Actor PortableEnhancedMedCellPack : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.PickupMessage "Portable Enhanced Medical Cells Pack"
Inventory.Icon "EPMCD0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Tag "Portable Enhanced Medical Cells Pack"
States
	{
	Spawn:
		EPMC C -1
		Loop
	Use:
		TNT1 A 0
		TNT1 A 0 A_JumpifHealthLower(800,1)
		goto Nope
		TNT1 A 1 HealThing(250,850)
		TNT1 A 0
		Stop
	Nope:
		TNT1 A 0
		Fail
	} 
}

Actor LegendarySyringe : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "items/powerstim"
Inventory.PickupMessage "\c[z3]Legendary Syringe! Apply Legendary Power To Your Veins\c-"
Inventory.Icon "LSPAE0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "Syringe/Get"
Tag "Legendary Syringe: +15% Dmg +35% Resistance +Super Strength +High Legendary Resistance"
States
	{
	Spawn:
		LSPA AAAAAABBBBBBCCCCCCDDDDDD 1 Bright A_SpawnItemEx("Nothing",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
		Loop
	Use:
	    TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem",1,"Use2")
        TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem2",1,"Use2")
        TNT1 A 0 A_GiveInventory("LegendarySyringeResistance")
        TNT1 A 0 A_GiveInventory("LegendarySyringePower")
		TNT1 A 0 A_GiveInventory("LegendarySyringeSpeed")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(200,650)
		TNT1 A 0 HealThing(50,1500)
		TNT1 A 0
		Stop
	Use2:
	    TNT1 A 0 A_JumpIfInventory("NexusStrength",1,"Use3")
		TNT1 A 0 A_JumpIfInventory("TerminatorDamage",1,"Use3")
        TNT1 A 0 A_JumpIfInventory("TerminatorDamage2",1,"Use3")
        TNT1 A 0 A_GiveInventory("LegendarySyringeResistance")
        TNT1 A 0 A_GiveInventory("LegendarySyringePower2")
		TNT1 A 0 A_GiveInventory("LegendarySyringeSpeed")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(200,650)
		TNT1 A 0 HealThing(50,1500)
		TNT1 A 0
		Stop
	Use3:
        TNT1 A 0 A_GiveInventory("LegendarySyringeResistance")
        TNT1 A 0 A_GiveInventory("LegendarySyringePower3")
		TNT1 A 0 A_GiveInventory("LegendarySyringeSpeed")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(200,650)
		TNT1 A 0 HealThing(50,1500)
		TNT1 A 0
		Stop
	} 
}

Actor LegendarySyringeResistance : PowerProtection
{
DamageFactor "Normal", 0.65
DamageFactor "Legendary", 0.5
Powerup.Color yellow 0.15
PowerUp.Duration -50
}

Actor LegendarySyringePower : PowerDamage
{
DamageFactor "Normal", 1.15
PowerUp.Duration -50
}

Actor LegendarySyringePower2 : PowerDamage
{
DamageFactor "Normal", 1.1
PowerUp.Duration -50
}

Actor LegendarySyringePower3 : PowerDamage
{
DamageFactor "Normal", 1.05
PowerUp.Duration -50
}

Actor LegendarySyringeSpeed : PowerSpeed 
{
  PowerUp.Duration -50
  Speed 1.5
}


Actor TrueLegendarySyringe : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "items/powerstim"
Inventory.PickupMessage "\c[l5]True Legendary Syringe! \c[z3]Apply The \c[l5]True Legendary Power\c- \c[z3]To Your Veins\c-"
Inventory.Icon "TLSPM0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "Syringe/Get"
Tag "True Legendary Syringe: +30% Dmg +50% Resistance +Super Strength +High True Legendary Resistance"
States
	{
	Spawn:
		TLSP AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKKKLLL 2 Bright A_SpawnItemEx("Nothing",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
		Loop
	Use:
	    TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem",1,"Use2")
        TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem2",1,"Use2")
        TNT1 A 0 A_GiveInventory("TrueLegendarySyringeResistance")
        TNT1 A 0 A_GiveInventory("TrueLegendarySyringePower")
		TNT1 A 0 A_GiveInventory("LegendarySyringeSpeed")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(275,1150)
		TNT1 A 0 HealThing(100,2000)
		TNT1 A 0
		Stop
	 Use2:
	    TNT1 A 0 A_JumpIfInventory("NexusStrength",1,"Use3")
		TNT1 A 0 A_JumpIfInventory("TerminatorDamage",1,"Use3")
        TNT1 A 0 A_JumpIfInventory("TerminatorDamage2",1,"Use3")
        TNT1 A 0 A_GiveInventory("TrueLegendarySyringeResistance")
        TNT1 A 0 A_GiveInventory("TrueLegendarySyringePower2")
		TNT1 A 0 A_GiveInventory("LegendarySyringeSpeed")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(275,1150)
		TNT1 A 0 HealThing(100,2000)
		TNT1 A 0
		Stop
	Use3:
        TNT1 A 0 A_GiveInventory("TrueLegendarySyringeResistance")
        TNT1 A 0 A_GiveInventory("TrueLegendarySyringePower3")
		TNT1 A 0 A_GiveInventory("LegendarySyringeSpeed")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(275,1150)
		TNT1 A 0 HealThing(100,2000)
		TNT1 A 0
		Stop
	} 
}

Actor TrueLegendarySyringeResistance : PowerProtection
{
DamageFactor "Normal", 0.5
DamageFactor "Legendary", 0.35
DamageFactor "TrueLegendaryDamage", 0.4
Powerup.Color Blue 0.2
PowerUp.Duration -50
}

Actor TrueLegendarySyringePower : PowerDamage
{
DamageFactor "Normal", 1.3
PowerUp.Duration -50
}

Actor TrueLegendarySyringePower2 : PowerDamage
{
DamageFactor "Normal", 1.2
PowerUp.Duration -50
}

Actor TrueLegendarySyringePower3 : PowerDamage
{
DamageFactor "Normal", 1.15
PowerUp.Duration -50
}

