Actor Aria : PlayerPawn
{
	Mass 700
	Player.DisplayName "Aria"
	Player.Soundclass "Aria"
	Player.ScoreIcon "ARIAST"
	Player.StartItem "AriaHeartBlue"
	Player.StartItem "AriaHeartGreen"
	Player.StartItem "AriaHeartYellow"
	Player.StartItem "AriaHeartRed"
	Player.WeaponSlot 1, AriaheartBlue
	Player.WeaponSlot 2, AriaheartGreen
	Player.WeaponSlot 3, AriaheartYellow
	Player.WeaponSlot 4, AriaHeartRed
	Player.StartItem "AriaInspirationBlue", 100
	Player.StartITem "AriaInspirationGreen", 100
	Player.StartItem "AriaInspirationYellow", 100
	Player.StartItem "AriaInspirationRed", 100
	Player.StartItem "IsHuman", 1
	Player.StartItem "Screamer", 0
	Player.ColorRange 112, 127
	Health 100
	Player.Maxhealth 100
	DamageFactor "Grenade", 0.3
	DamageFactor "GhostTrap", 0.0
	Damagefactor "SjasScream", 0.7
	Damagefactor "FrostbiteWind", 0.7
	Damagefactor "EmtalicSaw", 0.7
	Damagefactor "LichFire", 0.7
	Damagefactor "Harvesterrock", 0.7
	Damagefactor "RavagerBall", 1.2
	Damagefactor "Ravager", 1.1
	Damagefactor "Jitter", 0.7
	Damagefactor "HarvesterAlt", 0.7
	Damagefactor "MorphRipperGib", 0.7
	Damagefactor "DarkVortex", 0.7
	Damagefactor "ImpostorJitter", 0.7
	Damagefactor "PuppetStrings", 0.7
	Damagefactor "LichIce", 0.7
	Damagefactor "LichLightning", 0.7
	Damagefactor "AsylumCannonBall", 0.7
	Damagefactor "Wendigo", 0.8
	Damagefactor "Harvester", 0.7
	Damagefactor "YureiBall", 1.2
	Damagefactor "Yurei", 1.1
	Damagefactor "Creepstun", 2.0
	DamageFactor "AmperLightning", 1.1
	Damagefactor "Misty", 1.1
	Damagefactor "Mohoph", 0.7
	Damagefactor "Clowny", 0.7
	Damagefactor "Emtalic", 0.7
	Damagefactor "Emtalicweak", 0.9
	Damagefactor "creeper", 5.0
	Damagefactor "normal", 0.9
	Damagefactor "AntiAirbolt", 0.0
	Damagefactor "Sentinel", 0.0
	Damagefactor "MechPewPews", 0.0
	Damagefactor "MacheteSlicerino", 0.0
    Damagefactor "GasterSmokeHurt", 0.0
	Damagefactor "StrifeSuit", 0.0
	SpawnID 150
	LimitedToTeam 0
	player.forwardmove 0.7
	player.sidemove 0.7
	PainChance 85
	PainChance "CreepStun", 256
	PainChance "RavagerBall", 256
	+NOSKIN
	+NOICEDEATH
	+GHOST
	+QUICKTORETALIATE
	States
	{
	Spawn:
		GUIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT A 0 A_StopSoundEx("Soundslot7")
		GUIT A -1 SetPlayerproperty(0,0,0)
		Loop
	BlueMusicWalk:
		GUIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT F 0 A_PlaySoundEx("Weapons/Aria/BlueNoteAura","SoundSlot7",1)
		GUIT F 0 A_SpawnItemEx("AriaMusicBlueAura")
		GUIT FFFFFFFFEEEEEEEE 1 
		GUIT F 0 A_GiveInventory("AriaInspirationBlue",5)
		GUIT F 0 
		loop
	GreenMusicWalk:
		GUIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT F 0 A_PlaySoundEx("Weapons/Aria/BlueNoteAura","SoundSlot7",1)
		GUIT F 0 A_SpawnItemEx("AriaMusicGreenAura")
		GUIT FFFFFFFFEEEEEEEE 1 
		GUIT F 0 A_GiveInventory("AriaInspirationGreen",2)
		GUIT F 0 A_JumpIfInventory("BloodCurseItem",1,"GreenMusicWalkHurt")
		GUIT F 0 A_GiveInventory("Health",1)
		GUIT F 0 
		loop
	GreenMusicWalkHurt:
		GUIT F 0 DamageThing(2,0)
		Goto GreenMusicWalk
	YellowMusicWalk:
		GUIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT F 0 A_PlaySoundEx("Weapons/Aria/YellowNoteAura","SoundSlot7",1)
		GUIT F 0 A_SpawnItemEx("AriaMusicYellowAura")
		GUIT FFFFFFFFEEEEEEEE 1 
		GUIT F 0 A_GiveInventory("AriaInspirationYellow",2)
		GUIT F 0 
		loop
	RedMusicWalk:
		GUIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT F 0 A_PlaySoundEx("Weapons/Aria/RedNoteAura","SoundSlot7",1)
		GUIT F 0 A_SpawnItemEx("AriaMusicRedAura")
		GUIT FFFFFFFFEEEEEEEE 1 
		GUIT F 0 A_GiveInventory("AriaInspirationRed",1)
		GUIT F 0 
		loop
	See:
		GUIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT F 0 A_JumpIfHealthLower(75,"INeedHealingSee")
		GUIT F 0 A_JumpIfInventory("StartBlueMusic",1,"BlueMusicWalk")
		GUIT F 0 A_JumpIfInventory("StartGreenMusic",1,"GreenMusicWalk")
		GUIT F 0 A_JumpIfInventory("StartYellowMusic",1,"YellowMusicWalk")
		GUIT F 0 A_JumpIfInventory("StartRedMusic",1,"RedMusicWalk")
		GUIT A 0 A_StopSoundEx("Soundslot7")
		GUIT AB 5
		GUIT A 0 A_SpawnItemEx ("AriaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		GUIT CD 5
		GUIT A 0 A_SpawnItemEx ("AriaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	INeedHealingSee:
		GUIT A 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT F 0 A_SpawnItemEx("INeedHealingTrail",random(-20,20),random(-20,20),0,0,0,10)
		GUIT F 0 A_JumpIfInventory("StartBlueMusic",1,"BlueMusicWalk")
		GUIT F 0 A_JumpIfInventory("StartGreenMusic",1,"GreenMusicWalk")
		GUIT F 0 A_JumpIfInventory("StartYellowMusic",1,"YellowMusicWalk")
		GUIT F 0 A_JumpIfInventory("StartRedMusic",1,"RedMusicWalk")
		GUIT A 0 A_StopSoundEx("Soundslot7")
		GUIT AB 5
		GUIT A 0 A_SpawnItemEx ("AriaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		GUIT CD 5
		GUIT A 0 A_SpawnItemEx ("AriaStomp", 0, 0, 0, 0, 0, -20, 0,0, 0) 
		Goto Spawn
	Missile:
		GUIT F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT F 12 
	Goto Spawn
	Melee:
		GUIT F 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT F 6 bright
	Goto Missile
	Pain.Justicar:
	TNT1 A 0 A_custommissile("Justicarattack",14,0,random(0,360))
	TNT1 A 0 A_GiveToTarget("Health",1)
	TNT1 A 0 A_GiveToTarget("JusticarSecondaryAmmo",1)
	Goto pain
	Pain.TeleOtherPlant:
	SIR2 G 1 A_GiveInventory("TeleOtherPlanted",1)
	Goto Pain
	Pain.TeleOtherActivateDamage:
	GUIT G 1 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSend")
	Goto Pain	
	TeleOtherSend:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	GUIT G 1 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	Goto Pain
	Death.TeleOtherActivateDamage:
	TNT1 A 0 A_JumpIfInventory("TeleOtherPlanted",1,"TeleOtherSplode")
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	GUIT G 1 A_PlaySound("Gibbage/XSplat")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	TeleOtherSplode:
	TNT1 A 0 A_TakeInventory("TeleOtherPlanted",1)
