Actor ArmourBase : CustomInventory
{
	+FLOATBOB
	+INVENTORY.INVBAR
	+INVENTORY.PICKUPFLASH
	//+AUTOACTIVATE
	+INVENTORY.BIGPOWERUP
	Inventory.InterHubAmount 0x7FFFFFFF
	Inventory.MaxAmount 0x7FFFFFFF
	Inventory.PickupSound "pickup/armor"
}

ACTOR Armour1 : ArmourBase
{ 
	Inventory.PickupMessage "Mesh Armor"
	Inventory.Icon "ARTIAMR1"
	Tag "Mesh Armor"
	States 
	{ 
	Spawn: 
		AMR1 A -1 
		Stop
	Failz:
		AMR3 A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour1",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:
		AMR3 A 0 A_JumpIfInventory("Armour1Count", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR1), "Failz")
	GetArmor: 
		AMR1 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 1)
		Stop 
	} 
}

ACTOR Armour2 : ArmourBase
{ 
	Inventory.PickupMessage "Falcon Shield"
	Inventory.Icon "ARTIAMR2"
	Tag "Falcon Shield"
	States 
	{ 
	Spawn: 
		AMR2 A -1 
		Stop
	Failz:
		AMR2 A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour2",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:
		AMR2 A 0 A_JumpIfInventory("Armour2Count", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR2), "Failz")
	GetArmor: 
		AMR2 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 2)
		Stop 
	} 
}

ACTOR Armour3 : ArmourBase
{ 
	Inventory.PickupMessage "Platinum Helmet"
	Inventory.Icon "ARTIAMR3"
	Tag "Platinum Helmet"
	States 
	{ 
	Spawn: 
		AMR3 A -1 
		Stop
	Failz:
		AMR3 A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour3",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:
		AMR3 A 0 A_JumpIfInventory("Armour3Count", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR3), "Failz")
	GetArmor: 
		AMR3 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 3)
		Stop 
	} 
}

ACTOR Armour4 : ArmourBase
{
	Inventory.PickupMessage "Amulet of Warding"
	Inventory.Icon "ARTIAMR4"
	Tag "Amulet of Warding"
	States 
	{ 
	Spawn: 
		AMR4 A -1 
		Stop
	Failz:
		AMR3 A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour4",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:
		AMR3 A 0 A_JumpIfInventory("Armour4Count", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR4), "Failz")
	GetArmor: 
		AMR4 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 4)
		Stop
	} 
}

ACTOR Armour5 : ArmourBase
{ 
	Inventory.PickupMessage "Dragonskin Bracers"
	Inventory.Icon "ARTIAMR5"
	Tag "Dragonskin Bracers"
	States 
	{ 
	Spawn: 
		AMR5 A -1 
		Stop
	Failz:
		AMR3 A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour5",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:
		AMR3 A 0 A_JumpIfInventory("Armour5Count", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR5), "Failz")
	GetArmor:
		AMR5 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 5)
		Stop 
	} 
}

ACTOR Armour6 : ArmourBase
{ 
	Inventory.PickupMessage "Elven Boots"
	Inventory.Icon "ARTIAMR6"
	Tag "Elven Boots"
	States 
	{ 
	Spawn: 
		AMR6 A -1 
		Stop
	Failz:
		AMR3 A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour6",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:
		AMR3 A 0 A_JumpIfInventory("Armour6Count", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR6), "Failz")
	GetArmor: 
		AMR3 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 6)
		Stop 
	} 
}

ACTOR Armour7 : ArmourBase
{ 
	Inventory.PickupMessage "Leather Greaves"
	Inventory.Icon "ARTIAMR7"
	Tag "Leather Greaves"
	States 
	{ 
	Spawn: 
		AMR7 A -1 
		Stop
	Failz:
		AMR3 A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour7",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:
		AMR3 A 0 A_JumpIfInventory("Armour7Count", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR7), "Failz")
	GetArmor:
		AMR3 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 7)
		Stop 
	} 
}

ACTOR Armour8 : ArmourBase
{ 
	Inventory.PickupMessage "Ring of Protection"
	Inventory.Icon "ARTIAMR8"
	Tag "Ring of Protection"
	States 
	{ 
	Spawn: 
		AMR8 A -1 
		Stop
	Failz:
		AMR3 A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour8",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:
		AMR3 A 0 A_JumpIfInventory("Armour8Count", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR8), "Failz")
	GetArmor:
		AMR3 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 8)
		Stop
	} 
}

