DamageType TrueDamage
{
	Factor 1.0
	ReplaceFactor
	NoArmor
}

DamageType Falling
{
	Factor 1.0
	ReplaceFactor
	NoArmor
}

DamageType Drowning
{
	Factor 1.0
	ReplaceFactor
	NoArmor
}

DamageType PoisonTime
{
	NoArmor
}

DamageType Bleed
{
	NoArmor
}

#include "Decorate/Defines.txt"
#include "Decorate/Base.txt"
#include "Decorate/Skills.txt"
#include "Decorate/Stats.txt"
#include "Decorate/Interface.txt"
#include "Decorate/Weapons.txt"
#include "Decorate/Number.txt"
#include "Decorate/Health Bar.txt"


#include "Decorate/Items/Accessories.txt"
#include "Decorate/Items/Flasks.txt"
#include "Decorate/Items/Health.txt"
#include "Decorate/Items/Armor.txt"
#include "Decorate/Items/Artifacts.txt"
#include "Decorate/Items/Mana.txt"
#include "Decorate/Items/Money.txt"
#include "Decorate/Items/Chests.txt"
#include "Decorate/Items/Reagents.txt"
#include "Decorate/Items/Replacers.txt"



#include "Decorate/Fighter/Skills.txt"
#include "Decorate/Fighter/Weapon 1.txt"
#include "Decorate/Fighter/Weapon 2.txt"
#include "Decorate/Fighter/Weapon 3.txt"
#include "Decorate/Fighter/Weapon 4.txt"
#include "Decorate/Fighter/Weapon 5.txt"
#include "Decorate/Fighter/Weapon 6.txt"

//Actor NoCantSeek2 : NoCantSeek {}

#include "Decorate/Cleric/Weapon 1.txt"
#include "Decorate/Cleric/Weapon 2.txt"
#include "Decorate/Cleric/Weapon 3.txt"
#include "Decorate/Cleric/Weapon 4.txt"
#include "Decorate/Cleric/Weapon 5.txt"
#include "Decorate/Cleric/Weapon 6.txt"
#include "Decorate/Cleric/Skills.txt"



#include "Decorate/Mage/Skills.txt"
#include "Decorate/Mage/Weapon 1.txt"
#include "Decorate/Mage/Weapon 2.txt"
#include "Decorate/Mage/Weapon 3.txt"
#include "Decorate/Mage/Weapon 4.txt"
#include "Decorate/Mage/Weapon 5.txt"
#include "Decorate/Mage/Weapon 6.txt"



#include "Decorate/Hunter/Skills.txt"
#include "Decorate/Hunter/Weapon 1.txt"
#include "Decorate/Hunter/Weapon 2.txt"
#include "Decorate/Hunter/Weapon 3.txt"
#include "Decorate/Hunter/Weapon 4.txt"
#include "Decorate/Hunter/Weapon 5.txt"
#include "Decorate/Hunter/Weapon 6.txt"



#include "Decorate/Necromancer/Skills.txt"
#include "Decorate/Necromancer/Weapon 1.txt"
#include "Decorate/Necromancer/Weapon 2.txt"
#include "Decorate/Necromancer/Weapon 3.txt"
#include "Decorate/Necromancer/Weapon 4.txt"
#include "Decorate/Necromancer/Weapon 5.txt"
#include "Decorate/Necromancer/Weapon 6.txt"

#include "Decorate/Assassin/Skills.txt"
#include "Decorate/Assassin/Weapon 1.txt"
#include "Decorate/Assassin/Weapon 2.txt"
#include "Decorate/Assassin/Weapon 3.txt"
#include "Decorate/Assassin/Weapon 4.txt"
#include "Decorate/Assassin/Weapon 5.txt"
#include "Decorate/Assassin/Weapon 6.txt"

//Actor CamoNoTarget2 : CamoNoTarget {}

#include "Decorate/Friendly/Shopkeeper.txt"
#include "Decorate/Friendly/DarkServant.txt"