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_7,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	TNT1 A 0 ACS_ExecuteAlways(466,0,2)
	TNT1 A 0 A_GiveToTarget("KilledMe",1)
	GUIT G 1 A_PlaySound("Gibbage/XSplat")
	TNT1 A 0 A_PlaySound("TeleOther/activate",CHAN_6,1)
	TNT1 A 0 A_SpawnItem("TeleOtherFog")
	NULL A 0 A_PlaySound("gibbage/playergib") 
	NULL A 0 A_NoBlocking 
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
	NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
	NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
	NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
	NULL A -1
	Stop
	Pain.Choke:
		TNT1 A 0 A_GiveToTarget("Health",2)
		TNT1 A 0 A_GiveToTarget("ChokeCharging",1)
		Goto Pain
	Pain.JusticarSpike:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		TNT1 A 0 A_GiveToTarget("Health",2)
	Pain:
		GUIT G 0 A_JumpIfInventory("GloomWatchStack",100,"GloomDeath")
		GUIT G 4 
		GUIT G 4 A_Pain
		Goto See
	Pain.LoonaClawing:
	TNT1 A 0 A_GiveToTarget("Health",6)
	GUIT G 20 Setplayerproperty(0,1,0)
	GUIT G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",5)
	GUIT G 20 Setplayerproperty(0,1,0)
	GUIT G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Pain.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",8)
	GUIT G 20 Setplayerproperty(0,1,0)
	GUIT G 2 Setplayerproperty(0,0,0)
	Goto Spawn
	Death.LoonaClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Death.LoonaClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",50)
	Goto Death.Jitter
	Pain.GloomWatcherLure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto pain
	Death.GloomWatcherlure:
	TNT1 A 0 ACS_ExecuteAlways(134)
	TNT1 A 0 A_Playsound("GloomWatcher/FeintAttack",CHAN_7)
	Goto Death.Jitter
	GloomDeath:
	TNT1 A 1 Damagething(99999,18)
	Goto Death
	Death.Fleshbent:
	TNT1 A 0 A_GiveToTarget("TentacleAmmo",2)
	TNT1 A 0 A_GiveToTarget("Soulscepter1",15)
	TNT1 A 0 A_GiveToTarget("Soulscepter2",50)
	Goto Death.Jitter
	Pain.BastetClawing:
		TNT1 A 0 A_GiveToTarget("Health",4)
		Goto Pain
	Pain.BastetClawingLightSFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",3)
		Goto Pain
	Pain.BastetClawingHeavySFX:
		TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_5)
		TNT1 A 0 A_GiveToTarget("Health",6)
		Goto Pain
	Pain.Sickle:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
	Pain.Wendigo:
		TNT1 A 0 A_PlaySound("RAVEN1",CHAN_5)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		TNT1 A 0 A_SpawnItemEx ("GIB4", 0, 0, random(0,42), 0, 0, random(2,4), random(0,360), 128)
		Goto Pain
	Pain.Creepstun:
    GUIT G 0 A_Pain
	GUIT G 0 A_GiveToTarget("health",5)
	GUIT G 40 Setplayerproperty(0,1,0)
	GUIT G 2 Setplayerproperty(0,0,0)
		Goto See
	Death.Creeper:
		GUIT A 0 A_PlaySoundEx("creeperattack", "Body")
		GUIT A 0 A_SpawnItemEx("CreeperPopUp",0,0,10)
		TNT1 A 0 A_GiveToTarget("GhoulAmmo",1)
		GUIT A 0 A_GiveToTarget("Creeperheal",1)
		GUIT A 0 ACS_ExecuteAlways(997,0,1)
		Goto DeathAnimAlt
	Death.Creepstun:
		GUIT A 0 A_GiveToTarget("Unlock13",1)
		GUIT A 0 A_GiveToTarget("CreepGotya",1)
		Goto DeathAnimAlt
	Death.SjasScream:
	Death.FrostbiteWind:
	Death.EmtalicSaw:
	Death.LichFire:
		GUIT A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnim
	Death:
	DeathAnim:
		GUIT A 0 A_GiveToTarget("KillBeep",1)
		GUIT A 0 A_GiveInventory("ItemDeath",1)
		GUIT A 0 A_StopSoundEx("Soundslot7")
		GUIT A 0 A_TakeInventory("KilledCount",999)
		GUIT A 0 A_GiveToTarget("KilledMe",1)
		GUIT A 0 A_GiveToTarget("KilledAria",1)
		GUIT H 4
		GUIT I 4 A_PlayerScream
		GUIT J 4 A_NoBlocking
		GUIT KLM 4
		GUIT N -1
		Stop
	DeathAnimAlt:
		GUIT A 0 A_GiveToTarget("KillIndicator",1)
		GUIT A 0 A_GiveInventory("ItemDeath",1)
		GUIT A 0 A_StopSoundEx("Soundslot7")
		GUIT A 0 A_TakeInventory("KilledCount",999)
		GUIT A 0 A_GiveToTarget("KilledMe",1)
		GUIT A 0 A_GiveToTarget("KilledAria",1)
		GUIT H 4
		GUIT I 4 A_PlayerScream
		GUIT J 4 A_NoBlocking
		GUIT KLM 4
		GUIT N -1
		Stop
	Death.GhoulChainSaw:
	TNT1 A 0 A_GiveToTarget("Health",50)
	TNT1 A 0 A_GiveToTarget("BearTarpsAmmo",1)
	TNT1 A 0 A_GiveToTarget("SawyerRageammo",10)
	TNT1 A 0 A_GiveToTarget("DUMMY_SawyerBloodyChainsaw", 1)
	Goto Death.Jitter
	Death.BastetClawing:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingLightSFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitLight",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.BastetClawingHeavySFX:
	TNT1 A 0 A_PlaySound("Bastet/ClawHitHeavy",CHAN_6)
	TNT1 A 0 A_GiveToTarget("Health",30)
	Goto Death.Jitter
	Death.Choke:
		TNT1 A 0 A_GiveToTarget("Health",25)
		TNT1 A 0 A_GiveToTarget("ChokeCharging",40)
	Goto Death.Jitter
	Death.JusticarSpike:
		TNT1 A 0 A_GiveToTarget("Health",15)
	Goto Death.Jitter
	Death.Sinistar:
		TNT1 A 0 A_GiveToTarget("SiniPrimary",1)
	Goto Death.Jitter
	Death.MapGibber:
		TNT1 A 0 A_PlaySound("car/hit",chan_auto)
	Death.MapGibber2:
	Death.Jitter:
		GUIT A 0 A_GiveToTarget("KillBeep",1)
		GUIT A 0 A_GiveInventory("ItemDeath",1)
		GUIT A 0 A_StopSoundEx("Soundslot7")
		GUIT A 0 A_GiveToTarget("KilledMe",1)
		GUIT A 0 A_GiveToTarget("KilledAria",1)
		GUIT A 0 A_GiveToTarget("Crunched",1)
		GUIT G 1 A_PlaySound("gibbage/xsplat")
		NULL A 0 A_SpawnItemEx("Custom_BloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		NULL A 0 A_PlaySound("gibbage/playergib") 
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.JitterAlt:
		GUIT A 0 A_GiveToTarget("KillIndicator",1)
		GUIT A 0 A_GiveInventory("ItemDeath",1)
		GUIT A 0 A_StopSoundEx("Soundslot7")
		GUIT A 0 A_GiveToTarget("KilledMe",1)
		GUIT A 0 A_GiveToTarget("KilledAria",1)
		GUIT A 0 A_GiveToTarget("Crunched",1)
		GUIT G 1 A_PlaySound("gibbage/xsplat")
		NULL A 0 A_SpawnItemEx("Custom_BloodySkull", 0, 0, 48, 0.5, 0, 10, random(0,360), SXF_ABSOLUTEVELOCITY)
		NULL A 0 A_PlaySound("gibbage/playergib") 
		NULL A 0 A_NoBlocking 
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A -1
		Stop
	Death.Harvester:
