ACTOR GuncasterWeapon : Weapon
{
	Weapon.AmmoUse2 0
	+ALT_USES_BOTH
	States
	{
	Ready:
	  "####" A 0 A_WeaponReady
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	Deselect:
	  "####" A 0 A_TakeInventory("MeleeCounter",9)
	  "####" A 0 SetPlayerProperty(PROP_FROZEN,0,0)
	  "####" A 0 A_StopSound(5)
	  "####" A 0 A_StopSound(6)
      "####" A 0 A_ZoomFactor(1)
	  "####" Z 0 A_Jump(256, "DeselectMain")
	  Goto DeselectMain
	DeselectMain:
	  "####" A 1 A_Lower
	  Loop
	Select:
	  "####" A 1 A_Raise
	  Loop
	Fire:
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	Zoom:
	  "####" A 0 A_PlaySound("Kick/Extra",4,0.7)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,3)
	  "####" A 0 A_PlaySound("SuperKick/Init",7,0.9)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_PlaySound("Kick/Init",7,0.7)
	  "####" A 0 SetPlayerProperty(PROP_FROZEN,1,0)
	  "####" A 0 A_CheckFloor("SPARTA")
	  Goto HONHONHON
	SPARTA:
	  "####" A 0 A_JumpIfInventory("KickDummyForward",1,"ThrustKick")
	  "####" A 0 A_StopSound(2)
	  Goto DoubleD
	ThrustKick:
	  "####" A 0 A_ChangeVelocity (Cos(Pitch) * 32, 0, 0, 1)
	  "####" A 1 ThrustThingZ(0,80,1,0)
	  Goto DoubleD
	HONHONHON:
	  "####" A 0 A_ChangeVelocity (Cos(Pitch) * 12, 0, Sin(Pitch) * -12, 1)
	DoubleD:
	  "####" A 0 A_Jump(164,2)
	  "####" A 0 A_PlaySound("Guncaster/Kick",2)
	  "####" A 1 A_ZoomFactor(0.99)
	  "####" B 1 A_ZoomFactor(0.98)
	  "####" C 1 A_ZoomFactor(0.97)
	  "####" D 1 A_ZoomFactor(0.96)
	  "####" E 1 A_ZoomFactor(0.95)
	  "####" F 1
	  "####" A 0 A_SetPitch(pitch-0.75)
	  "####" A 0 A_SetAngle(angle-0.75)
	  "####" G 1
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" H 1
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" I 1
	  "####" A 0 A_SetPitch(pitch-0.75)
	  "####" A 0 A_SetAngle(angle-0.75)
	  "####" A 0 A_JumpIfInventory("PowerBerserkDamage",1,2)
	  "####" A 0 A_Jump(256,4)
	  "####" A 0 A_GiveInventory("SuckerKick")
	  "####" A 0 A_FireCustomMissile("SuperKickProjectile",0,0,0,0)
	  "####" A 0 A_Jump(256,2)
	  "####" A 0 A_FireCustomMissile("KickProjectile",0,0,0,0)
	  "####" I 1
	  "####" A 0 A_SetPitch(pitch+0.75)
	  "####" A 0 A_SetAngle(angle+0.75)
	  "####" H 1
	  "####" A 0 A_SetPitch(pitch+1)
	  "####" A 0 A_SetAngle(angle+1)
	  "####" G 1
	  "####" A 0 A_SetPitch(pitch+1)
	  "####" A 0 A_SetAngle(angle+1)
	  "####" F 1
	  "####" A 0 A_SetPitch(pitch+0.75)
	  "####" A 0 A_SetAngle(angle+0.75)
	  "####" E 1 A_ZoomFactor(0.96)
	  "####" D 1 A_ZoomFactor(0.97)
	  "####" C 1 A_ZoomFactor(0.98)
	  "####" B 1 A_ZoomFactor(0.99)
	  "####" A 1 A_ZoomFactor(1)
	  "####" A 0 SetPlayerProperty(PROP_FROZEN,0,0)
	  "####" Z 10
	  "####" Z 0 A_JumpIfInventory("PowerGunzerking",1,"RIdle")
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready

