ACTOR CraftDropper : BrutalWeapon
{
	+WEAPON.NOAUTOFIRE
	+WEAPON.DONTBOB
	+WEAPON.NOALERT
	+WEAPON.WIMPY_WEAPON
	+WEAPON.NO_AUTO_SWITCH
	+WEAPON.AMMO_OPTIONAL
	Weapon.SelectionOrder 9999
	Weapon.SlotNumber 0
	
    States
	{
	
	Select:
		TNT1 A 0
		PDAO A 1 A_Raise
		loop

	Deselect:
		PDAO I 0 A_JumpifInventory("ReadingAmmo", 1, "Fastdeselect")
		PDAO I 2  A_playsound("BEP",1,2)
		PDAO I 0  
		PDAO A 0 A_playsound("pdaop",1,2)
		PDAO IHGFEDCBA 2 
		TNT1 A 0 A_lower
		WAIT
	
	FastDeselect:
		PDAO I 1  A_playsound("BEP",1,2)
		PDAO IHG 1
		TNT1 A 0 A_lower
		WAIT
	
	goingtoaction:
		PDAO I 1  A_playsound("BEP",1,2)
		PDAO IHG 1
		TNT1 A 0 A_TakeInventory("throwtoken", 1)
		TNT1 A 0 A_TakeInventory("slashtoken", 1)
		TNT1 A 0 A_TakeInventory("flaretoken", 1)
		AXEG A 0 A_TakeInventory("TossGrenade", 1)
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "wearanimation")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "removeanimation")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"drugshot")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"BANDAGE")
		goto repair
	
	Ready3:
	SelectAnimation:
	Ready:
		PDAO A 0
		PDAO A 0 A_playsound("pdaop",1,2)
		PDAO ABCDEFGHI 2
		PDAO  I 1 BRIGHT  A_playsound("BEP",1,2)
		PDAO  I 2
		PDAO  I 1 BRIGHT
		TNT1 A 0 A_JumpIfInventory("neverusedcrafting",1,"Tutorial")

	Vialready:
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_reload, "Reload")
		TNT1 A 0 A_GiveInventory("vialdropselected",1)
		TNT1 A 0 A_TakeInventory("orgdropselected",1)
		TNT1 A 0 A_TakeInventory("matdropselected",1)
		TNT1 A 0 A_TakeInventory("raredropselected",1)
		TNT1 A 0 A_JumpIfInventory("StartDualWield",1,"Dropenergy")
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		TNT1 A 0 A_Jumpifinventory("throwtoken",1, "Quickthrow")
		TNT1 A 0 A_Jumpifinventory("slashtoken",1, "Quickslash")
		TNT1 A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 ACS_NamedExecuteAlways("VIALQUANTITY")
		
		TNT1 A 0 A_JumpIfInventory("vialdropslot", 3, "ReadyAcid")
		TNT1 A 0 A_JumpIfInventory("vialdropslot", 2, "ReadyNeutral")
		TNT1 A 0 A_JumpIfInventory("vialdropslot", 1, "ReadyBasic")
	ReadyEmpty:
		CHEM A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		goto vialready
	ReadyBasic:
		CHEM B 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto vialready
	ReadyNeutral:
		CHEM C 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto vialready
	ReadyAcid:
		CHEM D 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto vialready

		
	AltFire:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("vialdropselected", 1, "Vialaltfire")
	TNT1 A 0 A_JumpIfInventory("orgdropselected", 1, "orgaltfire")
	TNT1 A 0 A_JumpIfInventory("matdropselected", 1, "mataltfire")
	TNT1 A 0 A_JumpIfInventory("raredropselected", 1, "rarealtfire")
	goto vialready
	
	VialaltFire:
		TNT1 A 0
		TNT1 A 0 A_playsound("BEP",1,2)
		TNT1 A 0 A_JumpIfInventory("vialdropslot", 4, 4)
		TNT1 A 0 A_GiveInventory("vialdropslot", 1)
		goto vialready
		TNT1 AAA 0
		TNT1 A 0 A_TakeInventory("vialdropslot", 4)
		goto vialready
		
