
actor BasePowerDamage : PowerDamage
{//Make sure damage increases don't increase these
Powerup.Duration 0x7FFFFFFC
damagefactor "Normal", 1.0
}

actor BasePowerWeak : PowerProtection
{//Make sure taking more damage doesn't increase these
Powerup.Duration 0x7FFFFFFC
damagefactor "Normal", 1.0
}

actor BasePowerPro : PowerProtection
{//Make sure damage reduction doesn't reduce these
Powerup.Duration 0x7FFFFFFC
damagefactor "Normal", 1.0
damagefactor "Crush", 1.0

damagefactor "Drowning", 1.0
damagefactor "Fire", 1.0
damagefactor "Falling", 1.0
damagefactor "BurnWave", 1.0
damagefactor "Beam", 1.0
damagefactor "Spiney", 1.0
damagefactor "Ice", 1.0
damagefactor "Slime", 1.0

damagefactor "LightRyu_Stop", 1.0
damagefactor "FlashM_Stopper", 1.0
damagefactor "TimeBender", 1.0
damagefactor "PlugM_Plugged", 1.0

//damagefactor "FlameSwordSpark", 1.0
}

actor Weakness : PowerProtection
{
Powerup.Duration 0x7FFFFFFC
damagefactor "Normal", 1.0
}

actor Pwr_Weakness_Flaw : Weakness{}
actor W_Weakness_Tag : OnceC{}

actor WeaknessBase_P : CustomInventory
{
States
{
Pickup:
TNT1 A 0 A_JumpIf(CallACS("cbm_FetchServerCVar",1)==2,"P_W")
TNT1 A 0 A_JumpIf(CallACS("cbm_FetchServerCVar",1)==1,"P_F")
stop
P_W:
TNT1 A 0 A_GiveInventory("Pwr_Weakness_Flaw",1)
goto P_F
P_F:
TNT1 A 0 A_GiveInventory("W_Weakness_Tag",1)
stop
}
}

//MM1//MM1//MM1//MM1//MM1
actor RollingCutterWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_RollingCutter_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_RollingCutter_Tag",1)stop}}
actor RollingCutterWeakness2 : RollingCutterWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_RollingCutter_Flaw2",1)goto P_F}}
actor SuperArmWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SuperArm_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SuperArm_Tag",1)stop}}
actor SuperArmWeakness2 : SuperArmWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SuperArm_Flaw2",1)goto P_F}}
actor IceSlasherWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_IceSlasher_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_IceSlasher_Tag",1)stop}}
actor IceSlasherWeakness2 : IceSlasherWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_IceSlasher_Flaw2",1)goto P_F}}
actor HyperBombWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_HyperBomb_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_HyperBomb_Tag",1)stop}}
actor HyperBombWeakness2 : HyperBombWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_HyperBomb_Flaw2",1)goto P_F}}
actor FireStormWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_FireStorm_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_FireStorm_Tag",1)stop}}
actor FireStormWeakness2 : FireStormWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_FireStorm_Flaw2",1)goto P_F}}
actor ThunderBeamWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ThunderBeam_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ThunderBeam_Tag",1)stop}}
actor ThunderBeamWeakness2 : ThunderBeamWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ThunderBeam_Flaw2",1)goto P_F}}
actor TimeSlowWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_TimeSlow_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_TimeSlow_Tag",1)stop}}
actor TimeSlowWeakness2 : TimeSlowWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_TimeSlow_Flaw2",1)goto P_F}}
actor OilSliderWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_OilSlider_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_OilSlider_Tag",1)stop}}
actor OilSliderWeakness2 : OilSliderWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_OilSlider_Flaw2",1)goto P_F}}
//MM1//MM1//MM1//MM1//MM1

