ACTOR STREET_NINJA : PLAYERPAWN
{
    SCALE 0.50
	Speed 0.72 /// adjusted the speed
	health 300
	Player.CrouchSprite "COCH"
	Player.maxhealth 300
	radius 16
	height 56
	Player.JumpZ 10.0
	mass 100
	Painchance 255
	Player.DisplayName "Street Ninja"
	Player.StartItem "NinjaFists"
	Player.StartItem "Gun"
	PLayer.startitem "pistol_ammo", 2
	Player.StartItem "Stamina", 200
	Player.WeaponSlot 1 , NinjaFists , gun , glaive, cybersword
	Player.ColorRange 144, 189
	Player.Colorset 0, "$TXT_COLOR_GREEN", 144, 191, 144
	Player.Colorset 1, "$TXT_COLOR_RED", 96, 143, 96
	Player.Colorset 2, "$TXT_COLOR_BLUE", 192, 239, 192
	StencilColor "RED"
	states
	{
	BLOCKING:
	PLAY ] 8 
	TNT1 A 0 A_TAKEINVENTORY("Player_Block_Token",1)
	goto see
	SLIDE:
	PLAY [ 8
	TNT1 A 0 A_TAKEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	GOTO SEE
	Glaive_ATTK:
	PLAY Q 8
	TNT1 A 0 A_TAKEINVENTORY("Glaive_PLAYER1", 1)
	GOTO SEE
	SWORD:
	TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1", 1)
	PLAY WVW 4
	GOTO SEE
	GUN_SPRITES:
	PLAY O 3
	PLAY P 4 BRIGHT
	TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
	GOTO SEE
	FIREFIST1:
	PLAY R 8 BRIGHT 
	GOTO SEE
	ICEFIST1:
	PLAY S 8 BRIGHT 
	GOTO SEE
	NinjaKick2:
	PLAY YZ 6
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
	GOTO SEE
	NinjaKick:
	NIJK B 5
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken",1)
	GOTO SEE
	spawn:
	 PLAY A -1
	 Loop
	See:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN", 1, "FIREFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICEFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 TNT1 A 0 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 PLAY A 4 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 PLAY B 4 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 PLAY C 4 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 PLAY D 4 A_JUMPIFINVENTORY("SLIDE_PLAYER_TOKEN",1,"SLIDE")
	 LOOP
	Melee:
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY E 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY M 6
	Missile:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY E 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 TNT1 A 0 A_JUMPIFINVENTORY("Player_Block_Token",1,"BLOCKING")
	 PLAY M 6
	 GOTO see
	PAIN.FlashBomb:
	  PLAY G 4 ACS_NamedExecute("Flash_Bang",0)
	  PLAY G 4 A_PAIN
	  goto see
	PAIN:
	  PLAY G 4
	  PLAY G 4 A_PAIN
	  goto see
	DEATH:
	  PLAY H 10
	  PLAY I 10 A_PLAYERSCREAM
	  PLAY J 10 A_NOBLOCKING
	  PLAY KL 10
	  PLAY L -1
	  STOP
    DEATH.armor_Break:
      TNT1 A 0 A_GivePlayerMedal("GlaiveD",FALSE,AAPTR_TARGET)
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
   XDEATH: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	DEATH.GUN:
	  TNT1 A 0 A_GivePlayerMedal("SHOT",FALSE,AAPTR_TARGET)
	  PLYB A 10 
	  PLYB B 10 A_PLAYERSCREAM
	  PLYB C 10 A_NOBLOCKING
	  PLYB D 10
	  PLYB E 10
	  PLYB F 10
	  PLYB H 10
	  PLYB I 10
	  PLYB J -1
	  STOP
	 death.fire:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FRDS A 5 BRIGHT
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fireextreme:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	  DEATH.cauterized:
	  TNT1 A 0 A_GivePlayerMedal("cauterized",FALSE,AAPTR_TARGET)	  
	 Death.Sword_Cut:
	  TNT1 A 0 A_GivePlayerMedal("decapitated",FALSE,AAPTR_TARGET)
	  DEAP A 3 A_SPAWNITEMEX("player_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_TRANSFERTRANSLATION , 0)
	  DEAP AB 10 A_PLAYERSCREAM
	  DEAP CD 10 A_NOBLOCKING
	  DEAP EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAP GH 10
	  DEAP I -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	TNT1 A 0 A_PLAYERSCREAM
	TNT1 A -1 A_NOBLOCKING
	STOP
	DEATH.SHOTGUN:
	 TNT1 A 0 A_GivePlayerMedal("ShellShock",FALSE,AAPTR_TARGET)
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHDT A 10 
	  SHDT B 7
	  SHDT CDEFG 5
	  PLYB I 10
	  PLYB J -1
	  STOP
	  DEATH.ICE:
	  TNT1 A 0 A_GivePlayerMedal("Hypothermic",FALSE,AAPTR_TARGET)
	  TNT1 A 0 A_SPAWNITEMEX("ICE_NINJA")
	  TNT1 A -1
	  STOP
	}
}

ACTOR ICE_NINJA 
{
SCALE 0.50
+Shootable
+solid
Health 20
Radius 16
Height 56
Mass 100
PainChance 255
Translation "Ice"
states
{
spawn:
	  PLAY G 15
	  DEATH:
	  PLAY G 15
      PLAY G 1 A_IceGuyDie
	stop
   }
}

ACTOR STREET_NINJA_BOT : PLAYERPAWN
{
    SCALE 0.50
	Speed 0.72 /// adjusted the speed
	health 300
	Player.CrouchSprite "COCH"
	Player.maxhealth 300
	radius 16
	height 56
	Player.JumpZ 10.0
	mass 100
	Painchance 255
	Player.DisplayName "Street Ninja Bot"
	Player.StartItem "NinjaFists"
	Player.StartItem "Gun"
	PLayer.startitem "pistol_ammo", 2
	Player.StartItem "Stamina", 200
	Player.WeaponSlot 1 , NinjaFists , gun , glaive
	Player.ColorRange 144, 189
	Player.Colorset 0, "$TXT_COLOR_GREEN", 144, 191, 144
	Player.Colorset 1, "$TXT_COLOR_RED", 96, 143, 96
	Player.Colorset 2, "$TXT_COLOR_BLUE", 192, 239, 192
	states
	{
	Glaive_ATTK:
	PLAY Q 8
	TNT1 A 0 A_TAKEINVENTORY("Glaive_PLAYER1", 1)
	GOTO SEE
	SWORD:
	TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1", 1)
	PLAY WVW 4
	GOTO SEE
	GUN_SPRITES:
	PLAY O 3
	PLAY P 4 BRIGHT
	TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
	GOTO SEE
	FIREFIST1:
	PLAY N 8
	TNT1 A 0  A_TAKEINVENTORY("FIRE_FIST_TOKEN2",1)
	GOTO SEE
	NinjaKick2:
	PLAY YZ 6
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
	GOTO SEE
	NinjaKick:
	NIJK B 5
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken",1)
	GOTO SEE
	spawn:
	 PLAY A -1
	 Loop
	See:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN2", 1, "FIREFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY ABCB 4
	 LOOP
	 DOUBLEJMP:
	 TNT1 A 0 A_PLAYSOUND("Double/Jump")
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 GOTO SEE
	 JUMPING:
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 TNT1 A 0 A_JUMP(50,"DOUBLEJMP")
	 GOTO SEE
	Melee:
	 TNT1 A 0 A_jump(50,"jumping")
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY E 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLA2 A 6
	Missile:
     TNT1 A 0 A_jump(50,"jumping")
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY E 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY M 6
	 GOTO see
	PAIN.FlashBomb:
	  PLAY G 4 ACS_NamedExecute("Flash_Bang",0)
	  PLAY G 4 A_PAIN
	  goto see
	PAIN:
	  PLAY G 4
	  PLAY G 4 A_PAIN
	  goto see
	DEATH:
	  PLAY H 10
	  PLAY I 10 A_PLAYERSCREAM
	  PLAY J 10 A_NOBLOCKING
	  PLAY KL 10
	  PLAY L -1
	  STOP
    DEATH.armor_Break:
      TNT1 A 0 A_GivePlayerMedal("GlaiveD",FALSE,AAPTR_TARGET)
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
   XDEATH: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	DEATH.GUN:
	  TNT1 A 0 A_GivePlayerMedal("SHOT",FALSE,AAPTR_TARGET)
	  PLYB A 10 
	  PLYB B 10 A_PLAYERSCREAM
	  PLYB C 10 A_NOBLOCKING
	  PLYB D 10
	  PLYB E 10
	  PLYB F 10
	  PLYB H 10
	  PLYB I 10
	  PLYB J -1
	  STOP
	 death.fire:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FRDS A 5 BRIGHT
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fireextreme:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	  DEATH.cauterized:
	  TNT1 A 0 A_GivePlayerMedal("cauterized",FALSE,AAPTR_TARGET)
	 Death.Sword_Cut:
	  TNT1 A 0 A_GivePlayerMedal("decapitated",FALSE,AAPTR_TARGET)
	  DEAP A 3 A_SPAWNITEMEX("player_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_TRANSFERTRANSLATION , 0)
	  DEAP AB 10 A_PLAYERSCREAM
	  DEAP CD 10 A_NOBLOCKING
	  DEAP EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAP GH 10
	  DEAP I -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	TNT1 A 0 A_PLAYERSCREAM
	TNT1 A -1 A_NOBLOCKING
	STOP
	DEATH.SHOTGUN:
	 TNT1 A 0 A_GivePlayerMedal("ShellShock",FALSE,AAPTR_TARGET)
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHDT A 10 
	  SHDT B 7
	  SHDT CDEFG 5
	  PLYB I 10
	  PLYB J -1
	  STOP
	  DEATH.ICE:
	  TNT1 A 0 A_SPAWNITEMEX("ICE_NINJA")
	  TNT1 A 0 A_GivePlayerMedal("Hypothermic",FALSE,AAPTR_TARGET)
	  TNT1 A -1
	  STOP
	}
}

ACTOR Ninja_bot_Hard : PlayerPawn
{
    SCALE 0.50
	Speed 0.72 /// adjusted the speed
	health 300
	Player.CrouchSprite "COCH"
	Player.maxhealth 300
	radius 16
	height 56
	Player.JumpZ 10.0
	mass 100
	Painchance 255
    Player.DisplayName "Ninja Black Belt"
    Player.StartItem "NinjaFists_BOT"
	Player.StartItem "Gun"
	PLayer.startitem "pistol_ammo", 2
	Player.StartItem "Stamina", 200
	Player.WeaponSlot 1 , NinjaFists_bot , gun
	Player.ColorRange 144, 189
	Player.Colorset 0, "$TXT_COLOR_GREEN", 144, 191, 144
	Player.Colorset 1, "$TXT_COLOR_RED", 96, 143, 96
	Player.Colorset 2, "$TXT_COLOR_BLUE", 192, 239, 192
	states
	{
	Glaive_ATTK:
	PLAY Q 8
	TNT1 A 0 A_TAKEINVENTORY("Glaive_PLAYER1", 1)
	GOTO SEE
	SWORD:
	TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1", 1)
	PLAY WVW 4
	GOTO SEE
	GUN_SPRITES:
	PLAY O 3
	PLAY P 4 BRIGHT
	TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
	GOTO SEE
	FIREFIST1:
	PLAY N 8
	TNT1 A 0  A_TAKEINVENTORY("FIRE_FIST_TOKEN2",1)
	GOTO SEE
	NinjaKick2:
	PLAY YZ 6
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
	GOTO SEE
	NinjaKick:
	NIJK B 5
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken",1)
	GOTO SEE
	spawn:
	 PLAY A -1
	 Loop
	See:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN2", 1, "FIREFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY ABCB 4
	 LOOP
	 DOUBLEJMP:
	 TNT1 A 0 A_PLAYSOUND("Double/Jump")
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 GOTO SEE
	 JUMPING:
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 TNT1 A 0 A_JUMP(50,"DOUBLEJMP")
	 GOTO SEE
	Melee:
	 TNT1 A 0 A_jump(50,"jumping")
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY E 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLA2 A 6
	Missile:
     TNT1 A 0 A_jump(50,"jumping")
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY E 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PLAY M 6
	 GOTO see
	PAIN.FlashBomb:
	  PLAY G 4 ACS_NamedExecute("Flash_Bang",0)
	  PLAY G 4 A_PAIN
	  goto see
	PAIN:
	  PLAY G 4
	  PLAY G 4 A_PAIN
	  goto see
	DEATH:
	  PLAY H 10
	  PLAY I 10 A_PLAYERSCREAM
	  PLAY J 10 A_NOBLOCKING
	  PLAY KL 10
	  PLAY L -1
	  STOP
    DEATH.armor_Break:
      TNT1 A 0 A_GivePlayerMedal("GlaiveD",FALSE,AAPTR_TARGET)
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
   XDEATH: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	DEATH.GUN:
	  TNT1 A 0 A_GivePlayerMedal("SHOT",FALSE,AAPTR_TARGET)
	  PLYB A 10 
	  PLYB B 10 A_PLAYERSCREAM
	  PLYB C 10 A_NOBLOCKING
	  PLYB D 10
	  PLYB E 10
	  PLYB F 10
	  PLYB H 10
	  PLYB I 10
	  PLYB J -1
	  STOP
	 death.fire:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FRDS A 5 BRIGHT
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fireextreme:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	  DEATH.cauterized:
	  TNT1 A 0 A_GivePlayerMedal("cauterized",FALSE,AAPTR_TARGET)
	 Death.Sword_Cut:
	  TNT1 A 0 A_GivePlayerMedal("decapitated",FALSE,AAPTR_TARGET)
	  DEAP A 3 A_SPAWNITEMEX("player_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_TRANSFERTRANSLATION , 0)
	  DEAP AB 10 A_PLAYERSCREAM
	  DEAP CD 10 A_NOBLOCKING
	  DEAP EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAP GH 10
	  DEAP I -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	TNT1 A 0 A_PLAYERSCREAM
	TNT1 A -1 A_NOBLOCKING
	STOP
	DEATH.SHOTGUN:
	 TNT1 A 0 A_GivePlayerMedal("ShellShock",FALSE,AAPTR_TARGET)
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHDT A 10 
	  SHDT B 7
	  SHDT CDEFG 5
	  PLYB I 10
	  PLYB J -1
	  STOP
	  DEATH.ICE:
	  TNT1 A 0 A_SPAWNITEMEX("ICE_NINJA")
	  TNT1 A 0 A_GivePlayerMedal("Hypothermic",FALSE,AAPTR_TARGET)
	  TNT1 A -1
	  STOP
	}
}