Actor CorruptedSyringe : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "items/powerstim"
Inventory.PickupMessage "\c[o7]Corrupted Syringe! Corrupted power cannot corrupt you, but you can use it to your advantage!"
Inventory.Icon "CSPAC0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "Syringe/Get"
Tag "Corrupted Syringe: +20% Dmg +25% Resistance +Super Strength"
States
	{
	Spawn:
		CSPA AAAAAABBBBBB 1 Bright A_SpawnItemEx("Nothing",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
		Loop
	Use:
	    TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem",1,"Use2")
        TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem2",1,"Use2")
        TNT1 A 0 A_GiveInventory("CorruptedSyringeResistance")
        TNT1 A 0 A_GiveInventory("CorruptedSyringePower")
		TNT1 A 0 A_GiveInventory("CorruptedSyringeSpeed")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(200,675)
		TNT1 A 0 HealThing(75,1600)
		TNT1 A 0
		Stop
	Use2:
	    TNT1 A 0 A_JumpIfInventory("NexusStrength",1,"Use3")
		TNT1 A 0 A_JumpIfInventory("TerminatorDamage",1,"Use3")
        TNT1 A 0 A_JumpIfInventory("TerminatorDamage2",1,"Use3")
        TNT1 A 0 A_GiveInventory("CorruptedSyringeResistance")
        TNT1 A 0 A_GiveInventory("CorruptedSyringePower2")
		TNT1 A 0 A_GiveInventory("CorruptedSyringeSpeed")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(200,675)
		TNT1 A 0 HealThing(75,1600)
		TNT1 A 0
		Stop
	Use3:
        TNT1 A 0 A_GiveInventory("CorruptedSyringeResistance")
        TNT1 A 0 A_GiveInventory("CorruptedSyringePower3")
		TNT1 A 0 A_GiveInventory("CorruptedSyringeSpeed")
		TNT1 A 0 A_GiveInventory("PowerStrength")
		TNT1 A 0 HealThing(200,675)
		TNT1 A 0 HealThing(75,1600)
		TNT1 A 0
		Stop
	} 
}

Actor CorruptedSyringeResistance : PowerProtection
{
DamageFactor "Normal", 0.75
Powerup.Color Blue 0.15
PowerUp.Duration -50
}

Actor CorruptedSyringePower : PowerDamage
{
DamageFactor "Normal", 1.2
PowerUp.Duration -50
}

Actor CorruptedSyringePower2 : PowerDamage
{
DamageFactor "Normal", 1.15
PowerUp.Duration -50
}

Actor CorruptedSyringePower3 : PowerDamage
{
DamageFactor "Normal", 1.1
PowerUp.Duration -50
}

Actor CorruptedSyringeSpeed : PowerSpeed 
{
  PowerUp.Duration -50
  Speed 1.4
}

ACTOR OldMarineDemonicSquadBeacon : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "DBEAZ0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Marine Demonic Squad Beacon! Hires Demonic Soldiers"
Tag "Marine Demonic Squad Beacon: Hires Demonic Soldiers"
Scale 0.9
States
{
  Spawn:
	DBEA A -1
    Loop
  Use:
	TNT1 A 1 A_SpawnItemEx("OldMarineDemonicSquadActiveBeacon",0,0,16,8,0,4,0,0)
	Stop
}
}

actor OldMarineDemonicSquadActiveBeacon
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    DBEA A 105
    DBEA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    DBEA A 0 A_SpawnItemEx ("MarineDemonicFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    DBEA A 105
    DBEA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    DBEA A 0 A_SpawnItemEx ("MarineDemonicFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    DBEA A 105
	DBEA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    DBEA A 0 A_SpawnItemEx ("MarineDemonicFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    DBEA A 105
	DBEA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    DBEA A 0 A_SpawnItemEx ("MarineDemonicFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    DBEA A 105
    goto Death
  }
}

ACTOR OldMonstersSquadBeacon : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "MDBAZ0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Monsters Squad Beacon! Hires a squad of monsters"
Tag "Monsters Squad Beacon: Hires a squad of monsters"
Scale 0.9
States
{
  Spawn:
	MDBA A -1
    Loop
  Use:
	MDBA A 1 A_SpawnItemEx("OldMonsterSquadActiveBeacon",0,0,16,8,0,4,0,0)
	Stop
}
}

actor OldMonsterSquadActiveBeacon
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    MDBA A 105
    MDBA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    MDBA A 0 A_SpawnItemEx ("MonstersFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    MDBA A 105
    MDBA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    MDBA A 0 A_SpawnItemEx ("MonstersFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    MDBA A 105
	MDBA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    MDBA A 0 A_SpawnItemEx ("MonstersFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    MDBA A 105
	MDBA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    MDBA A 0 A_SpawnItemEx ("MonstersFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    MDBA A 105
    goto Death
  }
}

ACTOR DemonicBeacon : MarineBeacon
{
Inventory.MaxAmount 3
Inventory.InterHubAmount 3
Inventory.Icon "DBSAB0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Demonic Beacon! Hire a demonic mercenary"
Tag "Demonic Beacon"
Scale 0.9
States
{
  Spawn:
	DBSA A -1
    Loop
  Use:
	DBSA A 1 A_SpawnItemEx("DemonicActiveBeacon",0,0,16,8,0,4,0,0)
	Stop
}
}

actor DemonicActiveBeacon
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    DBSA A 105
    DBSA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    DBSA A 0 A_SpawnItemEx ("DemonicFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    DBSA A 105
    goto Death
  }
}

ACTOR OldExpertDemonicBeacon : MarineBeacon
{
Inventory.MaxAmount 2
Inventory.InterHubAmount 2
Inventory.Icon "EDBAB0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Expert Demonic Beacon! Hire a Expert demonic mercenary"
Tag "Expert Demonic Beacon: Hire a Expert demonic mercenary"
Scale 0.9
States
{
  Spawn:
	EDBA A -1
    Loop
  Use:
	EDBA A 1 A_SpawnItemEx("OldExpertDemonicActiveBeacon",0,0,16,8,0,4,0,0)
	Stop
}
}

actor OldExpertDemonicActiveBeacon
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    EDBA A 105
    EDBA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    EDBA A 0 A_SpawnItemEx ("ExpertDemonicFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    EDBA A 105
    goto Death
  }
}

ACTOR OldSuperDemonicBeacon : MarineBeacon
{
Inventory.MaxAmount 2
Inventory.InterHubAmount 2
Inventory.Icon "BSDAB0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Super Demonic Beacon! Hire a Duo of Powerful Monsters"
Tag "Super Demonic Beacon: Hire a Duo of Powerful Monsters"
Scale 0.9
States
{
  Spawn:
	BSDA A -1
    Loop
  Use:
	BSDA A 1 A_SpawnItemEx("OldSuperDemonicActiveBeacon",0,0,16,8,0,4,0,0)
	Stop
}
}

actor OldSuperDemonicActiveBeacon
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    BSDA A 105
    BSDA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    BSDA A 0 A_SpawnItemEx ("SuperDemonicFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    BSDA A 105
	BSDA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    BSDA A 0 A_SpawnItemEx ("SuperDemonicFriendSpawner", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
	BSDA A 105
    goto Death
  }
}

ACTOR HellsEconomicContract : MarineBeacon
{
Inventory.MaxAmount 3
Inventory.InterHubAmount 3
Inventory.Icon "HCLAC0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Hell's Economic Contract! not a very advantageous contract, but maybe you can get something"
Tag "Hell's Economic Contract: With that some Mercenary Demon can give you something useful"
Scale 0.9
States
{
  Spawn:
	HCLA AAAAAABBBBBB 1 Bright A_SpawnItemEx("Nothing",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
    Loop
  Use:
	TNT1 A 1 A_SpawnItemEx("HellsEconomicContractSpawn",0,0,16,8,0,4,0,0)
	Stop
}
}

actor HellsEconomicContractSpawn
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    HCLA A 85
    BSDA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
	MCN3 A 30 A_PlaySound("SpecOpsZombie/Active")
	MCN3 B 10 A_SpawnItemEx ("HellsEconomicContractLoot", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    MCN3 A 25
	BSDA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
	MCN3 A 1
    goto Death
  }
}