	Fire:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("vialdropselected", 1, "Vialfire")
		TNT1 A 0 A_JumpIfInventory("orgdropselected", 1, "orgfire")
		TNT1 A 0 A_JumpIfInventory("matdropselected", 1, "matfire")
		TNT1 A 0 A_JumpIfInventory("raredropselected", 1, "rarefire")
		goto vialready
		
	Vialfire:
		TNT1 A 0 ACS_NamedExecuteAlways("VIALQUANTITY")
		TNT1 A 0 A_JumpIfInventory("vialdropslot", 3, "DropAcid")
		TNT1 A 0 A_JumpIfInventory("vialdropslot", 2, "DropNeutral")
		TNT1 A 0 A_JumpIfInventory("vialdropslot", 1, "DropBasic")
	DropEmpty:
		CHEM A 1  A_playsound("BEP",1,2)
		CHEM A 1  A_JumpIFInventory("EmptyVial", 1, 4)
		TNT1 A 0  A_Print("You don't have empty  vials", 1)
		goto vialready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("Emptyvial", 1)
		CHEM A 10  A_SpawnItemEx("EmptyVial", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto vialready
		
	DropBasic:
		CHEM B 1  A_playsound("BEP",1,2)
		CHEM B 1  A_JumpIFInventory("BasicVial", 1, 4)
		TNT1 A 0  A_Print("You don't have basic solutions", 1)
		goto vialready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("Basicvial", 1)
		CHEM B 10  A_SpawnItemEx("BasicVial", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto vialready	
		
	DropNeutral:
		CHEM C 1  A_playsound("BEP",1,2)
		CHEM C 1  A_JumpIFInventory("Neutralvial", 1, 4)
		TNT1 A 0  A_Print("You don't have neutral solutions", 1)
		goto vialready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("Neutralvial", 1)
		CHEM C 10  A_SpawnItemEx("Neutralvial", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto vialready	
		
	DropAcid:
		CHEM D 1  A_playsound("BEP",1,2)
		CHEM D 1  A_JumpIFInventory("Acidvial", 1, 4)
		TNT1 A 0  A_Print("You don't have acid solutions", 1)
		goto vialready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("Acidvial", 1)
		CHEM D 10  A_SpawnItemEx("Acidvial", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto vialready	
		
	Tutorial:
		TNT1 A 0 A_TakeInventory("Neverusedcrafting", 1)
		PDAT U 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "wearanimation")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "removeanimation")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"drugshot")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"BANDAGE")
		PDAT U 1 A_WEAPONREADY(WRF_ALLOWRELOAD)
		LOOP
		
	Reload:
		PDAO I 0 A_takeinventory("reloading")
		PDAO I 2   A_playsound("BEPBEP",1,2)
		PDAO I 10 
		
	Changepage:
		PDAO I 0 A_Jumpifinventory("vialdropselected", 1, "orgready")
		PDAO I 0 A_Jumpifinventory("orgdropselected", 1, "matready")
		PDAO I 0 A_Jumpifinventory("matdropselected", 1, "rareready")
		PDAO I 0 A_Jumpifinventory("raredropselected", 1, "vialready")
		goto vialready
		
	Keeppage:
		PDAO I 0 A_Jumpifinventory("vialdropselected", 1, "vialready")
		PDAO I 0 A_Jumpifinventory("orgdropselected", 1, "orgready")
		PDAO I 0 A_Jumpifinventory("matdropselected", 1, "matready")
		PDAO I 0 A_Jumpifinventory("raredropselected", 1, "rareready")
		wait
	
	
	
	/// 
	// ORGANIC DROPPER
	///
	
	Orgready:
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_reload, "Reload")
		TNT1 A 0 A_JumpIfInventory("StartDualWield",1,"Dropenergy")
		TNT1 A 0 A_TakeInventory("vialdropselected",1)
		TNT1 A 0 A_GiveInventory("orgdropselected",1)
		TNT1 A 0 A_TakeInventory("matdropselected",1)
		TNT1 A 0 A_TakeInventory("raredropselected",1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		TNT1 A 0 A_Jumpifinventory("throwtoken",1, "Quickthrow")
		TNT1 A 0 A_Jumpifinventory("slashtoken",1, "Quickslash")
		TNT1 A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 ACS_NamedExecuteAlways("ORGQUANTITY")
		
