//Stackable Runes
actor PowerStrengthModifier1_1.1 : PowerDamage
{
	DamageFactor "Normal", 1.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_1.2 : PowerDamage
{
	DamageFactor "Normal", 1.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_1.3 : PowerDamage
{
	DamageFactor "Normal", 1.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_1.4 : PowerDamage
{
	DamageFactor "Normal", 1.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_1.5 : PowerDamage
{
	DamageFactor "Normal", 1.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_1.6 : PowerDamage
{
	DamageFactor "Normal", 1.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_1.7 : PowerDamage
{
	DamageFactor "Normal", 1.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_1.8 : PowerDamage
{
	DamageFactor "Normal", 1.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_1.9 : PowerDamage
{
	DamageFactor "Normal", 1.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.0 : PowerDamage
{
	DamageFactor "Normal", 2.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.1 : PowerDamage
{
	DamageFactor "Normal", 2.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.2 : PowerDamage
{
	DamageFactor "Normal", 2.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.3 : PowerDamage
{
	DamageFactor "Normal", 2.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.4 : PowerDamage
{
	DamageFactor "Normal", 2.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.5 : PowerDamage
{
	DamageFactor "Normal", 2.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.6 : PowerDamage
{
	DamageFactor "Normal", 2.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.7 : PowerDamage
{
	DamageFactor "Normal", 2.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.8 : PowerDamage
{
	DamageFactor "Normal", 2.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_2.9 : PowerDamage
{
	DamageFactor "Normal", 2.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.0 : PowerDamage
{
	DamageFactor "Normal", 3.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.1 : PowerDamage
{
	DamageFactor "Normal", 3.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.2 : PowerDamage
{
	DamageFactor "Normal", 3.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.3 : PowerDamage
{
	DamageFactor "Normal", 3.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.4 : PowerDamage
{
	DamageFactor "Normal", 3.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.5 : PowerDamage
{
	DamageFactor "Normal", 3.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.6 : PowerDamage
{
	DamageFactor "Normal", 3.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.7 : PowerDamage
{
	DamageFactor "Normal", 3.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.8 : PowerDamage
{
	DamageFactor "Normal", 3.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_3.9 : PowerDamage
{
	DamageFactor "Normal", 3.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.0 : PowerDamage
{
	DamageFactor "Normal", 4.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.1 : PowerDamage
{
	DamageFactor "Normal", 4.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.2 : PowerDamage
{
	DamageFactor "Normal", 4.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.3 : PowerDamage
{
	DamageFactor "Normal", 4.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.4 : PowerDamage
{
	DamageFactor "Normal", 4.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.5 : PowerDamage
{
	DamageFactor "Normal", 4.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.6 : PowerDamage
{
	DamageFactor "Normal", 4.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.7 : PowerDamage
{
	DamageFactor "Normal", 4.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.8 : PowerDamage
{
	DamageFactor "Normal", 4.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_4.9 : PowerDamage
{
	DamageFactor "Normal", 4.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier1_5.0 : PowerDamage
{
	DamageFactor "Normal", 5.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_1.1 : PowerDamage
{
	DamageFactor "Normal", 1.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_1.2 : PowerDamage
{
	DamageFactor "Normal", 1.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_1.3 : PowerDamage
{
	DamageFactor "Normal", 1.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_1.4 : PowerDamage
{
	DamageFactor "Normal", 1.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_1.5 : PowerDamage
{
	DamageFactor "Normal", 1.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_1.6 : PowerDamage
{
	DamageFactor "Normal", 1.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_1.7 : PowerDamage
{
	DamageFactor "Normal", 1.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_1.8 : PowerDamage
{
	DamageFactor "Normal", 1.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_1.9 : PowerDamage
{
	DamageFactor "Normal", 1.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.0 : PowerDamage
{
	DamageFactor "Normal", 2.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.1 : PowerDamage
{
	DamageFactor "Normal", 2.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.2 : PowerDamage
{
	DamageFactor "Normal", 2.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.3 : PowerDamage
{
	DamageFactor "Normal", 2.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.4 : PowerDamage
{
	DamageFactor "Normal", 2.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.5 : PowerDamage
{
	DamageFactor "Normal", 2.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.6 : PowerDamage
{
	DamageFactor "Normal", 2.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.7 : PowerDamage
{
	DamageFactor "Normal", 2.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.8 : PowerDamage
{
	DamageFactor "Normal", 2.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_2.9 : PowerDamage
{
	DamageFactor "Normal", 2.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.0 : PowerDamage
{
	DamageFactor "Normal", 3.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.1 : PowerDamage