ACTOR HellsEconomicContractLoot : RandomSpawner
{
DropItem "ExtraArmor", 256, 1
DropItem "AmmoPack", 256, 1
DropItem "Backpack", 256, 1
DropItem "ExplosiveCombatpack", 256, 1
DropItem "MarineDemonicBeacon", 256, 1
}

ACTOR HellsMediumContract : MarineBeacon
{
Inventory.MaxAmount 2
Inventory.InterHubAmount 2
Inventory.Icon "HCMAC0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "\c[s0]Hell's Medium Contract! best contract, best loots from hell\c-"
Tag "Hell's Medium Contract!: buy something useful from infernal mercenaries"
Scale 0.9
States
{
  Spawn:
	HCMA AAAAAABBBBBB 1 Bright A_SpawnItemEx("Nothing",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)	
    Loop
  Use:
	TNT1 A 1 A_SpawnItemEx("HellsMediumContractSpawn",0,0,16,8,0,4,0,0)
	Stop
}
}

actor HellsMediumContractSpawn
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    HCMA B 85
    BSDA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    MCN2 A 30 A_PlaySound("SpecOpsZombie/Active")
	MCN2 B 10 A_SpawnItemEx ("HellsMediumContractLoot", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    MCN2 A 25
	BSDA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
	MCN2 A 1
    goto Death
  }
}

ACTOR HellsMediumContractLoot : RandomSpawner
{
DropItem "MarineDemonicBeacon", 256, 1
DropItem "PortableEnhancedMedCellPack", 256, 1
DropItem "RedArmor", 256, 1
DropItem "ExpertDemonicBeacon", 256, 1
}

ACTOR HellsExpensiveContract : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "HCHAD0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "\c[g5]Hell's Expensive Contract! A very expensive and very good contract\c-"
Tag "Hell's Expensive Contract: Buy something very expensive and useful From hell mercenaries"
Scale 0.9
States
{
  Spawn:
	HCHA AAAAAABBBBBBCCCCCC 1 Bright A_SpawnItemEx("Nothing",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
    Loop
  Use:
	TNT1 A 1 A_SpawnItemEx("HellsExpensiveContractSpawn",0,0,16,8,0,4,0,0)
	Stop
}
}

actor HellsExpensiveContractSpawn
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    HCHA C 105
    BSDA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    MCN1 C 30 A_PlaySound("SpecOpsZombie/Active")
	MCN1 B 5
	MCN1 A 10 A_SpawnItemEx ("HellsExpensiveContractLoot", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    MCN1 A 15
	BSDA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
	MCN1 A 1
    goto Death
  }
}

ACTOR HellsExpensiveContractLoot : RandomSpawner
{
DropItem "RandomExpensiveBeacon", 256, 1
DropItem "SuperDemonicBeacon", 256, 1
DropItem "MonstersSquadBeacon", 256, 1
DropItem "MarineDemonicSquadBeacon", 256, 1
DropItem "Hellfirearmor", 256, 1
DropItem "HellfireUltrasphere", 256, 1
DropItem "HellsFurySphere", 256, 1
DropItem "CannongunSphere", 256, 1
DropItem "AmmoSphere", 256, 1
DropItem "demonheart", 256, 1
DropItem "DevilChest", 256, 1
}


ACTOR DivineContract : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "DCHAC0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "\c[d8]Divine Contract! Will I negotiate with Gods???\c-"
Tag "Divine Contract: Thanks to your achievements, a goddess will present you with a rare item"
Scale 0.9
States
{
  Spawn:
	DCHA AAAAAABBBBBB 1 Bright A_SpawnItemEx("Nothing",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
    Loop
  Use:
	TNT1 A 1 A_SpawnItemEx("DivineContractSpawn",0,0,16,8,0,4,0,0)
	Stop
}
}

actor DivineContractSpawn
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    DCHA B 85
	MAIS D 2 A_SpawnItem("MainyuLightning")
	MAIS EFGH 6
    MAIS IJKLMNOPQ 4
	MAI2 ABC 3
	MAI2 E 2 A_SpawnItemEx ("DivineContractLoot", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    MAI2 FGHIJKLMN 2
	MAI2 N 1 A_SpawnItem("MainyuLightning")
    goto Death
  }
}

ACTOR DivineContractLoot : RandomSpawner
{
DropItem "DivineBeacon", 256, 1
DropItem "AngelChest", 256, 1
DropItem "TearofEternity", 256, 1
DropItem "DivinePowerSphere", 256, 1
DropItem "WingsOfAscension", 256, 1
}

ACTOR OldDivineBeacon : MarineBeacon
{
Inventory.MaxAmount 2
Inventory.InterHubAmount 2
Inventory.Icon "DMBAB0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Divine Beacon! what will i hire???"
Tag "Divine Beacon: what will i hire???"
Scale 0.9
States
{
  Spawn:
	DMBA A -1
    Loop
  Use:
	DMBA A 1 A_SpawnItemEx("OldDivineBeaconActive",0,0,16,8,0,4,0,0)
	Stop
}
}

actor OldDivineBeaconActive : MarineBeaconActivated
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    DMBA A 105
    DMBA A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    DMBA A 0 A_SpawnItemEx ("DivineBeaconSpawner",0,0,0,0,0,0,0,32|SXF_SETMASTER,0,tid)
    goto Death
  }
}

actor OldDivineBeaconSpawner : MarineBeaconActivatedSpawners
{
States
{
  Spawn:
    DMBA A 105
    TNT1 A 0 A_SpawnItemEx("TeleportFog")
    TNT1 A 0 A_Jump(256,1,2,3,4)
    TNT1 A 5 A_SpawnItemEx("DivineMercenaryFriendSpawner",0,0,0,0,0,0,0,32|SXF_TRANSFERPOINTERS,0,tid)
    Goto End
    TNT1 A 5 A_SpawnItemEx("DivineMercenaryFriendSpawner",0,0,0,0,0,0,0,32|SXF_TRANSFERPOINTERS,0,tid)
    Goto End
    TNT1 A 5 A_SpawnItemEx("DivineMercenaryFriendSpawner",0,0,0,0,0,0,0,32|SXF_TRANSFERPOINTERS,0,tid)
    Goto End
    TNT1 A 5 A_SpawnItemEx("DivineMercenaryFriendSpawner",0,0,0,0,0,0,0,32|SXF_TRANSFERPOINTERS,0,tid)
    Goto End
    }
}

Actor TearofEternity : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[o7]Tear of Eternity"
Inventory.Icon "TFEAC0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Tear of Eternity: gives you unshakable Resistance (+75% resistance)"
States
	{
	Spawn:
		TFEA AAAAAABBBBBB 1 Bright A_SpawnItemEx("Nothing",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
		Loop
	Use:
	    TNT1 A 1 A_GiveInventory("TearofEternityResistance",1)
		TNT1 A 0
		Stop
	} 
}

