
//===========================================================
//---------------------------------------------------PICKUPS
//===========================================================




ACTOR PotionA : INVENTORY 12601
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions        
     { 
     Spawn: 
     POTI A 1
     Loop
     }
}

ACTOR PotionB : INVENTORY 12602
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI B 1
     Loop
     }
}

ACTOR PotionC : INVENTORY 12603
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI C 1
     Loop
     }
}

ACTOR PotionD : INVENTORY 12604
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI D 1
     Loop
     }
}

ACTOR PotionE : INVENTORY 12605
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI E 1
     Loop
     }
}

ACTOR PotionF : INVENTORY 12606
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI F 1
     Loop
     }
}

ACTOR PotionG : INVENTORY 12607
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI G 1
     Loop
     }
}

ACTOR PotionH : INVENTORY 12608
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI H 1
     Loop
     }
}

ACTOR PotionI : INVENTORY 12609
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI I 1
     Loop
     }
}

ACTOR PotionJ : INVENTORY 12610
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI J 1
     Loop
     }
}

ACTOR PotionK : INVENTORY 12611
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Potion"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Potions
     { 
     Spawn: 
     POTI K 1
     Loop
     }
}


ACTOR ScrollA : INVENTORY 12501
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL A 1
     Loop
     }
}

ACTOR ScrollB : INVENTORY 12502
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL B 1
     Loop
     }
}

ACTOR ScrollC : INVENTORY 12503
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL C 1
     Loop
     }
}

ACTOR ScrollD : INVENTORY 12504
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL D 1
     Loop
     }
}

ACTOR ScrollE : INVENTORY 12505
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL E 1
     Loop
     }
}

ACTOR ScrollF : INVENTORY 12506
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL F 1
     Loop
     }
}

ACTOR ScrollG : INVENTORY 12507
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL G 1
     Loop
     }
}

ACTOR ScrollH : INVENTORY 12508
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL H 1
     Loop
     }
}

ACTOR ScrollI : INVENTORY 12509
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL I 1
     Loop
     }
}

ACTOR ScrollJ : INVENTORY 12510
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL J 1
     Loop
     }
}

ACTOR ScrollK : INVENTORY 12511
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL K 1
     Loop
     }
}

ACTOR ScrollL : INVENTORY 12512
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL L 1
     Loop
     }
}

ACTOR ScrollM : INVENTORY 12513
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL M 1
     Loop
     }
}

ACTOR ScrollN : INVENTORY 12514
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Scroll"
   +NOGRAVITY
   +FLOAT
   States 
      //$Category Scrolls
     { 
     Spawn: 
     SCRL N 1
     Loop
     }
}

ACTOR Apple : INVENTORY 12515
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Apple"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD A 1
     Loop
     }
}

ACTOR Berry : INVENTORY 12516
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Berry"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD B 1
     Loop
     }
} 

ACTOR Carrots : INVENTORY 12517
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Carrots"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD D 1
     Loop
     }
}

ACTOR Cherries : INVENTORY 12518
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Cherries"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD D 1
     Loop
     }
}

ACTOR AAMeat : INVENTORY 12519
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Meat"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD E 1
     Loop
     }
}

ACTOR Grapes : INVENTORY 12520
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Grapes"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD F 1
     Loop
     }
}

ACTOR WaterGourd : INVENTORY 12521
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Water Gourd"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD G 1
     Loop
     }
}

ACTOR Banana : INVENTORY 12522
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Banana"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD H 1
     Loop
     }
}
 
ACTOR Pineapple : INVENTORY 12523
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Pineapple"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD I 1
     Loop
     }
}

ACTOR Tomato : INVENTORY 12524
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Tomato"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD J 1
     Loop
     }
}

ACTOR Mushroom : INVENTORY 12525
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Mushroom"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD K 1
     Loop
     }
}

ACTOR Herbs : INVENTORY 12526
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Herbs"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD L 1
     Loop
     }
}

ACTOR Bread : INVENTORY 12527
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "Bread"
   States 
      //$Category Food
     { 
     Spawn: 
     FOOD M 1
     Loop
     }
} 
 
ACTOR Copper : INVENTORY 12342
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "You got 1 Copper"
   States 
      //$Category MONEY
     { 
     Spawn: 
     COIN D 1
     Loop
     }
}

ACTOR Silver : INVENTORY 12343
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "You got 1 Silver"
   States 
      //$Category MONEY
     { 
     Spawn: 
     COIN C 1
     Loop
     }
}

ACTOR Gold : INVENTORY 12344
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "You got 1 Gold"
   States 
      //$Category MONEY
     { 
     Spawn: 
     COIN B 1
     Loop
     }
}


ACTOR Platinum : INVENTORY 12345
{
   Inventory.MaxAmount 100
   Inventory.PickupSound "gen/pickup"
   Inventory.Pickupmessage "You got 1 Platinum"
   States 
      //$Category MONEY
     { 
     Spawn: 
     COIN A 1
     Loop
     }
}
   