ACTOR Chain_Ninja_Bot : PlayerPawn
{
    SCALE 0.50
	Speed 0.72 /// adjusted the speed
	health 300
	Player.CrouchSprite "COCH"
	Player.maxhealth 300
	radius 16
	height 56
	Player.JumpZ 10.0
	mass 100
	Painchance 255
    Player.DisplayName "Chain Ninja"
    Player.StartItem "Chain_technique"
	Player.StartItem "Gun"
	PLayer.startitem "pistol_ammo", 2
	Player.StartItem "Stamina", 200
	Player.WeaponSlot 1 , Chain_technique , gun
	Player.ColorRange 144, 189
	Player.Colorset 0, "$TXT_COLOR_GREEN", 144, 191, 144
	Player.Colorset 1, "$TXT_COLOR_RED", 96, 143, 96
	Player.Colorset 2, "$TXT_COLOR_BLUE", 192, 239, 192
	states
	{
	Glaive_ATTK:
	PLAY Q 8
	TNT1 A 0 A_TAKEINVENTORY("Glaive_PLAYER1", 1)
	GOTO SEE
	SWORD:
	TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1", 1)
	PLAY WVW 4
	GOTO SEE
	GUN_SPRITES:
	PLAY O 3
	PLAY P 4 BRIGHT
	TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
	GOTO SEE
	FIREFIST1:
	PLAY N 8
	TNT1 A 0  A_TAKEINVENTORY("FIRE_FIST_TOKEN2",1)
	GOTO SEE
	NinjaKick2:
	PLAY YZ 6
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
	GOTO SEE
	NinjaKick:
	NIJK B 5
	TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken",1)
	GOTO SEE
	spawn:
	 PLAY A -1
	 Loop
	See:
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN2", 1, "FIREFIST1")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI ABCB 4
	 LOOP
	 DOUBLEJMP:
	 TNT1 A 0 A_PLAYSOUND("Double/Jump")
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 GOTO SEE
	 JUMPING:
	 TNT1 A 0 A_CHANGEVELOCITY(0,0,10)
	 TNT1 A 0 A_JUMP(50,"DOUBLEJMP")
	 GOTO SEE
	Melee:
	 TNT1 A 0 A_jump(50,"jumping")
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 3
     TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 6
	Missile:
     TNT1 A 0 A_jump(50,"jumping")
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 6
	 TNT1 A 0 A_JUMPIFINVENTORY("GUN_PLAYER1", 1, "GUN_SPRITES")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken2", 1, "NINJAKICK2")
	 TNT1 A 0 A_JUMPIFINVENTORY("ninjakicktoken",1,"NinjaKick")
	 TNT1 A 0 A_JUMPIFINVENTORY("SWORD_PLAYER1",1,"SWORD")
	 TNT1 A 0 A_JUMPIFINVENTORY("Glaive_PLAYER1",1,"Glaive_ATTK")
	 PHAI D 6
	 GOTO see
	PAIN.FlashBomb:
	  PLAY G 4 ACS_NamedExecute("Flash_Bang",0)
	  PLAY G 4 A_PAIN
	  goto see
	PAIN:
	  PLAY G 4
	  PLAY G 4 A_PAIN
	  goto see
	DEATH:
	  PLAY H 10
	  PLAY I 10 A_PLAYERSCREAM
	  PLAY J 10 A_NOBLOCKING
	  PLAY KL 10
	  PLAY L -1
	  STOP
    DEATH.armor_Break:
      TNT1 A 0 A_GivePlayerMedal("GlaiveD",FALSE,AAPTR_TARGET)
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
   XDEATH: /// GENERIC GIB
      PLAY H 0 A_XSCREAM
	  GORE ABC 3 A_SPAWNITEMEX("Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_2", FRANDOM(20,20),FRANDOM(20,20),FRANDOM(20,20),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A -1
	  STOP
	DEATH.GUN:
	  TNT1 A 0 A_GivePlayerMedal("SHOT",FALSE,AAPTR_TARGET)
	  PLYB A 10 
	  PLYB B 10 A_PLAYERSCREAM
	  PLYB C 10 A_NOBLOCKING
	  PLYB D 10
	  PLYB E 10
	  PLYB F 10
	  PLYB H 10
	  PLYB I 10
	  PLYB J -1
	  STOP
	 death.fire:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FRDS A 5 BRIGHT
	  FRDS B 5 BRIGHT A_PLAYSOUND("fire/ball")
	  FRDS D 5 BRIGHT
	  FRDS E 5 BRIGHT
	  FRDS F 5 BRIGHT
	  FRDS G 5 BRIGHT 
	  FRDS HI 10
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	 death.fireextreme:
	  TNT1 A 0 A_GivePlayerMedal("incinerated",FALSE,AAPTR_TARGET)
	  FORE A 2 BRIGHT A_NOBLOCKING
	  FORE B 2 BRIGHT A_PLAYSOUND("fire/ball")
	  FORE C 2
	  FORE D 2 BRIGHT
	  FORE E 2 BRIGHT
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_EYE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_BIG2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAAAA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_RIBCAGE2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_SKULL2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX("RANDOM_GORE_LIMB2", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AAAA 0 A_SPAWNITEMEX(" RANDOM_GORE_LIMB_3", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  FORE F 4 BRIGHT
	  FORE G 6 BRIGHT 
	  FORE HI 10 BRIGHT
	  FRDS HI 10 /// skeleton sequence
	  TNT1 A 0 A_PLAYSOUND("BONE/FALL")
	  FRDS JKLM 2
	  FRDS M -1
	  STOP
	  DEATH.cauterized:
	  TNT1 A 0 A_GivePlayerMedal("cauterized",FALSE,AAPTR_TARGET)
	 Death.Sword_Cut:
	  TNT1 A 0 A_GivePlayerMedal("decapitated",FALSE,AAPTR_TARGET)
	  DEAP A 3 A_SPAWNITEMEX("player_HEAD", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_TRANSFERTRANSLATION , 0)
	  DEAP AB 10 A_PLAYERSCREAM
	  DEAP CD 10 A_NOBLOCKING
	  DEAP EFEFEF 3 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  DEAP GH 10
	  DEAP I -1
	  STOP
	death.crush:
	TNT1 A 0 A_SPAWNITEMEX("Crush_Gore")
	TNT1 A 0 A_PLAYERSCREAM
	TNT1 A -1 A_NOBLOCKING
	STOP
	DEATH.SHOTGUN:
	 TNT1 A 0 A_GivePlayerMedal("ShellShock",FALSE,AAPTR_TARGET)
      TNT1 AAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("GORE_Blood_Spray", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 A 0 A_SPAWNITEMEX("RANDOM_GORE_BIG", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  TNT1 AA 0 A_SPAWNITEMEX("RANDOM_GORE_SMALL", FRANDOM(10,10),FRANDOM(10,10),FRANDOM(10,10),Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	  SHDT A 10 
	  SHDT B 7
	  SHDT CDEFG 5
	  PLYB I 10
	  PLYB J -1
	  STOP
	  DEATH.ICE:
	  TNT1 A 0 A_SPAWNITEMEX("ICE_NINJA")
	  TNT1 A 0 A_GivePlayerMedal("Hypothermic",FALSE,AAPTR_TARGET)
	  TNT1 A -1
	  STOP
	}
}


ACTOR NinjaStar : FastProjectile
{
    scale 0.25
    MissileHeight 8
    MissileType "NstarTrail"
	  DamageType "Stamina_Drop"
	Radius 13
	Height 30
	Damage (random(10,45))
	+DontGib
	speed 45
	Projectile
	SeeSound ""
	DeathSound "STAR/HIT"
	Obituary "%k assasinated %o With his Ninja Star"
	States
	{
	Spawn:
		NSTR AB 4 Bright
		loop
	Death:
	    TNT1 A 0 
		STOP
	XDEATH:
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("Stamina_Large_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 STOP
		
	}
}


ACTOR NinjaStar_Monster : FastProjectile
{
    scale 0.25
    MissileHeight 8
    MissileType "NstarTrail"
	Radius 13
	Height 30
	Damage (random(30,90))
	+DontGib
	speed 45
	Projectile
	SeeSound ""
	DeathSound "STAR/HIT"
	Obituary "%k assasinated %o With his Ninja Star"
	States
	{
	Spawn:
		NSTR AB 4 Bright
		loop
	Death:
	    TNT1 A 0 
		STOP
		
	}
}

ACTOR FireFist_Fireball : FastProjectile
{
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 5
	+SeekerMissile
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 80
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIBL A 4 Bright a_tracer
		loop
	Death:
	    FIBL ABCD 4 BRIGHT
		STOP
		
	}
}

ACTOR ICEBALL : fastprojectile
{
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 60
	missiletype "FireBall_Trail2"
	damagetype ICE
	speed 40
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "ICE/BALL"
	DeathSound "ICE/EXPLD"
	Obituary "%k FROZEN %o with his Ice Ball"
	States
	{
	Spawn:
		ICE1 A 4 Bright
		loop
	Death:
		 TNT1 A 0 A_EXPLODE(100,25,0)
	 ICE1 A 0 BRIGHT
		STOP
	XDEATH:
	 TNT1 A 0 A_EXPLODE(100,25,0)
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 AAAAAA 0 A_SPAWNITEMEX("icearmor",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 ICE1 A 0 BRIGHT
	 STOP
		
	}
}

ACTOR ICESPIKE
{
    SCALE 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 30
	damagetype ICE
	speed 30
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "ICE/BALL"
	DeathSound ""
	Obituary "%k FROZEN %o with his Ice Ball"
	States
	{
	Spawn:
		ICSK AAA 4 Bright
	Death:
	 ICE1 A 0 BRIGHT
		STOP
		
	}
}


ACTOR NINJA_FIREBALL : FastProjectile
{
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 60
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 80
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIBL A 4 Bright
		loop
	Death:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	 STOP
		
	}
}

ACTOR Monster_FierBall : NINJA_FIREBALL
{
-Ripper
damage 20
speed 20
states
	{
	XDEATH:
	 TNT1 A 0
	 STOP
	}
}

ACTOR PARTICLE_SPAWN_FIREBALL
{
	PROJECTILE
    -NOGRAVITY
	GRAVITY 15
	HEIGHT 1
	RADIUS 1
	SPEED 3
	BOUNCETYPE DOOM
	BOUNCECOUNT 3
	+ROCKETTRAIL
	STATES
	{
	SPAWN:
	CIND ABABABCD 3 BRIGHT
	LOOP
	DEATH:
	CIND EF 4
	STOP
	}
}

ACTOR Ninja_Dragon_Fireball : FastProjectile
{
    scale 0.75
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 150
	Missiletype "FireBall_Trail"
	damagetype "fireextreme"
	speed 80
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		DRFB A 4 Bright
		loop
	Death:
	///    TNT1 A 0 A_EXPLODE
	     FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	     DRFB ABCDE 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,-20)
	  DRFB ABCDE 4 BRIGHT
	 STOP
		
	}
}

ACTOR WEAKENING_BALL : FastProjectile
{
    MissileHeight 8
    +ROCKETTRAIL
	+Ripper
	Radius 13
	Height 6
	Damage 1
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 25
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIB2 A 4 Bright 
		loop
	Death:
	    TNT1 A 0 A_TakeFromTarget("Stamina",10,AAPTR_TARGET)
		STOP
		
	}
}

ACTOR FireBall_Trail
{
    scale 0.50
	+NOBLOCKMAP
	+NOGRAVITY
	+DROPOFF
	Renderstyle add
	Alpha 0.12
	States
	{
	Spawn:
		FIBL AAAAA 2 Bright
	Death:
	    FIBL AA 4 Bright A_FADEOUT
		STOP
	}
}


ACTOR FireBall_Trail2
{
    scale 0.50
	+NOBLOCKMAP
	+NOGRAVITY
	+DROPOFF
	Renderstyle add
	Alpha 0.12
	States
	{
	Spawn:
		FIB2 AAAAA 2 Bright
	Death:
	    FIB2 AA 4 Bright A_FADEOUT
		STOP
	}
}

ACTOR Slam_Damage
{
    DAMAGETYPE "fireextreme"
    PROJECTILE
	Radius 13
	Height 6
	Damage 50
	+Ripper
	speed 100
	SeeSound ""
	DeathSound ""
	Obituary "%k Punched %o with his Slam Attack"
	States
	{
	Spawn:
		FIBL A 4 Bright
		loop
	Death:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	 STOP
		