{
	DamageFactor "Normal", 3.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.2 : PowerDamage
{
	DamageFactor "Normal", 3.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.3 : PowerDamage
{
	DamageFactor "Normal", 3.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.4 : PowerDamage
{
	DamageFactor "Normal", 3.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.5 : PowerDamage
{
	DamageFactor "Normal", 3.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.6 : PowerDamage
{
	DamageFactor "Normal", 3.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.7 : PowerDamage
{
	DamageFactor "Normal", 3.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.8 : PowerDamage
{
	DamageFactor "Normal", 3.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_3.9 : PowerDamage
{
	DamageFactor "Normal", 3.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.0 : PowerDamage
{
	DamageFactor "Normal", 4.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.1 : PowerDamage
{
	DamageFactor "Normal", 4.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.2 : PowerDamage
{
	DamageFactor "Normal", 4.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.3 : PowerDamage
{
	DamageFactor "Normal", 4.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.4 : PowerDamage
{
	DamageFactor "Normal", 4.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.5 : PowerDamage
{
	DamageFactor "Normal", 4.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.6 : PowerDamage
{
	DamageFactor "Normal", 4.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.7 : PowerDamage
{
	DamageFactor "Normal", 4.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.8 : PowerDamage
{
	DamageFactor "Normal", 4.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_4.9 : PowerDamage
{
	DamageFactor "Normal", 4.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier2_5.0 : PowerDamage
{
	DamageFactor "Normal", 5.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_1.1 : PowerDamage
{
	DamageFactor "Normal", 1.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_1.2 : PowerDamage
{
	DamageFactor "Normal", 1.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_1.3 : PowerDamage
{
	DamageFactor "Normal", 1.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_1.4 : PowerDamage
{
	DamageFactor "Normal", 1.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_1.5 : PowerDamage
{
	DamageFactor "Normal", 1.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_1.6 : PowerDamage
{
	DamageFactor "Normal", 1.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_1.7 : PowerDamage
{
	DamageFactor "Normal", 1.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_1.8 : PowerDamage
{
	DamageFactor "Normal", 1.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_1.9 : PowerDamage
{
	DamageFactor "Normal", 1.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.0 : PowerDamage
{
	DamageFactor "Normal", 2.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.1 : PowerDamage
{
	DamageFactor "Normal", 2.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.2 : PowerDamage
{
	DamageFactor "Normal", 2.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.3 : PowerDamage
{
	DamageFactor "Normal", 2.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.4 : PowerDamage
{
	DamageFactor "Normal", 2.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.5 : PowerDamage
{
	DamageFactor "Normal", 2.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.6 : PowerDamage
{
	DamageFactor "Normal", 2.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.7 : PowerDamage
{
	DamageFactor "Normal", 2.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.8 : PowerDamage
{
	DamageFactor "Normal", 2.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_2.9 : PowerDamage
{
	DamageFactor "Normal", 2.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.0 : PowerDamage
{
	DamageFactor "Normal", 3.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.1 : PowerDamage
{
	DamageFactor "Normal", 3.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.2 : PowerDamage
{
	DamageFactor "Normal", 3.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.3 : PowerDamage
{
	DamageFactor "Normal", 3.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.4 : PowerDamage
{
	DamageFactor "Normal", 3.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.5 : PowerDamage
{
	DamageFactor "Normal", 3.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.6 : PowerDamage
{
	DamageFactor "Normal", 3.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.7 : PowerDamage
{
	DamageFactor "Normal", 3.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.8 : PowerDamage
{
	DamageFactor "Normal", 3.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_3.9 : PowerDamage
{
	DamageFactor "Normal", 3.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.0 : PowerDamage
{
	DamageFactor "Normal", 4.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.1 : PowerDamage
{
	DamageFactor "Normal", 4.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.2 : PowerDamage
{
	DamageFactor "Normal", 4.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.3 : PowerDamage
{
	DamageFactor "Normal", 4.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.4 : PowerDamage
{
	DamageFactor "Normal", 4.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.5 : PowerDamage
{
	DamageFactor "Normal", 4.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.6 : PowerDamage
{
	DamageFactor "Normal", 4.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.7 : PowerDamage
{
	DamageFactor "Normal", 4.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.8 : PowerDamage
{
	DamageFactor "Normal", 4.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_4.9 : PowerDamage
{
	DamageFactor "Normal", 4.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrengthModifier3_5.0 : PowerDamage
{
	DamageFactor "Normal", 5.0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

