ACTOR NinjaArmor : BasicArmorBonus replaces greenarmor
{
//$Category StreetNinja
  Radius 20
  Height 16
  Inventory.PickupMessage "You've Picked up Ninja Armor"
  Inventory.Icon "ARM2A0"
  Armor.SavePercent 60
  Armor.SaveAmount 200

  States
  {
  Spawn:
    NARM A 6
    NARM B 6 Bright
    Loop
  }
}

ACTOR NinjaArmor_Replacer_2 : NinjaArmor replaces bluearmor
{}

ACTOR ICEARMOR : BasicArmorBonus
{
+FLOATBOB
  Radius 20
  Height 16
  Inventory.PickupMessage "You've Picked up ICE Armor"
  armor.savepercent 10
  armor.saveamount 10
  armor.maxsaveamount 400 
  armor.maxbonus 10
  armor.maxbonusmax 400
    States
  {
  Spawn:
   ICAR A 1 BRIGHT
   LOOP
  }
}

actor Dragon_Magic: ammo
{
     +nogravity
     +FloatBob
	Inventory.MaxAmount 100
	Inventory.Amount 25
	STATES
	{
	SPAWN:
	DGMG A -1 BRIGHT
	STOP
	}
}

actor Ice_Magic: ammo
{

	Inventory.MaxAmount 100
	Inventory.Amount 1
}

actor Ice_Orb : ammo 
{
     RENDERSTYLE translucent
     +FloatBob
	 Inventory.PickupMessage "You've got an Ice Orb!"
	Inventory.pickupsound "fire/orb"
	Inventory.MaxAmount 3
	Inventory.Amount 1
	STATES
	{
	SPAWN:
	ICEB A -1 BRIGHT
	STOP
	}
}


actor Ice_Orb_SUPER : Ice_Orb REPLACES BACKPACK
{
     +INVENTORY.ALWAYSPICKUP
      +ALWAYSRESPAWN
	SCALE 1.5
	Inventory.Amount 3
	STATES
	{
	SPAWN:
	ICEB A -1 BRIGHT
	STOP
	}
}






actor PowerORB : CustomInventory replaces RocketAmmo
{
+autoactivate
+floatbob
+INVENTORY.ALWAYSPICKUP
+ALWAYSRESPAWN
Inventory.PickupMessage "You've got a Magical Orb!"
Inventory.pickupsound "fire/orb"
states
	{
	SPAWN:
	DGMG A -1 BRIGHT
	STOP
	PICKUP:
	TNT1 A 0 A_GIVEINVENTORY("Dragon_Magic",25)
	TNT1 A 0 A_GIVEINVENTORY("ICE_MAGIC",25)
	STOP
	}
}


actor Dragon_Statue : PowerORB replaces berserk
{
     -nogravity
     -FloatBob
   Inventory.PickupMessage "You've got a Magical Dragon Statue!"
    +ALWAYSRESPAWN
	STATES
	{
	SPAWN:
	DRST A -1 BRIGHT
	STOP
	PICKUP:
	TNT1 A 0 A_GIVEINVENTORY("Dragon_Magic",100)
	TNT1 A 0 A_GIVEINVENTORY("ICE_MAGIC",100)
	STOP
	}
}