		TNT1 A 0 A_JumpIfInventory("orgdropslot", 3, "Readyeye")
		TNT1 A 0 A_JumpIfInventory("orgdropslot", 2, "Readyhorn")
		TNT1 A 0 A_JumpIfInventory("orgdropslot", 1, "Readyheart")
	Readyspike:
		ORGN A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		goto Orgready
	Readyheart:
		ORGN B 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto Orgready
	Readyhorn:
		ORGN C 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto Orgready
	Readyeye:
		ORGN D 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto Orgready

		
	OrgAltFire:
		TNT1 A 0
		TNT1 A 0 A_playsound("BEP",1,2)
		TNT1 A 0 A_JumpIfInventory("orgdropslot", 4, 4)
		TNT1 A 0 A_GiveInventory("orgdropslot", 1)
		goto Orgready
		TNT1 AAA 0
		TNT1 A 0 A_TakeInventory("orgdropslot", 4)
		goto Orgready
		
	OrgFire:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("ORGQUANTITY")
		TNT1 A 0 A_JumpIfInventory("orgdropslot", 3, "Dropeye")
		TNT1 A 0 A_JumpIfInventory("orgdropslot", 2, "Drophorn")
		TNT1 A 0 A_JumpIfInventory("orgdropslot", 1, "Dropheart")
	Dropspike:
		ORGN A 1  A_playsound("BEP",1,2)
		ORGN A 1  A_JumpIFInventory("impspike", 1, 4)
		TNT1 A 0  A_Print("You don't have imp spikes", 1)
		goto Orgready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("impspike", 1)
		ORGN A 10  A_SpawnItemEx("impspike", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto Orgready
		
	Dropheart:
		ORGN B 1  A_playsound("BEP",1,2)
		ORGN B 1  A_JumpIFInventory("demonheart", 1, 4)
		TNT1 A 0  A_Print("You don't have demon hearts", 1)
		goto Orgready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("demonheart", 1)
		ORGN B 10  A_SpawnItemEx("demonheart", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto Orgready	
		
	Drophorn:
		ORGN C 1  A_playsound("BEP",1,2)
		ORGN C 1  A_JumpIFInventory("bruiserhorn", 1, 4)
		TNT1 A 0  A_Print("You don't have bruiser horns", 1)
		goto Orgready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("bruiserhorn", 1)
		ORGN C 10  A_SpawnItemEx("bruiserhorn", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto Orgready	
		
	Dropeye:
		ORGN D 1  A_playsound("BEP",1,2)
		ORGN D 1  A_JumpIFInventory("cacoeye", 1, 4)
		TNT1 A 0  A_Print("You don't have cacodemon's eyes", 1)
		goto Orgready
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("cacoeye", 1)
		ORGN D 10  A_SpawnItemEx("cacoeye", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto Orgready	
	
	
	
	/// 
	// MATERIAL DROPPER
	///
	
		MatReady:
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_reload, "Reload")
		TNT1 A 0 A_JumpIfInventory("StartDualWield",1,"Dropenergy")
		TNT1 A 0 A_TakeInventory("vialdropselected",1)
		TNT1 A 0 A_TakeInventory("orgdropselected",1)
		TNT1 A 0 A_GiveInventory("matdropselected",1)
		TNT1 A 0 A_TakeInventory("raredropselected",1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		TNT1 A 0 A_Jumpifinventory("throwtoken",1, "Quickthrow")
		TNT1 A 0 A_Jumpifinventory("slashtoken",1, "Quickslash")
		TNT1 A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 ACS_NamedExecuteAlways("MATQUANTITY")
		
		TNT1 A 0 A_JumpIfInventory("matdropslot", 3, "ReadyPOWDER")
		TNT1 A 0 A_JumpIfInventory("matdropslot", 2, "ReadyFabric")
		TNT1 A 0 A_JumpIfInventory("matdropslot", 1, "ReadyElectronic")
	Readymetal:
		MATR A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		goto MatReady
	ReadyElectronic:
		MATR B 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto MatReady
	ReadyFabric:
		MATR C 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto MatReady
	ReadyPowder:
		MATR D 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto MatReady