//MM2//MM2//MM2//MM2//MM2
actor MetalBladeWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_MetalBlade_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_MetalBlade_Tag",1)stop}}
actor MetalBladeWeakness2 : MetalBladeWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_MetalBlade_Flaw2",1)goto P_F}}
actor AirShooterWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_AirShooter_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_AirShooter_Tag",1)stop}}
actor AirShooterWeakness2 : AirShooterWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_AirShooter_Flaw2",1)goto P_F}}
actor BubbleLeadWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_BubbleLead_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_BubbleLead_Tag",1)stop}}
actor BubbleLeadWeakness2 : BubbleLeadWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_BubbleLead_Flaw2",1)goto P_F}}
actor QuickBoomerangWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_QuickBoomerang_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_QuickBoomerang_Tag",1)stop}}
actor QuickBoomerangWeakness2 : QuickBoomerangWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_QuickBoomerang_Flaw2",1)goto P_F}}
actor CrashBombWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_CrashBomb_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_CrashBomb_Tag",1)stop}}
actor CrashBombWeakness2 : CrashBombWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_CrashBomb_Flaw2",1)goto P_F}}
actor TimeStopperWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_TimeStopper_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_TimeStopper_Tag",1)stop}}
actor TimeStopperWeakness2 : TimeStopperWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_TimeStopper_Flaw2",1)goto P_F}}
actor AtomicFireWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_AtomicFire_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_AtomicFire_Tag",1)stop}}
actor AtomicFireWeakness2 : AtomicFireWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_AtomicFire_Flaw2",1)goto P_F}}
actor LeafShieldWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_LeafShield_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_LeafShield_Tag",1)stop}}
actor LeafShieldWeakness2 : LeafShieldWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_LeafShield_Flaw2",1)goto P_F}}
//MM2//MM2//MM2//MM2//MM2

//MM3//MM3//MM3//MM3//MM3
actor NeedleCannonWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_NeedleCannon_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_NeedleCannon_Tag",1)stop}}
actor NeedleCannonWeakness2 : NeedleCannonWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_NeedleCannon_Flaw",1)goto P_F}}
actor MagnetMissileWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_MagnetMissile_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_MagnetMissile_Tag",1)stop}}
actor MagnetMissileWeakness2 : MagnetMissileWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_MagnetMissile_Flaw2",1)goto P_F}}
actor GeminiLaserWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_GeminiLaser_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_GeminiLaser_Tag",1)stop}}
actor GeminiLaserWeakness2 : GeminiLaserWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_GeminiLaser_Flaw2",1)goto P_F}}
actor HardKnuckleWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_HardKnuckle_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_HardKnuckle_Tag",1)stop}}
actor HardKnuckleWeakness2 : HardKnuckleWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_HardKnuckle_Flaw2",1)goto P_F}}
actor TopSpinWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_TopSpin_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_TopSpin_Tag",1)stop}}
actor TopSpinWeakness2 : TopSpinWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_TopSpin_Flaw2",1)goto P_F}}
actor SearchSnakeWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SearchSnake_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SearchSnake_Tag",1)stop}}
actor SearchSnakeWeakness2 : SearchSnakeWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SearchSnake_Flaw2",1)goto P_F}}
actor SparkShockWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SparkShock_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SparkShock_Tag",1)stop}}
actor SparkShockWeakness2 : SparkShockWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SparkShock_Flaw2",1)goto P_F}}
actor ShadowBladeWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ShadowBlade_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ShadowBlade_Tag",1)stop}}
actor ShadowBladeWeakness2 : ShadowBladeWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ShadowBlade_Flaw2",1)goto P_F}}
//MM3//MM3//MM3//MM3//MM3

//MM4//MM4//MM4//MM4//MM4
actor FlashStopperWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_FlashStopper_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_FlashStopper_Tag",1)stop}}
actor FlashStopperWeakness2 : FlashStopperWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_FlashStopper_Flaw2",1)goto P_F}}
actor RainFlushWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_RainFlush_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_RainFlush_Tag",1)stop}}
actor RainFlushWeakness2 : RainFlushWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_RainFlush_Flaw2",1)goto P_F}}
actor DrillBombWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_DrillBomb_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_DrillBomb_Tag",1)stop}}
actor DrillBombWeakness2 : DrillBombWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_DrillBomb_Flaw2",1)goto P_F}}
actor PharaohShotWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_PharaohShot_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_PharaohShot_Tag",1)stop}}
actor PharaohShotWeakness2 : PharaohShotWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_PharaohShot_Flaw2",1)goto P_F}}
actor RingBoomerangWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_RingBoomerang_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_RingBoomerang_Tag",1)stop}}
actor RingBoomerangWeakness2 : RingBoomerangWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_RingBoomerang_Flaw2",1)goto P_F}}
actor DustCrusherWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_DustCrusher_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_DustCrusher_Tag",1)stop}}
actor DustCrusherWeakness2 : DustCrusherWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_DustCrusher_Flaw2",1)goto P_F}}
actor DiveMissileWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_DiveMissile_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_DiveMissile_Tag",1)stop}}
actor DiveMissileWeakness2 : DiveMissileWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_DiveMissile_Flaw2",1)goto P_F}}
actor SkullBarrierWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SkullBarrier_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SkullBarrier_Tag",1)stop}}
actor SkullBarrierWeakness2 : SkullBarrierWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SkullBarrier_Flaw2",1)goto P_F}}
//MM4//MM4//MM4//MM4//MM4