#include "Decorate/Effects/Blood.txt"
#include "Decorate/Effects/Fog.txt"
#include "Decorate/Effects/Splashes.txt"
#include "Decorate/Effects/Director.txt"
#include "Decorate/Effects/HereticDirector.txt"
#include "Decorate/Effects/HexenDirector.txt"
#include "Decorate/Effects/IceCorpse.txt"
#include "Decorate/Items/Puzzles.txt"

#include "Decorate/Strife/Replacers.txt"
#include "Decorate/Strife/Monsters.txt"
#include "Decorate/Strife/Allies.txt"
#include "Decorate/Strife/Peasants.txt"

#include "DOOMMONS.txt"
#include "HEREMONS.txt"
#include "MONSTERS.txt"
#include "PLAYERS.txt"


//#include "HERESHEY"
//#include "SCRATPAD"

Actor Sparkle
{
Damage 0
PROJECTILE
+NOBLOOD
+PAINLESS
+BLOODLESSIMPACT
+RIPPER
+NOCLIP
-ACTIVATEPCROSS
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
Renderstyle Add
Speed 0
Radius 6
Height 4
VSpeed 8
Scale 0.4
States
  {
  Spawn:
    PLSS ABABAB 4 bright //A_FadeOut(0.2)
  Death:
    TNT1 A 1
    stop
  }
}

Actor Rolling : Inventory
{
	Inventory.MaxAmount 6
}

Actor SacrificeSplash : CustomInventory
{
	Inventory.MaxAmount 0
	+INVENTORY.AUTOACTIVATE
	States
	{
	Use:
		TNT1 A 0 A_SetBlend("Red",0.3,3)
		TNT1 AAAAAAAAAAAAAA 0 A_SpawnDebris("NashGore_FlyingBlood",1)
		Stop
	}
}

Actor DummyPlayer : PigPlayer
{//dummy player used in DM to transfer information to respawners
renderstyle Translucent
alpha 0.0
Health 10000
+INVULNERABLE
}




//-----------------------------Experience



Actor DamageIndicator : Inventory
{
  +INVENTORY.UNDROPPABLE
  Inventory.MaxAmount 1
}

Actor EliteDamage : PowerupGiver
{
  Powerup.Type "EliteDamage"
  Powerup.Duration 0x7FFFFFFF
  +INVENTORY.UNDROPPABLE
  Inventory.MaxAmount 0
  +INVENTORY.AUTOACTIVATE
}

Actor EliteDefense : PowerupGiver
{
  Powerup.Type "EliteDefense"
  Powerup.Duration 0x7FFFFFFF
  +INVENTORY.UNDROPPABLE
  Inventory.MaxAmount 0
  +INVENTORY.AUTOACTIVATE
}

Actor PowerEliteDamage : PowerDamage
{
	DamageFactor "Normal", 2
	Powerup.Duration 0x7FFFFFFF
}

Actor PowerEliteDefense : PowerProtection
{
	DamageFactor "Normal", 0.5
	Powerup.Duration 0x7FFFFFFF
}

Actor NewIceChunk : IceChunk replaces IceChunk
{
	+CLIENTSIDEONLY
}

Actor NewPottery1 : Pottery1
{
	States
	{
	Death:
		POT1 AAAAAA 0 A_SpawnItemEx("Money",0,0,0,Random(100,400)/100.0,Random(100,400)/100.0,Random(375,900)/100.0,Random(1,360),0,160)
		POT1 A 0 A_PotteryExplode
		Stop
	}
}

Actor NewPottery2 : Pottery2
{
	States
	{
	Death:
		POT2 AAAAAA 0 A_SpawnItemEx("Money",0,0,0,Random(100,400)/100.0,Random(100,400)/100.0,Random(375,900)/100.0,Random(1,360),0,160)
		POT2 A 0 A_PotteryExplode
		Stop
	}
}

Actor NewPottery3 : Pottery3
{
	States
	{
	Death:
		POT3 AAAAAA 0 A_SpawnItemEx("Money",0,0,0,Random(100,400)/100.0,Random(100,400)/100.0,Random(375,900)/100.0,Random(1,360),0,160)
		POT3 A 0 A_PotteryExplode
		Stop
	}
}