	}
}


ACTOR bullet_Smoke
{
VSPEED -5
+NOGRAVITY
SCALE 1
+noblockmap
-solid
renderstyle ADD
Alpha 0.25
states
	{
SPAWN:
 BULS ABCD 2
DEATH:
 BULS D 5 A_FADEOUT
 STOP
	}
}
ACTOR Gun_Bullet : FastProjectile
{
    scale 0.5
	Projectile
	DAMAGETYPE "GUN"
	Radius 5
	Height 5
	Damage (80 * Random(1,1))
	+ripper
	Speed 100
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Ninja Gun!"
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 1
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}

ACTOR ICE_Bullet : FastProjectile
{
    scale 0.5
	Projectile
	DAMAGETYPE "ice"
	Radius 5
	Height 5
	Damage (80 * Random(1,1))
	+ripper
	Speed 100
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Ninja Ice Gun!"
	States
	{
	Spawn:
	ICE1 A 1 BRIGHT
	LOOP
   XDeath:
	TNT1 A 0 A_EXPLODE(128,-1,0)
	TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH1")
	TNT1 AAAAAA 0 A_SPAWNITEMEX("icearmor",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
death1:
    TNT1 A 0
	STOP
Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}




ACTOR Gun_Bullet_Dragon : FastProjectile
{
    scale 1
	Projectile
	DAMAGETYPE "fire"
	Radius 5
	Height 5
	+rockettrail
	Damage (80 * Random(1,1))
	+ripper
	Speed 80
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Ninja Gun!"
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 0 A_EXPLODE(128,-1,0)
	TNT1 A 1 
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}

ACTOR NINJA_FIREBALL_GUN : FastProjectile
{
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 2
	Height 2
	Damage 10
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 50
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIBL A 4 Bright A_WEAVE(5,5,4,4)
		loop
	Death:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	 STOP
		
	}
}
ACTOR NINJA_FIREBALL_GUN2 : FastProjectile
{
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 2
	Height 2
	Damage 10
	Missiletype "FireBall_Trail"
	damagetype fire
	speed 50
	renderstyle add
	ALPHA 1.25
	Projectile
	SeeSound "fire/ball"
	DeathSound ""
	Obituary "%k Scorched %o with his ninja fireball"
	States
	{
	Spawn:
		FIBL A 4 Bright A_WEAVE(-5,-5,-4,-4)
		loop
	Death:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
		STOP
	XDEATH:
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	 STOP
		
	}
}




ACTOR SHOTGUN_Bullet : FastProjectile
{
    +Dontblast /// shotgun can no longer be blassed away by a_blast as of update 0.16
    scale 0.5
	Projectile
	DAMAGETYPE "Shotgun"
	Radius 5
	Height 5
	Damage (80 * Random(1,1))
	+ripper
	Speed 100
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Spas-12 Shotgun!"
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 1
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}

ACTOR INCENDIARY_FIRE : FastProjectile
{
    +Dontblast
    scale 1
	Projectile
	DAMAGETYPE fire
	Radius 5
	Height 5
	+rockettrail
	Damage (80 * Random(1,1))
	+ripper
	Speed 80
	MissileType "Bullet_Trail"
	MissileHeight 8
	RenderStyle Add
	Alpha 0.75
	Obituary "%o Was assasinated by %k's Ninja Gun!"
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 0 A_EXPLODE(150,-1,0)
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 TNT1 A 0 A_SPAWNITEMEX("pistol_ammo_Drop",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 FIBL ABCD 4 BRIGHT
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 FIBL ABCD 4 BRIGHT
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}


ACTOR Gun_Bullet_Deathmatch : Gun_Bullet
{
 DAMAGETYPE "GUN"
 Speed 80
 Damage (50 * Random(1,2)) /// double the damage as of update 0.16
	States
	{
	Spawn:
	BULL A 1 BRIGHT
	LOOP
    XDeath:
	TNT1 A 1 
	STOP
	Death:
	TNT1 AAAAAA 0 A_SPAWNITEMEX("bullet_Smoke",0,0,0, RANDOM(3,-3),RANDOM(3,-3),0,RANDOM(-4,-8))
	TNT1 A 1 A_PLAYSOUND("pis/bull")
	STOP
	}
}

ACTOR Yakuza_Bullet : Gun_Bullet
{
 DAMAGETYPE "GUN"
 Speed 40
 Damage 6
}

ACTOR Bullet_Trail
{
    scale 0.50
	+NOBLOCKMAP
	+NOGRAVITY
	+DROPOFF
	Renderstyle add
	Alpha 0.12
	States
	{
	Spawn:
		BULL AAAAA 2 Bright
	Death:
	    NSTR AB 4 Bright A_FADEOUT
		STOP
	}
}

ACTOR Flash_Bomb
{
	+Missile
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	BounceCount 3
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 5
	DamageType "FlashBomb"
	speed 35
	-NoGravity
	bouncetype Heretic
	SeeSound ""
	DeathSound "FLASH/BOMB"
	Obituary "%k assasinated %o With his Flash Bomb"
	States
	{
	Spawn:
		BOMB A 4 Bright
		loop
	Death:
	    TNT1 A 0 A_EXPLODE
		BOMB BC 2
		TNT1 A 0 A_SETSCALE(1.0,1.0)
		BOMB D 2
		TNT1 A 0 A_SETSCALE(1.5,1.5)
		BOMB E 2
		STOP
		
	}
}

ACTOR Charged_Flash_Bomb
{
	+Missile
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	BounceCount 3
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 150
	DamageType "fireextreme"
	speed 35
	-NoGravity
	bouncetype Heretic
	SeeSound ""
	DeathSound "FLASH/BOMB"
	Obituary "%k assasinated %o With his Flash Bomb"
	States
	{
	Spawn:
		FOMB A 4 Bright
		loop
	Death:
	    TNT1 A 0 A_EXPLODE(50,150,0)
		FOMB BC 2
		TNT1 A 0 A_SETSCALE(1.0,1.0)
		FOMB D 2
		TNT1 A 0 A_SETSCALE(1.5,1.5)
		FOMB E 2
		STOP
		
	}
}


ACTOR ICE_Flash_Bomb
{
	+Missile
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	BounceCount 3
    scale 0.25
    MissileHeight 8
    +ROCKETTRAIL
	Radius 13
	Height 6
	Damage 150
	DamageType ICE
	speed 35
	-NoGravity
	bouncetype Heretic
	SeeSound "ICE/BALL"
	DeathSound "HEL/DIE"
	Obituary "%k assasinated %o With his Flash Bomb"
	States
	{
	Spawn:
		ICE1 B 4 Bright
		loop
	Death:
	    TNT1 A 0 A_EXPLODE(100,10,0)
		STOP
		
	}
}
ACTOR NstarTrail
{
    scale 0.25
	+NOBLOCKMAP
	+NOGRAVITY
	+DROPOFF
	Renderstyle add
	Alpha 0.12
	States
	{
	Spawn:
		NSTR AB 4 Bright
	Death:
	    NSTR AB 4 Bright A_FADEOUT
		STOP
		
	}
}

ACTOR Block : PowerProtection
{
	Powerup.Duration 2
	DamageFactor "Normal" , 0.25
    +nopain
    +dontblast
}




ACTOR NinjaFists : DoomWeapon
{
    -FOILINVUL
	+Weapon.MeleeWeapon
	Weapon.AmmoUse 1
	Weapon.AmmoType "Stamina"
	Weapon.AmmoGive 100
	Weapon.Slotnumber 1
	Weapon.AmmoUse2 1
    Weapon.AmmoType2 "Stamina"
	tag "Ninjitsu"
	Obituary "%o was assasinated by %k's Ninjitsu"
	Inventory.PickupMessage "You've Learned Ninjitsu"
	Weapon.SelectionOrder  3700
	Weapon.KickBack 3
	states
	{
	   Ready:
	    TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ice_start")
	    TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN",1,"FIRESTANCE")
		TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("KICK_TOKEN", 1, "NinjaKick") 
	///	TNT1 A 0 A_JUMPIFINVENTORY("Slam_Token", 1, "Slam")
		TNT1 A 0 A_JUMPIFINVENTORY("Star_Ready", 1, "NinjaStarReady")
		TNT1 A 0 A_JUMPIFINVENTORY("chain_Token", 1, "Chain_State")
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		FIST A 1 a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
        TNT1 A 0 A_CHECKFORRELOAD(7,"ready")
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Combo",5)
  	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		TNT1 A 0 A_TAKEINVENTORY("Kick_Token",1)
		TNT1 A 0 A_TAKEINVENTORY("KICK_COMBO",3)
///	TNT1 A 0 A_TAKEINVENTORY("Slam_Token", 1)
///   TNT1 A 0 A_TAKEINVENTORY("Slam_Attack_TOKEN",1)
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	    TNT1 A 0 A_TAKEINVENTORY("Perry_ATTACK",3)
		goto Ready
	   Select:
		Fist A 1 A_RAISE
		LOOP
	   DeSelect:
		Fist A 1 A_Lower
		Loop 
	   ICE_START:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_token",1,"check_1")
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	   goto ready
	   check_1:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_magic",100,"ice_fists")
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	   goto ready
	   ice_fists:
	   TNT1 A 0 A_PLAYSOUND("ICE/STANC")
	   ICEH ABCDE 3 BRIGHT
	   ICE_STANCE:
	   TNT1 A 0 A_GIVEINVENTORY("ICE_FIST_TOKEN",1)
	   ICEH E 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_JUMPIFINVENTORY("KICK_TOKEN", 1, "NinjaKick") 
	   TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "ICE_Slide")
	   TNT1 A 0 A_JUMPIFINVENTORY("chain_Token", 1, "ICE_CHAIN_STATE")
	   TNT1 A 0 A_CHECKFORRELOAD(40,"ICE_STANCE")
	   ICESTOP:
	   ICEH EDCBA 3 BRIGHT
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	  GOTO READY
	   AltFIre:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

	   TNT1 A 0 A_GIVEINVENTORY("Block2",1)
	   BLOC ABC 3 A_JUMPIFINVENTORY("Perry_Attack",1,"perry")
	   ALTHOLD:
	   BLOC C 1
	   TNT1 A 0 A_TAKEINVENTORY("Stamina",1)
	   TNT1 A 0 A_GIVEINVENTORY("Player_Block_Token",1)
	   TNT1 A 0 A_GIVEINVENTORY("Block",1)
	   BLOC A 0 A_REFIRE
	   TNT1 A 0 A_TAKEINVENTORY("Block",1)
	   TNT1 A 0 A_TAKEINVENTORY("Block2",1)
	   BLOC CDE 2
	   GOTO READY
	   FistSwing:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN", 1, "ICEFIST")
	   TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIREFIST")
	    TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
		TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
	///    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Left_Swing", 1, "LeftSwing")
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIST E 1
		FIST F 1
		FIST G 1 A_CustomPunch(35,0,0,"FistPuff",80)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_1")
		Goto FistDone_1
	   FistImpact_1:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_1:
		FIST HIJ 1
		FIST IHGFEDCBA 1
		TNT1 A 0 A_GIVEINVENTORY("Left_Swing", 1)
		TNT1 A 0 A_REFIRE
		Goto Ready
	   LeftSwing:
	    TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIREFIST")
        TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
    	TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
///	    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIS2 E 1
		FIS2 F 1
		FIS2 G 1 A_CustomPunch(35,0,0,"FistPuff",80) /// from 10 to 25
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_2")
		Goto FistDone_2
	   FistImpact_2:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_2:
		FIS2 HIJ 1
		FIS2 IHGFEDCBA 1
		TNT1 A 0 A_TAKEINVENTORY("Left_Swing",1)
		Goto Ready
		Chop:
		TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 3, "CHOP2")
		CHOP ABCDEF 1
		CHOP G 2 A_CustomPunch(45,1,0,"FistPuff")
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_Chop")
		goto ChopDone
	   FistImpact_Chop:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		ChopDone:
		CHOP HGFEDCBA 1
        TNT1 A 0 A_REFIRE
	    Goto Ready
		Chop2:
        TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
		CHO2 ABCDEF 1
		CHO2 G 2 A_CustomPunch(45,1,0,"KickPuff")
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_Chop2")
		goto ChopDone2
	   FistImpact_Chop2:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		ChopDone2:
		CHO2 GFEDCBA 1
		TNT1 A 0 A_TAKEINVENTORY("PUNCH_COMBO", 5)
		GOTO READY
/// gun removed into a pickup
	  Slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	    KICA AB 2
		Sliding:
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
	    TNT1 A 0 A_JumpIfNoAmmo("SlideDone")
		KICA C 1  A_CustomPunch(10,1,0,"KickPuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
		Goto SlideDone
	   Slide_Impac:
	///    TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto Ready
		SlideDone:
		 KICA BA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto ready
		ICE_Slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided3")
		 goto Slide_Voided3
		SlideStart3:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	    ICSL AB 2
		Sliding3:
	    TNT1 A 0 A_ChangeVelocity(3,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac3")
	    TNT1 A 0 A_PLAYSOUND("ICE/STANC")
		TNT1 A 0 A_TAKEINVENTORY("ICE_magic",1)
	    TNT1 A 0 A_JumpIfNoAmmo("SlideDone3")
		ICSL  C 1 bright  A_CustomPunch(350,0,0,"icePuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding3")
		Goto SlideDone3
	   Slide_Impac3:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 TNT1 A 0 A_TAKEINVENTORY("ICE_magic", 100)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		Goto Ready
		SlideDone3:
		 ICSL BA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided3:
		 TNT1 A 0 A_CHECKFLOOR("SlideStart3")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		 goto ready
       Fire_Slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided2")
		 goto Slide_Voided2
		SlideStart2:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	    FISL AB 2
		Sliding2:
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_TAKEINVENTORY("Dragon_magic",1)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac2")
		TNT1 A 0 A_PLAYSOUND("FIRE/SLIDE")
	    TNT1 A 0 A_JumpIfNoAmmo("SlideDone2")
		FISL C 1 bright  A_CustomPunch(350,0,0,"FIre_Puff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding2")
		Goto SlideDone2
	   Slide_Impac2:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 TNT1 A 0 A_TAKEINVENTORY("dragon_magic", 100)
		TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