//MM5//MM5//MM5//MM5//MM5
actor GravityHoldWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_GravityHold_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_GravityHold_Tag",1)stop}}
actor GravityHoldWeakness2 : GravityHoldWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_GravityHold_Flaw2",1)goto P_F}}
actor WaterWaveWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_WaterWave_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_WaterWave_Tag",1)stop}}
actor WaterWaveWeakness2 : WaterWaveWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_WaterWave_Flaw2",1)goto P_F}}
actor PowerStoneWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_PowerStone_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_PowerStone_Tag",1)stop}}
actor PowerStoneWeakness2 : PowerStoneWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_PowerStone_Flaw2",1)goto P_F}}
actor GyroAttackWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_GyroAttack_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_GyroAttack_Tag",1)stop}}
actor GyroAttackWeakness2 : GyroAttackWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_GyroAttack_Flaw2",1)goto P_F}}
actor StarCrashWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_StarCrash_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_StarCrash_Tag",1)stop}}
actor StarCrashWeakness2 : StarCrashWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_StarCrash_Flaw2",1)goto P_F}}
actor ChargeKickWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ChargeKick_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ChargeKick_Tag",1)stop}}
actor ChargeKickWeakness2 : ChargeKickWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ChargeKick_Flaw2",1)goto P_F}}
actor NapalmBombWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_NapalmBomb_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_NapalmBomb_Tag",1)stop}}
actor NapalmBombWeakness2 : NapalmBombWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_NapalmBomb_Flaw2",1)goto P_F}}
actor CrystalEyeWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_CrystalEye_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_CrystalEye_Tag",1)stop}}
actor CrystalEyeWeakness2 : CrystalEyeWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_CrystalEye_Flaw2",1)goto P_F}}
//MM5//MM5//MM5//MM5//MM5

//MM6//MM6//MM6//MM6//MM6
actor BlizzardAttackWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_BlizzardAttack_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_BlizzardAttack_Tag",1)stop}}
actor BlizzardAttackWeakness2 : BlizzardAttackWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_BlizzardAttack_Flaw2",1)goto P_F}}
actor CentaurFlashWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_CentaurFlash_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_CentaurFlash_Tag",1)stop}}
actor CentaurFlashWeakness2 : CentaurFlashWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_CentaurFlash_Flaw2",1)goto P_F}}
actor FlameBlastWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_FlameBlast_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_FlameBlast_Tag",1)stop}}
actor FlameBlastWeakness2 : FlameBlastWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_FlameBlast_Flaw2",1)goto P_F}}
actor KnightCrushWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_KnightCrush_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_KnightCrush_Tag",1)stop}}
actor KnightCrushWeakness2 : KnightCrushWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_KnightCrush_Flaw2",1)goto P_F}}
actor PlantBarrierWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_PlantBarrier_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_PlantBarrier_Tag",1)stop}}
actor PlantBarrierWeakness2 : PlantBarrierWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_PlantBarrier_Flaw2",1)goto P_F}}
actor SilverTomahawkWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SilverTomahawk_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SilverTomahawk_Tag",1)stop}}
actor SilverTomahawkWeakness2 : SilverTomahawkWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SilverTomahawk_Flaw2",1)goto P_F}}
actor WindStormWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_WindStorm_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_WindStorm_Tag",1)stop}}
actor WindStormWeakness2 : WindStormWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_WindStorm_Flaw2",1)goto P_F}}
actor YamatoSpearWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_YamatoSpear_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_YamatoSpear_Tag",1)stop}}
actor YamatoSpearWeakness2 : YamatoSpearWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_YamatoSpear_Flaw2",1)goto P_F}}
//MM6//MM6//MM6//MM6//MM6