ACTOR Armour10 : ArmourBase replaces LeatherArmor
{
	Game Strife
	SpawnID 68
	ConversationID 130, 126, 129
	Inventory.PickupMessage "Silver Shield"
	Inventory.Icon "ARTISHL1"
	Tag "Silver Shield"
	States 
	{ 
	Spawn: 
		SHLD A -1 
		Stop
	Failz:
		SHLD A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour10",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:
		AMR3 A 0 A_JumpIfInventory("ArmourCount", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR), "Failz")
	GetArmor:
		AMR3 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 10)
		Stop
	} 
}

ACTOR Armour11 : CustomInventory replaces MetalArmor
{
	Game Strife
	SpawnID 69
	ConversationID 129
	+FLOATBOB
	+INVENTORY.INVBAR
	Inventory.MaxAmount 3
	Inventory.PickupMessage "Enchanted Shield"
	Inventory.PickupSound "pickup/armor"
	Inventory.Icon "ARTISHD2"
	Tag "Enchanted Shield"
	States 
	{ 
	Spawn: 
		SHD2 A -1 
		Stop
	Failz:
		SHD2 A 0
		Fail
	Pickup:
		TNT1 A 0 A_JumpIfInventory("Armour11",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_JumpIfInventory("ArmourCount", ACS_ExecuteWithResult(WOC_DECORATE,STATS,MAXARMOR), "Failz")
	GetArmor:
		TNT1 A 0 ACS_ExecuteAlways (WOC_ARMORITEM, 0, 11)
		Stop
	} 
}

Actor ArmourCount : Ammo {Inventory.MaxAmount 140}
Actor Armour1Count : Ammo {Inventory.MaxAmount 25}
Actor Armour2Count : Ammo {Inventory.MaxAmount 25}
Actor Armour3Count : Ammo {Inventory.MaxAmount 25}
Actor Armour4Count : Ammo {Inventory.MaxAmount 25}
Actor Armour5Count : Ammo {Inventory.MaxAmount 25}
Actor Armour6Count : Ammo {Inventory.MaxAmount 25}
Actor Armour7Count : Ammo {Inventory.MaxAmount 25}
Actor Armour8Count : Ammo {Inventory.MaxAmount 25}

Actor PowerBaseArmor : PowerProtection
{
	Damagefactor "PoisonTime", 1.0
	Damagefactor "Bleed", 1.0
	Powerup.Duration 3
}

Actor PowerArmorDamaged : Powerup
{
	Powerup.Duration -1
}

Actor ArmorRandomSpawner : RandomSpawner
{
	Dropitem "Armour1"
	DropItem "Armour2"
	DropItem "Armour3"
	DropItem "Armour4"
	DropItem "Armour5"
	DropItem "Armour6"
	DropItem "Armour7"
	DropItem "Armour8"
}

//Armor

Actor PowerArmorProtection99 : PowerBaseArmor {	DamageFactor "Normal", 0.99 }
Actor PowerArmorProtection98 : PowerBaseArmor {	DamageFactor "Normal", 0.98 }
Actor PowerArmorProtection97 : PowerBaseArmor {	DamageFactor "Normal", 0.97 }
Actor PowerArmorProtection96 : PowerBaseArmor {	DamageFactor "Normal", 0.96 }
Actor PowerArmorProtection95 : PowerBaseArmor {	DamageFactor "Normal", 0.95 }
Actor PowerArmorProtection94 : PowerBaseArmor {	DamageFactor "Normal", 0.94 }
Actor PowerArmorProtection93 : PowerBaseArmor {	DamageFactor "Normal", 0.93 }
Actor PowerArmorProtection92 : PowerBaseArmor {	DamageFactor "Normal", 0.92 }
Actor PowerArmorProtection91 : PowerBaseArmor {	DamageFactor "Normal", 0.91 }
Actor PowerArmorProtection90 : PowerBaseArmor { DamageFactor "Normal", 0.90 }

Actor PowerArmorProtection89 : PowerBaseArmor {	DamageFactor "Normal", 0.89 }
Actor PowerArmorProtection88 : PowerBaseArmor {	DamageFactor "Normal", 0.88 }
Actor PowerArmorProtection87 : PowerBaseArmor {	DamageFactor "Normal", 0.87 }
Actor PowerArmorProtection86 : PowerBaseArmor {	DamageFactor "Normal", 0.86 }
Actor PowerArmorProtection85 : PowerBaseArmor {	DamageFactor "Normal", 0.85 }
Actor PowerArmorProtection84 : PowerBaseArmor {	DamageFactor "Normal", 0.84 }
Actor PowerArmorProtection83 : PowerBaseArmor {	DamageFactor "Normal", 0.83 }
Actor PowerArmorProtection82 : PowerBaseArmor {	DamageFactor "Normal", 0.82 }
Actor PowerArmorProtection81 : PowerBaseArmor {	DamageFactor "Normal", 0.81 }
Actor PowerArmorProtection80 : PowerBaseArmor { DamageFactor "Normal", 0.80 }