		Goto Ready
		SlideDone2:
		 FISL BA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided2:
		 TNT1 A 0 A_CHECKFLOOR("SlideStart2")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		 goto ready
	   UpperCut:
	    
	     UPCT AB 2
		 UPCT CD 2
	   	TNT1 A 0  A_CustomPunch(35,1,0,"FistPuff")
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Upp_Impac")
		Goto up_done
	   Upp_Impac:
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 100)
		TNT1 A 0 A_BLAST(BF_USEAMMO,155,255,20.0)
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto Ready
		up_done:
		 UPCT D 2 
		 UPCT DCBA 2
		 TNT1 A 0 A_REFIRE
		 GOTO READY 
		NinjaKick:
		 TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"NINJA_ICE_KICK")
	     TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"NINJA_FIRE_KICK")
		 TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken2",1)
		 KIC2 A 2 
		 KIC2 C 2 
		Ninja_Kicking:
		 KIC2 C 0 A_TAKEINVENTORY("Ninja_KICKing_TOKEN",1)
		 KIC2 C 0 A_TAKEINVENTORY("FIRE_KICK_TOKEN",15)
		 KIC2 E 2 A_SETANGLE(ANGLE+3,SPF_INTERPOLATE)
		 KIC2 F 2 A_SETPITCH(PITCH+3,SPF_INTERPOLATE)
		 TNT1 A 0 A_ChangeVelocity(8,0,0, CVF_RELATIVE | CVF_RELATIVE )
		 KIC2 G 2 A_CustomPunch(30,1,0,"KICKPuff",70)
		 KIC2 G 5 A_JUMPIFINVENTORY("Punch_Hit",1,"kick_impac_1")
		 goto kickdone_2
		 kick_impac_1:
		 TNT1 A 0 A_TAKEINVENTORY("STAMINA",150)
		 TNT1 A 0 A_BLAST
		 TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 kickdone_2:
		 KIC2 D 2 A_SETANGLE(ANGLE-3, SPF_INTERPOLATE)
		 KIC2 C 2 A_SETPITCH(PITCH-3, SPF_INTERPOLATE)
		 KIC2 BA 2
		 TNT1 A 0 A_TAKEINVENTORY("KICK_TOKEN", 1)
         TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
		 GOTO READY
		NINJA_FIRE_KICK:
		  BLOC C 0 A_QUAKE(4,15,0,30,"")
		  TNT1 A 0 A_PLAYSOUND("fire/ball")
		  TNT1 A 0 A_TAKEINVENTORY("STAMINA",150)
	      KIC2 C 0 A_TAKEINVENTORY("FIRE_KICK_TOKEN",15)
	      TNT1 A 0 A_TAKEINVENTORY("Block",1)
	      TNT1 A 0 A_TAKEINVENTORY("Block2",1)
///		  FIKI ABCDE 2 bright
		  FIKI FGH 2 bright
		  TNT1 A 0 A_ChangeVelocity(8,0,0, CVF_RELATIVE | CVF_RELATIVE )
		  FIKI I 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  FIKI J 2 A_CustomPunch(20 *random(1,2),0,0,"fire_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN")
		  GOTO FIREKICKDONE
		  SLAM_SPAWN:
		  TNT1 A 0 A_TAKEINVENTORY("dragon_magic", 100)
		  TNT1 AAAAA 0 A_SPAWNITEMEX("FireFist_Fireball",0,0,0,20,0,0,RANDOM(-7,7),0)
          TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "TAKESTATUEKICK")
		  GOTO FIREKICKDONE
          TAKESTATUEKICK:
		  FIREKICKDONE:
		  TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
  	      TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	      TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		  FIKI JKL 3 bright
		  GOTO READY
		NINJA_ICE_KICK: 
		  BLOC C 0 A_QUAKE(4,15,0,30,"")
		  TNT1 A 0 A_PLAYSOUND("ICE/BALL")
		  TNT1 A 0 A_TAKEINVENTORY("STAMINA",150)
	      TNT1 A 0 A_TAKEINVENTORY("Block",1)
	      TNT1 A 0 A_TAKEINVENTORY("Block2",1)
///		  FIKI ABCDE 2 bright
		  ICKI ABC 2 bright
		  TNT1 A 0 A_ChangeVelocity(20,0,0, CVF_RELATIVE | CVF_RELATIVE )
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  ICKI D 2 A_CustomPunch(20 *random(1,2),0,0,"ice_kick_puff")
		  TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "SLAM_SPAWN2")
		  GOTO ICEKICKDONE
		  SLAM_SPAWN2:
		  TNT1 A 0 A_TAKEINVENTORY("ICE_magic", 100)
		  TNT1 AAA 0 A_SPAWNITEMEX("ICESPIKE",0,0,0,20,0,0,RANDOM(-7,7),0)
          TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "TAKESTATUEKICK2")
		  GOTO ICEKICKDONE
          TAKESTATUEKICK2:
		  ICEKICKDONE:
		  TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
  	      TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	      TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		   ICKI CBA 3 bright
		  GOTO READY
		HighKick:
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
		 KICA AB 3
		 KICA CC 4  A_CustomPunch(35,1,0,"KickPuff")
		 KICA BA 3
		 TNT1 A 0 A_TAKEINVENTORY("KICK_COMBO", 3)
		 TNT1 A 0 A_TAKEINVENTORY("KICK_TOKEN", 1)
		 GOTO READY
		Fire:
		 TNT1 A 0 A_JUMPIFINVENTORY("WATER_TOKEN",1,"FistSwing")
		 TNT1 A 0 A_CHECKFLOOR("FistSwing")
		 TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_DROP_KICK")
		 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIRE_DROP_KICK")
		 TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken",1)
		 KICA AB 2
		Kicking:
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1,"DROPKICK_Impac")
		 TNT1 A 0 A_CHECKFLOOR("KickDone")
		 KICA C 1  A_CustomPunch(7,1,0,"FistPuff")
		 TNT1 A 0 A_CHECKFORRELOAD(10,"KICKING")
		GOTO KickDone
	   DROPKICK_Impac:
		TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		KickDone:
		 KICA BA 2
		 Goto Ready
		Fire_Drop_Kick:
		 TNT1 A 0 A_JUMPIFINVENTORY("WATER_TOKEN",1,"FistSwing")
		 TNT1 A 0 A_CHECKFLOOR("FistSwing")
		 TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken",1)
		 FISL AB 2 BRIGHT
		Kicking_fire:
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1,"DROPKICK_Impac2")
		 TNT1 A 0 A_CHECKFLOOR("KickDone_FIRE")
		 FISL C 1 BRIGHT A_CustomPunch(300,1,0,"FIRE_KICK_Puff")
		 TNT1 A 0 A_CHECKFORRELOAD(10,"KICKING_FIRE")
		GOTO KickDone_FIRE
	   DROPKICK_Impac2:
  	      TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	      TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		  TNT1 A 0 A_TAKEINVENTORY("DRAGON_MAGIC",100)
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		KickDone_FIRE:
		 FISL BA 2 BRIGHT
		 Goto Ready
		ICE_Drop_Kick:
		 TNT1 A 0 A_JUMPIFINVENTORY("WATER_TOKEN",1,"FistSwing")
		 TNT1 A 0 A_CHECKFLOOR("FistSwing")
		 TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken",1)
		 ICSL AB 2
		Kicking_ICE:
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1,"DROPKICK_Impac3")
		 TNT1 A 0 A_CHECKFLOOR("KickDone_ICE")
		 ICSL C 1  A_CustomPunch(300,1,0,"ICE_KICK_Puff")
		 TNT1 A 0 A_CHECKFORRELOAD(10,"KICKING_ICE")
		GOTO KickDone_ICE
	   DROPKICK_Impac3:
  	      TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	      TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		  TNT1 A 0 A_TAKEINVENTORY("ICE_MAGIC",100)
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		KickDone_ICE:
		 ICSL BA 2
		 Goto Ready
		Perry:
	///	 TNT1 A 0 A_JUMPIFINVENTORY("stamina",150,"NINJA_FIRE_KICK")
		 TNT1 A 0 A_PLAYSOUND("parry/defl",10)
         TNT1 A 0 A_GIVEINVENTORY("DRAGON_MAGIC",25)
		 TNT1 A 0 A_BLAST
		 TNT1 A 0 HEALTHING(100,300)
		 NIFI A 10 A_CustomPunch(5,1,0,"FistPuff",64,1)
		 TNT1 A 0 A_TAKEINVENTORY("Perry_ATTACK",3)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK",1)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK2",1)
		 TNT1 A 0 A_JUMPIFINVENTORY("ICE_TOKEN",1,"GIVEICEMAGIC")
		 GOTO PARRYDONE
		 GIVEICEMAGIC:
		 TNT1 A 0 A_GIVEINVENTORY("Ice_Magic",25)
		 PARRYDONE:
		 GOTO READY
		Perry_Kick:
	     TNT1 A 0 HEALTHING(100,300)
		 TNT1 A 0 A_PLAYSOUND("parry/defl",10)
         TNT1 A 0 A_GIVEINVENTORY("ninjakicktoken2",1)
		 KIC2 A 2 
		 KIC2 C 2 
		 KIC2 E 2 A_SETANGLE(ANGLE+3,SPF_INTERPOLATE)
		 KIC2 F 2 A_SETPITCH(PITCH+3,SPF_INTERPOLATE)
		 KIC2 G 2 A_CustomPunch(30,1,0,"KICKPuff")
		 KIC2 G 3 A_JUMPIFINVENTORY("Punch_Hit",1,"kick_impac_4")
		 goto kickdone_4
		 kick_impac_4:
		 TNT1 A 0 A_TAKEINVENTORY("STAMINA",25)
		 TNT1 A 0 A_BLAST
		 TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 kickdone_4:
		 KIC2 D 2 A_SETANGLE(ANGLE-3, SPF_INTERPOLATE)
		 KIC2 C 2 A_SETPITCH(PITCH-3, SPF_INTERPOLATE)
		 KIC2 BA 2
		 TNT1 A 0 A_TAKEINVENTORY("KICK_TOKEN", 1)
         TNT1 A 0 A_TAKEINVENTORY("ninjakicktoken2",1)
		 TNT1 A 0 A_TAKEINVENTORY("Perry_ATTACK",3)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK",1)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK2",1)
		 GOTO READY
		Perry_Uppercut:
		TNT1 A 0 HEALTHING(100,300)
		TNT1 A 0 A_PLAYSOUND("parry/defl",10)
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 25)
	    UPCT AB 2
		UPCT CD 2
	   	TNT1 A 0  A_CustomPunch(35,1,0,"FistPuff")
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Upp_Impac2")
		Goto up_done2
	   Upp_Impac2:
		TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto Ready
		up_done2:
		 UPCT D 2 
		 UPCT DCBA 2
		 TNT1 A 0 A_TAKEINVENTORY("Perry_ATTACK",3)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK",1)
		 TNT1 A 0 A_TAKEINVENTORY("BLOCK2",1)
		 GOTO READY
		 THROW_ICE:
		   TNT1 A 0 A_JUMPIFINVENTORY("ICE_MAGIC",100,"THROWINGICE")
		   TNT1 A 0 A_TAKEINVENTORY("FireBall_TOKEN", 1)
		   GOTO READY
		 THROWINGICE:
		   TNT1 A 0 A_FIRECUSTOMMISSILE("ICEBALL")
		   TNT1 A 0 A_TAKEINVENTORY("stamina",150)
		   TNT1 A 0 A_TAKEINVENTORY("ICE_magic", 100)
		   NIFI A 8
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		   GOTO READY
		NinjaFire:
	     TNT1 A 0 A_JUMPIFINVENTORY("ICE_TOKEN", 1, "THROW_ICE")
		 BLOC CC 2 
		 TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic", 100, "Dragon_Fireball")
		 TNT1 A 0 A_FIRECUSTOMMISSILE("NINJA_FIREBALL")
		 GOTO Fireballdone
		 Dragon_Fireball:
		 TNT1 A 0 A_FIRECUSTOMMISSILE("Ninja_Dragon_Fireball")
		 TNT1 A 0 A_TAKEINVENTORY("dragon_magic", 100)
         TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "TAKESTATUE")
		 GOTO FIREBALLDONE
         TAKESTATUE:
		 FIREBALLDONE:
		TNT1 A 0 A_TAKEINVENTORY("stamina",150)
		 NIFI A 8 
		 BLOC CC 2
		 GOTO READY
	  FIRESTANCE:
	   dragon_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic",100,"STANCESTART")
  	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	   goto ready
	  StanceStart:
	   TNT1 A 0 A_PLAYSOUND("fire/ball")
	   FSTN EDCBA 1 BRIGHT
	   FIRESTANCE2:
	   TNT1 A 0 A_GIVEINVENTORY("FIRE_STANCE_TOKEN",1)
	   FSTN A 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_JUMPIFINVENTORY("KICK_TOKEN", 1, "NinjaKick") 
	   TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Fire_Slide")
	   TNT1 A 0 A_JUMPIFINVENTORY("chain_Token", 1, "CHAIN_FIRE")
	   TNT1 A 0 A_CHECKFORRELOAD(40,"FIRESTANCE2")
	   FSTN ABCDE 1
	   FireStanceDone:
  	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN",1)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
	  GOTO READY
	  FIREFIST:
	     TNT1 A 0 A_GIVEINVENTORY("FIRE_FIST_TOKEN2",1)
		 BLOC C 2 BRIGHT A_QUAKE(4,15,0,30,"")
		 TNT1 A 0 A_PLAYSOUND("fire/ball")
		 FIS2 ABCD 1 BRIGHT
		 FFIS F 2 BRIGHT
		 FFIS G 2 BRIGHT A_CustomPunch(250 *random(1,2),0,0,"fire_puff") /// 50 50 chance of doing 100 dam per hit buffed for deathmatch
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "fireFistImpact_1")
		Goto fireFistDone_1
	     fireFistImpact_1:
	     TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "FireProjectile")
	    goto fireFistImpact_2
	     FireProjectile:
	     TNT1 AAA 0 A_FIRECUSTOMMISSILE("FireFist_Fireball", RANDOM ( -5 ,5)) /// MULTIPLAYER BUFF
	     fireFistImpact_2:
		 TNT1 A 0 A_TAKEINVENTORY("dragon_magic",50)
		 TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 fireFistDone_1:
		 FFIS HIJK 2 BRIGHT
		  TNT1 A 0 A_TAKEINVENTORY("STAMINA",150) /// now takes stam regardless
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