		TNT1 A 0 A_GiveToTarget("SoulHarvesterFragment",1)
		TNT1 A 0 A_GiveToTarget("KilledJ",1)
		Goto Death.Jitter
	Death.HarvesterRock:
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto DeathAnim
	Death.HarvesterAlt:
		TNT1 A 0 A_GiveToTarget("Crunched2",1)
		TNT1 A 0 ACS_NamedExecute("SilverFieldsBell",55)
		Goto Death.Jitter
	Death.Ravager:
		GUIT A 0 A_GiveToTarget("KilledR",1)
		GUIT A 0 A_GiveToTarget("Health",100)
		GUIT A 0 ACS_ExecuteAlways(997,0,2)
		GUIT A 0 A_PlaySoundEx("RavagerAttack","Body")
		GUIT A 0 A_SpawnItemEx("RavagerHit",0,0,32)
		Goto DeathAnimAlt
	Death.RavagerBall:
		GUIT A 0 A_GiveToTarget("RavagerGotYa",1)
		GUIT A 0 A_GiveToTarget("KilledJ",1)
		Goto DeathAnimAlt
	Death.Yurei:
		GUIT A 0 A_GiveToTarget("KilledY",1)
		GUIT A 0 A_PlaySoundEx("YureiKill1","Body",0,1)
		GUIT A 0 ACS_ExecuteAlways(997,0,3)
		Goto DeathAnimAlt
	Death.YureiBall:
		GUIT A 0 A_GiveToTarget("Health",10)
		GUIT A 0 A_SpawnItemEx("BallFire")
		Goto Death.SjasScream
	Death.UboaRawrScream:
		Goto DeathAnimAlt
	Death.Misty:
	Death.Whiteface:
		GUIT A 0 A_GiveToTarget("KillBeep",1)
		GUIT A 0 A_GiveInventory("ItemDeath",1)
		GUIT A 0 A_GiveToTarget("KilledMe",1)
		GUIT A 0 A_GiveToTarget("KilledM",1)
		GUIT HHHHHHHHHH 1 A_FadeOut(0.05)
		GUIT A 0 A_PlayerScream
		GUIT IIIIIIIIII 2 A_FadeOut(0.05)
		GUIT A 0 A_NoBlocking
		NULL A -1
		Stop
	Death.Clowny:
		GUIT A 0 ACS_ExecuteAlways(997,0,4)
		GUIT A 0 A_GiveToTarget("KilledC",1)
		GUIT A 0 A_GiveToTarget("ClownyAmmo",5)
		Goto DeathAnim
	Death.Mohoph:
		GUIT A 0 A_GiveToTarget("TransAria",1)
		TNT1 A 0 A_GiveToTarget("MorphAmmo", 1)
		GUIT A 0 A_PlaySoundEx("MohophKill","Body")
		GUIT A 0 ACS_ExecuteAlways(997,0,5)
		Goto DeathAnim
	Death.EmtalicWeak:
		GUIT A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto DeathAnim
	Death.Emtalic:
		GUIT A 0  A_PlaySoundEx("RamSuccess","Body")
		Goto Death.Jitter
	Death.I1:
		GUIT A 0 A_SpawnItemEx("Heart",0,0,32,random(2,3),momy,random(8,12),random(-180,180))
		GUIT A 0 A_GiveToTarget("KilledI1",1)
		Goto DeathAnim
	Death.I2:
		GUIT A 0 A_GiveToTarget("KillBeep",1)
		GUIT A 0 A_GiveInventory("ItemDeath",1)
		GUIT A 0 A_GiveToTarget("KilledMe",1)
		GUIT A 0 A_GiveToTarget("KilledI2",1)
		GUIT A 0 A_GiveToTarget("Clip",1)
		GUIT G 0 SetPlayerProperty(0,1,4)
		GUIT G 0 A_Stop
		GUIT GGGGGGGGGGGGGG 5 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		NULL A 0 A_PlayerScream
		NULL A 0 ACS_ExecuteAlways(997,0,6)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, 33, 160, 0)
		NULL A 0 A_SpawnItemEx("PLAYERBOOT", 0, 0, 11, 0, 0, 27, -33, 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)
		NULL A 0 A_SpawnItemEx("SHOTGUYARM", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner1", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner2", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
        NULL A 0 A_SpawnItemEx ("BoneShardSpawner3", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), SXF_NOCHECKPOSITION, 0)
		NULL A 1 A_SpawnItemEx("GIBBER", 0, 0, 0, 0, 0, 0, 0, 160, 0)
		NULL A 1 A_SpawnItemEx("SkullGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A 1 A_SpawnItemEx("ChestGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("ArmGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("HandGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A 1 A_SpawnItemEx("CoccyxGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AA 1 A_SpawnItemEx("LegGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL AAAAAA 1 A_SpawnItemEx("BoneGib",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))
		NULL A -1 A_NoBlocking
		Stop
	Death.I3:
		GUIT A 0 A_GiveToTarget("KillBeep",1)
		GUIT A 0 A_GiveInventory("ItemDeath",1)
		GUIT A 0 A_GiveToTarget("KilledMe",1)
		GUIT A 0 A_GiveToTarget("KilledI3",1)
		GUIT HHHHHHHHHH 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		GUIT I 0 A_PlayerScream
		GUIT IIIIIIIIII 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		GUIT J 0 A_NoBlocking
		GUIT JJJJJJJJJJKKKKKKKKKKLLLLLLLLLLMMMMMMMMMM 1 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		GUIT NNNNNNN 3 A_SpawnItemEx("PainSmoke",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))
		GUIT N -1
		Stop
	Death.I4:
		GUIT A 0 A_GiveToTarget("KilledI4",1)
		Goto DeathAnim
	Death.I5:
		GUIT A 0 A_GiveToTarget("KilledI5",1)
		Goto DeathAnim
	Pain.RavagerBall:
		GUIT A 0 ACS_ExecuteAlways(920,0)
		Goto Pain
	Pain.YureiBall:
		GUIT A 0 A_GiveToTarget("Health",10)
		GUIT A 0 A_SpawnItemEx("BallFire")
		Goto Pain
	Pain.Emtalic:
		GUIT A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Pain.EmtalicWeak:
		GUIT A 0 A_PlaySoundEx("RamSuccess","Body")
		Goto Pain
	Death.Tenebra:
		TNT1 A 0 A_GiveToTarget("Health",20)
		Goto DeathAnim
	Death.TenebraRail:
	Death.Telefrag:
	Death.Grenade:
	Death.Termissiles:
	Death.ChaosExpl12:
	Death.KarenExplo:
	Death.IlluNukeKABUUM:
	Death.CalebDynamite:
	Death.Wendigo:
	Death.MorphRipperGib:
	Death.DarkVortex:
	Death.ImpostorJitter:
	Death.PuppetStrings:
	Death.LichIce:
	Death.LichLightning:
	Death.AsylumCannonBall:
		Goto Death.Jitter
	Death.TrueDivine:
		TNT1 A 0 A_PlaySoundEx("SoulSnatchStinger",CHAN_AUTO,0,1)
		TNT1 A 0 A_SpawnItemEx("SoulSnatch")
		Goto Death.JitterAlt
	Death.Judgement:
		TNT1 A 0 A_SpawnItemEx("StellarisThunderFX")
		Goto Death.JitterAlt
	Death.VoltMelee:
	Death.AmperRail:
		TNT1 A 0 A_GiveToTarget("VoltRingAmmo",2)
		TNT1 A 0 A_GiveToTarget("AmperSpeedTokenCheck",1)
		Goto Death.Jitter
	Pain.FrostbiteWind:
	Pain.Ravager:
	Pain.Juglava:
	Pain.HarvesterRock:
	Pain.EmtalicSaw:
	Pain.MorphRipper:
	Pain.MorphRipperGib:
	Pain.I1:
	Pain.I3:
	Pain.ZombiePoison:
	Pain.Asylum:
	Pain.AsylumCannonBall:
	Pain.FleshlingMissile:
	Pain.DarkVortex:
	Pain.ImpostorJitter:
	Pain.BlueFire:
	Pain.PuppetStrings:
	Pain.LichFire:
	Pain.LichIce:
	Pain.LichLightning:
	Pain.Whiteface:
		TNT1 A 0 ACS_NamedExecuteAlways("ChangeActivator",0)
		Goto Pain
	}
}