//MM7//MM7//MM7//MM7//MM7
actor FreezeCrackerWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_FreezeCracker_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_FreezeCracker_Tag",1)stop}}
actor FreezeCrackerWeakness2 : FreezeCrackerWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_FreezeCracker_Flaw2",1)goto P_F}}
actor JunkShieldWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_JunkShield_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_JunkShield_Tag",1)stop}}
actor JunkShieldWeakness2 : JunkShieldWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_JunkShield_Flaw2",1)goto P_F}}
actor DangerWrapWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_DangerWrap_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_DangerWrap_Tag",1)stop}}
actor DangerWrapWeakness2 : DangerWrapWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_DangerWrap_Flaw2",1)goto P_F}}
actor ThunderBoltWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ThunderBolt_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ThunderBolt_Tag",1)stop}}
actor ThunderBoltWeakness2 : ThunderBoltWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ThunderBolt_Flaw2",1)goto P_F}}
actor WildCoilWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_WildCoil_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_WildCoil_Tag",1)stop}}
actor WildCoilWeakness2 : WildCoilWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_WildCoil_Flaw2",1)goto P_F}}
actor SlashClawWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SlashClaw_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SlashClaw_Tag",1)stop}}
actor SlashClawWeakness2 : SlashClawWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SlashClaw_Flaw2",1)goto P_F}}
actor NoiseCrushWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_NoiseCrush_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_NoiseCrush_Tag",1)stop}}
actor NoiseCrushWeakness2 : NoiseCrushWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_NoiseCrush_Flaw2",1)goto P_F}}
actor ScorchWheelWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ScorchWheel_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ScorchWheel_Tag",1)stop}}
actor ScorchWheelWeakness2 : ScorchWheelWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ScorchWheel_Flaw2",1)goto P_F}}
//MM7//MM7//MM7//MM7//MM7

//MM8//MM8//MM8//MM8//MM8
actor TornadoHoldWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_TornadoHold_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_TornadoHold_Tag",1)stop}}
actor TornadoHoldWeakness2 : TornadoHoldWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_TornadoHold_Flaw2",1)goto P_F}}
actor AstroCrushWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_AstroCrush_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_AstroCrush_Tag",1)stop}}
actor AstroCrushWeakness2 : AstroCrushWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_AstroCrush_Flaw2",1)goto P_F}}
actor FlameSwordWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_FlameSword_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_FlameSword_Tag",1)stop}}
actor FlameSwordWeakness2 : FlameSwordWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_FlameSword_Flaw2",1)goto P_F}}
actor ThunderClawWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ThunderClaw_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ThunderClaw_Tag",1)stop}}
actor ThunderClawWeakness2 : ThunderClawWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ThunderClaw_Flaw2",1)goto P_F}}
actor HomingSniperWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_HomingSniper_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_HomingSniper_Tag",1)stop}}
actor HomingSniperWeakness2 : HomingSniperWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_HomingSniper_Flaw2",1)goto P_F}}
actor IceWaveWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_IceWave_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_IceWave_Tag",1)stop}}
actor IceWaveWeakness2 : IceWaveWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_IceWave_Flaw2",1)goto P_F}}
actor FlashBombWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_FlashBomb_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_FlashBomb_Tag",1)stop}}
actor FlashBombWeakness2 : FlashBombWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_FlashBomb_Flaw2",1)goto P_F}}
actor WaterBalloonWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_WaterBalloon_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_WaterBalloon_Tag",1)stop}}
actor WaterBalloonWeakness2 : WaterBalloonWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_WaterBalloon_Flaw2",1)goto P_F}}
actor MegaBallWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_MegaBall_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_MegaBall_Tag",1)stop}}
actor MegaBallWeakness2 : MegaBallWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_MegaBall_Flaw2",1)goto P_F}}
//MM8//MM8//MM8//MM8//MM8