	AltFire:
	  "####" A 0
	CheckForMagic: //As the name says, checks if you have any power active
	  "####" Z 0 A_JumpIfInventory("FirebreathActive",1,"FirebreathLaunch")
	  
	  "####" Z 0 A_JumpIfInventory("PowerTomeEffect",1,"CheckForMagicT")
	  
	  "####" Z 0 A_JumpIfInventory("SkullfireActive",1,"SkullfireLaunch")
	  "####" Z 0 A_JumpIfInventory("FrostbiteActive",1,"FrostbiteLaunch")
	  "####" Z 0 A_JumpIfInventory("GumpopActive",1,"GumpopLaunch")
	  "####" Z 0 A_JumpIfInventory("SkypunchActive",1,"SkypunchLaunch")
	  "####" Z 0 A_JumpIfInventory("CrowsActive",1,"CrowsLaunch")
	  "####" Z 0 A_JumpIfInventory("ThunderActive",1,"ThunderLaunch")
	  "####" Z 0 A_JumpIfInventory("BreathActive",1,"BreathLaunch")
	  "####" Z 0 A_JumpIfInventory("CorpseActive",1,"CorpseLaunch")
	  "####" Z 0 A_JumpIfInventory("ThreadcutterActive",1,"ThreadLaunch")
	  "####" Z 0 A_JumpIfInventory("AnnihilationActive",1,"AnnihilationLaunch")
	  Goto FuckNo
	FuckNo:
	  "####" Z 0 A_Print("You do not have any active spell! Spend your hard-earned money on a one!")
	  "####" Z 0 A_PlaySound("Spell/Move",5,0.8)
	  "####" Z 35 A_WeaponReady(WRF_NOSECONDARY)
	  //"####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	Reload:
	  "####" "#" 0 ACS_NamedExecuteAlways("AMULET",0)
	  //"####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	  
//FIREBREATH

	FirebreathLaunch:
		"####" "#" 0  A_JumpIfInventory("Mana",25,2)
		"####" "#" 2 A_Jump(256, "Ready")
		"####" "#" 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
		"####" "#" 0 A_PlaySound("TNT/Ignition",1,0.9)
		"####" "#" 1 A_SetPitch(Pitch-0.25)
		"####" "#" 1 A_SetPitch(Pitch-0.25)
		"####" "#" 1 A_SetPitch(Pitch-0.5)
		"####" "#" 1 A_SetPitch(Pitch-1.0)
		"####" "#" 1 A_SetPitch(Pitch-2.0)
		"####" "###" 1 A_SetPitch(Pitch-2.5)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+6.0)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+5.0)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+4.0)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+3.0)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "#" 1 A_SetPitch(Pitch+2.0)
		"####" "#" 0 A_FireCustomMissile("IgnitionSnort",frandom(2.0,-2.0),0,0,0,0,frandom(2.0,-2.0))
		"####" "##" 0 A_FireCustomMissile("IgnitionSmoke",frandom(2.0,-2.0),0,0,0,0,frandom(4.0,-4.0))
		"####" "##" 1 A_SetPitch(Pitch+1.0)
		"####" "##" 1 A_SetPitch(Pitch+0.5)
		"####" "#" 25
		Goto Ready
		
//SKULLFIRE

	SkullfireLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",10,2) //Do you have enough booze?
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SkullfireLoop:
	  "####" A 0 A_TakeInventory("Mana",10,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SkullfireProjectile",0,0,-12,0)
	  "####" A 0 A_PlaySound("Skullfire/Launch",5)
	  "####" A 0 A_SetBlend("Red",0.1,15)
	  "####" J 1 Bright A_ZoomFactor(0.9) //I wish I could automate this part as well, as I need to paste it each time, buuut... ammo checks and in-fire loop changes prevents me from doing so.
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",10,1)
	  Goto SkullfireEnd
	  "####" I 1 A_ReFire("SkullfireLoop2")
	SkullfireEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	SkullfireLoop2:
	  "####" I 10
	  Goto SkullfireLoop