Actor AriaStomp : CyborgStomp
{
	DeathSound "AriaStep"
}

Actor StartBlueMusic : Inventory
{
	Inventory.Amount 0
	Inventory.MaxAmount 1
}

Actor StartGreenMusic : Inventory
{
	Inventory.Amount 0
	Inventory.MaxAmount 1
}


Actor StartYellowMusic : Inventory
{
	Inventory.Amount 0
	Inventory.MaxAmount 1
}


Actor StartRedMusic : Inventory
{
	Inventory.Amount 0
	Inventory.MaxAmount 1
}


Actor AriaInfluence : Inventory
{
	Inventory.Amount 0
	Inventory.MaxAmount 10
}

actor AriaheartBlue : Weapon
{
	Inventory.Icon "SOLMA0"
    +INVENTORY.UNDROPPABLE
	Weapon.Ammotype "AriaInspirationBlue"
	Weapon.AmmoUse 10
	Weapon.AmmoGive 1
	+Noautofire
    Obituary "%k rocked %o's world."
    States
    {
      Ready:
		TNT1 A 0 SetPlayerProperty(0,1,2)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
        GTAR A 72 A_WeaponReady
        loop
      Deselect:
        GTAR A 1 A_Lower
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
        loop
      Select:
        GTAR A 1 A_Raise
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
        loop
      Fire:
		TNT1 A 0 A_Playweaponsound("Weapons/Aria/BlueNoteCast")
		TNT1 A 0 A_FireCustomMissile("AriaMusicNoteMissileBlue",0,1,random(-10,10),random(-15,15))
		GTAR ABCD 2 Bright
		TNT1 A 0 A_FireCustomMissile("AriaMusicNoteMissileBlue",0,0,random(-10,10),random(-15,15))
		GTAR ABCD 2 Bright 
		TNT1 A 0 A_FireCustomMissile("AriaMusicNoteMissileBlue",0,0,random(-10,10),random(-15,15))
		GTAR ABCD 2 Bright
		GTAR A 20
		GTAR A 0 A_Refire
		Goto Ready
	  Altfire:
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_JumpIfInventory("StartBlueMusic",1,"StopMusic")
		TNT1 A 0 A_Stopsound("SoundSlot7")
		TNT1 A 0 A_GiveInventory("StartBlueMusic",1)
		Goto Ready
	  StopMusic:
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
		Goto Ready
    }
}

