ACTOR "Small Medikit" : CustomInventory Replaces Stimpack 31047
{
    //$Category DN3D Health and Armor
	Inventory.PickupMessage "\cnSmall Medikit: +10"
    Inventory.MaxAmount 5
    Inventory.Amount 1
    +INVENTORY.AUTOACTIVATE 
    Scale 0.45
    States
    {
    Spawn:
        HEAL A -1
        Stop
    Pickup:
        HEAL A 0 ACS_ExecuteWithResult(504,0,0,0)
        Stop
    Use:
        HEAL A 0 A_GiveInventory("DukeHealth10",1)
        Stop
        }
}

ACTOR DukeHealth10 : Health
{
    Inventory.Amount 10
}

ACTOR "Large Medikit" : CustomInventory Replaces Medikit 31048
{
    //$Category DN3D Health and Armor
	Inventory.PickupMessage "\cnLarge Medikit: +30"
    Inventory.MaxAmount 1
    Inventory.Amount 1
    +INVENTORY.AUTOACTIVATE 
    Scale 0.5
    States
    {
    Spawn:
        HEAL B -1
        Stop
    Pickup:
        HEAL B 0 ACS_ExecuteWithResult(504,1,0,0) 
        Stop
    Use:
        HEAL B 0 A_GiveInventory("DukeHealth30",1)
        Stop
    }
}

ACTOR DukeHealth30 : Health
{
    Inventory.Amount 30
}

ACTOR DukeHealth2 : Health
{
    Inventory.Amount 2
}

ACTOR " Armor " : BasicArmorPickup Replaces GreenArmor 31049
{
	//$Category DN3D Health and Armor
	Scale 0.7
    Inventory.Pickupmessage "\cnArmor!"
    Inventory.Icon "ARM1A0"
    Armor.Savepercent 35.0
    Armor.Saveamount 100
	DamageFactor "Damage_Foot", 0.25
	DamageFactor "Damage_Pistol", 0.47
    DamageFactor "Damage_DualPistol", 0.47
	DamageFactor "Damage_BlackTail", 0.47
    DamageFactor "Damage_DualBlackTail", 0.47
	DamageFactor "Damage_DesertEagle", 0.47
    DamageFactor "Damage_Shotgun", 1.40
	DamageFactor "Damage_SuperShotgun", 0.48
	DamageFactor "Damage_ExplosiveShotgun", 0.58
    DamageFactor "Damage_ChaingunCannon", 0.49
	DamageFactor "Damage_Minigun", 0.49
	DamageFactor "Damage_LMGBullet", 0.56
    DamageFactor "Damage_Explosion", 0.80
	DamageFactor "Devastator", 0.10
	DamageFactor "Damage_Pipes", 1.18
	DamageFactor "Damage_Tripbomb", 1.22
	DamageFactor "Damage_Shock", 0.39
	DamageFactor "Damage_BigShock", 0.38
	DamageFactor "Damage_Thunder", 0.39
	DamageFactor "Damage_BigThunder", 0.38
	DamageFactor "LaserExplosion", 0.0
    DamageFactor "Damage_Shrinker", 0.1
	DamageFactor "Damage_Expander", 0.26
	DamageFactor "Damage_Laser", 0.76
	DamageFactor "Damage_Railgun", 0.34
	DamageFactor "Damage_RailgunAvenger", 0.34
    DamageFactor "Ice", 0.18
    DamageFactor "Fire", 0.32
	DamageFactor "Damage_Pulse", 1.04
	DamageFactor "Trip_Punch", 0.0
	DamageFactor "Radial", 0.0
    States
    {
    Spawn:
        ARMR A -1
        Loop
    }
}

ACTOR "Super Armor" : BasicArmorPickup Replaces BlueArmor 31050
{
	//$Category DN3D Health and Armor //Doom Armor
	Scale 0.72
    Inventory.Pickupmessage "\cnSuper Armor!"
    Inventory.Icon "ARM2A0"
    Armor.Savepercent 50.0
    Armor.Saveamount 200
	DamageFactor "Damage_Foot", 0.25
	DamageFactor "Damage_Pistol", 0.47
    DamageFactor "Damage_DualPistol", 0.47
	DamageFactor "Damage_BlackTail", 0.47
    DamageFactor "Damage_DualBlackTail", 0.47
	DamageFactor "Damage_DesertEagle", 0.47
    DamageFactor "Damage_Shotgun", 1.40
	DamageFactor "Damage_SuperShotgun", 0.48
	DamageFactor "Damage_ExplosiveShotgun", 0.58
    DamageFactor "Damage_ChaingunCannon", 0.49
	DamageFactor "Damage_Minigun", 0.49
	DamageFactor "Damage_LMGBullet", 0.56
    DamageFactor "Damage_Explosion", 0.80
	DamageFactor "Devastator", 0.10
	DamageFactor "Damage_Pipes", 1.18
	DamageFactor "Damage_Tripbomb", 1.22
	DamageFactor "Damage_Shock", 0.39
	DamageFactor "Damage_BigShock", 0.38
	DamageFactor "Damage_Thunder", 0.39
	DamageFactor "Damage_BigThunder", 0.38
	DamageFactor "LaserExplosion", 0.0
    DamageFactor "Damage_Shrinker", 0.1
	DamageFactor "Damage_Expander", 0.26
	DamageFactor "Damage_Laser", 0.76
	DamageFactor "Damage_Railgun", 0.34
	DamageFactor "Damage_RailgunAvenger", 0.34
    DamageFactor "Ice", 0.18
    DamageFactor "Fire", 0.32
	DamageFactor "Damage_Pulse", 1.04
	DamageFactor "Trip_Punch", 0.0
	DamageFactor "Radial", 0.0
    States
    {
    Spawn:
        ARMR B -1
        Loop
    }
}