//FROSTBITE

	FrostbiteLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",40,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" A 0 A_PlaySound("Frostbite/Spell",6)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	FrostbiteLoop:
	  "####" A 0 A_TakeInventory("Mana",40,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("FrostbiteProjectile",0,0,-12,0)
	  "####" A 0 A_PlaySound("Frostbite/Launch",5)
	  "####" A 0 A_SetBlend("Blue",0.1,15)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",40,1)
	  Goto FrostbiteEnd
	  "####" I 1 A_ReFire("FrostbiteLoop2")
	FrostbiteEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	FrostbiteLoop2:
	  "####" I 20
	  Goto FrostbiteLoop

//GUMPOP

	GumpopLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",10,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	GumpopLoop:
	  "####" A 0 A_TakeInventory("Mana",10,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("GumpopProjectile",0,0,-12,0)
	  "####" A 0 A_PlaySound("Gumpop/Cast",5,0.6)
	  "####" A 0 A_SetBlend("Green",0.1,12)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",10,1)
	  Goto GumpopEnd
	  "####" I 1 A_ReFire("GumpopLoop2")
	GumpopEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	GumpopLoop2:
	  "####" I 10
	  Goto GumpopLoop

//SKYPUNCH

	SkypunchLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",15,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SkypunchLoop:
	  "####" A 0 A_TakeInventory("Mana",15,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SkypunchLauncher",0,0,-12,0)
	  "####" A 0 A_PlaySound("Skypunch/Layer",6,0.9)
	  "####" A 0 A_PlaySound("Skypunch/Blast",5,1.0)
	  "####" A 0 A_SetBlend("White",0.1,12)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",15,1)
	  Goto SkypunchEnd
	  "####" I 1 A_ReFire("SkypunchLoop2")
	SkypunchEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	SkypunchLoop2:
	  "####" I 25
	  Goto SkypunchLoop

//CROWS

	CrowsLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",30,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	CrowsLoop:
	  "####" A 0 A_TakeInventory("Mana",30,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" A 0 A_PlaySound("Crows/Launch",5,0.8)
	  "####" A 0 A_PlaySound("Crows/Scream",6,0.4)
	  "####" A 0 A_PlaySound("Crows/Add",1,0.7)
	  "####" A 0 A_SetBlend("Black",0.3,30)
	  "####" J 1 Bright A_ZoomFactor(0.9) 
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" A 0 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" IIIII 1 A_FireCustomMissile("CrowLauncher2",0,0,-12,0)
	  "####" I 20 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",30,1)
	  Goto CrowsEnd
	  "####" I 1 A_ReFire("CrowsLoop2")
	CrowsEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	CrowsLoop2:
	  "####" I 15
	  Goto CrowsLoop
	  
//THUNDERSTRUCK

	ThunderLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",33,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	ThunderLoop:
	  "####" A 0 A_TakeInventory("Mana",33,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("ThunderSpawner",0,0,-12,0)
	  "####" A 0 A_PlaySound("Thunderstruck/Use",5,0.9)
	  "####" A 0 A_SetBlend("Yellow",0.2,15)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 4 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",33,1)
	  Goto ThunderEnd
	  "####" I 1 A_ReFire("ThunderLoop2")
	ThunderEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	ThunderLoop2:
	  "####" I 25
	  Goto ThunderLoop
	  
//SCOURGEBREATH

	BreathLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",24,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" Z 10 A_PlaySound("Breath/Start",6,0.8)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	  "####" A 0 A_GiveInventory("BreathLooplet",8)
	BreathLoop:
	  "####" A 0 A_JumpIfInventory("Mana",3,1)
	  Goto BreathEnd2
	  "####" A 0 A_PlaySound("Breath/Loop",5,0.7,1)
	  "####" A 0 A_TakeInventory("Mana",3,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_TakeInventory("BreathLooplet",1)
	  "####" A 0 A_SetBlend("Red",0.1,15)
	  "####" A 0 A_FireCustomMissile("BreathProjectile",0,0,0,-8)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_JumpIfInventory("BreathLooplet",1,"BreathLoop")
	  "####" A 0 A_ReFire("BreathLoop")
    BreathEnd2:
	  "####" A 0 A_TakeInventory("BreathLooplet",8)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",24,1)
	  Goto BreathEnd
	  "####" I 1 A_ReFire("BreathLoop2")
	BreathEnd:
	  "####" H 0 A_PlaySound("Breath/End",5,0.8)
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	BreathLoop2:
	  "####" I 0 A_GiveInventory("BreathLooplet",8)
	  Goto BreathLoop
	  