actor AriaheartGreen : Weapon
{
	Inventory.Icon "SOLMB0"
    +INVENTORY.UNDROPPABLE
	Weapon.Ammotype "AriaInspirationGreen"
	Weapon.AmmoUse 65
	Weapon.AmmoGive 1
	+Noautofire
    Obituary "%k rocked %o's world."
    States
    {
      Ready:
	    TNT1 A 0 SetPlayerProperty(0,1,2)
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
        GTAR A 72 A_WeaponReady
        loop
      Deselect:
        GTAR A 1 A_Lower
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
        loop
      Select:
        GTAR A 1 A_Raise
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
        loop
      Fire:
		TNT1 A 0 A_Playweaponsound("Weapons/Aria/GreenNoteCast")
		TNT1 A 0 A_FireCustomMissile("AriaMusicNoteMissileGreen",0,1,random(-10,10),random(-15,15))
		GTAR EFGHEFGH 2 Bright
		GTAR A 20
		Goto Ready
	  Altfire:
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_JumpIfInventory("StartGreenMusic",1,"StopMusic")
		TNT1 A 0 A_Stopsound("SoundSlot7")
		TNT1 A 0 A_GiveInventory("StartGreenMusic",1)
		Goto Ready
	  StopMusic:
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
		Goto Ready
    }
}

actor AriaheartYellow : Weapon
{
	Inventory.Icon "SOLMC0"
    +INVENTORY.UNDROPPABLE
	Weapon.Ammotype "AriaInspirationYellow"
	Weapon.AmmoUse 40
	Weapon.AmmoGive 1
	+Noautofire
    Obituary "%k rocked %o's world."
    States
    {
      Ready:
	    TNT1 A 0 SetPlayerProperty(0,1,2)
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
        GTAR A 72 A_WeaponReady
        loop
      Deselect:
        GTAR A 1 A_Lower
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
        loop
      Select:
        GTAR A 1 A_Raise
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
        loop
      Fire:
		TNT1 A 0 A_Playweaponsound("Weapons/Aria/YellowNoteCast")
		TNT1 A 0 A_FireCustomMissile("AriaMusicNoteMissileYellow",0,1,-30)
		TNT1 A 0 A_FireCustomMissile("AriaMusicNoteMissileYellow",0,0,0)
		TNT1 A 0 A_FireCustomMissile("AriaMusicNoteMissileYellow",0,0,30)
		GTAR IJKLIJKLIJKL 2 Bright
		GTAR A 20
		Goto Ready
	  Altfire:
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_JumpIfInventory("StartYellowMusic",1,"StopMusic")
		TNT1 A 0 A_Stopsound("SoundSlot7")
		TNT1 A 0 A_GiveInventory("StartYellowMusic",1)
		Goto Ready
	  StopMusic:
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
		Goto Ready
    }
}

actor AriaheartRed : Weapon
{
	Inventory.Icon "SOLMD0"
    +INVENTORY.UNDROPPABLE
	Weapon.Ammotype "AriaInspirationRed"
	Weapon.AmmoUse 100
	Weapon.AmmoGive 1
	+Noautofire
    Obituary "%k rocked %o's world."
    States
    {
      Ready:
	    TNT1 A 0 SetPlayerProperty(0,1,2)
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
        GTAR A 72 A_WeaponReady
        loop
      Deselect:
        GTAR A 1 A_Lower
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
        loop
      Select:
        GTAR A 1 A_Raise
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
        loop
      Fire:
		TNT1 A 0 A_Playweaponsound("Weapons/Aria/RedNoteCast")
		GTAR BCDEFGHIJKLMNO 3 Bright
		TNT1 A 0 A_FireCustomMissile("AriaMusicNoteMissileRed",0,1,0)
		GTAR P 3 Bright A_SetPitch (pitch-0.50)	
		TNT1 A 0 A_TakeInventory("AriaInspirationGreen",40)
		TNT1 A 0 A_TakeInventory("AriaInspirationBlue",40)
		TNT1 A 0 A_TakeInventory("AriaInspirationYellow",40)
		GTAR Q 2 Bright A_SetPitch (pitch+0.50)
		GTAR Q 30
		Goto Ready
	  Altfire:
		TNT1 A 0 A_TakeInventory("StartBlueMusic",1)
		TNT1 A 0 A_TakeInventory("StartYellowMusic",1)
		TNT1 A 0 A_TakeInventory("StartGreenMusic",1)
		TNT1 A 0 A_JumpIfInventory("StartRedMusic",1,"StopMusic")
		TNT1 A 0 A_Stopsound("SoundSlot7")
		TNT1 A 0 A_GiveInventory("StartRedMusic",1)
		Goto Ready
	  StopMusic:
		TNT1 A 0 A_TakeInventory("StartRedMusic",1)
		TNT1 A 0 A_Stopsound("SoundSlot7")
		Goto Ready
    }
}

actor AriaMusicNoteMissileBlue : fastprojectile
{
    Radius 13
    Height 8
    Obituary "%k rocked %o's world."
    Damage (15)
	speed 200
	scale 0.3
	alpha 0.9
    +STRIFEDAMAGE
	+BLOODLESSIMPACT
	Damagetype "Vivi"
	States
	{
	Spawn:
	SOLM A 0 Bright 
	SOLM A 0 Bright A_SpawnItemEx("AriaNewVFXTrailBlue",random(-10,10),random(-10,10))
	SOLM A 1 Bright A_SpawnItemEx("AriaMusicNoteMissileTrailsBlue")
	loop
	XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	Goto Death
	Death:
	SOLM A 0 A_SpawnItemEx("AriaHealthStuffBlue",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	SOLM AAA 3 A_Fadeout(0.5)
	Stop
	}
}

Actor AriaMusicNoteMissileTrailsBlue
{
	RenderStyle Add
	Alpha 0.8
    +NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.3
	States
	{
	Spawn:
		SOLM AA 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}


Actor AriaMusicBlueAura
{
	Radius 10
	Height 10
	Damage 0
	Speed 20
	Alpha 0.8
	Scale 0.05
	PROJECTILE
	States
	{
	Spawn:
		TNT1 A 0 bright
		TNT1 A 0 A_Gravity
		Goto Death
	Death:
		TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnBlue",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnBlue",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailBlue",random(-5,5),random(-5,5))
		TNT1 A 1 bright 
		Stop
	}
}

Actor AriaDamageSpawnBlue
{
	+FLOORHUGGER
	States
	{
	Spawn:
	Death:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("AriaMusicBlueArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicBlueArea2",random(-210,210),random(-140,140),0,0,0,10)
		Stop
	}
}

Actor AriaMusicBlueArea1
{
	Radius 8
	Height 8
	Damage 0
	scale 0.1
	Obituary "%k rocked %o's world."
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		SOLM A 0 A_SpawnItemEx("AriaMusicAreaTrailBlue",random(-5,5),random(-5,5))
		SOLM A 0 A_SpawnItemEx("AriaHealthStuffBlue2")
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailBlue",random(-5,5),random(-5,5))
		SOLM A 5 A_FadeOut(0.5)
		Loop
	Death:
		SOLM A 3 A_FadeOut(0.1)
		Loop
	}
}