//MMB//MMB//MMB//MMB//MMB
actor TenguBladeWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_TenguBlade_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_TenguBlade_Tag",1)stop}}
actor TenguBladeWeakness2 : TenguBladeWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_TenguBlade_Flaw2",1)goto P_F}}
actor CopyVisionWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_CopyVision_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_CopyVision_Tag",1)stop}}
actor CopyVisionWeakness2 : CopyVisionWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_CopyVision_Flaw2",1)goto P_F}}
actor LightningBoltWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_LightningBolt_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_LightningBolt_Tag",1)stop}}
actor LightningBoltWeakness2 : LightningBoltWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_LightningBolt_Flaw2",1)goto P_F}}
actor IceWallWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_IceWall_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_IceWall_Tag",1)stop}}
actor IceWallWeakness2 : IceWallWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_IceWall_Flaw2",1)goto P_F}}
actor SpreadDrillWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SpreadDrill_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SpreadDrill_Tag",1)stop}}
actor SpreadDrillWeakness2 : SpreadDrillWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SpreadDrill_Flaw2",1)goto P_F}}
actor RemoteMineWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_RemoteMine_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_RemoteMine_Tag",1)stop}}
actor RemoteMineWeakness2 : RemoteMineWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_RemoteMine_Flaw2",1)goto P_F}}
actor WaveBurnerWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_WaveBurner_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_WaveBurner_Tag",1)stop}}
actor WaveBurnerWeakness2 : WaveBurnerWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_WaveBurner_Flaw2",1)goto P_F}}
actor MagicCardWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_MagicCard_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_MagicCard_Tag",1)stop}}
actor MagicCardWeakness2 : MagicCardWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_MagicCard_Flaw2",1)goto P_F}}
//MMB//MMB//MMB//MMB//MMB

//MM9//MM9//MM9//MM9//MM9
actor ConcreteShotWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ConcreteShot_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ConcreteShot_Tag",1)stop}}
actor ConcreteShotWeakness2 : ConcreteShotWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ConcreteShot_Flaw2",1)goto P_F}}
actor TornadoBlowWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_TornadoBlow_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_TornadoBlow_Tag",1)stop}}
actor TornadoBlowWeakness2 : TornadoBlowWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_TornadoBlow_Flaw2",1)goto P_F}}
actor LaserTridentWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_LaserTrident_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_LaserTrident_Tag",1)stop}}
actor LaserTridentWeakness2 : LaserTridentWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_LaserTrident_Flaw2",1)goto P_F}}
actor PlugBallWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_PlugBall_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_PlugBall_Tag",1)stop}}
actor PlugBallWeakness2 : PlugBallWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_PlugBall_Flaw2",1)goto P_F}}
actor JewelSatelliteWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_JewelSatellite_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_JewelSatellite_Tag",1)stop}}
actor JewelSatelliteWeakness2 : JewelSatelliteWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_JewelSatellite_Flaw2",1)goto P_F}}
actor HornetChaserWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_HornetChaser_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_HornetChaser_Tag",1)stop}}
actor HornetChaserWeakness2 : HornetChaserWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_HornetChaser_Flaw2",1)goto P_F}}
actor MagmaBazookaWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_MagmaBazooka_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_MagmaBazooka_Tag",1)stop}}
actor MagmaBazookaWeakness2 : MagmaBazookaWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_MagmaBazooka_Flaw2",1)goto P_F}}
actor BlackHoleBombWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_BlackHoleBomb_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_BlackHoleBomb_Tag",1)stop}}
actor BlackHoleBombWeakness2 : BlackHoleBombWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_BlackHoleBomb_Flaw2",1)goto P_F}}
//MM9//MM9//MM9//MM9//MM9