//CORPSE BLAST
	  
	CorpseLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",15,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	CorpseLoop:
	  "####" A 0 A_TakeInventory("Mana",15,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("CorpseEffect",0,0,0,0)
	  "####" A 0 A_RadiusGive("CorpseBlaster", 1024, RGF_MONSTERS|RGF_CORPSES, 1) 
	  "####" A 0 A_PlaySound("Corpseblast/Use",5)
	  "####" A 0 A_SetBlend("Red",0.2,20)
	  "####" J 1 Bright A_ZoomFactor(0.9) 
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 5 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",15,1)
	  Goto CorpseEnd
	  "####" I 1 A_ReFire("CorpseLoop2")
	CorpseEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	CorpseLoop2:
	  "####" I 15
	  Goto CorpseLoop
	  
//THREADCUTTER

	ThreadLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",10,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" A 0 A_PlaySound("Threadcutter/Use",1)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	  "####" A 0 A_GiveInventory("ThreadLooplet",10)
	ThreadLoop:
	  "####" A 0 A_JumpIfInventory("Mana",1,1)
	  Goto ThreadEnd2
	  "####" A 0 A_PlaySound("Threadcutter/Loop1",5,0.9,1)
	  "####" A 0 A_PlaySound("Threadcutter/Loop2",6,0.8,1)
	  "####" A 0 A_TakeInventory("Mana",1,TIF_NOTAKEINFINITE)
	  "####" A 0 //A_AlertMonsters
	  "####" A 0 A_TakeInventory("ThreadLooplet",1)
	  "####" A 0 A_SetBlend("Gray",0.05,10)
	  "####" A 0 A_FireCustomMissile("ThreadcutterKnife1",frandom(7.5,-7.5),0,-16+frandom(4.0,-4.0),-4+frandom(4.0,-4.0),0,frandom(3.5,-3.5))
	  "####" J 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_JumpIfInventory("ThreadLooplet",1,"ThreadLoop")
	  "####" A 0 A_ReFire("ThreadLoop")
    ThreadEnd2:
	  "####" A 0 A_TakeInventory("ThreadLooplet",10)
	  "####" K 1 Bright A_ZoomFactor(0.935)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" L 1 Bright A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.945)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" N 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" I 1 A_ZoomFactor(0.995)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",10,1)
	  Goto ThreadEnd
	  "####" I 1 A_ReFire("ThreadLoop2")
	ThreadEnd:
	  "####" H 0 A_PlaySound("Threadcutter/End",5,0.8)
	  "####" H 0 A_StopSound(6)
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	ThreadLoop2:
	  "####" I 0 A_GiveInventory("ThreadLooplet",10)
	  Goto ThreadLoop
	  
//ANNIHILATION
	  
	AnnihilationLaunch:
	  "####" A 0 A_JumpIfInventory("Mana",100,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	AnnihilationLoop:
	  "####" A 0 A_TakeInventory("Mana",100,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("AnnihilationShot",0,0,-12,0)
	  "####" A 0 A_PlaySound("Annihilation/Use",5,0.8)
	  "####" A 0 A_SetBlend("Blue",0.3,55)
	  "####" A 0 A_Recoil(35)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 25 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",100,1)
	  Goto AnnihilationEnd
	  "####" I 1 A_ReFire("AnnihilationLoop2")
	AnnihilationEnd:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	AnnihilationLoop2:
	  "####" I 15
	  Goto AnnihilationLoop
	  
	//jezeli nie ma tytule "zabic", jest to automatycznie ballada.
	