Actor AriaMusicBlueArea2 : AriaMusicBlueArea1
{
	States
	{
	Spawn:
		SOLM A 0 A_SpawnItemEx("AriaMusicAreaTrailBlue",random(-5,5),random(-5,5))
		SOLM A 0 A_SpawnItemEx("AriaHealthStuffBlue2")
		SOLM A 0 A_RadiusGive("AriaHealthStuffBlue", 150, RGF_PLAYERS|RGF_NOSIGHT, 1)
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailBlue",random(-5,5),random(-5,5))
		SOLM A 6 A_FadeOut(0.5)
		Loop
	Death:
		SOLM A 3 A_FadeOut(0.1)
		Loop
	}
}

Actor AriaNewVFXTrailBlue
{
	RenderStyle Add
	Alpha 0.7
	Scale 0.4
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		AAUR A 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor AriaMusicAreaTrailBlue
{
	+NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.05
	States
	{
	Spawn:
	Death:
		SOLM A 1 bright A_FadeOut(0.05)
		Loop
	}
}


Actor AriaHealthStuffBlue : CustomInventory
{
	Inventory.PickupSound "QUIET"
	+NOSCREENFLASH
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"GimmeArmor")
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"Dance")
		fail
	Dance:
		TNT1 A 0 
		Stop
	GimmeArmor:
		TNT1 A 0 A_JumpIfInventory("AriaBlueBonus",70,"EnoughArmor")
		TNT1 A 0 A_GiveInventory("AriaBlueBonus",1)
		Stop
	EnoughArmor:
		TNT1 A 0 
		Stop
	}
}

Actor AriaHealthStuffBlue2 : AriaHealthStuffBlue
{
	States
	{
	Dance:
		TNT1 A 0 A_GiveInventory("AriaInfluence",1)
		Stop
	GimmeArmor:
		TNT1 A 0
		Stop
	}
}

Actor AriaInspirationBlue : Ammo
{
	Inventory.Amount 100
	Inventory.MaxAmount 100
	Inventory.Icon "TNT1A0"
	scale 0.01
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}


ACTOR AriaBlueBonus : BasicArmorBonus
{
  Radius 20
  Height 16
  Inventory.Icon "ARM1A0"
  Armor.SavePercent 40
  Armor.SaveAmount 1
  Armor.MaxSaveAmount 70
  +COUNTITEM
  States
  {
  Spawn:
    BON2 ABCDCB 6
    Loop
  }
}

actor AriaMusicNoteMissileGreen : fastprojectile
{
    Radius 13
    Height 8
    Obituary "%k rocked %o's world."
    Damage (30)
	speed 8
	scale 0.2
	alpha 0.9
    +STRIFEDAMAGE
	+BLOODLESSIMPACT
	Damagetype "Vivi"
	States
	{
	Spawn:
	TNT1 A 0 A_PlaySoundEx("Weapons/Aria/BlueNoteAura","SoundSlot7",1)
	TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnGreen",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnGreen",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
	SOLM A 0 Bright A_SpawnItemEx("AriaNewVFXTrailGreen",random(-10,10),random(-10,10))
	SOLM B 6 Bright A_SpawnItemEx("AriaMusicNoteMissileTrailsGreen")
	SOLM A 0 Bright A_SpawnItemEx("AriaNewVFXTrailGreen",random(-10,10),random(-10,10))
	SOLM B 0 Bright A_SpawnItemEx("AriaMusicNoteMissileTrailsGreen")
	loop
	XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	Goto Death
	Death:
	SOLM A 0 A_SpawnItemEx("AriaHealthStuffGreen",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	SOLM BBB 3 A_Fadeout(0.5)
	Stop
	}
}

Actor AriaMusicNoteMissileTrailsGreen
{
	RenderStyle Add
	Alpha 0.8
    +NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.2
	States
	{
	Spawn:
		SOLM BB 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}


Actor AriaMusicGreenAura
{
	Radius 10
	Height 10
	Damage 0
	Speed 20
	Alpha 0.8
	Scale 0.05
	PROJECTILE
	States
	{
	Spawn:
		TNT1 A 0 bright
		TNT1 A 0 A_Gravity
		Goto Death
	Death:
		TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnGreen",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnGreen",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailGreen",random(-5,5),random(-5,5))
		TNT1 A 1 bright 
		Stop
	}
}

Actor AriaDamageSpawnGreen
{
	+FLOORHUGGER
	States
	{
	Spawn:
	Death:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		Stop
	}
}

Actor AriaDamageSpawnGreen2
{
	+FLOORHUGGER
	States
	{
	Spawn:
	Death:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicGreenArea2",random(-210,210),random(-140,140),0,0,0,10)
		Stop
	}
}

Actor AriaMusicGreenArea1
{
	Radius 8
	Height 8
	Damage 0
	scale 0.1
	Obituary "%k rocked %o's world."
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		SOLM A 0 A_SpawnItemEx("AriaMusicAreaTrailGreen",random(-5,5),random(-5,5))
		SOLM A 0 A_SpawnItemEx("AriaHealthStuffGreen2")
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailGreen",random(-5,5),random(-5,5))
		SOLM B 5 A_FadeOut(0.5)
		Loop
	Death:
		SOLM B 3 A_FadeOut(0.1)
		Loop
	}
}

Actor AriaMusicGreenArea2 : AriaMusicGreenArea1
{
	Radius 8
	Height 8
	Damage 0
	scale 0.1
	Obituary "%k rocked %o's world."
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		SOLM A 0 A_SpawnItemEx("AriaMusicAreaTrailGreen",random(-5,5),random(-5,5))
		SOLM A 0 A_SpawnItemEx("AriaHealthStuffGreen2")
		SOLM A 0 A_RadiusGive("AriaHealthStuffGreen", 150, RGF_PLAYERS|RGF_NOSIGHT, 1)
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailGreen",random(-5,5),random(-5,5))
		SOLM B 6 A_FadeOut(0.5)
		Loop
	Death:
		SOLM B 3 A_FadeOut(0.1)
		Loop
	}
}

Actor AriaNewVFXTrailGreen
{
	RenderStyle Add
	Alpha 0.9
	Scale 0.4
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		AAUR B 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor AriaMusicAreaTrailGreen
{
	+NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.1
	States
	{
	Spawn:
	Death:
		SOLM B 1 bright A_FadeOut(0.05)
		Loop
	}
}


Actor AriaHealthStuffGreen : CustomInventory
{
	Inventory.PickupSound "QUIET"
	+NOSCREENFLASH
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("AriaHeartBlue",1,"NoHealth")
		TNT1 A 0 A_JumpIfInventory("BloodCurseItem",1,"Hurt")
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"GimmeHealth")
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"Dance")
		fail
	Dance:
		TNT1 A 0 
		Stop
	GimmeHealth:
		TNT1 A 0 A_GiveInventory("Health",2)
		Stop
	Hurt:
		TNT1 A 0 DamageThing(2,0)
		Stop
	NoHealth:
		TNT1 A 0 
		Stop
	}
}