		Goto Ready
	  ICEFIST:
	     TNT1 A 0 A_GIVEINVENTORY("ICE_FIST_TOKEN",1)
		 IFST A 2 BRIGHT A_QUAKE(4,15,0,30,"")
		 TNT1 A 0 A_PLAYSOUND("ICE/STANC")
		 IFST ABC 1 BRIGHT
		 IFST D 2 BRIGHT A_CustomPunch(250 *random(1,2),0,0,"ICEpuff") /// 50 50 chance of doing 100 dam per hit buffed for deathmatch
		 TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "ICEFistImpact_1")
		Goto ICEFistDone_1
	     ICEFistImpact_1:
	     TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "iceProjectile")
	    goto ICEFistImpact_2
	     ICEProjectile:
	     TNT1 AAA 0 A_EXPLODE(20,250,0) /// MULTIPLAYER BUFF
	     ICEFistImpact_2:
		 TNT1 A 0 A_TAKEINVENTORY("ICE_magic",50)
		 TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		 ICEFistDone_1:
		 IFST EFG 2 BRIGHT
		  TNT1 A 0 A_TAKEINVENTORY("STAMINA",150) /// now takes stam regardless
          TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)

		Goto Ready
		NinjaStarReady:
		 TNT1 A 0 A_GIVEINVENTORY("STAR_TOKEN",1)
		 STAR ABC 2
		 STAR C 7 A_WEAPONREADY
		 STAR CBA 2
		 TNT1 A 0 A_TAKEINVENTORY("STAR_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("STAR_READY",1)
		 GOTO READY
		NinjaStarAttack:
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 50)
		 STAR ABC 2
		 STAR D 2 A_FIRECUSTOMMISSILE("NinjaStar", -3,0)
		 STAR E 2 A_FIRECUSTOMMISSILE("NinjaStar", 0,0)
		 STAR F 2 A_FIRECUSTOMMISSILE("NinjaStar", 3,0)
		 STAR G 2
		 TNT1 A 0 A_TAKEINVENTORY("STAR_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("STAR_READY",1)
		 GOTO READY
		 Reload:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 100, "Flash_1")
		 goto ReloadDone
		 Flash_1:
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 100)
		 STAR ABC 2
		 STAR D 2 
		 TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIRE_BOMB") 
		 TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_BOMB")
		 STAR E 2 A_ThrowGrenade("Flash_Bomb")
		 GOTO BOMBDONE
		 FIRE_BOMB:
		 TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("DRAGON_MAGIC",100)
		 STAR E 2 A_ThrowGrenade("Charged_Flash_Bomb")
		 GOTO BOMBDONE
		 ICE_BOMB:
		 TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("ICE_MAGIC",100)
		 STAR E 2 A_ThrowGrenade("ICE_Flash_Bomb")
		 GOTO BOMBDONE
		 BOMBDONE:
		 STAR F 2 
		 STAR G 2
		ReloadDone:
		 TNT1 A 0 A_TAKEINVENTORY("STAR_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("STAR_READY",1)
		 GOTO Ready
	/*	Zoom:
		  SWRD A 1 A_PLAYSOUND("Sword/Draw")
		  SWRD BCD 1
		  TNT1 A 0 A_JUMPIFINVENTORY("STAMINA", 100,"SWORD_OUT")
		  GOTO SWORDDONE
		 SWORD_OUT:
		  TNT1 A 0 A_GIVEINVENTORY("sword_token_deflect",1)
		  SWRD E 13 A_SETREFLECTIVE
		  TNT1 A 0 A_UNSETREFLECTIVE
		  TNT1 A 0 A_JUMPIFINVENTORY("sword_attack",1,"Sword_Swing")
		  SWORDDONE:
		  SWRD D 1 A_TAKEINVENTORY("sword_token_deflect",1)
		  SWRD CBA 1
		 GOTO READY
	*/
		 Zoom:
		   TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"Fire_Sword")
		   TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_Sword")
		   TNT1 A 0 A_JUMPIFINVENTORY("STAMINA", 150,"Sword_Swing")
		   goto ready
		 Sword_Swing:
		  TNT1 A 0 A_GIVEINVENTORY("SWORD_PLAYER1",1)
		  TNT1 A 0 A_PLAYSOUND("Sword/deflc")
		  SWRD ABCDF 2  A_CUSTOMPUNCH(15,0,0,"Sword_Puff", 80, true) 
		  TNT1 A 0 A_JUMPIFINVENTORY("Life_Steal",1,"LIFESTEALSTATE")
		  TNT1 A 0 A_TAKEINVENTORY("sword_Attack",1)
		  TNT1 A 0 A_TAKEINVENTORY("sword_token_deflect",1)
		  goto SwordDone
		  LIFESTEALSTATE:
		  LIFS ABCDEF 2
		  TNT1 A 0 A_TAKEINVENTORY("Life_Steal", 1)
		  GOTO READY
		  SwordDone:
		  SWRD GHIJK 2 
		  TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1",1)
		  GOTO READY
		 Fire_Sword:
		   TNT1 A 0 A_JUMPIFINVENTORY("STAMINA", 150,"Sword_Swing2")
		   goto ready
		 Sword_Swing2:
		  TNT1 A 0 A_GIVEINVENTORY("SWORD_PLAYER1",1)
		  TNT1 A 0 A_PLAYSOUND("Sword/deflc")
		  SWRF ABCDF 2 BRIGHT A_CUSTOMPUNCH(56,0,0,"fire_puff_Sword", 80, true) 
		  TNT1 A 0 A_JUMPIFINVENTORY("Life_Steal",1,"LIFESTEALSTATE2")
		  TNT1 A 0 A_TAKEINVENTORY("sword_Attack",1)
		  TNT1 A 0 A_TAKEINVENTORY("sword_token_deflect",1)
		  goto SwordDone2
		  LIFESTEALSTATE2:
		  LIFF ABCDEF 2 BRIGHT
		  TNT1 A 0 A_TAKEINVENTORY("Dragon_Magic",100)
		  TNT1 A 0 A_TAKEINVENTORY("Life_Steal", 1)
		  GOTO READY
		  SwordDone2:
		  SWRF GHIJK 2 BRIGHT
		  TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1",1)
		  GOTO READY
		 ICE_SWORD:
		   TNT1 A 0 A_JUMPIFINVENTORY("STAMINA", 150,"Sword_Swing3")
		   goto ready
		 Sword_Swing3:
		  TNT1 A 0 A_GIVEINVENTORY("SWORD_PLAYER1",1)
		  TNT1 A 0 A_PLAYSOUND("Sword/deflc")
          TNT1 A 0 A_CUSTOMPUNCH(200,0,0,"ICE_Sword_Puff", 80, true) 
		  TNT1 A 0 A_TAKEINVENTORY("ICE_magic",100)
		  SWRC ABCDF 2  A_FIRECUSTOMMISSILE("ICESPIKE",RANDOM(5,-5),0)
		  TNT1 A 0 A_JUMPIFINVENTORY("Life_Steal",1,"LIFESTEALSTATE3")
		  TNT1 A 0 A_TAKEINVENTORY("sword_Attack",1)
		  TNT1 A 0 A_TAKEINVENTORY("sword_token_deflect",1)
		  goto SwordDone3
		  LIFESTEALSTATE3:
		  LIFC ABCDEF 2
		  TNT1 A 0 A_TAKEINVENTORY("Life_Steal", 1)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		  GOTO READY
		  SwordDone3:
		  SWRC GHIJK 2 
		  TNT1 A 0 A_TAKEINVENTORY("SWORD_PLAYER1",1)
		       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		  GOTO READY
		 ICE_CHAIN_State:
		 TNT1 A 0 A_TAKEINVENTORY("ICE_magic",50)
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 50)
		 ICE8 ABC 2
		 ICE8 D 2
		 ICE8 E 2
		 TNT1 A 0 A_FIRECUSTOMMISSILE("ICEChain", 0,0)
		 TNT1 AA 0 A_FIRECUSTOMMISSILE("ICEChain", RANDOM(5,-5),0)
		 ICE8 F 2
		 ICE8 G 2
		 TNT1 A 0 A_TAKEINVENTORY("chain_Token",1)
		 TNT1 A 0 A_TAKEINVENTORY("Stamina",25)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		 GOTO READY
		 Chain_State:
		 TNT1 A 0 A_TAKEINVENTORY("Stamina", 50)
		 CHAH ABC 2
		 CHAH D 2
		 CHAH E 2
		 TNT1 A 0 A_FIRECUSTOMMISSILE("Chain", 0,0)
		 CHAH F 2
		 CHAH G 2
		 TNT1 A 0 A_TAKEINVENTORY("chain_Token",1)
		 TNT1 A 0 A_TAKEINVENTORY("Stamina",25)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		 GOTO READY
		 CHAIN_FIRE:
		 CHAF ABC 2 BRIGHT
		 CHAF D 2 BRIGHT
		 CHAF E 2 BRIGHT
		 TNT1 A 0 A_FIRECUSTOMMISSILE("FIREChain", 0,0)
		 TNT1 A 0 A_TAKEINVENTORY("dragon_magic",50)
		 CHAF F 2 BRIGHT
		 CHAF G 2 BRIGHT
		 TNT1 A 0 A_TAKEINVENTORY("chain_Token",1)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	     TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		 TNT1 A 0 A_TAKEINVENTORY("Stamina",150)
		 GOTO READY
		  
	}
	
}



ACTOR NinjaFists_BOT : NinjaFists
{

	states
	{
	   FistSwing:
	    TNT1 A 0 A_JUMP(20,"FIREFIST","RELOAD","ZOOM","NinjaFire","Fire_Slide","ICE_Slide","NinjaKick", "NinjaStarReady", "Chain_State","slide")
	    TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
		TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
	///    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Left_Swing", 1, "LeftSwing")
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIST ABCDE 1
		FIST F 1
		FIST G 1 A_CustomPunch(35,0,0,"FistPuff",80)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_1")
		Goto FistDone_1
	   FistImpact_1:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_1:
		FIST HIJ 1
		FIST IHGFEDCBA 1
		TNT1 A 0 A_GIVEINVENTORY("Left_Swing", 1)
		TNT1 A 0 A_REFIRE
		Goto Ready
	   LeftSwing:
 	    TNT1 A 0 A_JUMP(20,"FIREFIST","RELOAD","ZOOM","NinjaFire","NinjaKick", "NinjaStarReady", "Chain_State","slide")
        TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
    	TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
///	    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIS2 ABCDE 1
		FIS2 F 1
		FIS2 G 1 A_CustomPunch(35,0,0,"FistPuff",80) /// from 10 to 25
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_2")
		Goto FistDone_2
	   FistImpact_2:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_2:
		FIS2 HIJ 1
		FIS2 IHGFEDCBA 1
		TNT1 A 0 A_TAKEINVENTORY("Left_Swing",1)
		Goto Ready
		
		
		