Actor TearofEternityResistance : PowerProtection
{
DamageFactor "Normal", 0.25
PowerUp.Duration -40
Powerup.Color Blue 0.15
}

Actor VexedNemesisPowerShard : PortableMedCell
{
Scale 0.8
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "legendary/defense"
Inventory.PickupMessage "\c[w2]Vexed Nemesis Power Shard! Use all this power and become unstoppable\c-"
Inventory.Icon "VNPSG0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
+FLOATBOB
Inventory.PickupSound "legendarycrystal/take"
Tag "Vexed Nemesis Power Shard: Heal And Super Resistance "
States
	{
	Spawn:
		VNPS ABCDEF 4 Bright A_CustomMissile("TrueNemesisHellionSmokeSpawner",-20,0,random(0,-360),2,random(0,360))
		Loop
	Use:
        TNT1 A 0 A_GiveInventory("VexedNemesisPowerShardResistance")
        TNT1 A 0 A_GiveInventory("VexedNemesisPowerShardHeal")
		TNT1 A 0 A_GiveInventory("VexedNemesisPowerShardSpeed")
		TNT1 A 0
		Stop
	} 
}

Actor VexedNemesisPowerShardHeal : PowerTargeter
{
    Powerup.Duration -60
    States
    {
    Targeter:
        TNT1 AA 0
		TNT1 A 3 HealThing(2,600)
		TNT1 A 1 A_GiveInventory("VexedNemesisPowerShardArmorGiver")
		TNT1 A 2 A_CustomMissile("NBlackSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		TNT1 A 2 A_SpawnItemEx("NBlackPowerLineSpawner",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0)
        Loop
    }
}

Actor VexedNemesisPowerShardResistance : PowerProtection
{
DamageFactor "Normal", 0.25
PowerUp.Duration -60
Powerup.Color white 0.2
}

Actor VexedNemesisPowerShardSpeed : PowerSpeed 
{
  PowerUp.Duration -60
  Speed 1.3
}

ACTOR VexedNemesisPowerShardArmorGiver : ArmorBonus
{
Armor.SavePercent 65
DamageFactor "Normal", 0
DamageFactor 0
Armor.SaveAmount 1
Armor.MaxSaveAmount 1000
Inventory.Icon "VARMA0"
}

Actor VoidSoul : PortableMedCell
{
Scale 0.3
Inventory.MaxAmount 4
Inventory.InterHubAmount 4
Inventory.UseSound "Powerup/Terror"
Inventory.PickupMessage "\c[w2]Void Soul! A powerful soul from the void, absorb it to increase your power beyond limits\c-"
Inventory.Icon "VOISD0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
+FLOATBOB
Inventory.PickupSound "Powerup/Terror"
Tag "Void Soul: A powerful soul from the void, +400 Health +250 Armor +Random Void PowerUp"
States
	{
	Spawn:
	    TNT1 A 0 A_PlaySound("VoidRune/Idle",7,1.0,1)
	    TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		VOIS AABBCCBB 2 Bright A_CustomMissile("PurpleSparkleSpawner",-20,0,random(0,-360),2,random(0,360))
		TNT1 A 0 A_CustomMissile("CyberCommanderFlameSpawner", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		Loop
	Use:
		TNT1 A 0 HealThing(400,9999)
		TNT1 A 0 A_GiveInventory("VoidSoulArmorGiver", 1)
		TNT1 A 0 A_SpawnItemEx("RandomPhaseCommanderItem", 1)
		TNT1 A 0 A_GiveInventory("BackPack", 1)
		TNT1 A 0 A_GiveInventory("VoidSoulAbsorbEffect", 1)
		TNT1 A 0
		Stop
	} 
}

ACTOR VoidSoulArmorGiver : ArmorBonus
{
Armor.SaveAmount 250
Armor.MaxSaveAmount 9999
}

ACTOR VoidSoulAbsorbEffect : PowerProtection
{
DamageFactor 0.1
Powerup.Color Purple 0.15
PowerUp.Duration -5
}

Actor VoidSoulDamageGiver : PowerDamage //unused
{
DamageFactor "Normal", 1.1
DamageFactor 1.1
PowerUp.Duration -300
}

ACTOR RandomPhaseCommanderItem : RandomSpawner
{
DropItem "VoidCore", 256, 1
DropItem "PhaseSphere", 256, 1
DropItem "FearOrb", 256, 1
DropItem "AbyssalCastOrb", 256, 1
}

Actor ZamasuGodRune2 : PortableMedCell
{
Scale 1.1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "Powerup/Terror"
Inventory.PickupMessage "\c[s5]ZAMASU GOD RUNE!!!! THE RUNE OF A DARK SUPREME GOD, ABSORB IT TO OBTAIN UNLIMITED POWER\c-"
Inventory.Icon "ZGRNE0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
+FLOATBOB
Inventory.PickupSound "Powerup/Terror"
Tag "ZAMASU GOD RUNE!!!! THE RUNE OF A DARK SUPREME GOD, ABSORB IT TO OBTAIN UNLIMITED POWER"
States
	{
	Spawn:
	    TNT1 A 0 A_PlaySound("VoidRune/Idle",7,1.0,1)
	    TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	    TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	    TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	    TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	    TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		TNT1 A 0 A_CustomMissile("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		ZGRN AABBCCDDAA 2 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		TNT1 A 0 A_SpawnItemEx("NemesisLightning2")
		Loop
	Use:
		TNT1 A 0 HealThing(4999,4999)
		TNT1 A 0 A_GiveInventory("LegendaryCombatPack", 1)
		TNT1 A 0 A_GiveInventory("NemesisCombatPack", 1)
		TNT1 A 0 A_GiveInventory("Darkdivinearmor", 1)
	    TNT1 A 0 A_SpawnItemEx("NemesisOmegaSphere",0,0,8,random(1,8),0,2,random(0,360),0)
	    TNT1 A 0 A_SpawnItemEx("ZamasuRune",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
	    TNT1 A 0 A_SpawnItemEx("TerminatorItem",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
	    TNT1 A 0 A_SpawnItemEx("NexusHighJumpRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	    TNT1 A 0 A_SpawnItemEx("NexusStrengthRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	    TNT1 A 0 A_SpawnItemEx("NexusResistanceRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
		TNT1 A 1 A_SpawnItemEx("TrueLegendaryrune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	    TNT1 A 0 A_SpawnItemEx("TarmidhesRune",0,0,12,random(0,8),random(0,8),2,random(0,360),0,128)
		TNT1 A 1 A_SpawnItemEx("DemonicChalice",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
	    TNT1 A 0 A_SpawnItemEx("SkullOfPower",0,0,12,random(0,8),random(0,8),2,random(0,360),0,0)
		TNT1 A 0
		Stop
	} 
}

