actor minorarcanecrystal : custominventory replaces shell
{
	+notimefreeze
	+ignoreskill
	+quiet
	states
	{
	spawn:
		MSCR E 6 bright
		MSCR ABCD 6 bright
		loop
	pickup:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("IamKustam",1,"GiveKustamAmmo")
		TNT1 A 0 A_JumpIfInventory ("IamDoomslayer",1,"GiveSlayerAmmo")
		TNT1 A 0 A_JumpIfInventory ("ArcaneForce",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,2,0,0)	
		//TNT1 A 0 a_log ("Minor Arcane Crystal!")
		TNT1 A 0 A_PlaySound ("powerups/smallammo",CHAN_ITEM)
		TNT1 A 0 A_GiveInventory ("DecayPause",1)
		TNT1 A 1 A_GiveInventory ("ArcaneForce",5)
		stop
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SlayerGrit",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Doomslayer/Itemget",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,2,0,0)	
		//TNT1 A 0 a_log ("Lesser mace shot")
		TNT1 A 1 A_GiveInventory ("SlayerGrit",5)
		stop
	GiveKustamAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelForm",1,"GetLiveCharge")
		TNT1 A 0 A_JumpIfInventory ("KustamKineticBattery",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Kustam/Smallammo",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,2,0,0)	
		TNT1 A 1 A_GiveInventory ("KustamKineticBattery",5)
		stop
	Noget:
		MSCR E 1 bright
		fail
	GetLiveCharge:
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Kustam/Smallammo",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,6,0,0)	
		//TNT1 A 0 a_log ("Lesser mace shot")
		TNT1 A 0 A_GiveInventory ("SentinelCharge",5)
		TNT1 A 1
		stop
	}
}

actor minorarcanecrystaldrop : minorarcanecrystal
{
	+DROPPED
}


actor arcanecrystal : custominventory replaces shellbox
{
	+notimefreeze
	+ignoreskill
	+quiet
	states
	{
	spawn:
		SCRS E 6 bright
		SCRS ABCD 6 bright
		loop
	pickup:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("IamKustam",1,"GiveKustamAmmo")
		TNT1 A 0 A_JumpIfInventory ("IamDoomslayer",1,"GiveSlayerAmmo")
		TNT1 A 0 A_JumpIfInventory ("ArcaneForce",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("powerups/bigammo",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,3,0,0)	
		//TNT1 A 0 a_log ("Arcane crystal!")
		TNT1 A 0 A_GiveInventory ("DecayPause",1)
		TNT1 A 1 A_GiveInventory ("ArcaneForce",16)
		stop
	GiveSlayerAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SlayerGrit",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Doomslayer/Bigitem",CHAN_ITEM)
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,3,0,0)	
		TNT1 A 1 A_GiveInventory ("SlayerGrit",20)
		stop
	GiveKustamAmmo:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SentinelForm",1,"GetLiveCharge")
		TNT1 A 0 A_JumpIfInventory ("KustamKineticBattery",0,"noget")
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Kustam/Bigammo",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,3,0,0)	
		TNT1 A 1 A_GiveInventory ("KustamKineticBattery",20)
		stop
	Noget:
		SCRS E 1 bright
		fail
	GetLiveCharge:
		TNT1 A 0 A_SetBlend (FFFF00,0.1,5)
		TNT1 A 0 A_PlaySound ("Kustam/Bigammo",CHAN_ITEM) 
		TNT1 A 0 ACS_NamedExecuteAlways("AmmoLog",0,7,0,0)	
		TNT1 A 0 A_GiveInventory ("SentinelCharge",20)
		TNT1 A 1
		stop
	}
}

actor arcanecrystaldrop : arcanecrystal
{
	+DROPPED
}