//MM10//MM10//MM10//MM10//MM10

actor TripleBladeWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_TripleBlade_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_TripleBlade_Tag",1)stop}}
actor TripleBladeWeakness2 : TripleBladeWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_TripleBlade_Flaw2",1)goto P_F}}
actor WaterShieldWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_WaterShield_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_WaterShield_Tag",1)stop}}
actor WaterShieldWeakness2 : WaterShieldWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_WaterShield_Flaw2",1)goto P_F}}
actor CommandoBombWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_CommandoBomb_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_CommandoBomb_Tag",1)stop}}
actor CommandoBombWeakness2 : CommandoBombWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_CommandoBomb_Flaw2",1)goto P_F}}
actor ChillSpikeWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ChillSpike_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ChillSpike_Tag",1)stop}}
actor ChillSpikeWeakness2 : ChillSpikeWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ChillSpike_Flaw2",1)goto P_F}}
actor ThunderWoolWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ThunderWool_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ThunderWool_Tag",1)stop}}
actor ThunderWoolWeakness2 : ThunderWoolWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ThunderWool_Flaw2",1)goto P_F}}
actor ReboundStrikerWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ReboundStriker_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ReboundStriker_Tag",1)stop}}
actor ReboundStrikerWeakness2 : ReboundStrikerWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ReboundStriker_Flaw2",1)goto P_F}}
actor WheelCutterWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_WheelCutter_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_WheelCutter_Tag",1)stop}}
actor WheelCutterWeakness2 : WheelCutterWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_WheelCutter_Flaw2",1)goto P_F}}
actor SolarBlazeWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SolarBlaze_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SolarBlaze_Tag",1)stop}}
actor SolarBlazeWeakness2 : SolarBlazeWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SolarBlaze_Flaw2",1)goto P_F}}
//MM10//MM10//MM10//MM10//MM10

//MMV//MMV//MMV//MMV//MMV
actor SparkChaserWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SparkChaser_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SparkChaser_Tag",1)stop}}
actor SparkChaserWeakness2 : SparkChaserWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SparkChaser_Flaw2",1)goto P_F}}
actor GrabBusterWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_GrabBuster_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_GrabBuster_Tag",1)stop}}
actor GrabBusterWeakness2 : GrabBusterWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_GrabBuster_Flaw2",1)goto P_F}}
actor BubbleBombWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_BubbleBomb_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_BubbleBomb_Tag",1)stop}}
actor BubbleBombWeakness2 : BubbleBombWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_BubbleBomb_Flaw2",1)goto P_F}}
actor PhotonMissileWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_PhotonMissile_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_PhotonMissile_Tag",1)stop}}
actor PhotonMissileWeakness2 : PhotonMissileWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_PhotonMissile_Flaw2",1)goto P_F}}
actor ElectricShockWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ElectricShock_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ElectricShock_Tag",1)stop}}
actor ElectricShockWeakness2 : ElectricShockWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ElectricShock_Flaw2",1)goto P_F}}
actor BlackHoleWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_BlackHole_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_BlackHole_Tag",1)stop}}
actor BlackHoleWeakness2 : BlackHoleWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_BlackHole_Flaw2",1)goto P_F}}
actor DeepDiggerWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_DeepDigger_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_DeepDigger_Tag",1)stop}}
actor DeepDiggerWeakness2 : DeepDiggerWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_DeepDigger_Flaw",1)goto P_F}}
actor BreakDashWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_BreakDash_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_BreakDash_Tag",1)stop}}
actor BreakDashWeakness2 : BreakDashWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_BreakDash_Flaw",1)goto P_F}}
actor SaltWaterWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_SaltWater_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_SaltWater_Tag",1)stop}}
actor SaltWaterWeakness2 : SaltWaterWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_SaltWater_Flaw",1)goto P_F}}
//MMV//MMV//MMV//MMV//MMV

//MMWT//MMWT//MMWT//MMWT//MMWT
actor BusterRodGWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_BusterRodG_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_BusterRodG_Tag",1)stop}}
actor BusterRodGWeakness2 : BusterRodGWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_BusterRodG_Flaw2",1)goto P_F}}
actor MegaWaterSWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_MegaWaterS_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_MegaWaterS_Tag",1)stop}}
actor MegaWaterSWeakness2 : MegaWaterSWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_MegaWaterS_Flaw2",1)goto P_F}}
actor HyperStormHWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_HyperStormH_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_HyperStormH_Tag",1)stop}}
actor HyperStormHWeakness2 : HyperStormHWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_HyperStormH_Flaw2",1)goto P_F}}
//MMWT//MMWT//MMWT//MMWT//MMWT

