ACTOR SphereOfPower : CustomInventory
{
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+FLOATBOB
Inventory.Amount 1
Inventory.MaxAmount 4
Inventory.InterHubAmount 4
Inventory.Icon "MINSZ0"
Inventory.UseSound "regeneration/use"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "You got the Sphere of Power!"
Tag "Sphere of Power"
States
{
Spawn:
	TNT1 A 0 A_CustomMissile ("BlueSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	TNT1 A 0 A_CustomMissile ("GreenSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	MINS AAAABBBBCCCC 1 Bright A_SpawnItem("BlueSphereFlare",0,38)
	TNT1 A 0 A_CustomMissile ("BlueSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	TNT1 A 0 A_CustomMissile ("GreenSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	MINS DDDDCCCCBBBB 1 Bright A_SpawnItem("BlueSphereFlare",0,38)
	Loop
Use:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("PowerWeaponLevel2Complex", 1, "Refuse")
	//TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem2", 1, "InfiniteUse")
	TNT1 A 1 A_GiveInventory("SphereOfPowerItem")
	Stop
InfiniteUse:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("regeneration/use")
	TNT1 A 1 A_GiveInventory("SphereOfPowerItem")
	Fail
Refuse:
	TNT1 A 0
	Fail
}
}

ACTOR SphereOfPowerItem : ArtiTomeOfPower
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.UNDROPPABLE
-INVENTORY.INVBAR
Powerup.Type WeaponLevel2Complex
Inventory.Amount 0
}

ACTOR PowerWeaponLevel2Complex : PowerWeaponLevel2
{
Inventory.Icon "MINSY0"
}