaExtra
{
	Projectile
	Damage 0
	+RIPPER
	+BLOODLESSIMPACT
	+NOINTERACTION
	+CLIENTSIDEONLY +DONTBLAST
	+DONTBLAST
	+NOCLIP
	Speed 0
	Radius 1
	Height 1
	Scale 0.2
	RenderStyle Add
	States
	{
	Spawn:
		ZAPR ABC 1 Bright
		TNT1 A 0 A_Jump(160,1)
		Loop
		ZAPR ABC 1 Bright
		ZAPR DE 1 Bright A_FadeOut
		Wait
	Death:
		TNT1 A 1
		Stop
	}
}

Actor Teslatail
{
	Projectile
	Damage 0
	+RIPPER
	+BLOODLESSIMPACT
	+NOINTERACTION
	+CLIENTSIDEONLY +DONTBLAST
	+DONTBLAST
	+NOCLIP
	Speed 0
	Radius 1
	Height 1
	Scale 0.05
	RenderStyle Add
	States
	{
	Spawn:
		MRS2 AB 1 bright A_FadeOut
		wait
	}
}

Actor TeslaExtra1 : TeslaExtra
{
	Scale 0.1
}

Actor TeslaExtra3 : TeslaExtra
{
	Scale 0.6
}

Actor Teslatail1 : Teslatail
{
	Scale 0.3
}

ACTOR ArchEffects
{
	Speed 40
	Radius 8
	Height 6
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(2,16), INTELLECT, ABIL_ENERGYABSORB, WOCTARGET))
	+MTHRUSPECIES +NODAMAGETHRUST
	Damagetype "Lightning"
	RenderStyle Add
	Projectile
	+DONTBLAST
	+SEEKERMISSILE
	SeeSound "Mage/EnergyAbsorb/Fire"
	DeathSound "Mage/EnergyAbsorb/Impact"
	States
	{
	Spawn:
		EALT ABC 1 Bright A_SeekerMissile(35,40)
		Loop
	Death:
		EALT DEFGHIJKLMNO 1 Bright
		Stop
	}
}

Actor NewLightningFloor : LightningFloor replaces LightningFloor
{
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(26,46), INTELLECT, 0, WOCTARGET))
	+MTHRUSPECIES +NODAMAGETHRUST
	+NODAMAGETHRUST
	+DONTBLAST
	+CANNOTPUSH
	Radius 8
	Height 10
	Damagetype "Lightning"
}

Actor NewLightningCeiling : LightningCeiling replaces LightningCeiling
{
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(26,46), INTELLECT, 0, WOCTARGET))
	+MTHRUSPECIES +NODAMAGETHRUST
	+NODAMAGETHRUST
	+DONTBLAST
	+CANNOTPUSH
	Radius 8
	Height 10
	Damagetype "Lightning"
}

Actor NewLightningZap : LightningZap Replaces LightningZap
{
	Damage (ACS_NamedExecuteWithResult("WOC Player Scale", FRandom(2,16), INTELLECT, 0, WOCTARGET))
	+MTHRUSPECIES +NODAMAGETHRUST
	+DONTBLAST
	+CANNOTPUSH
	Radius 6
	Height 8
	Damagetype "Lightning"
}