//********
//Below are now just place holders to make it easier to determine if strength runes are picked up for drawing on-screen HUD. They don't modify player properties any longer.
actor PowerStrength1 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrength2 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerStrength3 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

//Above are now just place holders to make it easier to determine if strength runes are picked up for drawing on-screen HUD. They don't modify player properties any longer.
//********

actor StrengthRune1 : CustomInventory
{
	Inventory.PickupMessage "Strength Rune 1"
	Inventory.PickupAnnouncerEntry "strength"
	states
	{
	spawn:
		STR1 ABCD 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerStrength1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerStrength1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerStrength1", 0)
		TNT1 A 0 A_GiveInventory("PowerStrength1Token", 1)
		TNT1 A 0 ACS_NamedExecuteAlways("StrengthDamageFactorRuneGiver", 0, 1)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 0)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor StrengthRune2 : CustomInventory
{
	Inventory.PickupMessage "Strength Rune 2"
	Inventory.PickupAnnouncerEntry "strength"
	states
	{
	spawn:
		STR2 ABCD 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerStrength2", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerStrength2Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerStrength2")
		TNT1 A 0 A_GiveInventory("PowerStrength2Token")
		TNT1 A 0 ACS_NamedExecuteAlways("StrengthDamageFactorRuneGiver", 0, 2)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 1)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor StrengthRune3 : CustomInventory
{
	Inventory.PickupMessage "Strength Rune 3"
	Inventory.PickupAnnouncerEntry "strength"
	states
	{
	spawn:
		STR3 ABCD 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerStrength3", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerStrength3Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerStrength3")
		TNT1 A 0 A_GiveInventory("PowerStrength3Token")
		TNT1 A 0 ACS_NamedExecuteAlways("StrengthDamageFactorRuneGiver", 0, 3)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 2)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerResistanceModifier1_0 : PowerProtection // More protection than god mode or buddha cheat because any number times 0 = 0. Warning, you won't even be able to kill yourself if you get stuck.
{
	DamageFactor "Normal", 0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.01 : PowerProtection
{
	DamageFactor "Normal", 0.01
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.02 : PowerProtection
{
	DamageFactor "Normal", 0.02
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.03 : PowerProtection
{
	DamageFactor "Normal", 0.03
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.04 : PowerProtection
{
	DamageFactor "Normal", 0.04
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.05 : PowerProtection
{
	DamageFactor "Normal", 0.05
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.06 : PowerProtection
{
	DamageFactor "Normal", 0.06
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.07 : PowerProtection
{
	DamageFactor "Normal", 0.07
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.08 : PowerProtection
{
	DamageFactor "Normal", 0.08
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.09 : PowerProtection
{
	DamageFactor "Normal", 0.09
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.1 : PowerProtection
{
	DamageFactor "Normal", 0.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.2 : PowerProtection
{
	DamageFactor "Normal", 0.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.3 : PowerProtection
{
	DamageFactor "Normal", 0.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.4 : PowerProtection
{
	DamageFactor "Normal", 0.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.5 : PowerProtection
{
	DamageFactor "Normal", 0.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.6 : PowerProtection
{
	DamageFactor "Normal", 0.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.7 : PowerProtection
{
	DamageFactor "Normal", 0.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.8 : PowerProtection
{
	DamageFactor "Normal", 0.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier1_0.9 : PowerProtection
{
	DamageFactor "Normal", 0.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0 : PowerProtection // More protection than god mode or buddha cheat because any number times 0 = 0. Warning, you won't even be able to kill yourself if you get stuck.
{