Actor AriaHealthStuffGreen2 : AriaHealthStuffGreen
{
	States
	{
	Dance:
		TNT1 A 0 A_GiveInventory("AriaInfluence",1)
		Stop
	GimmeHealth:
		TNT1 A 0
		Stop
	}
}

Actor AriaInspirationGreen : Ammo
{
	Inventory.Amount 100
	Inventory.MaxAmount 100
	Inventory.Icon "TNT1A0"
	scale 0.01
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

actor AriaMusicNoteMissileYellow : fastprojectile
{
    Radius 13
    Height 8
    Obituary "%k rocked %o's world."
    Damage (1)
	speed 50
	scale 0.1
	alpha 0.9
	+RIPPER
	+BLOODLESSIMPACT
	Damagetype "Vivi"
	States
	{
	Spawn:
	SOLM A 0 Bright A_Weave(4, 0, 1.0, 0.0)
	SOLM A 0 Bright A_SpawnItemEx("AriaNewVFXTrailYellow",random(-10,10),random(-10,10))
	SOLM A 0 A_SpawnItemEx("HunterFreezeSlow",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	SOLM A 0 A_SpawnItemEx("AriaHealthStuffYellow",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	SOLM C 1 Bright A_SpawnItemEx("AriaMusicNoteMissileTrailsYellow")
	SOLM A 0 Bright A_SpawnItemEx("AriaNewVFXTrailYellow",random(-10,10),random(-10,10))
	loop
	Death:
	SOLM A 0 A_SpawnItemEx("AriaHealthStuffYellow",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	SOLM A 0 A_SpawnItemEx("HunterFreezeSlow",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	SOLM CCC 3 A_Fadeout(0.5)
	Stop
	}
}

Actor AriaMusicNoteMissileTrailsYellow
{
	RenderStyle Add
	Alpha 0.8
    +NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.1
	States
	{
	Spawn:
		SOLM CC 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}


Actor AriaMusicYellowAura
{
	Radius 10
	Height 10
	Damage 0
	Speed 20
	Alpha 0.8
	Scale 0.05
	PROJECTILE
	States
	{
	Spawn:
		TNT1 A 0 bright
		TNT1 A 0 A_Gravity
		Goto Death
	Death:
		TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnYellow",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnYellow",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailYellow",random(-5,5),random(-5,5))
		TNT1 A 1 bright 
		Stop
	}
}

Actor AriaDamageSpawnYellow
{
	+FLOORHUGGER
	States
	{
	Spawn:
	Death:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("AriaMusicYellowArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicYellowArea2",random(-210,210),random(-140,140),0,0,0,10)
		Stop
	}
}

Actor AriaMusicYellowArea1
{
	Radius 8
	Height 8
	Damage 0
	scale 0.1
	Obituary "%k rocked %o's world."
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		SOLM A 0 A_SpawnItemEx("AriaMusicAreaTrailYellow",random(-5,5),random(-5,5))
		SOLM A 0 A_SpawnItemEx("AriaHealthStuffYellow2")
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailYellow",random(-5,5),random(-5,5))
		SOLM C 5 A_FadeOut(0.5)
		Loop
	Death:
		SOLM C 3 A_FadeOut(0.1)
		Loop
	}
}

Actor AriaMusicYellowArea2 : AriaMusicYellowArea1
{
	States
	{
	Spawn:
		SOLM A 0 A_SpawnItemEx("AriaMusicAreaTrailYellow",random(-5,5),random(-5,5))
		SOLM A 0 A_SpawnItemEx("AriaHealthStuffYellow2")
		SOLM A 0 A_RadiusGive("AriaHealthStuffYellow", 150, RGF_PLAYERS|RGF_NOSIGHT, 1)
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailYellow",random(-5,5),random(-5,5))
		SOLM C 6 A_FadeOut(0.5)
		Loop
	Death:
		SOLM C 3 A_FadeOut(0.1)
		Loop
	}
}

Actor AriaNewVFXTrailYellow
{
	RenderStyle Add
	Alpha 0.7
	Scale 0.4
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		AAUR C 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor AriaMusicAreaTrailYellow
{
	+NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.05
	States
	{
	Spawn:
	Death:
		SOLM C 1 bright A_FadeOut(0.05)
		Loop
	}
}


Actor AriaHealthStuffYellow : CustomInventory
{
	Inventory.PickupSound "QUIET"
	+NOSCREENFLASH
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"GimmeYellowBuff")
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"Dance")
		fail
	Dance:
		TNT1 A 0
		Stop
	GimmeYellowBuff:
		TNT1 A 0 A_GiveInventory("AriaYellowBonus",1)
		Stop
	EnoughArmor:
		TNT1 A 0 
		Stop
	}
}

Actor AriaHealthStuffYellow2 : AriaHealthStuffYellow
{
	States
	{
	Dance:
		TNT1 A 0 A_GiveInventory("AriaInfluence",1)
		Stop
	GimmeYellowBuff:
		TNT1 A 0
		Stop
	}
}

Actor AriaInspirationYellow : Ammo
{
	Inventory.Amount 100
	Inventory.MaxAmount 100
	Inventory.Icon "TNT1A0"
	scale 0.01
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

ACTOR AriaMoveSpeedee : PowerupGiver
{
	Inventory.Amount 1
	powerup.duration -1
	Powerup.Type PowerSpeed
	Inventory.PickupMessage "Movement speed increased!"
	+INVENTORY.AUTOACTIVATE
	+INVENTORY.ALWAYSPICKUP
}


Actor AriaYellowBonus : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Movement speed increased!"
	Inventory.PickupSound "Stiglitz/PickupPower"
	Scale 2.0
	States
	{
	Spawn:
		TNT1 A 0
		STMP ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright
		STMP A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"AriaPower")
		fail
	AriaPower:
	TNT1 A 0 A_GiveInventory("AriaMoveSpeedee")
		Stop
	}
}