		
	}
}



ACTOR Chain_technique : NinjaFists
{

	states
	{
	   FistSwing:
	    TNT1 A 0 A_JUMP(10, "Chain_State","slide")
	    TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
		TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
	///    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Left_Swing", 1, "LeftSwing")
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIST ABCDE 1
		FIST F 1
		FIST G 1 A_CustomPunch(35,0,0,"FistPuff",80)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_1")
		Goto FistDone_1
	   FistImpact_1:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_1:
		FIST HIJ 1
		FIST IHGFEDCBA 1
		TNT1 A 0 A_GIVEINVENTORY("Left_Swing", 1)
		TNT1 A 0 A_REFIRE
		Goto Ready
	   LeftSwing:
 	    TNT1 A 0 A_JUMP(10, "Chain_State","slide")
        TNT1 A 0 A_JUMPIFINVENTORY("Fireball_Token", 1, "NinjaFire") 
		TNT1 A 0 A_JUMPIFINVENTORY("STAR_TOKEN", 1, "NINJASTARATTACK")
///		TNT1 A 0 A_JUMPIFINVENTORY("SLAM_ATTACK_TOKEN", 1, "SLAMSTART")
///	    TNT1 A 0 A_JUMPIFINVENTORY("Kick_Token", 1, "NinjaKick")
    	TNT1 A 0 A_JUMPIFINVENTORY("Kick_Combo", 1, "HighKick")
	    TNT1 A 0 A_JUMPIFINVENTORY("UpperCut_1", 1, "UpperCut")
///	    TNT1 A 0 A_JUMPIFINVENTORY("GUN_Fire", 1,"GunFire")
	    TNT1 A 0 A_TAKEINVENTORY("Stamina", 2)
	    TNT1 A 0 A_JUMPIFINVENTORY("Punch_combo", 2, "CHOP")
		TNT1 A 0 A_PLAYSOUND("FIST/WOSH")
		FIS2 ABCDE 1
		FIS2 F 1
		FIS2 G 1 A_CustomPunch(35,0,0,"FistPuff",80) /// from 10 to 25
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "FistImpact_2")
		Goto FistDone_2
	   FistImpact_2:
		TNT1 A 0 
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FistDone_2:
		FIS2 HIJ 1
		FIS2 IHGFEDCBA 1
		TNT1 A 0 A_TAKEINVENTORY("Left_Swing",1)
		Goto Ready
		
		
		
		
	}
}


ACTOR Gun : doomWeapon 
{
Weapon.SlotNumber 1
tag "Gun"
Obituary "%o was Shot by %k's Gun"
Inventory.PickupMessage "You've Picked Up a gun"
Weapon.SelectionOrder  3700
Weapon.KickBack 100
weapon.upsound "PIS/OUT"
weapon.ammotype "pistol_ammo"
Weapon.Ammogive 1
Weapon.ammoUse 1
+ammo_optional
states
 {
	   Select:
	    GUN1 A 1 A_RAISE
		GUN1 A 1 A_RAISE
		LOOP
	   Deselect:
	    TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
		GUN1 E 1 A_LOWER
		Loop
		Ready:
		TNT1 A 0 A_JUMPIFINVENTORY("PISTOL_AMMO",1,"GunReload")
        GUN1 B 2
		READY2:
        TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_magic_start")
		TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN",1,"dragon_magic_start")
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		GUN1 C 1 a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
		TNT1 A 0 A_CHECKFORRELOAD(7,"ready2")
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		TNT1 A 0  A_TAKEINVENTORY("FIRE_FIST_TOKEN",1)
		GOTO READY2
	   GunReload:
	    GNOK C 4
	    GNOK BA 2 A_PLAYSOUND("GUN/COCK")
	    GNOK A 2
		GNOK BC 2
		GOTO READY2
	   Fire:
	    TNT1 A 0 A_JUMPIFNOAMMO("GUNNOAMMO")
	    TNT1 A 0 A_GIVEINVENTORY("GUN_PLAYER1", 1)
		TNT1 A 0 A_TAKEINVENTORY("pistol_ammo", 1)
	    TNT1 A 0 A_QUAKE(4,15,0,30,"")
		GUN1 C 3 BRIGHT
	    GUNF A 2 BRIGHT 
		TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"Dragonbullet")
		TNT1 A 0 A_JUMPIFINVENTORY("ICE_STANCE_TOKEN",1,"ICEBULLET_1")
		TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "Gun_Multiplayer")
		TNT1 A 0 A_FIRECUSTOMMISSILE("Gun_Bullet")
		GOTO GunFinish
		ICEBULLET_1:
		TNT1 A 0 A_TAKEINVENTORY("ICE_MAGIC", 100)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
        TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 5)
		TNT1 A 0 A_FIRECUSTOMMISSILE("ICE_Bullet",RANDOM(-5,5),0,0,0,0,RANDOM(-5,5))
		TNT1 A 0 A_FIRECUSTOMMISSILE("ICE_Bullet")
		GOTO GunFinish
		Dragonbullet:
		TNT1 A 0 A_TAKEINVENTORY("DRAGON_MAGIC", 100)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
       TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 5)
		TNT1 A 0 A_FIRECUSTOMMISSILE("Gun_Bullet_Dragon")
		TNT1 A 0 A_FIRECUSTOMMISSILE("NINJA_FIREBALL_GUN",0,0)
		TNT1 A 0 A_FIRECUSTOMMISSILE("NINJA_FIREBALL_GUN2",0,0)
		GOTO GUNFINISH
		Gun_Multiplayer:
		TNT1 A 0 A_FIRECUSTOMMISSILE("Gun_Bullet_Deathmatch")
		GunFinish:
	    TNT1 A 0 A_PLAYSOUND("PIS/FIRE",5)
		TNT1 A 0 A_SetPitch(pitch-3, SPF_FORCECLAMP | SPF_INTERPOLATE)
		GUN1 DC 3
	    TNT1 A 0 A_SetPitch(pitch+3, SPF_FORCECLAMP | SPF_INTERPOLATE)
		GUN1 C 5
	   GOTO READY2
		GUNNOAMMO:
		GUN1 C 10 A_PLAYSOUND("GUN/CLICK")
		TNT1 A 0 A_SELECTWEAPON("NinjaFists")
		TNT1 A 0 A_SELECTWEAPON("NinjaFists_Bot")
		TNT1 A 0 A_SELECTWEAPON("Chain_technique")
		goto ready2
       Slide:
	   TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
		GUN1 E 2
	    GNSL AB 2
		Sliding:
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
		GNSL C 1  A_CustomPunch(5,1,0,"FistPuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
		Goto SlideDone
	   Slide_Impac:
///		TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto SlideDone
		SlideDone:
		 GNSL BA 2
		 GUN1 E 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto READY2
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto READY2
		Spawn:
		PIST A -1
		STOP
		FlameShot:
  dragon_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic",100,"STANCESTART")
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
       TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 5)
	   goto ready
	  StanceStart:
	   TNT1 A 0 A_PLAYSOUND("fire/ball")
	   FIGU BCD 2
	   FIRESTANCE2:
	   TNT1 A 0 A_GIVEINVENTORY("FIRE_STANCE_TOKEN",1)
	   FIGU A 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"FIRESTANCE2")
	   FIGU DCB 2
	   FireStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

	  GOTO READY
  ICE_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("ice_magic",100,"STANCESTARTICE")
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 5)
	   goto ready
	  StanceStartICE:
	   TNT1 A 0 A_PLAYSOUND("ICE/STANC")
	   ICEG ABCD 2
	   ICESTANCE:
	   TNT1 A 0 A_GIVEINVENTORY("ICE_STANCE_TOKEN",1)
	   ICEG E 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"ICESTANCE")
	   ICEG DCBA 2
	   ICEStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
       TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 5)
	  GOTO READY
		}
}


ACTOR Power_Weapon : RandomSpawner replaces BFG9000
{
	dropitem "Spas12"
	dropitem "Glaive"
	dropitem "CyberSword"
}

ACTOR Melee_Power_Weapon : RandomSpawner replaces plasmarifle
{

	dropitem "Glaive"
}


ACTOR Power_Ammo : RandomSpawner 
{
	dropitem "Pistol_Ammo_Drop", 255, 3
	dropitem "Shotgun_Ammo_Drop" , 255, 1
	dropitem "Glaive_ammo_Drop" , 255 , 1
}
ACTOR Spas12 : doomWeapon Replaces SuperShotGun
{
health 2
Weapon.SlotNumber 1
tag "Spaz-12"
Obituary "%o was Shot by %k's Spas-12"
Inventory.PickupMessage "You've Picked Up a Spas-12"
Weapon.SelectionOrder  3700
Weapon.KickBack 100
weapon.upsound "PIS/OUT"
Inventory.pickupsound "spas/cock"
weapon.ammotype "Shotgun_ammo"
Weapon.Ammogive 1
Weapon.ammoUse 1

states
 {
	   Select:
	    SPAS A 1 A_RAISE
		SPAS A 1 A_RAISE
		LOOP
	   Deselect:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)    
	    TNT1 A 0 A_TAKEINVENTORY("GUN_PLAYER1", 1)
		SPAS A 1 A_LOWER
		Loop
		Ready:
		TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN",1,"dragon_magic_start")
        TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_magic_start")
        SPAS A 1 a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		TNT1 A 0 A_CHECKFORRELOAD(7,"ready")
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		GOTO READY
	   Fire:
	    TNT1 A 0 A_JUMPIFNOAMMO("Shotgun_ammo")
	    TNT1 A 0 A_GIVEINVENTORY("GUN_PLAYER1", 1)
		TNT1 A 0 A_TAKEINVENTORY("Shotgun_ammo", 1)
	    TNT1 A 0 A_QUAKE(4,15,0,30,"")
		SPAS A 3 BRIGHT
		TNT1 A 0 A_PLAYSOUND("spas/shot",10)
	    SPAS C 2 BRIGHT 
		TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"Dragonbullet")
		TNT1 A 0 A_JUMPIFINVENTORY("ICE_STANCE_TOKEN",1,"ICEBULLETS")
		goto Normal_Spas
		Dragonbullet:
		TNT1 A 0 A_TAKEINVENTORY("DRAGON_MAGIC", 100)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)    
		TNT1 AAAAA 0 A_FIRECUSTOMMISSILE("INCENDIARY_FIRE", RANDOM(5,-5),0,0,0,0,RANDOM(5,-5))
		GOTO GUNFINISH 
		ICEBULLETS:
		TNT1 A 0 A_TAKEINVENTORY("ICE_MAGIC", 100)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 1)    
		TNT1 AAAAA 0 A_FIRECUSTOMMISSILE("ICE_BULLET", RANDOM(5,-5),0,0,0,0,RANDOM(5,-5))
		GOTO GUNFINISH 
		Normal_Spas:
		TNT1 AAAAA 0 A_FIRECUSTOMMISSILE("ShotGun_Bullet", RANDOM(5,-5),0,0,0,0,RANDOM(5,-5))
		GunFinish:
		SPAS A 10
		TNT1 A 0 A_PLAYSOUND("spas/cock",11)
		SPAS DBBBD 4
		SPAS A 5
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)    
	   GOTO READY
		GUNNOAMMO:
		SPAS A 10 A_PLAYSOUND("GUN/CLICK")
		TNT1 A 0 A_SELECTWEAPON("NinjaFists")
		TNT1 A 0 A_SELECTWEAPON("NinjaFists_Bot")
		TNT1 A 0 A_SELECTWEAPON("Chain_technique")
		goto ready
       Slide:
	   TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
		SPZL A 2
	    SPZL AB 2
		Sliding:
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
		SPZL C 1  A_CustomPunch(5,1,0,"FistPuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
		Goto SlideDone
	   Slide_Impac:
///		TNT1 A 0 A_BLAST
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		Goto SlideDone
		SlideDone:
		 SPZL BA 2
		 SPZL A 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto READY
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto READY
  dragon_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic",100,"STANCESTART")
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)    
	   goto ready
	  StanceStart:
	   TNT1 A 0 A_PLAYSOUND("fire/ball")
	   FISP BCD 2
	   FIRESTANCE2:
	   TNT1 A 0 A_GIVEINVENTORY("FIRE_STANCE_TOKEN",1)
	   FISP A 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"FIRESTANCE2")
	   FISP DCB 2
	   FireStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN", 1)      
	  GOTO READY
   ICE_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_magic",100,"STANCESTART2")
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 1)    
	   goto ready
	  StanceStart2:
	   TNT1 A 0 A_PLAYSOUND("ICE/STANC")
	   ICSP AB 2
	  FIRESTANCE3:
	   TNT1 A 0 A_GIVEINVENTORY("ICE_STANCE_TOKEN",1)
	   ICSP B 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"FIRESTANCE3")
	   ICSP BA 2
	   ICEStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
 	   TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN", 1)      
	  GOTO READY
		Spawn:
		SPAP A -1
		STOP
		}
}


