Actor INFGODSAgilityRune : AgilityRune replaces AgilityRune
{
  Inventory.PickupMessage "Agility Rune: Speed and Rage"
  States
  {
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("TrueHardMode") == 1, "Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	TNT1 A 0 A_PlaySound("Pickups/Legruneidle",7,1.0,1)
    TNT1 A 0 A_SpawnItemEx("AgilityRuneLineSpawner")
	ARUN AA 10 Bright A_SpawnItemEx("AgilityRuneFlameSpawner",0,0,-20)
    Goto Spawn+3
  Pickup:
	TNT1 A 0 A_JumpIfInventory("RuneArmorResetCooldown",1,"Nope")
	TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem2",1,"Nope")
	TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem",1,"Enhance")
    TNT1 A 0 A_JumpIfInventory("AgilityRuneToken",1,"Nope")
	TNT1 A 0 A_PlaySound("Pickups/Agilrune1",6)
	TNT1 A 0 A_Print("\c[i7]Agility Rune: Speed and Rage\c-")
    TNT1 A 0 A_GiveInventory("AgilityRuneSpeed",1)
	TNT1 A 0 A_GiveInventory("AgilityRuneRage",1)
	TNT1 A 0 A_GiveInventory("AgilityRuneToken",1)
	TNT1 A 1 A_StopSound(7)
	Stop
  Enhance:
	TNT1 A 0 A_JumpIfInventory("AgilityRuneUpgradeToken",1,"Nope")
	TNT1 A 0 A_JumpIfInventory("LegendaryRuneUpgradeToken",1,"Enhance2")
	TNT1 A 0 A_JumpIfInventory("VitalityRuneUpgradeToken",1,"Enhance3")
	TNT1 A 0 A_GiveInventory("AgilityRuneUpgradeToken",1)
	TNT1 A 0 A_PlaySound("Pickups/Agilrune1",6)
	TNT1 A 0 A_Print("\c[z3]Acquire the last two runes to further upgrade the True Legendary Rune!")
	TNT1 A 1 A_StopSound(7)
	Stop
  Enhance2:
	TNT1 A 0 A_JumpIfInventory("VitalityRuneUpgradeToken",1,"Done")
	TNT1 A 0 A_GiveInventory("AgilityRuneUpgradeToken",1)
	TNT1 A 0 A_PlaySound("Pickups/Agilrune1",6)
	TNT1 A 0 A_Print("\c[z3]Acquire the last rune to further upgrade the True Legendary Rune!")
	TNT1 A 1 A_StopSound(7)
	Stop
  Enhance3:
	TNT1 A 0 A_JumpIfInventory("LegendaryRuneUpgradeToken",1,"Done")
	TNT1 A 0 A_GiveInventory("AgilityRuneUpgradeToken",1)
	TNT1 A 0 A_PlaySound("Pickups/Agilrune1",6)
	TNT1 A 0 A_Print("\c[z3]Acquire the last rune to further upgrade the True Legendary Rune!")
	TNT1 A 1 A_StopSound(7)
	Stop
  Done:
	TNT1 A 0 A_PlaySound("Pickups/Agilrune1",6)
	TNT1 A 0 A_GiveInventory("AgilityRuneUpgradeToken",1)
	TNT1 A 0 A_GiveInventory("TrueLegendaryRuneUpgradeToken",1)
	TNT1 A 0 A_Print("\c[z3]Acquire another True Legendary Rune!")
	TNT1 A 1 A_StopSound(7)
	Stop
	}
}