	DamageFactor "Normal", 0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.01 : PowerProtection
{
	DamageFactor "Normal", 0.01
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.02 : PowerProtection
{
	DamageFactor "Normal", 0.02
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.03 : PowerProtection
{
	DamageFactor "Normal", 0.03
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.04 : PowerProtection
{
	DamageFactor "Normal", 0.04
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.05 : PowerProtection
{
	DamageFactor "Normal", 0.05
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.06 : PowerProtection
{
	DamageFactor "Normal", 0.06
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.07 : PowerProtection
{
	DamageFactor "Normal", 0.07
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.08 : PowerProtection
{
	DamageFactor "Normal", 0.08
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.09 : PowerProtection
{
	DamageFactor "Normal", 0.09
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.1 : PowerProtection
{
	DamageFactor "Normal", 0.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.2 : PowerProtection
{
	DamageFactor "Normal", 0.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.3 : PowerProtection
{
	DamageFactor "Normal", 0.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.4 : PowerProtection
{
	DamageFactor "Normal", 0.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.5 : PowerProtection
{
	DamageFactor "Normal", 0.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.6 : PowerProtection
{
	DamageFactor "Normal", 0.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.7 : PowerProtection
{
	DamageFactor "Normal", 0.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.8 : PowerProtection
{
	DamageFactor "Normal", 0.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier2_0.9 : PowerProtection
{
	DamageFactor "Normal", 0.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0 : PowerProtection // More protection than god mode or buddha cheat because any number times 0 = 0. Warning, you won't even be able to kill yourself if you get stuck.
{
	DamageFactor "Normal", 0
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.01 : PowerProtection
{
	DamageFactor "Normal", 0.01
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.02 : PowerProtection
{
	DamageFactor "Normal", 0.02
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.03 : PowerProtection
{
	DamageFactor "Normal", 0.03
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.04 : PowerProtection
{
	DamageFactor "Normal", 0.04
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.05 : PowerProtection
{
	DamageFactor "Normal", 0.05
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.06 : PowerProtection
{
	DamageFactor "Normal", 0.06
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.07 : PowerProtection
{
	DamageFactor "Normal", 0.07
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.08 : PowerProtection
{
	DamageFactor "Normal", 0.08
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.09 : PowerProtection
{
	DamageFactor "Normal", 0.09
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.1 : PowerProtection
{
	DamageFactor "Normal", 0.1
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.2 : PowerProtection
{
	DamageFactor "Normal", 0.2
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.3 : PowerProtection
{
	DamageFactor "Normal", 0.3
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.4 : PowerProtection
{
	DamageFactor "Normal", 0.4
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.5 : PowerProtection
{
	DamageFactor "Normal", 0.5
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.6 : PowerProtection
{
	DamageFactor "Normal", 0.6
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.7 : PowerProtection
{
	DamageFactor "Normal", 0.7
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.8 : PowerProtection
{
	DamageFactor "Normal", 0.8
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistanceModifier3_0.9 : PowerProtection
{
	DamageFactor "Normal", 0.9
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

//********
//Below are now just place holders to make it easier to determine if resistance runes are picked up for drawing on-screen HUD. They don't modify player properties any longer.
actor PowerResistance1 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistance2 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerResistance3 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

//Above are now just place holders to make it easier to determine if resistance runes are picked up for drawing on-screen HUD. They don't modify player properties any longer.
//********