ACTOR Glaive : DoomWeapon
{
//$Category Weapons
    -FOILINVUL
	+Weapon.MeleeWeapon
	health 2
	Weapon.AmmoUse 1
	Weapon.AmmoType "Glaive_Use"
	Weapon.AmmoGive 2
	Weapon.Slotnumber 1
	weapon.UpSound "Glaive/UP"
	Inventory.PickupSound "Sword/Draw"
	tag "Glaive"
	Obituary "%o was assasinated by %k's Glaive"
	Inventory.PickupMessage "You've Got the Glaive"
	Weapon.SelectionOrder  3700
	Weapon.KickBack 3
	states
	{
	   Ready:
	    TNT1 A 0 A_JUMPIFINVENTORY("ICE_FIST_TOKEN",1,"ICE_magic_start")
	   	TNT1 A 0 A_JUMPIFINVENTORY("FIRE_FIST_TOKEN",1,"dragon_magic_start")
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		GLVE A 1 A_WEAPONREADY
		loop
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Combo",5)
		TNT1 A 0 A_TAKEINVENTORY("GUN_COMBO", 3)
		TNT1 A 0 A_TAKEINVENTORY("Kick_Token",1)
		TNT1 A 0 A_TAKEINVENTORY("KICK_COMBO",3)
		TNT1 A 0 A_TAKEINVENTORY("Slam_Token", 1)
	    TNT1 A 0 A_TAKEINVENTORY("Slam_Attack_TOKEN",1)
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		goto Ready
	   Select:
		GLVE A 1 A_RAISE
		LOOP
	   DeSelect:
	    TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		GLVE A 1 A_Lower
		Loop 
	   Fire:
	    TNT1 A 0 A_JUMPIFINVENTORY("FIRE_STANCE_TOKEN",1,"FIRE_ATTACK")
	    TNT1 A 0 A_JUMPIFINVENTORY("ICE_STANCE_TOKEN",1,"ICE_ATTACK")
	    TNT1 A 0 A_GIVEINVENTORY("Glaive_PLAYER1", 1)
	    TNT1 A 0 A_PLAYSOUND("Glaive/SWING")
	    GLVE ABCD 2
		GLVE E 3 A_CustomPunch((150 * random(1,2)),0,0,"Glaive_Puff",80) /// NERF THIS UPDATE
		GOTO Glaive_done
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "GlaiveImpact_1")
		GlaiveImpact_1:
		TNT1 A 0 A_BLAST
		TNT1 A 0 A_QUAKE(4,15,0,30,"")
		Glaive_done:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		GLVE DCB 2
		GOTO READY
		FIRE_ATTACK:
		TNT1 A 0 A_GIVEINVENTORY("Glaive_PLAYER1", 1)
	    TNT1 A 0 A_PLAYSOUND("Glaive/SWING")
	    FIGL ABCD 2
		FIGL E 3 A_CustomPunch((150 * random(2,3)),0,0,"fire_puff_Glaive",80) /// NERF THIS UPDATE
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "GlaiveImpact_F")
		GOTO Glaive_doneF
		GlaiveImpact_F:
	   TNT1 AAA 0 A_FIRECUSTOMMISSILE("FireFist_Fireball", RANDOM ( -5 ,5)) /// MULTIPLAYER BUFF
	   TNT1 A 0 A_TAKEINVENTORY("Dragon_Magic", 100)
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

		TNT1 A 0 A_BLAST
		TNT1 A 0 A_QUAKE(4,15,0,30,"")
		Glaive_doneF:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		FIGL DCB 2
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		goto ready
	  ICE_ATTACK:
		TNT1 A 0 A_GIVEINVENTORY("Glaive_PLAYER1", 1)
	    TNT1 A 0 A_PLAYSOUND("Glaive/SWING")
	    GLIC CDEF 2
		GLIC G 3 A_CustomPunch((150 * random(2,3)),0,0,"ICEPUFF",80) /// NERF THIS UPDATE
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "GlaiveImpact_ICE")
		GOTO Glaive_doneICE
		GlaiveImpact_ICE:
	   TNT1 AAA 0 A_FIRECUSTOMMISSILE("ICEBALL", RANDOM ( 0 ,360)) /// MULTIPLAYER BUFF
	   TNT1 A 0 A_TAKEINVENTORY("ICE_Magic", 100)
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
		TNT1 A 0 A_QUAKE(4,15,0,30,"")
		Glaive_doneICE:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		GLIC FEDC 2
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		goto ready
	   Spawn:
	     GLVP A -1
		STOP
		slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
		 TNT1 A 0 A_PLAYSOUND("Glaive/SWING")
	    GLSL ABC 2
		Sliding:
		TNT1 A 0 A_JUMPIFNOAMMO("NOHIT")
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
		GLSL d 1  A_CustomPunch(100,1,0,"Glaive_Puff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
	    Goto SlideDone
		nohit:
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 1)
	    TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
		GLSL D 1
		TNT1 A 0 A_CHECKFORRELOAD(15,"NOHIT")
        Goto SlideDone
	   Slide_Impac:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		SlideDone:
		 GLSL CBA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto ready
		FlameGlaive:
  dragon_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("dragon_magic",100,"STANCESTART")
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

	   goto ready
	  StanceStart:
	   TNT1 A 0 A_PLAYSOUND("fire/ball")
	   FIG2 ABC 2
	   FIRESTANCE2:
	   TNT1 A 0 A_GIVEINVENTORY("FIRE_STANCE_TOKEN",1)
	   FIGL A 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"FIRESTANCE2")
	   FIG2 CBA 2
	   FireStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)

	  GOTO READY
  ICE_magic_start:
	   TNT1 A 0 A_JUMPIFINVENTORY("ICE_magic",100,"STANCESTART2")
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)

	   goto ready
	  StanceStart2:
	   TNT1 A 0 A_PLAYSOUND("ICE/STANC")
	   GLIC ABC 2
	   ICESTANCE3:
	   TNT1 A 0 A_GIVEINVENTORY("ICE_STANCE_TOKEN",1)
	   GLIC C 1 BRIGHT a_weaponready(WRF_ALLOWRELOAD|WRF_ALLOWZOOM)
	   TNT1 A 0 A_CHECKFORRELOAD(15,"ICESTANCE3")
	   GLIC CBA 2
	   FireStanceDone:
	   TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)

	  GOTO READY
	}
}
ACTOR Spas12_WeaponPart1 : WeaponPiece replaces chainsaw
{
   WeaponPiece.Number 1
   WeaponPiece.Weapon "Spas12"
   Inventory.Pickupmessage "Picked up a Spas12 Part." 
   Inventory.pickupsound "spas/cock"
states
	{
	Spawn:
	SPAP C -1 BRIGHT
	STOP
	}
}
ACTOR Spas12_WeaponPart2 : WeaponPiece  Replaces chaingun
{
   WeaponPiece.Number 2
   WeaponPiece.Weapon "Spas12"
   Inventory.Pickupmessage "Picked up a Spas12 Part." 
   Inventory.pickupsound "spas/cock"
states
	{
	Spawn:
	SPAP B -1 BRIGHT
	STOP
	}
}

ACTOR GlaiveBlade_1 : WeaponPiece 2001
{
   WeaponPiece.Number 1
   WeaponPiece.Weapon "Glaive"
   Inventory.Pickupmessage "Picked up the Glaive Blade." 
   Inventory.pickupsound "Drag/Statue"
states
	{
	Spawn:
	WEPP A -1 BRIGHT
	STOP
	}
}
ACTOR GlaiveHandle_1 : WeaponPiece 2003
{
   WeaponPiece.Number 2
   WeaponPiece.Weapon "Glaive"
   Inventory.Pickupmessage "Picked up the Glaive Blade." 
   Inventory.pickupsound "Drag/Statue"
states
	{
	Spawn:
	WEPP B -1 BRIGHT
	STOP
	}
}

ACTOR CyberSword : DoomWeapon
{
//$Category Weapons
    -FOILINVUL
	+Weapon.MeleeWeapon
	Weapon.AmmoUse 1
	Weapon.AmmoType "Glaive_Use"
	Weapon.AmmoGive 2
	Weapon.Slotnumber 1
	Inventory.PickupSound "Sword/Draw"
	tag "Cyber Sword"
	Obituary "%o was assasinated by %k's Cyber Sword"
	Inventory.PickupMessage "You've Got the Cyber Sword"
	Weapon.SelectionOrder  3700
	Weapon.KickBack 3
	states
	{
	   Ready:
	    TNT1 A 0 A_JUMPIFINVENTORY("Slide_1", 1, "Slide")
		CYRD A 1 A_WEAPONREADY
		loop
		tokenreset:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Combo",5)
		TNT1 A 0 A_TAKEINVENTORY("GUN_COMBO", 3)
		TNT1 A 0 A_TAKEINVENTORY("Kick_Token",1)
		TNT1 A 0 A_TAKEINVENTORY("KICK_COMBO",3)
		TNT1 A 0 A_TAKEINVENTORY("Slam_Token", 1)
	    TNT1 A 0 A_TAKEINVENTORY("Slam_Attack_TOKEN",1)
		TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("ICE_STANCE_TOKEN",1)
		goto Ready
	   Select:
		CYRD A 1 A_RAISE
		LOOP
	   DeSelect:
	    TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_FIST_TOKEN", 5)
	    TNT1 A 0 A_TAKEINVENTORY("FIRE_STANCE_TOKEN",1)
		CYRD A 1 A_Lower
		Loop 
	   Fire:
	    TNT1 A 0 A_GIVEINVENTORY("SWORD_PLAYER1", 1)
	    TNT1 A 0 A_PLAYSOUND("cyber/ffeild ")
		TNT1 A 0 A_ChangeVelocity(5,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    CYSD ABCDEFGHI 2 BRIGHT A_CustomPunch((20 * random(1,2)),0,0,"Cyber_Sword_Puff",80) 
		GOTO Glaive_done
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "GlaiveImpact_1")
		GlaiveImpact_1:
		TNT1 A 0 A_TAKEINVENTORY("Glaive_Use",1)
		TNT1 A 0 A_QUAKE(4,15,0,30,"")
		Glaive_done:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		GOTO READY
	   Spawn:
	     CBRS A -1 BRIGHT
		STOP
		slide:
		 TNT1 A 0 A_JUMPIFINVENTORY("Stamina", 50, "Slide_Voided")
		 goto Slide_Voided
		SlideStart:
		TNT1 A 0 A_GIVEINVENTORY("SLIDE_PLAYER_TOKEN", 1)
	     FOOT ABC 2
		Sliding:
		TNT1 A 0 A_JUMPIFNOAMMO("NOHIT")
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 4)
		TNT1 A 0 A_JUMPIFINVENTORY("Punch_Hit",1, "Slide_Impac")
		TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
		 FOOT C 1 A_CustomPunch(10,1,0,"KickPuff")
		TNT1 A 0 A_CHECKFORRELOAD(15,"Sliding")
	    Goto SlideDone
		nohit:
	    TNT1 A 0 A_TAKEINVENTORY("STAMINA", 1)
	    TNT1 A 0 A_PLAYSOUND("KICK/SLIDE")
	    TNT1 A 0 A_ChangeVelocity(1,0,0, CVF_RELATIVE | CVF_RELATIVE )
		 FOOT C 1
		TNT1 A 0 A_CHECKFORRELOAD(15,"NOHIT")
        Goto SlideDone
	   Slide_Impac:
		TNT1 A 0 A_TAKEINVENTORY("Punch_Hit",1)
		SlideDone:
		 FOOT CBA 2
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 Goto Ready
		 Slide_Voided:
		  TNT1 A 0 A_CHECKFLOOR("SlideStart")
		 TNT1 A 0 A_TAKEINVENTORY("Slide_1",1)
		 goto ready
	}
}

ACTOR Chain : LoreShot
{
	projectile
	speed 45
	damage 10
    Height 14
	seesound "chain/see"
	deathsound "Sword/stab"
    Radius 10
	states
	{
  Spawn:
	HOOK A 1 BRIGHT A_SPAWNITEMEX("Hook_Trail")
	LOOP
  DEATH:
	HOOK A 1 BRIGHT
	STOP
	}
	
}

ACTOR ICEChain : LoreShot
{
	projectile
	speed 45
	damage 100
	DAMAGETYPE ICE
    Height 14
	seesound "chain/see"
	deathsound "Sword/stab"
    Radius 10
	states
	{
  Spawn:
	ICHO A 1 BRIGHT A_SPAWNITEMEX("Hook_Trail4")
	LOOP
  DEATH:
	ICHO A 1 BRIGHT
	STOP
	}
	
}

ACTOR FIREChain : LoreShot
{
	projectile
	DAMAGETYPE FIRE
	speed 45
	+ROCKETTRAIL
	damage 100
    Height 14
	seesound "chain/see"
	deathsound "Sword/stab"
    Radius 10
	states
	{
  Spawn:
	FCHI A 1 BRIGHT A_SPAWNITEMEX("Hook_Trail3")
	LOOP
  DEATH:
	FCHI A 1 BRIGHT
	STOP
	XDEATH:
	  TNT1 A 0 A_EXPLODE(128,-1,0)
	 FIBL AAAAAA 0 A_SPAWNITEMEX("PARTICLE_SPAWN_FIREBALL",0,0,0,RANDOM(10,-10),RANDOM(10,-10),RANDOM(10,-10),RANDOM(0,360))
	 TNT1 AAAAAA 1 A_GiveToTarget("FIRE_HEAL")
	 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH")
	 STOP
	}
	
}

ACTOR Hook_Trail4
{
	+Noblockmap
	speed 10
	states
	{
  Spawn:
	ICHO  A 20 BRIGHT
  DEATH:
	ICHO A 1 BRIGHT
	STOP

	}
	
}

ACTOR Hook_Trail3
{
	+Noblockmap
	speed 10
	states
	{
  Spawn:
	FCHI A 20 BRIGHT
  DEATH:
	FCHI A 1 BRIGHT
	STOP

	}
	
}
ACTOR Hook_Trail2
{
	+Noblockmap
	speed 10
	states
	{
  Spawn:
	HOOK A 20 BRIGHT
  DEATH:
	HOOK A 1 BRIGHT
	STOP
	}
	
}

/// tokins
ACTOR ninjakicktoken : INVENTORY
{
 Inventory.MaxAmount 1
}

ACTOR Ninja_KICKing_TOKEN : INVENTORY
{
 Inventory.MaxAmount 1
}

ACTOR ninjakicktoken2 : INVENTORY
{
 Inventory.MaxAmount 1
}
ACTOR Slide_1 :  Inventory
{
	Inventory.MaxAmount 1
}

ACTOR chain_Token :  Inventory
{
	Inventory.MaxAmount 1
}
ACTOR STAR_READY : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR FIRE_FIST_TOKEN2 : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR STAR_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR Life_Steal : Inventory
{
	Inventory.MaxAmount 1
}



ACTOR Stamina : Ammo 2008
{
	Inventory.PickupMessage "You've replenished a small amount of stamina"
	Inventory.MaxAmount 200
	Inventory.Amount 10
	states
	{
	Spawn:
		SHEL A -1 bright
		STOP
	}
}