Actor ZamasuRune2 : PortableMedCell
{
Scale 1.05
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "Powerup/Terror"
Inventory.PickupMessage "\c[s5]Zamasu Rune!!!! Obtain the power of a zamasu creature through this rune\c-"
Inventory.Icon "ZNRND0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
+FLOATBOB
Inventory.PickupSound "Powerup/Terror"
Tag "Zamasu Rune! Obtain the power of a zamasu creature through this rune"
States
	{
	Spawn:
		TNT1 A 0 A_PlaySound("VoidRune/Idle",7,1.0,1)
	    TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
	    ZNRN AAA 4 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	    TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
	    ZNRN BBB 4 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
	    TNT1 A 0 A_SpawnItemEx("NemesisRuneLineSpawner")
		TNT1 A 0 A_CustomMissile("NemesisCyberFlameSpawner3", 0, 0, random(0,-360), 2, random(0,360))
	    ZNRN CCC 4 Bright A_SpawnItemEx("NemesisArmorSoul",random(-30,30),random(-30,30),random(3,10),frandom(-0.2,0.2),frandom(-0.2,0.2),frandom(0.5,2),random(0,360),0,128)
		TNT1 A 0 A_CustomMissile("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		Loop
	Use:
		TNT1 A 0 HealThing(2499,2499)
		TNT1 A 0 A_GiveInventory("NemesisCombatPack", 1)
	    TNT1 A 0 A_SpawnItemEx("VexedNemesisUltraSphere",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
	    TNT1 A 0 A_SpawnItemEx("UpgradedVexedNemesisArmor",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
	    TNT1 A 0 A_SpawnItemEx("NemesisRune",0,0,8,random(1,8),0,2,random(0,360),0)
	    TNT1 A 0 A_SpawnItemEx("NemesisArmorSphere",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)
		TNT1 A 0
		Stop
	} 
}

ACTOR NemesisorVexedPowerShard : RandomSpawner
{
DropItem "nemesispowershard", 256, 1
DropItem "VexedNemesisPowerShard", 256, 1
}

ACTOR Randomcontracttier1 : RandomSpawner
{
DropItem "HellsEconomicContract", 256, 50
DropItem "HellsMediumContract", 256, 40
}

ACTOR Randomcontracttier2 : RandomSpawner
{
DropItem "HellsEconomicContract", 256, 50
DropItem "HellsMediumContract", 256, 50
DropItem "HellsExpensiveContract", 256, 50
}

ACTOR Randomcontracttier3 : RandomSpawner
{
DropItem "HellsMediumContract", 256, 50
DropItem "HellsExpensiveContract", 256, 50
DropItem "Divinecontract", 256, 40
}

ACTOR Randomcontracttier4 : RandomSpawner
{
DropItem "HellsExpensiveContract", 256, 50
DropItem "Divinecontract", 256, 50
}

ACTOR Randomcorrupteditem : RandomSpawner
{
DropItem "CorruptedArmor", 256, 1
DropItem "CorruptedSyringe", 256, 1
DropItem "CorruptedSphere", 256, 1
DropItem "LifeSphere", 256, 1
DropItem "ArmorSphere", 256, 1
}

ACTOR RandomZombieCommanderitem : RandomSpawner
{
DropItem "Ultrasphere", 256, 50
DropItem "CommanderSuperSphere", 256, 40
DropItem "CommanderArmor", 256, 40
}

ACTOR RandomCommanderitem : RandomSpawner
{
DropItem "CommanderArmor", 256, 127
DropItem "CommanderSuperSphere", 256, 127
}

ACTOR RandomDivinePowerUp : RandomSpawner
{
DropItem "DivineBeacon", 256, 1
DropItem "TearofEternity", 256, 1
DropItem "DivinePowerSphere", 256, 1
DropItem "WingsOfAscension", 256, 1
}

ACTOR LegendaryorTrueSyringe : RandomSpawner
{
DropItem "LegendarySyringe", 256, 50
DropItem "TrueLegendarySyringe", 256, 45
}

ACTOR RandomSuperPowerUp : RandomSpawner
{
DropItem "BeastSoulSphere", 256, 1
DropItem "SkullOfPower", 256, 1
DropItem "DemonicChalice", 256, 1
DropItem "ArmageddonChalice", 256, 1
DropItem "AncientRecall", 256, 1
DropItem "TalismanOfChaos" 256, 1
DropItem "DivineContract" 256, 1
DropItem "SuperCrate" 256, 1
}

ACTOR DivineorDarkdivineArmor : RandomSpawner
{
DropItem "DivineArmorItem", 256, 1
DropItem "DarkDivineArmorItem", 256, 1
}


ACTOR VoidBeacon : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "UKMWB0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Void Beacon! Challenge Void Demigod to a fight to the death (Hard Super Boss, Have 2 terminator spheres and an upgraded true leg rune to fight)"
Tag "Void Beacon! Challenge Void Demigod to a fight to the death(Hard Super Boss, Have 2 terminator spheres and an upgraded true leg rune to fight)"
Scale 0.9
States
{
  Spawn:
	UKMW A -1
    Loop
  Use:
	UKMW A 1 A_SpawnItemEx("VoidBeaconActive",0,0,16,8,0,4,0,0)
	Stop
}
}



actor VoidBeaconActive
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    UKMW A 75
    UKMW A 0 A_SpawnItemEx ("DimensionalPortal")
	UKMW A 340
	TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("BlackDeathSequence")
    UKMW A 0 A_SpawnItemEx ("Voiddemigod", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}


actor VoidCyberdemonBeaconActive
{
Height 56
Radius 20
Renderstyle Translucent
Alpha 0.0
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    UKMW A 175
    UKMW A 0 A_SpawnItemEx ("DimensionalPortal")
	UKMW A 340
	TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("BlackDeathSequence")
    UKMW A 0 A_SpawnItemEx ("VoidCyberdemon", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}

actor DarkVoidTerminatorBeaconActive
{
Height 56
Radius 20
Renderstyle Translucent
Alpha 0.0
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    UKMW A 175
    UKMW A 0 A_SpawnItemEx ("DimensionalPortal")
	UKMW A 340
	TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("BlackDeathSequence")
    UKMW A 0 A_SpawnItemEx ("DarkVoidTerminator", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}

actor VoidGodBeaconActive
{
Height 56
Radius 20
Renderstyle Translucent
Alpha 0.0
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    UKMW A 175
    UKMW A 0 A_SpawnItemEx ("DimensionalPortal")
	TNT1 A 0 A_PlaySound("DoomsdayCannon/Boom",1)
    TNT1 A 0 A_SpawnItemEx("CyberCommanderDoomsdayExploder",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
	UKMW A 340
	TNT1 A 0 A_PlaySound("DMBall/Impact",0,1.0,0,ATTN_NONE)
	TNT1 A 0 A_SpawnItemEx("BlackDeathSequence")
    UKMW A 0 A_SpawnItemEx ("DarkVoidGod", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}


