ACTOR ArtiTomeOfPower~ : CustomInventory replaces ArtiTomeOfPower
{
  +COUNTITEM
  +FLOATBOB
  +INVENTORY.PICKUPFLASH
  +INVENTORY.INVBAR
  Inventory.MaxAmount 15
  Inventory.PickupSound "misc/p_pkup"
  Inventory.Icon "ARTIPWBK"
  Inventory.PickupMessage "$TXT_ARTITOMEOFPOWER" // "TOME OF POWER"
  States
  {
  Spawn:
    TOME ABCDEFGHIJKLMNOP 2 BRIGHT
    Loop
  Use:
    TNT1 A 0 A_JumpIfInventory("PowerWeaponLevel2",1,"UseFail")
	TNT1 A 0 A_GiveInventory("PowerWeaponLevel2",1)
	TNT1 A 0 A_GiveInventory("AchievementBookWorm",1)
	TNT1 A 0 ACS_ExecuteAlways(530,0,1)
    TNT1 A 0 A_SpawnItem("TomeFlareGenItm")
	stop
  UseFail:
    TNT1 A 0
	Fail
  }
}

actor TomeFlareGenItm
{
states
{
spawn:
TNT1 A 0
TNT1 AAA 1 A_SpawnItemEx("TomeUseFlare1", random(-24,24),random(-24,24),8,0,0,random(5,10))
TNT1 AA 1 A_SpawnItemEx("TomeUseFlare2", random(-24,24),random(-24,24),8,0,0,random(5,10))
TNT1 AAAAA 1 A_SpawnItemEx("TomeUseFlare1", random(-24,24),random(-24,24),8,0,0,random(5,10))
TNT1 AA 1 A_SpawnItemEx("TomeUseFlare2", random(-24,24),random(-24,24),8,0,0,random(5,10))
TNT1 AAAAAAA 1 A_SpawnItemEx("TomeUseFlare1", random(-24,24),random(-24,24),8,0,0,random(5,10))
TNT1 AAAA 1 A_SpawnItemEx("TomeUseFlare2", random(-24,24),random(-24,24),8,0,0,random(5,10))
stop
}
} 


ACTOR TomeUseFlare1 : Baseflare
{
   Scale 0.10
   Alpha 1
   +NOGRAVITY
   +NOCLIP
   +NOBLOCKMAP
   vspeed 0.5
   States
   {
   Spawn: 
	GLIT C 7
   Death:
	GLIT C 1 A_Fadeout
	loop
   }
}

ACTOR TomeUseFlare2 : Baseflare
{
   Scale 0.10
   Alpha 1
   +NOGRAVITY
   +NOCLIP
   +NOBLOCKMAP
   vspeed 0.5
   States
   {
   Spawn: 
	WFLR A 7
   Death:
	WFLR A 1 A_Fadeout
	loop
   }
}