ACTOR Glaive_Use : Ammo 2047
{

	Inventory.PickupMessage "You've Picked up a Blade Charge"
	Inventory.MaxAmount 2
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  GLVP C -1 BRIGHT
	  STOP
	 }
}

ACTOR Glaive_ammo_Drop : Glaive_Use 
{
    +NOTDMATCH
    -NOGRAVITY
	+alwayspickup
	REACTIONTIME 25
	INVENTORY.PickupMessage "You've Picked up a Blade Charge"
	Inventory.MaxAmount 2
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  GLVP C 0 A_COUNTDOWN ///YOU BAFOON IT'S A MAGAZINE!!!!
	  GLVP C 10 BRIGHT 
	 loop
	  DEATH:
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  TNT1 A 2
	  GLVP C 2
	  STOP
	 }
}


ACTOR pistol_ammo : AMMO replaces Clip
{
	INVENTORY.PickupMessage "You've Picked up Some Bullets"
	Inventory.MaxAmount 1
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  CLIP A -1 BRIGHT
      stop
	 }
}
ACTOR Shotgun_ammo : AMMO
{
     +NOTDMATCH
    SCALE 2
	INVENTORY.PickupMessage "You've Picked up Some Shells"
	Inventory.MaxAmount 1
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  SHEL C -1 BRIGHT
      stop
	 }
}

ACTOR Shotgun_ammo_Drop : Shotgun_ammo
{
    +NOTDMATCH
    -NOGRAVITY
	+alwayspickup
	REACTIONTIME 25
	INVENTORY.PickupMessage "You've Picked up Some Shells"
	Inventory.MaxAmount 2
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  SHEL C 0 A_COUNTDOWN ///YOU BAFOON IT'S A MAGAZINE!!!!
	  SHEL C 10 BRIGHT 
	 loop
	  DEATH:
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  TNT1 A 2
	  SHEL C 2
	  STOP
	 }
}


ACTOR pistol_ammo_Drop : pistol_ammo
{
    +NOTDMATCH
    -NOGRAVITY
	+alwayspickup
	REACTIONTIME 25
	INVENTORY.PickupMessage "You've Picked up Some Bullets"
	Inventory.MaxAmount 2
	Inventory.Amount 1
	STATES
	 {
	 SPAWN:
	  CLIP A 0 A_COUNTDOWN ///YOU BAFOON IT'S A MAGAZINE!!!!
	  CLIP A 10 BRIGHT 
	 loop
	  DEATH:
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  TNT1 A 2
	  CLIP A 2
	  STOP
	 }
}

ACTOR Stamina_Large_Drop : Stamina
{
	+NOTDMATCH
	+Alwayspickup
	REACTIONTIME 25
    -NOGRAVITY
	Inventory.PickupMessage "You've replenished a Large amount of stamina"
	Inventory.Amount 100
	states
	{
	 SPAWN:
	  SHEL B 0 A_COUNTDOWN
	  SHEL B 10 BRIGHT 
	 loop
	  Death:
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  TNT1 A 2
	  SHEL B 2
	  STOP
	}
}

ACTOR Stamina_Large : Stamina  	2049
{
	SPEED 50
	Inventory.PickupMessage "You've replenished a Large amount of stamina"
	Inventory.Amount 100
	states
	{
	 SPAWN:
	  SHEL B -1 BRIGHT
	  stop
	}
}

ACTOR Stamina_Box : Stamina 2046
{
    Inventory.PickupMessage "You've replenished a all of your stamina"
	Inventory.Amount 200
	states
	{
   Spawn:
	LSTM A -1 bright
	stop
	}
}


ACTOR SLAM_ATTACK_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}
ACTOR Player_Block_Token : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR SLIDE_PLAYER_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR Slam_Token : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR Punch_combo : Inventory
{
	Inventory.MaxAmount 5
}


ACTOR Punch_Hit : Inventory
{
	Inventory.MaxAmount 5
}


ACTOR GUN_PLAYER1 : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR Left_Swing : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR GUN_COMBO : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR GUN_Fire : Inventory
{
	Inventory.MaxAmount 3
}

ACTOR UPPERCUT_1 : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR KICK_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR Kick_combo : Inventory
{
	Inventory.MaxAmount 5
}
ACTOR FIRE_STANCE_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}
ACTOR jump_token : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR JUMPING_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR FireBall_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

actor Perry_Attack : inventory
{
	Inventory.MaxAmount 1
	
}

actor sword_attack : inventory
{
	Inventory.MaxAmount 1
}

actor BLOCK2 : inventory
{
	Inventory.MaxAmount 1
}

actor FIRE_FIST_TOKEN : inventory
{
	Inventory.MaxAmount 2
}

ACTOR Glaive_PLAYER1 : inventory
{
	Inventory.MaxAmount 1
}

ACTOR SWORD_PLAYER1 : inventory
{
	Inventory.MaxAmount 1
}

ACTOR FIRE_KICK_TOKEN : inventory
{
	Inventory.MaxAmount 15
}

actor ICE_FIST_TOKEN : inventory
{
	Inventory.MaxAmount 2
}

ACTOR ICE_STANCE_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}

ACTOR ICE_TOKEN : Inventory
{
	Inventory.MaxAmount 1
}


ACTOR WATER_TOKEN: Inventory
{
	Inventory.MaxAmount 1
}

///PUFFS

ACTOR KickPuff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE

states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_PLAYSOUND("FIST/PUNT")
  ///  TNT1 A 0 A_GIVETOTARGET("Kick_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
     BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}
}

ACTOR Glaive_Puff
{
  damagetype "armor_Break"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_GivePlayerMedal("Glaive_Medal",FALSE,AAPTR_TARGET)
    TNT1 A 0 A_PLAYSOUND("Glaive/HIT")
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
	TNT1 A 0 A_TAKEFROMTARGET("Glaive_Use", 1)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}
}

ACTOR ICE_Sword_Puff
{
  damagetype ICE
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 AAAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("ICEARMOR",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	goto death3
	DEATH2:
     TNT1 AAAAAAAAAAAAAAAA 0 a_givetotarget("ICEARMOR",1)
	death3:
    TNT1 A 0 A_EXPLODE(100,10,0)
    TNT1 A 0 A_PLAYSOUND("Sword/stab")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
	TNT1 A 0 A_TAKEFROMTARGET("Stamina", 150)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	TNT1 AAAAAAAAA 2
    Stop
	}
}

ACTOR ICE_Sword_Puff
{
  damagetype ICE
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 AAAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("ICEARMOR",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	goto death3
	DEATH2:
     TNT1 AAAAAAAAAAAAAAAA 0 a_givetotarget("ICEARMOR",1)
	death3:
    TNT1 A 0 A_EXPLODE(100,10,0)
    TNT1 A 0 A_PLAYSOUND("Sword/stab")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
	TNT1 A 0 A_TAKEFROMTARGET("Stamina", 150)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	TNT1 AAAAAAAAA 2
    Stop
	}
}

ACTOR Cyber_Sword_Puff
{
 DAMAGETYPE "cauterized"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
	DEATH2:
    TNT1 A 0 A_PLAYSOUND("Sword/stab")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
	TNT1 A 0 A_TAKEFROMTARGET("Glaive_Use", 1)
    FLUD AABBCCAABBCC  2
    Stop
	}
}

ACTOR Sword_Puff
{
  damagetype "Sword_Cut"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_PLAYSOUND("Sword/stab")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
	TNT1 A 0 A_GIVETOTARGET("Life_Steal",1)
	TNT1 A 0 A_TAKEFROMTARGET("Stamina", 150)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
	TNT1 AAAAAAAAA 2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}

ACTOR fire_puff_Sword
{
 DAMAGETYPE "cauterized"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 A 0 A_SPAWNITEMEX("Power_Ammo",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	DEATH2:
	TNT1 A 0 A_GIVETOTARGET("Life_Steal",1)
	TNT1 A 0 A_TAKEFROMTARGET("Stamina", 150)
    TNT1 A 0 A_PLAYSOUND("Sword/stab")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    FLUD AABBCCAABBCC  2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}

ACTOR FistPuff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +dontgib
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_PLAYSOUND("FIST/PUNT")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Dragon_Magic",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}
}

ACTOR ICEPuff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +dontgib
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
  DAMAGETYPE "ICE"
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 AAAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("ICEARMOR",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	goto death3
	DEATH2:
     TNT1 AAAAAA 0 a_givetotarget("ICEARMOR",1)
	death3:
    TNT1 A 0 A_PLAYSOUND("ICE/EXPLD")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Dragon_Magic",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}
}


ACTOR fire_puff_Glaive
{
  damagetype "armor_Break"
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
    TNT1 A 0 A_GivePlayerMedal("Glaive_Medal",FALSE,AAPTR_TARGET)
	TNT1 A 0 A_EXPLODE(300,450,0,0,400)
    TNT1 A 0 A_PLAYSOUND("FIRE/PUFF")
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
	TNT1 A 0 A_TAKEFROMTARGET("Glaive_Use", 2)
    FLUD AABBCCAABBCC  2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}
ACTOR fire_puff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  DAMAGETYPE "fireextreme"
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 A 0 A_SPAWNITEMEX("Power_Ammo",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 TNT1 A 0 A_JUMP(150,"SHELL")
	DEATH2:
    TNT1 A 0 A_PLAYSOUND("FIRE/PUFF")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    FLUD AABBCCAABBCC  2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}

ACTOR fire_kick_puff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  DAMAGETYPE "fireextreme"
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 A 0 A_SPAWNITEMEX("Power_Ammo",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	 TNT1 A 0 A_JUMP(150,"SHELL")
	DEATH2:
	TNT1 A 0 A_EXPLODE(300,250,0,0,100)
    TNT1 A 0 A_PLAYSOUND("FIRE/PUFF")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    FLUD AABBCCAABBCC  2 A_GIVETOTARGET("FIRE_HEAL")
    Stop
	}
}
ACTOR ice_kick_puff
{
  scale 0.75
  +NOBLOCKMAP
  +NOGRAVITY
  +ALLOWPARTICLES
  +HITTRACER
  +PUFFGETSOWNER
  DAMAGETYPE ICE
  +PUFFONACTORS
  +RANDOMIZE
  +ALLOWPARTICLES
states
	{
  Spawn:
    PUFF A 4 Bright
    PUFF B 4
  Melee:
    TNT1 A 0 A_PLAYSOUND("Fist/Miss")
    PUFF CD 4
    Stop
 Xdeath:
 TNT1 A 0  A_JumpIF(ACS_NamedExecuteWithResult("Ammo_drop_DM") == 1, "DEATH2")
     TNT1 AAAAAAAAAAAAAAAA 0 A_SPAWNITEMEX("ICEARMOR",0,0,0,random(10,-10),random(10,-10),random(10,-10),random(0,360))
	goto death3
	DEATH2:
     TNT1 AAAAAA 0 a_givetotarget("ICEARMOR",1)
	death3:
	TNT1 A 0 A_EXPLODE(400,150,0,0,100)
    TNT1 A 0 A_PLAYSOUND("ICE/EXPLD")
    TNT1 A 0 A_QUAKE(4,15,0,30,"")
    TNT1 A 0 A_GIVETOTARGET("Punch_combo",1)
	TNT1 A 0 A_GIVETOTARGET("Punch_Hit", 1)
    BLUD AABBCCAABBCC  2 
    Stop
	}
}

ACTOR FIRE_HEAL : health
{
  +INVENTORY.ALWAYSPICKUP
  Inventory.Amount 10
  Inventory.MaxAmount 300
}
ACTOR Blood_Spray
{

    PROJECTILE
    SPEED 20
	+Missile
	-NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	-NOGRAVITY
	STATES
	{
	SPAWN:
	 BLUD D 1 BRIGHT
	 LOOP
	DEATH:
	 BLUD EFG 4 BRIGHT
	 STOP
	}

}

ACTOR GORE_Blood_Spray
{
    PROJECTILE
    SPEED 20
	+Missile
	+NOBLOCKMAP
	+DROPOFF
	+ACTIVATEIMPACT
	+ACTIVATEPCROSS
	+NOTELEPORT
	-NOGRAVITY
	STATES
	{
	SPAWN:
	 BLUD CCCCC 4 BRIGHT
	 LOOP
 Xdeath:
    BLUD AABBCC 2 A_SPAWNITEMEX("Blood_Spray", 0,0,0,Frandom(10,10),Frandom(10,10),Frandom(10,10),Frandom(0,360), SXF_USEBLOODCOLOR , 0)
    Stop
	}

}

/// HEADS

ACTOR PLAYER_HEAD : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEAD ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEAD A -1 BRIGHT
	 STOP
	}
}

ACTOR Ninja_HEAD : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEA2 ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEA2 A -1 BRIGHT
	 STOP
	}
}

ACTOR Ninja_Higher_HEAD : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEA3 ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEA3 A -1 BRIGHT
	 STOP
	}
}

ACTOR Ninja_HEAD_Chain : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEA4 ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEA4 A -1 BRIGHT
	 STOP
	}
}

ACTOR Ninja_HEAD_FIRE : Blood_Spray
{
    -NOGravity
	bouncecount 3
	bouncetype DOOM
STATES
	{
	SPAWN:
	 HEA6 ABCD 1 BRIGHT
	 LOOP
	DEATH:
	 HEA6 A -1 BRIGHT
	 STOP
	}
}

ACTOR MyTimeFreezer : PowerTimeFreezer
{

		Inventory.MaxAmount 1
		Powerup.Duration 0x7FFFFFFD
}