ACTOR MysteriousBeacon : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "UKNWB0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Mysterious Beacon! Challenge a mysterious void creature to get void souls"
Tag "Mysterious Beacon! Challenge a mysterious void creature to get void souls"
Scale 0.9
States
{
  Spawn:
	UKNW A -1
    Loop
  Use:
	UKNW A 1 A_SpawnItemEx("MysteriousBeaconActive",0,0,16,8,0,4,0,0)
	Stop
}
}

actor MysteriousBeaconActive
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    UKNW A 75
    UKNW A 0 A_SpawnItemEx ("DimensionalPortal")
	UKNW A 340
    UKNW A 0 A_SpawnItemEx ("RandomSuperBoss", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}


ACTOR DivineDoomguyBeacon : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "DKNWB0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Divine Doomguy Beacon! Challenge The Divine Doomguy to a fight to the death(Hard Super Boss, Have 2 terminator spheres and an upgraded true leg rune to fight)"
Tag "Divine Doomguy Beacon! Challenge The Divine Doomguy to a fight to the death (Hard Super Boss, Have 2 terminator spheres and an upgraded true leg rune to fight)"
Scale 0.9
States
{
  Spawn:
	DKNW A -1
    Loop
  Use:
	DKNW A 1 A_SpawnItemEx("DivineDoomguyBeaconActive",0,0,16,8,0,4,0,0)
	Stop
}
}

actor DivineDoomguyBeaconActive
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    DKNW A 75
    DKNW A 0 A_SpawnItemEx ("DimensionalPortal")
	DKNW A 340
    DKNW A 0 A_SpawnItemEx ("DivineDoomguy", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}

ACTOR KaynBeacon : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "KKMWB0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Kayn Beacon! Challenge Kayn to a fight to the death(Hardest boss in the extra items mod, Have 2 terminator spheres and an upgraded true leg rune to fight)"
Tag "Kayn Beacon! Challenge Kayn to a fight to the death(Extreme Hard Super Boss, Have 2 terminator spheres and an upgraded true leg rune to fight)"
Scale 0.9
States
{
  Spawn:
	KKMW A -1
    Loop
  Use:
	KKMW A 1 A_SpawnItemEx("KaynBeaconActive",0,0,16,8,0,4,0,0)
	Stop
}
}

actor KaynBeaconActive
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    KKMW A 75
    KKMW A 0 A_SpawnItemEx ("DimensionalPortal")
	KKMW A 340
	KKMW A 0 A_SpawnItemEx("Bluelightning")
    KKMW A 0 A_SpawnItemEx ("kayn", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}

ACTOR OldAlliedKaynBeacon : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "KKMWB0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Kayn Beacon! Call on the God Slayer Kayn to destroy all your enemies"
Tag "Kayn Beacon! Call on the God Slayer Kayn to destroy all your enemies"
Scale 0.9
States
{
  Spawn:
	KKMW A -1
    Loop
  Use:
	KKMW A 1 A_SpawnItemEx("OldAlliedKaynBeaconActive",0,0,16,8,0,4,0,0)
	Stop
}
}

actor OldAlliedKaynBeaconActive
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    KKMW A 75
    KKMW A 0 A_SpawnItemEx ("DimensionalPortal")
	KKMW A 340
	KKMW A 0 A_SpawnItemEx("Bluelightning")
    KKMW A 0 A_SpawnItemEx ("AlliedKaynGodSlayer", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}

ACTOR VoidMinionsBeacon : MarineBeacon
{
Height 56
Radius 20
Renderstyle Translucent
Alpha 0.0
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    UKMW A 100
    UKMW A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    UKMW A 0 A_SpawnItemEx ("RandomVoidMonsters", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
	UKMW A 45
	UKMW A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    UKMW A 0 A_SpawnItemEx ("RandomVoidMonsters", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
	UKMW A 45
	UKMW A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    UKMW A 0 A_SpawnItemEx ("RandomVoidMonsters", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
	UKMW A 45
	UKMW A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    UKMW A 0 A_SpawnItemEx ("RandomVoidMonsters", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
	UKMW A 45
	UKMW A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    UKMW A 0 A_SpawnItemEx ("RandomVoidMonsters", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
	UKMW A 45
	UKMW A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    UKMW A 0 A_SpawnItemEx ("RandomVoidMonsters", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
	UKMW A 45
	UKMW A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    goto Death
  }
}



actor VoidSquadBeaconActive
{
Height 56
Radius 20
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    UKNW A 75
    UKNW A 0 A_SpawnItemEx ("DimensionalPortal")
	UKNW A 340
    UKNW A 0 A_SpawnItemEx ("Voiddemigod", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}

ACTOR RandomFinalBossBeacon : RandomSpawner
{
DropItem "VoidBeacon", 256, 1
DropItem "DivineDoomguyBeacon", 256, 1
}

actor EnemyMysteriousBeaconDrop
{
Height 56
Radius 20
Renderstyle Translucent
Alpha 0.0
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    UKNW A 115
    UKNW A 0 A_SpawnItemEx ("DimensionalPortal")
	UKNW A 340
    UKNW A 0 A_SpawnItemEx ("RandomEndGameEnemySpawn", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}

ACTOR RandomEndGameEnemySpawn : RandomSpawner
{
DropItem "HackroidZombieSpawn", 256, 1
DropItem "HackroidAssaultCaptainSpawn", 256, 1
DropItem "INFInsanityClockworkCydestroyer", 256, 1
DropItem "NemesisDoomSlayer", 256, 1
DropItem "NemesisHitler", 256, 1
DropItem "NemesisGeneralRoasterock", 256, 1
DropItem "TrueDarkLegendaryGeneralRoasterock", 256, 1
DropItem "NemesisChainsawZombieSpawn", 256, 1
DropItem "NemesisCybernoble", 256, 1
DropItem "Nemesishellknight", 256, 1
DropItem "Exetior", 256, 1
DropItem "LegendaryAdmiral", 256, 1
DropItem "Obliterator", 256, 1
DropItem "DeathLord", 256, 1
DropItem "MaybeHibachiOrMainyu", 256, 1
}

ACTOR MaybeHibachiOrMainyu : RandomSpawner
{
DropItem "HackroidZombieSpawn", 256, 1
DropItem "HackroidAssaultCaptainSpawn", 256, 1
DropItem "INFHibachi", 256, 1
DropItem "INFMainyu", 256, 1
}

actor EnemyMysteriousBeaconTrueEndgameDrop
{
Height 56
Radius 20
Renderstyle Translucent
Alpha 0.0
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
   Spawn:
    UKNW A 115
    UKNW A 0 A_SpawnItemEx ("DimensionalPortal")
	UKNW A 340
    UKNW A 0 A_SpawnItemEx ("RandomTrueEndGameEnemySpawn", 0, 0, 8, 0, 0, 0, 0,SXF_NOCHECKPOSITION )
    goto Death
  }
}