	CheckForMagicT:
	  "####" Z 0 A_JumpIfInventory("SkullfireActive",1,"SkullfireLaunchT")
	  "####" Z 0 A_JumpIfInventory("FrostbiteActive",1,"FrostbiteLaunchT")
	  "####" Z 0 A_JumpIfInventory("GumpopActive",1,"GumpopLaunchT")
	  "####" Z 0 A_JumpIfInventory("SkypunchActive",1,"SkypunchLaunchT")
	  "####" Z 0 A_JumpIfInventory("CrowsActive",1,"CrowsLaunchT")
	  "####" Z 0 A_JumpIfInventory("ThunderActive",1,"ThunderLaunchT")
	  "####" Z 0 A_JumpIfInventory("BreathActive",1,"BreathLaunchT")
	  "####" Z 0 A_JumpIfInventory("CorpseActive",1,"CorpseLaunchT")
	  "####" Z 0 A_JumpIfInventory("ThreadcutterActive",1,"ThreadLaunchT")
	  "####" Z 0 A_JumpIfInventory("AnnihilationActive",1,"AnnihilationLaunchT")
	  Goto FuckNo
	  
//SKULLFIRE

	SkullfireLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",25,2) //Do you have enough booze?
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SkullfireLoopT:
	  "####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SkullfireTomedProjectile",0,0,-12,0)
	  "####" A 0 A_PlaySound("Skullfire/LaunchT",5)
	  "####" A 0 A_PlaySound("Skullfire/Whizz",6,0.55)
	  "####" A 0 A_SetBlend("Orange",0.2,25)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",25,1)
	  Goto SkullfireEndT
	  "####" I 1 A_ReFire("SkullfireLoopT2")
	SkullfireEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	SkullfireLoopT2:
	  "####" I 25
	  Goto SkullfireLoopT

//FROSTBITE

	FrostbiteLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",80,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" A 0 A_PlaySound("Frostbite/Spell",6)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	FrostbiteLoopT:
	  "####" A 0 A_TakeInventory("Mana",80,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("FrozenOrbProjectile",0,0,-12,0)
	  "####" A 0 A_FireCustomMissile("FrozenOrbProjectileFade1",0,0,-12,0)
	  "####" A 0 A_FireCustomMissile("FrozenOrbProjectileFade2",0,0,-12,0)
	  "####" A 0 A_PlaySound("Frostbite/LaunchT",5)
	  "####" A 0 A_SetBlend("White",0.2,20)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",80,1)
	  Goto FrostbiteEndT
	  "####" I 1 A_ReFire("FrostbiteLoopT2")
	FrostbiteEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	FrostbiteLoopT2:
	  "####" I 25
	  Goto FrostbiteLoopT

//GUMPOP

	GumpopLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",25,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	GumpopLoopT:
	  "####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("GumpodSpawner",0,0,0,0)
	  "####" A 0 A_PlaySound("Gumpop/Cast",5,0.6)
	  "####" A 0 A_SetBlend("Green",0.1,18)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",25,1)
	  Goto GumpopEndT
	  "####" I 5 A_ReFire("GumpopLoopT2")
	GumpopEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	GumpopLoopT2:
	  "####" I 20
	  Goto GumpopLoopT

//SKYPUNCH

	SkypunchLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",25,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	SkypunchLoopT:
	  "####" A 0 A_TakeInventory("Mana",25,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("SkypunchLauncher2",0,0,-12,0)
	  "####" A 0 A_PlaySound("Skypunch/Layer",6,0.9)
	  "####" A 0 A_PlaySound("Skypunch/Blast",5,1.0)
	  "####" A 0 A_SetBlend("White",0.2,15)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",25,1)
	  Goto SkypunchEndT
	  "####" I 1 A_ReFire("SkypunchLoopT2")
	SkypunchEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	SkypunchLoopT2:
	  "####" I 25
	  Goto SkypunchLoopT

//CROWS

	CrowsLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",50,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	CrowsLoopT:
	  "####" A 0 A_TakeInventory("Mana",50,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" A 0 A_PlaySound("Crows/Launch",5,0.8)
	  "####" A 0 A_PlaySound("Crows/Scream",6,0.4)
	  "####" A 0 A_PlaySound("Crows/Add",1,0.7)
	  "####" A 0 A_SetBlend("Black",0.3,30)
	  "####" J 1 Bright A_ZoomFactor(0.9) 
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" A 0 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" IIIII 1 A_FireCustomMissile("CrowLauncher",0,0,-12,0)
	  "####" I 20 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",50,1)
	  Goto CrowsEndT
	  "####" I 1 A_ReFire("CrowsLoopT2")
	CrowsEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	CrowsLoopT2:
	  "####" I 15
	  Goto CrowsLoopT
	  