//MMK//MMK//MMK//MMK//MMK
actor MirrorBusterWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_MirrorBuster_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_MirrorBuster_Tag",1)stop}}
actor MirrorBusterWeakness2 : MirrorBusterWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_MirrorBuster_Flaw2",1)goto P_F}}
actor ScrewCrusherWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_ScrewCrusher_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_ScrewCrusher_Tag",1)stop}}
actor ScrewCrusherWeakness2 : ScrewCrusherWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_ScrewCrusher_Flaw2",1)goto P_F}}
actor BalladeCrackerWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_BalladeCracker_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_BalladeCracker_Tag",1)stop}}
actor BalladeCrackerWeakness2 : BalladeCrackerWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_BalladeCracker_Flaw2",1)goto P_F}}
actor SakugarneWeakness : WeaknessBase_P{States{
P_W:TNT1 A 0 A_GiveInventory("Pwr_Sakugarne_Flaw",1)goto P_F
P_F:TNT1 A 0 A_GiveInventory("W_Sakugarne_Tag",1)stop}}
actor SakugarneWeakness2 : SakugarneWeakness{States{P_W:TNT1 A 0 A_GiveInventory("Pwr_Sakugarne_Flaw2",1)goto P_F}}
//MMK//MMK//MMK//MMK//MMK


//MM1//MM1//MM1//MM1//MM1
actor W_RollingCutter_Tag:OnceC{}
actor W_SuperArm_Tag:OnceC{}
actor W_IceSlasher_Tag:OnceC{}
actor W_HyperBomb_Tag:OnceC{}
actor W_FireStorm_Tag:OnceC{}
actor W_ThunderBeam_Tag:OnceC{}
actor W_TimeSlow_Tag:OnceC{}
actor W_OilSlider_Tag:OnceC{}
//MM1//MM1//MM1//MM1//MM1

//MM2//MM2//MM2//MM2//MM2
actor W_MetalBlade_Tag:OnceC{}
actor W_AirShooter_Tag:OnceC{}
actor W_BubbleLead_Tag:OnceC{}
actor W_QuickBoomerang_Tag:OnceC{}
actor W_CrashBomb_Tag:OnceC{}
actor W_TimeStopper_Tag:OnceC{}
actor W_AtomicFire_Tag:OnceC{}
actor W_LeafShield_Tag:OnceC{}
//MM2//MM2//MM2//MM2//MM2

//MM3//MM3//MM3//MM3//MM3
actor W_NeedleCannon_Tag:OnceC{}
actor W_MagnetMissile_Tag:OnceC{}
actor W_GeminiLaser_Tag:OnceC{}
actor W_HardKnuckle_Tag:OnceC{}
actor W_TopSpin_Tag:OnceC{}
actor W_SearchSnake_Tag:OnceC{}
actor W_SparkShock_Tag:OnceC{}
actor W_ShadowBlade_Tag:OnceC{}
//MM3//MM3//MM3//MM3//MM3

//MM4//MM4//MM4//MM4//MM4
actor W_FlashStopper_Tag:OnceC{}
actor W_RainFlush_Tag:OnceC{}
actor W_DrillBomb_Tag:OnceC{}
actor W_PharaohShot_Tag:OnceC{}
actor W_RingBoomerang_Tag:OnceC{}
actor W_DustCrusher_Tag:OnceC{}
actor W_DiveMissile_Tag:OnceC{}
actor W_SkullBarrier_Tag:OnceC{}
//MM4//MM4//MM4//MM4//MM4

//MM5//MM5//MM5//MM5//MM5
actor W_GravityHold_Tag:OnceC{}
actor W_WaterWave_Tag:OnceC{}
actor W_PowerStone_Tag:OnceC{}
actor W_GyroAttack_Tag:OnceC{}
actor W_StarCrash_Tag:OnceC{}
actor W_ChargeKick_Tag:OnceC{}
actor W_NapalmBomb_Tag:OnceC{}
actor W_CrystalEye_Tag:OnceC{}
//MM5//MM5//MM5//MM5//MM5

//MM6//MM6//MM6//MM6//MM6
actor W_BlizzardAttack_Tag:OnceC{}
actor W_CentaurFlash_Tag:OnceC{}
actor W_FlameBlast_Tag:OnceC{}
actor W_KnightCrush_Tag:OnceC{}
actor W_PlantBarrier_Tag:OnceC{}
actor W_SilverTomahawk_Tag:OnceC{}
actor W_WindStorm_Tag:OnceC{}
actor W_YamatoSpear_Tag:OnceC{}
//MM6//MM6//MM6//MM6//MM6