ACTOR RandomTrueEndGameEnemySpawn : RandomSpawner
{
DropItem "HackroidZombieEnraged", 256, 1
DropItem "HackroidAssaultCaptainEnraged", 256, 1
DropItem "INFInsanityClockworkCydestroyer", 256, 1
DropItem "VexedNemesisDoomSlayerBloodlusted", 256, 1
DropItem "VexedNemesisChainsawZombieBloodlusted", 256, 1
DropItem "HackroidZombieSpawn", 256, 1
DropItem "HackroidAssaultCaptainSpawn", 256, 1
DropItem "NemesisDoomSlayer", 256, 1
DropItem "NemesisHitler", 256, 1
DropItem "NemesisGeneralRoasterock", 256, 1
DropItem "TrueDarkLegendaryGeneralRoasterock", 256, 1
DropItem "DivineDoomguy", 256, 1
DropItem "Kayn", 256, 1
DropItem "VoidDemigod", 256, 1
DropItem "GodKingDarius", 256, 1
DropItem "INFHibachi", 256, 1
DropItem "INFMainyu", 256, 1
}

ACTOR KaynOrDivineDoomguySpawn : RandomSpawner
{
DropItem "Kayn", 256, 1
DropItem "DivineDoomguy", 256, 1
}

ACTOR RandomZamasuItem : RandomSpawner
{
DropItem "ZamasuArmor", 256, 1
DropItem "TerrorSoulSphere", 256, 1
}


Actor ItemEffectTest : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[o7]Tear of Eternity"
Inventory.Icon "TFEAC0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Test If Item Effect Work"
States
	{
	Spawn:
		TFEA AAAAAABBBBBB 1 Bright A_SpawnItemEx("Nothing",random(-12,12),random(-12,12),random(2,16),frandom(-0.4,0.4),frandom(-0.4,0.4),frandom(0,2),0,0,64)
		Loop
	Use:
	    TNT1 A 1 A_GiveInventory("Nothing",1)
		TNT1 A 0
		Stop
	} 
}

Actor EarlyGameDoomKit : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[o7]Tear of Eternity"
Inventory.Icon "HCLAC0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Early Game Doom Kit: 3 runes, ammo, some items"
States
	{
	Spawn:
		HCLA AAAAAABBBBBB 1
		Loop
	Use:
	    TNT1 A 1 A_SpawnItemEx("VitalityRune",1)
		TNT1 A 1 A_SpawnItemEx("Agilityrune",1)
		TNT1 A 1 A_SpawnItemEx("Legendaryrune2",1)
		TNT1 A 1 A_SpawnItemEx("legendaryultrasphere",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerSphere",1)
		TNT1 A 1 A_SpawnItemEx("Shieldsphere",1)
		TNT1 A 1 A_SpawnItemEx("Explosivedtechupgrade",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("WeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExoticWeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("SuperChargedWeaponEnhancerModuleGiver",1)
		TNT1 A 0
		Stop
	} 
}


Actor MidGameDoomKit : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[o7]Tear of Eternity"
Inventory.Icon "HCMAC0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Early Game Doom Kit: True legendary rune, ammo, More items"
States
	{
	Spawn:
		HCMA AAAAAABBBBBB 1
		Loop
	Use:
		TNT1 A 1 A_SpawnItemEx("Truelegendaryrune",1)
		TNT1 A 1 A_SpawnItemEx("Truelegendaryultrasphere",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerSphere",1)
		TNT1 A 1 A_SpawnItemEx("LegendaryRandomSphere",1)
		TNT1 A 1 A_SpawnItemEx("LegAmmoSphere",1)
		TNT1 A 1 A_SpawnItemEx("Shieldsphere",3)
		TNT1 A 1 A_SpawnItemEx("Demonicchalice",1)
		TNT1 A 1 A_SpawnItemEx("SkullOfPower",1)
		TNT1 A 1 A_SpawnItemEx("Explosivedtechupgrade",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("WeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExoticWeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("SuperChargedWeaponEnhancerModuleGiver",1)
		TNT1 A 0
		Stop
	} 
}

Actor MidGameDoomKit2 : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[o7]Tear of Eternity"
Inventory.Icon "HCMAC0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Early Game Doom Kit: Upgraded True Leg Rune, ammo, Even More items"
States
	{
	Spawn:
		HCMA AAAAAABBBBBB 1
		Loop
	Use:
		TNT1 A 1 A_SpawnItemEx("Truelegendaryrune2",1)
		TNT1 A 1 A_SpawnItemEx("Nemesisrune",1)
		TNT1 A 1 A_SpawnItemEx("EnragedLegendaryrune",1)
		TNT1 A 1 A_SpawnItemEx("Nemesisultrasphere",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("legendarysyringe",1)
		TNT1 A 1 A_SpawnItemEx("NemesisPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerSphere",1)
		TNT1 A 1 A_SpawnItemEx("LegendaryRandomSphere",1)
		TNT1 A 1 A_SpawnItemEx("LegAmmoSphere",1)
		TNT1 A 1 A_SpawnItemEx("Shieldsphere",3)
		TNT1 A 1 A_SpawnItemEx("Demonicchalice",1)
		TNT1 A 1 A_SpawnItemEx("SkullOfPower",1)
		TNT1 A 1 A_SpawnItemEx("Explosivedtechupgrade",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("WeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExoticWeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("SuperChargedWeaponEnhancerModuleGiver",1)
		TNT1 A 0
		Stop
	} 
}

Actor EndGameDoomKit : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[o7]Tear of Eternity"
Inventory.Icon "HCHAD0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Early Game Doom Kit: Upgraded True Legendary Rune + Nexus Strength Rune, ammo, Final Game items"
States
	{
	Spawn:
		HCHA AAAAAABBBBBBCCCCCC 1
		Loop
	Use:
		TNT1 A 1 A_SpawnItemEx("Truelegendaryrune2",1)
		TNT1 A 1 A_SpawnItemEx("NexusStrengthrune",1)
		TNT1 A 1 A_SpawnItemEx("Nemesisrune",1)
		TNT1 A 1 A_SpawnItemEx("EnragedLegendaryrune",1)
		TNT1 A 1 A_SpawnItemEx("NemesisOmegasphere",1)
		TNT1 A 1 A_SpawnItemEx("VexedNemesisultrasphere",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("Truelegendarysyringe",1)
		TNT1 A 1 A_SpawnItemEx("NemesisPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerSphere",1)
		TNT1 A 1 A_SpawnItemEx("LegendaryRandomSphere",1)
		TNT1 A 1 A_SpawnItemEx("TrueLegAmmoSphere",1)
		TNT1 A 1 A_SpawnItemEx("Shieldsphere",3)
		TNT1 A 1 A_SpawnItemEx("Demonicchalice",1)
		TNT1 A 1 A_SpawnItemEx("SkullOfPower",1)
		TNT1 A 1 A_SpawnItemEx("BeastSoulsphere",1)
		TNT1 A 1 A_SpawnItemEx("Explosivedtechupgrade",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("WeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExoticWeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("SuperChargedWeaponEnhancerModuleGiver",1)
		TNT1 A 0
		Stop
	} 
}

