ACTOR Vial_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 6
Inventory.InterHubAmount 6
Inventory.UseSound "MOVE"
Inventory.Icon "LIQUA0"
+INVENTORY.INVBAR 
States
{
Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("VIALI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 0 A_GiveInventory("UsoBASE")
		TNT1 A 0 A_Print("HP +15")
		TNT1 A 1 a_giveinventory("UsoVial",1)
	  Stop
	  
	 Fallo:
	 TNT1 A 0 A_Print("Nope")
	 FAIL
	}
}

ACTOR Pastilla_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 15
Inventory.InterHubAmount 15
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOD0"
+INVENTORY.INVBAR 
States
{
Spawn:
		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("PastillitaI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 0 A_GiveInventory("UsoBASE")
		TNT1 A 0 A_Print("HP +15")
		TNT1 A 1 a_giveinventory("UsoPastilla",1)
	  Stop
	  
	 Fallo:
	 TNT1 A 0 A_Print("Nope")
	 FAIL
	}
}

ACTOR Curita_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 25
Inventory.InterHubAmount 25
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOG0"
+INVENTORY.INVBAR
States
{
Spawn:
      		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("CURITAI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 0 A_GiveInventory("UsoBASE")
		TNT1 A 0 A_Print("HP +10 -BLEED")
		TNT1 A 0 A_TakeInventory("desangracion")
		TNT1 A 1 a_giveinventory("UsoCurita",1)
	  Stop

Fallo:
		TNT1 A 0 A_Print("Nope")
	FAIL
	}
}

ACTOR Pinchazo_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 6
Inventory.InterHubAmount 6
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOF0"
+INVENTORY.INVBAR
States
{
Spawn:
      		tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("PINCHAZOI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 0 A_GiveInventory("UsoBASE")
		TNT1 A 0 A_Print("HP +30")
		TNT1 A 1 a_giveinventory("UsoPinchazo",1)
	  Stop
	  
	 Fallo:
	 TNT1 A 0 A_Print("Nope")
	 FAIL
	}
}

ACTOR Berserk_INV : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 4
Inventory.InterHubAmount 4
Inventory.UseSound "MOVE"
Inventory.Icon "PEDOE0"
+INVENTORY.INVBAR
States
{
Spawn:
       	tnt1 a 1
		TNT1 A 0 A_SpawnItemEx("PINCHAZO2I",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
		Stop
Use:
		TNT1 A 0 A_JumpIfInventory("UsoBASE",1,"Fallo")
		TNT1 A 0 A_GiveInventory("UsoBASE")
		TNT1 A 0 A_Print("HP +100")
		TNT1 A 1 a_giveinventory("UsoBerserk",1)
	  Stop
	  
	 Fallo:
	 TNT1 A 0 A_Print("Nope")
	 FAIL
	}
}