//MM7//MM7//MM7//MM7//MM7
actor W_FreezeCracker_Tag:OnceC{}
actor W_JunkShield_Tag:OnceC{}
actor W_DangerWrap_Tag:OnceC{}
actor W_ThunderBolt_Tag:OnceC{}
actor W_WildCoil_Tag:OnceC{}
actor W_SlashClaw_Tag:OnceC{}
actor W_NoiseCrush_Tag:OnceC{}
actor W_ScorchWheel_Tag:OnceC{}
//MM7//MM7//MM7//MM7//MM7

//MM8//MM8//MM8//MM8//MM8
actor W_TornadoHold_Tag:OnceC{}
actor W_AstroCrush_Tag:OnceC{}
actor W_FlameSword_Tag:OnceC{}
actor W_ThunderClaw_Tag:OnceC{}
actor W_HomingSniper_Tag:OnceC{}
actor W_IceWave_Tag:OnceC{}
actor W_FlashBomb_Tag:OnceC{}
actor W_WaterBalloon_Tag:OnceC{}
actor W_MegaBall_Tag:OnceC{}
//MM8//MM8//MM8//MM8//MM8

//MMB//MMB//MMB//MMB//MMB
actor W_TenguBlade_Tag:OnceC{}
actor W_CopyVision_Tag:OnceC{}
actor W_LightningBolt_Tag:OnceC{}
actor W_IceWall_Tag:OnceC{}
actor W_SpreadDrill_Tag:OnceC{}
actor W_RemoteMine_Tag:OnceC{}
actor W_WaveBurner_Tag:OnceC{}
actor W_MagicCard_Tag:OnceC{}
//MMB//MMB//MMB//MMB//MMB

//MM9//MM9//MM9//MM9//MM9
actor W_ConcreteShot_Tag:OnceC{}
actor W_TornadoBlow_Tag:OnceC{}
actor W_LaserTrident_Tag:OnceC{}
actor W_PlugBall_Tag:OnceC{}
actor W_JewelSatellite_Tag:OnceC{}
actor W_HornetChaser_Tag:OnceC{}
actor W_MagmaBazooka_Tag:OnceC{}
actor W_BlackHoleBomb_Tag:OnceC{}
//MM9//MM9//MM9//MM9//MM9

//MM10//MM10//MM10//MM10//MM10
actor W_TripleBlade_Tag:OnceC{}
actor W_WaterShield_Tag:OnceC{}
actor W_CommandoBomb_Tag:OnceC{}
actor W_ChillSpike_Tag:OnceC{}
actor W_ThunderWool_Tag:OnceC{}
actor W_ReboundStriker_Tag:OnceC{}
actor W_WheelCutter_Tag:OnceC{}
actor W_SolarBlaze_Tag:OnceC{}
//MM10//MM10//MM10//MM10//MM10

//MMV//MMV//MMV//MMV//MMV
actor W_SparkChaser_Tag:OnceC{}
actor W_GrabBuster_Tag:OnceC{}
actor W_BubbleBomb_Tag:OnceC{}
actor W_PhotonMissile_Tag:OnceC{}
actor W_ElectricShock_Tag:OnceC{}
actor W_BlackHole_Tag:OnceC{}
actor W_DeepDigger_Tag:OnceC{}
actor W_BreakDash_Tag:OnceC{}
actor W_SaltWater_Tag:OnceC{}
//MMV//MMV//MMV//MMV//MMV

//MMWT//MMWT//MMWT//MMWT//MMWT
actor W_BusterRodG_Tag:OnceC{}
actor W_MegaWaterS_Tag:OnceC{}
actor W_HyperStormH_Tag:OnceC{}
//MMWT//MMWT//MMWT//MMWT//MMWT

//MMK//MMK//MMK//MMK//MMK
actor W_MirrorBuster_Tag:OnceC{}
actor W_ScrewCrusher_Tag:OnceC{}
actor W_BalladeCracker_Tag:OnceC{}
actor W_Sakugarne_Tag:OnceC{}
//MMK//MMK//MMK//MMK//MMK