//THUNDERSTRUCK

	ThunderLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",60,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	ThunderLoopT:
	  "####" A 0 A_TakeInventory("Mana",60,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("TomedThunderSpawner",0,0,-12,0)
	  "####" A 0 A_PlaySound("Thunderstruck/Use",5,0.9)
	  "####" A 0 A_SetBlend("Yellow",0.2,15)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 4 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",60,1)
	  Goto ThunderEndT
	  "####" I 1 A_ReFire("ThunderLoopT2")
	ThunderEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	ThunderLoopT2:
	  "####" I 25
	  Goto ThunderLoopT
	  
//SCOURGEBREATH

	BreathLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",16,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" Z 10 A_PlaySound("Breath/Start",6,0.8)
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	  "####" A 0 A_GiveInventory("BreathLooplet",8)
	BreathLoopT:
	  "####" A 0 A_JumpIfInventory("Mana",2,1)
	  Goto BreathEndT2
	  "####" A 0 A_PlaySound("Breath/Loop",5,0.7,1)
	  "####" A 0 A_TakeInventory("Mana",2,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_TakeInventory("BreathLooplet",1)
	  "####" A 0 A_SetBlend("Red",0.1,15)
	  "####" A 0 A_FireCustomMissile("BreathProjectile",0,0,0,-8)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_JumpIfInventory("BreathLooplet",1,"BreathLoopT")
	  "####" A 0 A_ReFire("BreathLoopT")
    BreathEndT2:
	  "####" A 0 A_TakeInventory("BreathLooplet",8)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",16,1)
	  Goto BreathEndT
	  "####" I 1 A_ReFire("BreathLoopT2")
	BreathEndT:
	  "####" H 0 A_PlaySound("Breath/End",5,0.8)
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	BreathLoopT2:
	  "####" I 0 A_GiveInventory("BreathLooplet",8)
	  Goto BreathLoopT
	  
//CORPSE BLAST
	  
	CorpseLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",30,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	CorpseLoopT:
	  "####" A 0 A_TakeInventory("Mana",30,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("CorpseEffect",0,0,0,0)
	  "####" A 0 A_RadiusGive("CorpseBlaster2", 1024, RGF_MONSTERS|RGF_CORPSES, 1) 
	  "####" A 0 A_PlaySound("Corpseblast/Use",5)
	  "####" A 0 A_SetBlend("Red",0.2,20)
	  "####" J 1 Bright A_ZoomFactor(0.9) 
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 5 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",30,1)
	  Goto CorpseEndT
	  "####" I 1 A_ReFire("CorpseLoopT2")
	CorpseEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	CorpseLoopT2:
	  "####" I 15
	  Goto CorpseLoopT
	  
//THREADCUTTER

	ThreadLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",10,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" A 0 A_PlaySound("Threadcutter/Use",1|CHAN_NOPAUSE)
	  "####" ABC 1 A_GiveInventory("Dio",1)
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	  "####" A 0 A_GiveInventory("ThreadLooplet",10)
	ThreadLoopT:
	  "####" A 0 A_JumpIfInventory("Mana",1,1)
	  Goto ThreadEndT2
	  "####" A 0 A_PlaySound("Threadcutter/Loop1",5|CHAN_NOPAUSE,0.9,1)
	  "####" A 0 A_PlaySound("Threadcutter/Loop2",6|CHAN_NOPAUSE,0.8,1)
	  "####" A 0 A_TakeInventory("Mana",1,TIF_NOTAKEINFINITE)
	  //"####" A 0 A_AlertMonsters
	  "####" A 0 A_TakeInventory("ThreadLooplet",1)
	  "####" A 0 A_SetBlend("Gray",0.08,15)
	  "####" A 0 A_FireCustomMissile("ThreadcutterKnife2",frandom(7.5,-7.5),0,-16+frandom(4.0,-4.0),-4+frandom(4.0,-4.0),0,frandom(3.5,-3.5))
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_JumpIfInventory("ThreadLooplet",1,"ThreadLoopT")
	  "####" A 0 A_ReFire("ThreadLoopT")
    ThreadEndT2:
	  "####" A 0 A_TakeInventory("ThreadLooplet",10)
      "####" A 0 A_TakeInventory("PowerZaWarudo",1)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" I 1 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",10,1)
	  Goto ThreadEndT
	  "####" I 1 A_ReFire("ThreadLoopT2")
	ThreadEndT:
	  "####" H 0 A_PlaySound("Threadcutter/End",5|CHAN_NOPAUSE,0.8)
	  "####" H 0 A_StopSound(6)
      "####" H 0 A_TakeInventory("PowerZaWarudo",1)
	  "####" HGFEDCBA 1
	  "####" Z 1
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	ThreadLoopT2:
	  "####" I 0 A_GiveInventory("ThreadLooplet",10)
	  Goto ThreadLoopT
	 