actor ResistanceRune1 : CustomInventory
{
	Inventory.PickupMessage "Resistance Rune 1"
	Inventory.PickupAnnouncerEntry "resistance"
	states
	{
	spawn:
		RES1 ABCDEFGH 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerResistance1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerResistance1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerResistance1")
		TNT1 A 0 A_GiveInventory("PowerResistance1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("ResistanceDamageFactorRuneGiver", 0, 1)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 3)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor ResistanceRune2 : CustomInventory
{
	Inventory.PickupMessage "Resistance Rune 2"
	Inventory.PickupAnnouncerEntry "resistance"
	states
	{
	spawn:
		RES2 ABCDEFGH 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerResistance2", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerResistance2Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerResistance2")
		TNT1 A 0 A_GiveInventory("PowerResistance2Token")
		TNT1 A 0 ACS_NamedExecuteAlways("ResistanceDamageFactorRuneGiver", 0, 2)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 4)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor ResistanceRune3 : CustomInventory
{
	Inventory.PickupMessage "Resistance Rune 3"
	Inventory.PickupAnnouncerEntry "resistance"
	states
	{
	spawn:
		RES3 ABCDEFGH 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerResistance3", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerResistance3Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerResistance3")
		TNT1 A 0 A_GiveInventory("PowerResistance3Token")
		TNT1 A 0 ACS_NamedExecuteAlways("ResistanceDamageFactorRuneGiver", 0, 3)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 5)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerRegeneration1 : PowerRegeneration
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerRegeneration2 : PowerRegeneration
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor PowerRegeneration3 : PowerRegeneration
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor RegenerationRune1 : CustomInventory
{
	Inventory.PickupMessage "Regeneration Rune 1"
	Inventory.PickupAnnouncerEntry "regeneration"
	+FLOATBOB
	states
	{
	spawn:
		REG1 AB 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerRegeneration1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerRegeneration1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerRegeneration1")
		TNT1 A 0 A_GiveInventory("PowerRegeneration1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 6)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor RegenerationRune2 : CustomInventory
{
	Inventory.PickupMessage "Regeneration Rune 2"
	Inventory.PickupAnnouncerEntry "regeneration"
	+FLOATBOB
	states
	{
	spawn:
		REG2 AB 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerRegeneration2", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerRegeneration2Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerRegeneration2")
		TNT1 A 0 A_GiveInventory("PowerRegeneration2Token")
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 7)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor RegenerationRune3 : CustomInventory
{
	Inventory.PickupMessage "Regeneration Rune 3"
	Inventory.PickupAnnouncerEntry "regeneration"
	+FLOATBOB
	states
	{
	spawn:
		REG3 AB 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerRegeneration3", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerRegeneration3Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerRegeneration3")
		TNT1 A 0 A_GiveInventory("PowerRegeneration3Token")
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 8)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

// Non-Stackable Runes
actor PowerRage1 : PowerDoubleFiringSpeed
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor RageRune1 : CustomInventory
{
	Inventory.PickupMessage "Rage Rune"
	Inventory.PickupAnnouncerEntry "rage"
	states
	{
	spawn:
		RAGR ABCDEFGH 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerRage1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerRage1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerRage1")
		TNT1 A 0 A_GiveInventory("PowerRage1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 9)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerProsperity1 : Powerup //Altered Prosperity rune.
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor ProsperityRune1 : CustomInventory
{
	Inventory.PickupMessage "Altered Prosperity Rune"
	Inventory.PickupAnnouncerEntry "prosperity"
	states
	{
	spawn:
		MRPR ABCD 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerProsperity1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerProsperity1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerProsperity1")
		TNT1 A 0 A_GiveInventory("PowerProsperity1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("AlteredProsperityRunePickup")
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 10)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerSpread1 : PowerSpread
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor SpreadRune1 : CustomInventory
{
	Inventory.PickupMessage "Spread Rune"
	Inventory.PickupAnnouncerEntry "spread"
	+FLOATBOB
	states
	{
	spawn:
		SPRR ABCD 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerSpread1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerSpread1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerSpread1")
		TNT1 A 0 A_GiveInventory("PowerSpread1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 11)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerReflection1 : PowerReflection
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor ReflectionRune1 : CustomInventory
{
	Inventory.PickupMessage "Reflection Rune"
	Inventory.PickupAnnouncerEntry "reflection"
	+FLOATBOB
	states
	{
	spawn:
		REFR BA 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerReflection1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerReflection1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerReflection1")
		TNT1 A 0 A_GiveInventory("PowerReflection1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 12)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerDrain1 : PowerDrain
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor DrainRune1 : CustomInventory
{
	Inventory.PickupMessage "Drain Rune"
	Inventory.PickupAnnouncerEntry "drain"
	states
	{
	spawn:
		DRAR ABCD 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerDrain1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerDrain1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerDrain1")
		TNT1 A 0 A_GiveInventory("PowerDrain1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 13)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerHighJump1 : PowerHighJump
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor HighJumpRune1 : CustomInventory
{
	Inventory.PickupMessage "High Jump Rune"
	Inventory.PickupAnnouncerEntry "highjump"
	states
	{
	spawn:
		MRJR ABCD 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerHighJump1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerHighJump1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerHighJump1")
		TNT1 A 0 A_GiveInventory("PowerHighJump1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeJumpHeightOnPickup", 0)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 14)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerHaste1 : PowerSpeed
{
	Speed 1.25
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor HasteRune1 : CustomInventory
{
	Inventory.PickupMessage "Haste Rune"
	Inventory.PickupAnnouncerEntry "haste"
	+FLOATBOB
	states
	{
	spawn:
		HASR ABCD 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerHaste1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerHaste1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerHaste1")
		TNT1 A 0 A_GiveInventory("PowerHaste1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 15)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