		
	MatAltFire:
		TNT1 A 0
		TNT1 A 0 A_playsound("BEP",1,2)
		TNT1 A 0 A_JumpIfInventory("matdropslot", 4, 4)
		TNT1 A 0 A_GiveInventory("matdropslot", 1)
		goto MatReady
		TNT1 AAA 0
		TNT1 A 0 A_TakeInventory("matdropslot", 4)
		goto MatReady
		
	MatFire:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("MATQUANTITY")
		TNT1 A 0 A_JumpIfInventory("matdropslot", 3, "DropPowder")
		TNT1 A 0 A_JumpIfInventory("matdropslot", 2, "DropFabric")
		TNT1 A 0 A_JumpIfInventory("matdropslot", 1, "DropElectronic")
	Dropmetal:
		MATR A 1  A_playsound("BEP",1,2)
		MATR A 1  A_JumpIFInventory("scrapmetal", 1, 4)
		TNT1 A 0  A_Print("You don't have metal scraps", 1)
		goto MatReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("scrapmetal", 1)
		MATR A 10  A_SpawnItemEx("scrapmetal", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto MatReady
		
	DropElectronic:
		MATR B 1  A_playsound("BEP",1,2)
		MATR B 1  A_JumpIFInventory("electronicparts", 1, 4)
		TNT1 A 0  A_Print("You don't have electronic parts", 1)
		goto MatReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("electronicparts", 1)
		MATR B 10  A_SpawnItemEx("electronicparts", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto MatReady	
		
	DropFabric:
		MATR C 1  A_playsound("BEP",1,2)
		MATR C 1  A_JumpIFInventory("fabric", 1, 4)
		TNT1 A 0  A_Print("You don't have scrap cloth", 1)
		goto MatReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("fabric", 1)
		MATR C 10  A_SpawnItemEx("fabric", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto MatReady	
		
	DropPowder:
		MATR D 1  A_playsound("BEP",1,2)
		MATR D 1  A_JumpIFInventory("gunpowder", 1, 4)
		TNT1 A 0  A_Print("You don't have any smokeless powder", 1)
		goto MatReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("gunpowder", 1)
		MATR D 10  A_SpawnItemEx("gunpowder", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto MatReady	
	
	
	
					
	/// 
	// UNKNOWN RARE SUBSTANCES DROPPER
	///
		
	RareReady:
		TNT1 A 0 A_JumpIf(GetPlayerInput(INPUT_BUTTONS) & BT_reload, "Reload")
		TNT1 A 0 A_JumpIfInventory("StartDualWield",1,"Dropenergy")
		TNT1 A 0 A_TakeInventory("vialdropselected",1)
		TNT1 A 0 A_TakeInventory("orgdropselected",1)
		TNT1 A 0 A_TakeInventory("matdropselected",1)
		TNT1 A 0 A_GiveInventory("raredropselected",1)
		TNT1 A 0 A_JumpIfInventory("Kicking",1,"DoKick")
        TNT1 A 0 A_JumpIfInventory("Taunting",1,"Taunt")
		TNT1 A 0 A_JumpIfInventory("Salute1", 1, "Salute")
		TNT1 A 0 A_JumpIfInventory("Salute2", 1, "Salute")
        TNT1 A 0 A_JumpIfInventory("Reloading",1,"Reload")
		TNT1 A 0 A_JumpIfInventory("repairtoken", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("weargasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("removegasmask", 1, "goingtoaction")
		TNT1 A 0 A_JumpIfInventory("battledrugtoken",1,"goingtoaction")
		TNT1 A 0 A_JumpIfInventory("BANDAGETOKEN",1,"goingtoaction")
		TNT1 A 0 A_Jumpifinventory("throwtoken",1, "Quickthrow")
		TNT1 A 0 A_Jumpifinventory("slashtoken",1, "Quickslash")
		TNT1 A 0 A_JumpIfInventory("flaretoken",1,"TossFlare")
		TNT1 A 0 A_JumpIfInventory("TossGrenade",1,"TossGrenade")
		TNT1 A 0 ACS_NamedExecuteAlways("RAREQUANTITY")
		