Actor PowerArmorProtection79 : PowerBaseArmor {	DamageFactor "Normal", 0.79 }
Actor PowerArmorProtection78 : PowerBaseArmor {	DamageFactor "Normal", 0.78 }
Actor PowerArmorProtection77 : PowerBaseArmor {	DamageFactor "Normal", 0.77 }
Actor PowerArmorProtection76 : PowerBaseArmor {	DamageFactor "Normal", 0.76 }
Actor PowerArmorProtection75 : PowerBaseArmor {	DamageFactor "Normal", 0.75 }
Actor PowerArmorProtection74 : PowerBaseArmor {	DamageFactor "Normal", 0.74 }
Actor PowerArmorProtection73 : PowerBaseArmor {	DamageFactor "Normal", 0.73 }
Actor PowerArmorProtection72 : PowerBaseArmor {	DamageFactor "Normal", 0.72 }
Actor PowerArmorProtection71 : PowerBaseArmor {	DamageFactor "Normal", 0.71 }
Actor PowerArmorProtection70 : PowerBaseArmor { DamageFactor "Normal", 0.70 }

Actor PowerArmorProtection69 : PowerBaseArmor {	DamageFactor "Normal", 0.69 }
Actor PowerArmorProtection68 : PowerBaseArmor {	DamageFactor "Normal", 0.68 }
Actor PowerArmorProtection67 : PowerBaseArmor {	DamageFactor "Normal", 0.67 }
Actor PowerArmorProtection66 : PowerBaseArmor {	DamageFactor "Normal", 0.66 }
Actor PowerArmorProtection65 : PowerBaseArmor {	DamageFactor "Normal", 0.65 }
Actor PowerArmorProtection64 : PowerBaseArmor {	DamageFactor "Normal", 0.64 }
Actor PowerArmorProtection63 : PowerBaseArmor {	DamageFactor "Normal", 0.63 }
Actor PowerArmorProtection62 : PowerBaseArmor {	DamageFactor "Normal", 0.62 }
Actor PowerArmorProtection61 : PowerBaseArmor {	DamageFactor "Normal", 0.61 }
Actor PowerArmorProtection60 : PowerBaseArmor { DamageFactor "Normal", 0.60 }

Actor PowerArmorProtection59 : PowerBaseArmor {	DamageFactor "Normal", 0.59 }
Actor PowerArmorProtection58 : PowerBaseArmor {	DamageFactor "Normal", 0.58 }
Actor PowerArmorProtection57 : PowerBaseArmor {	DamageFactor "Normal", 0.57 }
Actor PowerArmorProtection56 : PowerBaseArmor {	DamageFactor "Normal", 0.56 }
Actor PowerArmorProtection55 : PowerBaseArmor {	DamageFactor "Normal", 0.55 }
Actor PowerArmorProtection54 : PowerBaseArmor {	DamageFactor "Normal", 0.54 }
Actor PowerArmorProtection53 : PowerBaseArmor {	DamageFactor "Normal", 0.53 }
Actor PowerArmorProtection52 : PowerBaseArmor {	DamageFactor "Normal", 0.52 }
Actor PowerArmorProtection51 : PowerBaseArmor {	DamageFactor "Normal", 0.51 }
Actor PowerArmorProtection50 : PowerBaseArmor { DamageFactor "Normal", 0.50 }

Actor PowerArmorProtection49 : PowerBaseArmor {	DamageFactor "Normal", 0.49 }
Actor PowerArmorProtection48 : PowerBaseArmor {	DamageFactor "Normal", 0.48 }
Actor PowerArmorProtection47 : PowerBaseArmor {	DamageFactor "Normal", 0.47 }
Actor PowerArmorProtection46 : PowerBaseArmor {	DamageFactor "Normal", 0.46 }
Actor PowerArmorProtection45 : PowerBaseArmor {	DamageFactor "Normal", 0.45 }
Actor PowerArmorProtection44 : PowerBaseArmor {	DamageFactor "Normal", 0.44 }
Actor PowerArmorProtection43 : PowerBaseArmor {	DamageFactor "Normal", 0.43 }
Actor PowerArmorProtection42 : PowerBaseArmor {	DamageFactor "Normal", 0.42 }
Actor PowerArmorProtection41 : PowerBaseArmor {	DamageFactor "Normal", 0.41 }
Actor PowerArmorProtection40 : PowerBaseArmor { DamageFactor "Normal", 0.40 }