// New Custom Runes
actor AmmoRegenerationRune1 : CustomInventory
{
	Inventory.PickupMessage "Ammo Regeneration Rune"
	+FLOATBOB
	states
	{
	spawn:
		AMOR A 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerAmmoRegenerationRune1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerAmmoRegeneration1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerAmmoRegenerationRune1")
		TNT1 A 0 A_GiveInventory("PowerAmmoRegeneration1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoRegenerationRune", 0)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 16)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerAmmoRegenerationRune1 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor ArmorRegenerationRune1 : CustomInventory
{
	Inventory.PickupMessage "Armor Regeneration Rune"
	+FLOATBOB
	states
	{
	spawn:
		ARMR A 6
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerArmorRegenerationRune1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerArmorRegeneration1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerArmorRegenerationRune1")
		TNT1 A 0 A_GiveInventory("PowerArmorRegeneration1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("ArmorRegenerationRune", 0)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 17)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerArmorRegenerationRune1 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor InvulnerabilityPiercingRune1 : CustomInventory
{
	Inventory.PickupMessage "Invulnerability Piercing Rune"
	+FLOATBOB
	states
	{
	spawn:
		INVP A 8
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerInvulnerabilityPiercingRune1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerInvulnerabilityPiercing1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerInvulnerabilityPiercingRune1")
		TNT1 A 0 A_GiveInventory("PowerInvulnerabilityPiercing1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("InvulnerabilityPiercingRune", 0)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 18)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerInvulnerabilityPiercingRune1 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

actor BackpackRune1 : CustomInventory
{
	Inventory.PickupMessage "Backpack Rune"
	+FLOATBOB
	states
	{
	spawn:
		BACP A 8
		loop
	pickup:
		TNT1 A 0 A_JumpIfInventory("PowerBackpackRune1", 1, "NoPickup")
		TNT1 A 0 A_JumpIfInventory("PowerBackpack1Token", 1, "NoPickup")
		TNT1 A 0 A_GiveInventory("PowerBackpackRune1")
		TNT1 A 0 A_GiveInventory("PowerBackpack1Token")
		TNT1 A 0 ACS_NamedExecuteAlways("BackpackGiver", 0)
		TNT1 A 0 ACS_NamedExecuteAlways("Draw_Single_Rune", 0, 19)
		stop
	NoPickup:
		TNT1 A 0
		stop
	}
}

actor PowerBackpackRune1 : Powerup
{
	Powerup.Duration 0
	+INVENTORY.HUBPOWER
	+INVENTORY.PERSISTENTPOWER
	+INVENTORY.UNDROPPABLE
}

//Tokens below used for toggling runes On/Off.
actor PowerStrength1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerStrength2Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerStrength3Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerResistance1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerResistance2Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerResistance3Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerRegeneration1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerRegeneration2Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerRegeneration3Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerRage1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerProsperity1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerSpread1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerReflection1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerDrain1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerHighJump1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerHaste1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerAmmoRegeneration1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerArmorRegeneration1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerInvulnerabilityPiercing1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}

actor PowerBackpack1Token : Inventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+INVENTORY.UNDROPPABLE
}