//ANNIHILATION
	 
	AnnihilationLaunchT:
	  "####" A 0 A_JumpIfInventory("Mana",200,2)
	  "####" A 2 A_Jump(256, "Ready")
	  Goto Ready
	  "####" ABC 1
	  "####" D 1 A_ZoomFactor(0.99)
	  "####" E 1 A_ZoomFactor(0.98)
	  "####" F 1 A_ZoomFactor(0.97)
	  "####" G 1 A_ZoomFactor(0.96)
	  "####" H 1 A_ZoomFactor(0.95)
	  "####" I 1 A_ZoomFactor(0.94)
	AnnihilationLoopT:
	  "####" A 0 A_TakeInventory("Mana",200,TIF_NOTAKEINFINITE)
	  "####" A 0 A_AlertMonsters
	  "####" A 0 A_FireCustomMissile("TomedAnnihilationShot",0,0,-12,0)
	  "####" A 0 A_PlaySound("Annihilation/Use",5,0.8)
	  "####" A 0 A_PlaySound("Annihilation/Hit3",6,0.8)
	  "####" A 0 A_SetBlend("Blue",0.4,65)
	  "####" A 0 A_Recoil(50)
	  "####" J 1 Bright A_ZoomFactor(0.9)
	  "####" A 0 A_SetPitch(pitch-2)
	  "####" A 0 A_SetAngle(angle-2)
	  "####" K 1 Bright A_ZoomFactor(0.91)
	  "####" A 0 A_SetPitch(pitch-1)
	  "####" A 0 A_SetAngle(angle-1)
	  "####" L 1 Bright A_ZoomFactor(0.92)
	  "####" A 0 A_SetPitch(pitch-0.5)
	  "####" A 0 A_SetAngle(angle-0.5)
	  "####" M 1 Bright A_ZoomFactor(0.93)
	  "####" A 0 A_SetPitch(pitch-0.25)
	  "####" A 0 A_SetAngle(angle-0.25)
	  "####" N 1 A_ZoomFactor(0.94)
	  "####" A 0 A_SetPitch(pitch-0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.95)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle-0.1)
	  "####" I 1 A_ZoomFactor(0.96)
	  "####" A 0 A_SetPitch(pitch+0.1)
	  "####" A 0 A_SetAngle(angle+0.1)
	  "####" I 1 A_ZoomFactor(0.97)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 1 A_ZoomFactor(0.98)
	  "####" A 0 A_SetPitch(pitch+0.5)
	  "####" A 0 A_SetAngle(angle+0.5)
	  "####" I 1 A_ZoomFactor(0.99)
	  "####" A 0 A_SetPitch(pitch+0.25)
	  "####" A 0 A_SetAngle(angle+0.25)
	  "####" I 35 A_ZoomFactor(1)
	  "####" A 0 A_JumpIfInventory("Mana",200,1)
	  Goto AnnihilationEndT
	  "####" I 1 A_ReFire("AnnihilationLoopT2")
	AnnihilationEndT:
	  "####" HGFEDCBA 1
	  "####" Z 1 //Define idle state in textures
	  "####" Z 2 A_Jump(256, "Ready")
	  Goto Ready
	AnnihilationLoopT2:
	  "####" I 25
	  Goto AnnihilationLoopT

	}
}

ACTOR BreathLooplet : Inventory { Inventory.MaxAmount 8 }
ACTOR ThreadLooplet : Inventory { Inventory.MaxAmount 10 }