actor AriaMusicNoteMissileRed : fastprojectile
{
    Radius 13
    Height 8
    Obituary "%k rocked %o's world."
    Damage (50)
	speed 100
	scale 0.3
	alpha 0.9
	+BLOODLESSIMPACT
	+SEEKERMISSILE
	Damagetype "Vivi"
	States
	{
	Spawn:
	SOLM C 0 Bright A_SpawnItemEx("AriaMusicNoteMissileTrailsRed")
	SOLM A 0 Bright A_SpawnItemEx("AriaNewVFXTrailRed",random(-10,10),random(-10,10))
	SOLM D 1 Bright A_SpawnItemEx("AriaMusicNoteMissileTrailsRed")
	SOLM A 0 Bright A_SpawnItemEx("AriaNewVFXTrailRed",random(-10,10),random(-10,10))
	SOLM C 0 Bright A_SpawnItemEx("AriaMusicNoteMissileTrailsRed")
	loop
	XDeath:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
	Death:
	TNT1 A 0 A_ChangeFlag("NOINTERACTION",1)
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SeekerMissile(0,0,SMF_LOOK|SMF_CURSPEED,256)
	TNT1 A 0 A_JumpIfTargetInLOS("SplashBeep",360,JLOSF_PROJECTILE,254)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
	SplashBeep:
	TNT1 A 0 A_GiveToTarget("HitBeep",1)
	TNT1 A 0 A_Jump(256,"DeathCont")
	Goto DeathCont
	DeathCont:
	SOLM A 0 A_SpawnItemEx("AriaHealthStuffRedInfluence")
	SOLM A 0 A_Explode(30,180,0)
	SOLM A 0 A_SpawnItemEx("AriaDamageSpawnGreen2")
	SOLM A 0 A_SpawnItemEx("AriaDamageSpawnGreen2")
	SOLM A 0 A_SpawnItemEx("AriaDamageSpawnGreen2")
    TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,180)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileYellow",0,0,160)
    TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,140)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileYellow",0,0,120)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,100)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileYellow",0,0,80)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,60)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileYellow",0,0,40)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,20)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileYellow",0,0,0)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,-20)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileYellow",0,0,-40)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,-60)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileYellow",0,0,-80)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,-100)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileYellow",0,0,-120)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,-140)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileYellow",0,0,-160)
	TNT1 A 0 A_Custommissile("AriaMusicNoteMissileBlue",0,0,-180)
	SOLM DDD 3 A_Fadeout(0.5)
	Stop
	}
}

Actor AriaMusicNoteMissileTrailsRed
{
	RenderStyle Add
	Alpha 0.8
    +NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.3
	States
	{
	Spawn:
		SOLM DD 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}


Actor AriaMusicRedAura
{
	Radius 10
	Height 10
	Damage 0
	Speed 20
	Alpha 0.8
	Scale 0.05
	PROJECTILE
	States
	{
	Spawn:
		TNT1 A 0 bright
		TNT1 A 0 A_Gravity
		Goto Death
	Death:
		TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnRed",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("AriaDamageSpawnRed",0,0,-9999,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailRed",random(-5,5),random(-5,5))
		TNT1 A 1 bright 
		Stop
	}
}

Actor AriaDamageSpawnRed
{
	+FLOORHUGGER
	States
	{
	Spawn:
	Death:
		TNT1 A 0
		TNT1 A 1 A_SpawnItemEx("AriaMusicRedArea1",random(-210,210),random(-140,140),0,0,0,10)
		TNT1 A 1 A_SpawnItemEx("AriaMusicRedArea2",random(-210,210),random(-140,140),0,0,0,10)
		Stop
	}
}

Actor AriaMusicRedArea1
{
	Radius 8
	Height 8
	Damage 0
	scale 0.1
	Obituary "%k rocked %o's world."
	Speed 0
	PROJECTILE
	States
	{
	Spawn:
		SOLM A 0 A_SpawnItemEx("AriaMusicAreaTrailRed",random(-5,5),random(-5,5))
		SOLM A 0 A_SpawnItemEx("AriaHealthStuffRed2")
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailRed",random(-5,5),random(-5,5))
		SOLM D 5 A_FadeOut(0.5)
		Loop
	Death:
		SOLM D 3 A_FadeOut(0.1)
		Loop
	}
}

Actor AriaMusicRedArea2 : AriaMusicRedArea1
{
	States
	{
	Spawn:
		SOLM A 0 A_SpawnItemEx("AriaMusicAreaTrailRed",random(-5,5),random(-5,5))
		SOLM A 0 A_SpawnItemEx("AriaHealthStuffRed2")
		SOLM A 0 A_RadiusGive("AriaHealthStuffRed", 150, RGF_PLAYERS|RGF_NOSIGHT, 1)
		TNT1 A 0 A_SpawnItemEx("AriaNewVFXTrailRed",random(-5,5),random(-5,5))
		SOLM D 6 A_FadeOut(0.5)
		Loop
	Death:
		SOLM D 3 A_FadeOut(0.1)
		Loop
	}
}

Actor AriaNewVFXTrailRed
{
	RenderStyle Add
	Alpha 0.7
	Scale 0.4
	+NOINTERACTION
	+CLIENTSIDEONLY
	States
	{
	Spawn:
		AAUR D 1 bright A_FadeOut(0.1)
		Loop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor AriaMusicAreaTrailRed
{
	+NOGRAVITY
	+CLIENTSIDEONLY
	scale 0.05
	States
	{
	Spawn:
	Death:
		SOLM D 1 bright A_FadeOut(0.05)
		Loop
	}
}


Actor AriaHealthStuffRed : CustomInventory
{
	Inventory.PickupSound "QUIET"
	+NOSCREENFLASH
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsHuman",1,"GimmeRedBuff")
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"Dance")
		fail
	Dance:
		TNT1 A 0
		Stop
	GimmeRedBuff:
		TNT1 A 0 A_GiveInventory("AriaRedBonus",1)
		Stop
	EnoughArmor:
		TNT1 A 0 
		Stop
	}
}

Actor AriaHealthStuffRed2 : AriaHealthStuffRed
{
	States
	{
	Dance:
		TNT1 A 0 A_GiveInventory("AriaInfluence",1)
		Stop
	GimmeRedBuff:
		TNT1 A 0
		Stop
	}
}

Actor AriaInspirationRed : Ammo
{
	Inventory.Amount 100
	Inventory.MaxAmount 100
	Inventory.Icon "TNT1A0"
	scale 0.01
	+INVENTORY.IGNORESKILL
	States
	{
	Spawn:
		TNT1 A -1
		Stop
	}
}

Actor PowerAriaDoubleDamage : PowerDamage
{
Damagefactor "Normal", 1.1
Powerup.Duration -1
}


Actor AriaRedBonus : CustomInventory
{
	Inventory.Amount 1
	Inventory.MaxAmount 1
	+floatbob
	Inventory.PickupMessage "Damage increased!"
	Scale 2.0
	States
	{
	Spawn:
		TNT1 A 0
		STMP ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright
		STMP A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 1 A_JumpIfInventory("IsHuman",1,"AriaPower")
		fail
	AriaPower:
	TNT1 A 0 A_GiveInventory("PowerAriaDoubleDamage")
		Stop
	}
}

Actor AriaHealthStuffRedInfluence : CustomInventory
{
	Inventory.PickupSound "QUIET"
	+NOSCREENFLASH
	Scale 0.035
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1 A_FadeOut(0.1)
		Goto Spawn
	Pickup:
		TNT1 A 0 A_JumpIfInventory("IsGhoul",1,"Dance")
		fail
	Dance:
		TNT1 A 0 A_GiveInventory("AriaInfluence",10)
		Stop

	}
}