Actor EndGameDoomKit2 : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[o7]Tear of Eternity"
Inventory.Icon "HCHAD0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Early Game Doom Kit: Upgraded True Legendary Rune + Nexus Strength Rune + Nexus Resistance rune + Terminator Sphere, ammo, Final Game items"
States
	{
	Spawn:
		HCHA AAAAAABBBBBBCCCCCC 1
		Loop
	Use:
		TNT1 A 1 A_SpawnItemEx("Truelegendaryrune2",1)
		TNT1 A 1 A_SpawnItemEx("Terminator",1)
		TNT1 A 1 A_SpawnItemEx("NexusStrengthrune",1)
		TNT1 A 1 A_SpawnItemEx("Nexusresistancerune",1)
		TNT1 A 1 A_SpawnItemEx("Nemesisrune",1)
		TNT1 A 1 A_SpawnItemEx("EnragedLegendaryrune",1)
		TNT1 A 1 A_SpawnItemEx("NemesisOmegasphere",1)
		TNT1 A 1 A_SpawnItemEx("VexedNemesisultrasphere",1)
		TNT1 A 1 A_SpawnItemEx("UpgradedVexedNemesisArmor",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("Truelegendarysyringe",1)
		TNT1 A 1 A_SpawnItemEx("NemesisPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerSphere",1)
		TNT1 A 1 A_SpawnItemEx("LegendaryRandomSphere",1)
		TNT1 A 1 A_SpawnItemEx("TrueLegAmmoSphere",1)
		TNT1 A 1 A_SpawnItemEx("Explosivedtechupgrade",1)
		TNT1 A 1 A_SpawnItemEx("Shieldsphere",3)
		TNT1 A 1 A_SpawnItemEx("Demonicchalice",1)
		TNT1 A 1 A_SpawnItemEx("SkullOfPower",1)
		TNT1 A 1 A_SpawnItemEx("BeastSoulsphere",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("WeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExoticWeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("SuperChargedWeaponEnhancerModuleGiver",1)
		TNT1 A 0
		Stop
	} 
}

Actor TrueEndGameDoomKit : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[o7]Tear of Eternity"
Inventory.Icon "DCHAC0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Early Game Doom Kit: Upgraded True Legendary Rune + All Nexus Runes + Upgraded Terminator Sphere, ammo, Final Game items"
States
	{
	Spawn:
		DCHA AAAAAABBBBBB 1
		Loop
	Use:
		TNT1 A 1 A_SpawnItemEx("Truelegendaryrune2",1)
		TNT1 A 1 A_SpawnItemEx("Terminator",2)
		TNT1 A 1 A_SpawnItemEx("NexusStrengthrune",1)
		TNT1 A 1 A_SpawnItemEx("Nexusresistancerune",1)
		TNT1 A 1 A_SpawnItemEx("NexusHighJumpRune",1)
		TNT1 A 1 A_SpawnItemEx("NexusSpreadRune",1)
		TNT1 A 1 A_SpawnItemEx("Nemesisrune",1)
		TNT1 A 1 A_SpawnItemEx("EnragedLegendaryrune",1)
		TNT1 A 1 A_SpawnItemEx("NemesisOmegasphere",1)
		TNT1 A 1 A_SpawnItemEx("VexedNemesisultrasphere",1)
		TNT1 A 1 A_SpawnItemEx("UpgradedVexedNemesisArmor",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("Truelegendarysyringe",1)
		TNT1 A 1 A_SpawnItemEx("NemesisPowerShard",1)
		TNT1 A 1 A_SpawnItemEx("legendaryPowerSphere",1)
		TNT1 A 1 A_SpawnItemEx("LegendaryRandomSphere",1)
		TNT1 A 1 A_SpawnItemEx("TrueLegAmmoSphere",1)
		TNT1 A 1 A_SpawnItemEx("Shieldsphere",3)
		TNT1 A 1 A_SpawnItemEx("BeastSoulsphere",1)
		TNT1 A 1 A_SpawnItemEx("Demonicchalice",1)
		TNT1 A 1 A_SpawnItemEx("SkullOfPower",1)
		TNT1 A 1 A_SpawnItemEx("Explosivedtechupgrade",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("WeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("ExoticWeaponEnhancerModuleGiver",1)
		TNT1 AAAAAAAAAA 0 A_SpawnItemEx("SuperChargedWeaponEnhancerModuleGiver",1)
		TNT1 A 0
		Stop
	} 
}


ACTOR FriendlyLegendaryBeaconSpecOps : MarineBeacon
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.Icon "LBBEZ0"
Inventory.PickupSound "Beacon/Pickup"
Inventory.PickupMessage "Legendary Beacon Spec Ops! Now its good, right?"
Tag "Legendary Beacon Spec Ops: Hires Legendary Spec Ops"
Scale 0.9
+INVBAR
 States
  {
  Spawn:
    LBBE A -1
    Stop
  Use:
    TNT1 A 1 A_SpawnItemEx ("LegendaryFriendly1ActiveBeacon", 56, 0, 8, 0, 0, 0, 0, 1)
    Stop
  }
}

actor LegendaryFriendly1ActiveBeacon
{
  -SOLID
  -SHOOTABLE
  +FRIENDLY
  States
  {
  Spawn:
    LBBE A 105
    LBBE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LBBE A 0 A_SpawnItemEx ("FriendlyLegendarySpecOpsMachinegunner", 0, 0, 8, 0, 0, 0, 0, 1)
    LBBE A 105
    LBBE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LBBE A 0 A_SpawnItemEx ("FriendlyLegendarySpecOpsMachinegunner", 0, 0, 8, 0, 0, 0, 0, 1)
    LBBE A 105
    LBBE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LBBE A 0 A_SpawnItemEx ("FriendlyLegendarySpecOpsMachinegunner", 0, 0, 8, 0, 0, 0, 0, 1)
    LBBE A 105
    LBBE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LBBE A 0 A_SpawnItemEx ("FriendlyLegendarySpecOpsMachinegunner", 0, 0, 8, 0, 0, 0, 0, 1)
    LBBE A 105
    LBBE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LBBE A 0 A_SpawnItemEx ("FriendlyLegendarySpecOpsMachinegunner", 0, 0, 8, 0, 0, 0, 0, 1)
    LBBE A 105
    LBBE A 0 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    LBBE A 0 A_SpawnItemEx ("FriendlyLegendarySpecOpsMachinegunner", 0, 0, 8, 0, 0, 0, 0, 1)
    LBBE A 105
    goto Death
  Death:
    TNT1 A 1 A_CustomMissile ("TeleportFog", 0, 0, 0, 0, 0)
    stop
	}
}

ACTOR FriendlyLegendaryBeaconSpecOpsSpawn : RandomSpawner
{
+FRIENDLY
DropItem "FriendlyLegendarySpecOpsMachinegunner", 256, 100
}

ACTOR FriendlyMarineBulletPuff : ModdedBulletPuff { +MTHRUSPECIES }