Actor EnragedRingOfRegeneration : CustomInventory 30414
{
Scale 0.5
+FloatBob
+Countitem
+NOTIMEFREEZE
+NODAMAGETHRUST
+FORCERADIUSDMG
+Inventory.InvBar
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Damagetype "SatanGuard"
Inventory.PickupFlash "PickupFlash"
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "ERRNA0"
Inventory.PickupSound "PurpleRing/Pickup"
Inventory.UseSound "PurpleRing/Use"
Inventory.PickupMessage "Enraged Ring Of Regeneration"
Tag "Enraged Ring Of Regeneration"
States
{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	TNT1 A 0 A_SpawnItemEx("EnragedSparkleSpawner",0,0,8,0,0,0,0,128)
	ERRN BBB 3 Bright
	TNT1 A 0 Bright A_CustomMissile("EnragedLegendaryRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360))
	ERRN BCD 3 Bright
	TNT1 A 0 Bright A_CustomMissile("EnragedLegendaryRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360))
	ERRN DDDC 3 Bright
	TNT1 A 0 Bright A_CustomMissile("EnragedLegendaryRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360))
	Goto Spawn+2
  Use:
	TNT1 A 1
	TNT1 A 0 A_JumpIfInventory("RingOfRegenerationCheck",1,"Nop")
	TNT1 A 0 A_GiveInventory("RingOfRegeneration4Check",1)
	TNT1 A 0 A_TakeInventory("RingOfRegeneration2Check",1)
	TNT1 A 0 A_TakeInventory("RingOfRegeneration3Check",1)
	TNT1 A 1 ACS_NamedExecuteAlways("EnragedRingOfRegeneration",0)
	Stop
  Nop:
	TNT1 A 1
	Stop
	}
}

Actor RingOfRegeneration4Check : RingOfRegeneration2Check {}

Actor EnragedHealthBonusMaxQuiet : NemesisHealthBonusMax { +INVENTORY.QUIET Inventory.MaxAmount 750 }

Actor RingOfRegeneration2 : RingOfRegenerationNEO Replaces RingOfRegeneration
{
States
{
  Use:
	TNT1 A 1
	TNT1 A 0 A_JumpIfInventory("RingOfRegenerationCheck",1,"Nop")
	TNT1 A 0 A_GiveInventory("RingOfRegenerationCheck",1)
	TNT1 A 0 A_TakeInventory("RingOfRegeneration2Check",1)
	TNT1 A 0 A_TakeInventory("RingOfRegeneration3Check",1)
	TNT1 A 0 A_TakeInventory("RingOfRegeneration4Check",1)
	TNT1 A 1 ACS_NamedExecuteAlways("Hem_RingsOfRegeneration",0)
	Stop
	}
}

Actor RingOfRegenerationHalf2 : RingOfRegenerationHalfNEO Replaces RingOfRegenerationHalf
{
States
{
  Use:
	TNT1 A 1
	TNT1 A 0 A_JumpIfInventory("RingOfRegenerationCheck",1,"Nop")
	TNT1 A 0 A_JumpIfInventory("RingOfRegeneration3Check",1,"Nop")
	TNT1 A 0 A_JumpIfInventory("RingOfRegeneration4Check",1,"Nop")
	TNT1 A 0 A_GiveInventory("RingOfRegeneration3Check",1)
	TNT1 A 0 A_TakeInventory("RingOfRegeneration2Check",1)
	TNT1 A 1 ACS_NamedExecuteAlways("Hem_RingsOfRegeneration",0)
	Stop
	}
}

Actor RingOfRegenerationLow2 : RingOfRegenerationLowNEO Replaces RingOfRegenerationLow
{
States
{
  Use:
	TNT1 A 1
	TNT1 A 0 A_JumpIfInventory("RingOfRegenerationCheck",1,"Nop")
	TNT1 A 0 A_JumpIfInventory("RingOfRegeneration2Check",1,"Nop")
	TNT1 A 0 A_JumpIfInventory("RingOfRegeneration3Check",1,"Nop")
	TNT1 A 0 A_JumpIfInventory("RingOfRegeneration4Check",1,"Nop")
	TNT1 A 0 A_GiveInventory("RingOfRegeneration2Check",1)
	TNT1 A 1 ACS_NamedExecuteAlways("Hem_RingsOfRegeneration",0)
	Stop
	}
}