Actor PowerArmorProtection39 : PowerBaseArmor {	DamageFactor "Normal", 0.39 }
Actor PowerArmorProtection38 : PowerBaseArmor {	DamageFactor "Normal", 0.38 }
Actor PowerArmorProtection37 : PowerBaseArmor {	DamageFactor "Normal", 0.37 }
Actor PowerArmorProtection36 : PowerBaseArmor {	DamageFactor "Normal", 0.36 }
Actor PowerArmorProtection35 : PowerBaseArmor {	DamageFactor "Normal", 0.35 }
Actor PowerArmorProtection34 : PowerBaseArmor {	DamageFactor "Normal", 0.34 }
Actor PowerArmorProtection33 : PowerBaseArmor {	DamageFactor "Normal", 0.33 }
Actor PowerArmorProtection32 : PowerBaseArmor {	DamageFactor "Normal", 0.32 }
Actor PowerArmorProtection31 : PowerBaseArmor {	DamageFactor "Normal", 0.31 }
Actor PowerArmorProtection30 : PowerBaseArmor { DamageFactor "Normal", 0.30 }

Actor PowerArmorProtection29 : PowerBaseArmor {	DamageFactor "Normal", 0.29 }
Actor PowerArmorProtection28 : PowerBaseArmor {	DamageFactor "Normal", 0.28 }
Actor PowerArmorProtection27 : PowerBaseArmor {	DamageFactor "Normal", 0.27 }
Actor PowerArmorProtection26 : PowerBaseArmor {	DamageFactor "Normal", 0.26 }
Actor PowerArmorProtection25 : PowerBaseArmor {	DamageFactor "Normal", 0.25 }
Actor PowerArmorProtection24 : PowerBaseArmor {	DamageFactor "Normal", 0.24 }
Actor PowerArmorProtection23 : PowerBaseArmor {	DamageFactor "Normal", 0.23 }
Actor PowerArmorProtection22 : PowerBaseArmor {	DamageFactor "Normal", 0.22 }
Actor PowerArmorProtection21 : PowerBaseArmor {	DamageFactor "Normal", 0.21 }
Actor PowerArmorProtection20 : PowerBaseArmor { DamageFactor "Normal", 0.20 }

Actor PowerArmorProtection19 : PowerBaseArmor {	DamageFactor "Normal", 0.19 }
Actor PowerArmorProtection18 : PowerBaseArmor {	DamageFactor "Normal", 0.18 }
Actor PowerArmorProtection17 : PowerBaseArmor {	DamageFactor "Normal", 0.17 }
Actor PowerArmorProtection16 : PowerBaseArmor {	DamageFactor "Normal", 0.16 }
Actor PowerArmorProtection15 : PowerBaseArmor {	DamageFactor "Normal", 0.15 }
Actor PowerArmorProtection14 : PowerBaseArmor {	DamageFactor "Normal", 0.14 }
Actor PowerArmorProtection13 : PowerBaseArmor {	DamageFactor "Normal", 0.13 }
Actor PowerArmorProtection12 : PowerBaseArmor {	DamageFactor "Normal", 0.12 }
Actor PowerArmorProtection11 : PowerBaseArmor {	DamageFactor "Normal", 0.11 }
Actor PowerArmorProtection10 : PowerBaseArmor { DamageFactor "Normal", 0.10 }

Actor PowerArmorProtection09 : PowerBaseArmor {	DamageFactor "Normal", 0.09 }
Actor PowerArmorProtection08 : PowerBaseArmor {	DamageFactor "Normal", 0.08 }
Actor PowerArmorProtection07 : PowerBaseArmor {	DamageFactor "Normal", 0.07 }
Actor PowerArmorProtection06 : PowerBaseArmor {	DamageFactor "Normal", 0.06 }
Actor PowerArmorProtection05 : PowerBaseArmor {	DamageFactor "Normal", 0.05 }
Actor PowerArmorProtection04 : PowerBaseArmor {	DamageFactor "Normal", 0.04 }
Actor PowerArmorProtection03 : PowerBaseArmor {	DamageFactor "Normal", 0.03 }
Actor PowerArmorProtection02 : PowerBaseArmor {	DamageFactor "Normal", 0.02 }
Actor PowerArmorProtection01 : PowerBaseArmor {	DamageFactor "Normal", 0.01 }
Actor PowerArmorProtection00 : PowerBaseArmor { DamageFactor "Normal", 0.00 }