		TNT1 A 0 A_JumpIfInventory("raredropslot", 2, "Readychaosessence")
		TNT1 A 0 A_JumpIfInventory("raredropslot", 1, "Readyfiressence")
	Readyalphablood:
		RARE A 1 A_WeaponReady(WRF_ALLOWRELOAD)
		goto RareReady
	Readyfiressence:
		RARE B 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto RareReady
	Readychaosessence:
		RARE C 1  A_WeaponReady(WRF_ALLOWRELOAD)
		goto RareReady

		
	RareAltFire:
		TNT1 A 0
		TNT1 A 0 A_playsound("BEP",1,2)
		TNT1 A 0 A_JumpIfInventory("raredropslot", 3, 4)
		TNT1 A 0 A_GiveInventory("raredropslot", 1)
		goto RareReady
		TNT1 AAA 0
		TNT1 A 0 A_TakeInventory("raredropslot", 3)
		goto RareReady
		
	RareFire:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("RAREQUANTITY")
		TNT1 A 0 A_JumpIfInventory("raredropslot", 2, "Dropchaosessence")
		TNT1 A 0 A_JumpIfInventory("raredropslot", 1, "DropFire")
	Dropalphablood:
		RARE A 1  A_playsound("BEP",1,2)
		RARE A 1  A_JumpIFInventory("alphavial", 1, 4)
		TNT1 A 0  A_Print("You don't have this reagent", 1)
		goto RareReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("alphavial", 1)
		RARE A 10  A_SpawnItemEx("alphavial", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto RareReady
		
	Dropfire:
		RARE B 1  A_playsound("BEP",1,2)
		RARE B 1  A_JumpIFInventory("fireessence", 1, 4)
		TNT1 A 0  A_Print("You don't have this reagent", 1)
		goto RareReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("fireessence", 1)
		RARE B 10  A_SpawnItemEx("fireessence", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto RareReady	
		
	Dropchaosessence:
		RARE C 1  A_playsound("BEP",1,2)
		RARE C 1  A_JumpIFInventory("chaosessence", 1, 4)
		TNT1 A 0  A_Print("You don't have this reagent", 1)
		goto RareReady
		TNT1 AAAA 0
		TNT1 A 0 A_TakeInventory("chaosessence", 1)
		RARE C 10  A_SpawnItemEx("chaosessence", 25, random(-4, 4), 30, 0, 0, 2, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_Refire
		goto RareReady	
		
		
	Dropenergy:
		PDAO I 1  A_playsound("BEP",1,2)
		TNT1 A 0 A_TakeInventory("StartDualWield", 1)
		PDAO I 0  A_JumpIFInventory("isScientist", 1, 2)
		PDAO I 0  A_JumpIFInventory("AmmoCell", 10, 3)
		PDAO I 0  A_JumpIFInventory("AmmoCell", 5, 2)
		TNT1 A 0  A_Print("Not enough energy cells", 1)
		Goto Keeppage
		TNT1 AAAA 0
		PDAO I 0  A_JumpIFInventory("isScientist", 1, 2)
		TNT1 A 0 A_TakeInventory("AmmoCell", 5)
		TNT1 A 0 A_TakeInventory("AmmoCell", 5)
		PDAO I 0  A_JumpIFInventory("isScientist", 1, 2)
		PDAO I 1  A_SpawnItemEx("DroppedCell", 0, random(-4, 4), 35, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		PDAO I 1  A_SpawnItemEx("DroppedCell", 0, random(-4, 4), 35, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)
		PDAO I 10
		TNT1 A 0
		Goto Keeppage
		
	
	}
}

///SLOT TOKENS

ACTOR Vialdropslot : Inventory
{
   Inventory.Amount 0
   Inventory.MaxAmount 5
}

ACTOR orgdropslot : Inventory
{
   Inventory.Amount 0
   Inventory.MaxAmount 5
}

ACTOR matdropslot : Inventory
{
   Inventory.Amount 0
   Inventory.MaxAmount 5
}

ACTOR RAREdropslot : Inventory
{
   Inventory.Amount 0
   Inventory.MaxAmount 4
}

/// PAGE TOKENS

ACTOR Vialdropselected : Inventory
{ Inventory.MaxAmount 1}

ACTOR Orgdropselected : Inventory
{ Inventory.MaxAmount 1}

ACTOR Matdropselected : Inventory
{Inventory.MaxAmount 1}

ACTOR Raredropselected : Inventory
{Inventory.MaxAmount 1}