Actor VexedNemesisUltraSphere : CustomInventory
{
Scale 1.25
  +INVENTORY.BIGPOWERUP
  +FLOATBOB
  -INVENTORY.ALWAYSPICKUP
  +DONTGIB
  -FLOAT
  +COUNTITEM
  +FLOATBOB
  +NOTIMEFREEZE
  Inventory.PickupMessage "\c[w2]Vexed Nemesis Ultra Sphere! \c[s3]You Are The Dark Demise\c-"
  Inventory.PickUpSound "VileGet"
  States
	{
	Spawn:
        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)) 
		VNSA AAAAA 1 Bright A_SpawnItemEx("NemesisArmorFX",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)
        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)) 
		VNSA AAAAA 1 Bright A_SpawnItemEx("NemesisArmorFX",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)
		TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
		VNSA BBBBB 1 Bright A_SpawnItemEx("NemesisArmorFX",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)
		TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
		VNSA BBBBB 1 Bright A_SpawnItemEx("NemesisArmorFX",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)
		TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
		VNSA CCCCC 1 Bright A_SpawnItemEx("NemesisArmorFX",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)
        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)) 
		VNSA CCCCC 1 Bright A_SpawnItemEx("NemesisArmorFX",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)
		TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
		Loop
		Pickup:
		TNT1 A 0 A_GiveInventory("VexedNemesisSphereHealth", 1)
		TNT1 A 0 A_GiveInventory("VexedNemesisArmor", 1)
		TNT1 A 0 A_GiveInventory("NemesisCombatPack", 1)
		Stop
		}
}

ACTOR VexedNemesisSphereHealth : Health
{
    +NOTIMEFREEZE
    Inventory.Amount 1500
    Inventory.MaxAmount 1500
}

Actor VexedNemesisSphere : CustomInventory
{
  +INVENTORY.BIGPOWERUP
  +FLOATBOB
  -INVENTORY.ALWAYSPICKUP
  +DONTGIB
  -FLOAT
  +COUNTITEM
  +FLOATBOB
  +NOTIMEFREEZE
  Inventory.PickupMessage "\c[w2]Vexed Nemesis Sphere! \c[s3]Your Vitality Is At Another Dimensional Level\c-"
  Inventory.PickUpSound "VileGet"
  States
  	{
	Spawn:
		TNT1 A 0 A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
		VNHA A 1 Bright A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",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)
		TNT1 A 0 A_SpawnItemEx("NemesisArmorFX",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
		Loop
		Pickup:
		TNT1 A 0 A_GiveInventory("VexedNemesisSphereHealth", 1)
		Stop
		}
}

Actor CommanderSuperSphere : CustomInventory
{
Scale 0.11
  +INVENTORY.BIGPOWERUP
  +FLOATBOB
  -INVENTORY.ALWAYSPICKUP
  +DONTGIB
  -FLOAT
  +COUNTITEM
  +NOTIMEFREEZE
  Inventory.PickupMessage "\ctCommander Super Sphere! \cmExtremely Poweful\c-"
  Inventory.PickUpSound "VileGet"
  States
  	{
	Spawn:
		CDSA ABCD 2 Bright A_SpawnItemEx("CyberCommanderFlameSpawner",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
		Pickup:
		TNT1 A 0 A_GiveInventory("CommanderSphereHealth", 1)
		TNT1 A 0 A_GiveInventory("CommanderSphereArmorGiver", 1)
		TNT1 A 0 A_GiveInventory("CommanderSuperSphereFury")
		TNT1 A 0 A_GiveInventory("CommanderSuperSphereResistance")
		TNT1 A 0 A_GiveInventory("RMPowerMS")
		Stop
		}
}

Actor CommanderSuperSphereResistance : PowerProtection
{
DamageFactor "Normal", 0.65
DamageFactor "C0mm4nder", 0.3
DamageFactor 0.65
Powerup.Color purple 0.1
PowerUp.Duration -35
}

Actor CommanderSuperSphereFury : PowerDamage
{
DamageFactor "Normal", 1.3
DamageFactor 1.3
PowerUp.Duration -35
}

ACTOR CommanderSphereHealth : Health
{
    +NOTIMEFREEZE
    Inventory.Amount 550
    Inventory.MaxAmount 1650
}

ACTOR CommanderSphereArmorGiver : ArmorBonus
{
Armor.SaveAmount 350
Armor.MaxSaveAmount 1450
-INVENTORY.ALWAYSPICKUP
}

Actor GodsSphere : CustomInventory
{
Scale 0.11
  +INVENTORY.BIGPOWERUP
  +FLOATBOB
  -INVENTORY.ALWAYSPICKUP
  +DONTGIB
  -FLOAT
  +COUNTITEM
  +NOTIMEFREEZE
  Inventory.PickupMessage "\c[s3]Your Vitality is at god level now\c-"
  Inventory.PickUpSound "VileGet"
  Translation "0:255=%[0.00,0.00,0.00]:[1.60,1.60,1.60]"
  States
  	{
	Spawn:
		CDSA ABCD 2 Bright A_SpawnItemEx("NemesisArmorFX",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)
		TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20))
		Loop
		Pickup:
		TNT1 A 0 A_GiveInventory("GodsSphereHealth", 1)
		Stop
		}
}


ACTOR GodsSphereHealth : Health
{
    +NOTIMEFREEZE
    Inventory.Amount 3500
    Inventory.MaxAmount 3500
}

Actor HellsFurySphere : CustomInventory
{
Scale 0.2
Inventory.PickupSound "HFCyb/Laugh"
Inventory.PickupMessage "\c[z4]Hell's Fury Sphere! Your blood boils with the Power of Hell's Raging Souls\c-"
-COUNTITEM
States
{
Spawn:
TNT1 A 0 A_LoopActiveSound
HLSU AABBCCDDEEFFGGHHIIJJ 2 Bright A_CustomMissile ("HellFireBaronFlameSpawner", -20, 0, random(0,-360), 2, random(0,360)) 
Loop
Pickup:
TNT1 A 0 A_GiveInventory("HellsFurystrength")
TNT1 A 0 A_GiveInventory("HellsFuryResistance")
TNT1 A 0 HealThing(600,1333)
TNT1 A 0 HealThing(66,1666)
Stop
	}
}

Actor HellsFuryResistance : PowerProtection
{
DamageFactor "Normal", 0.66
DamageFactor "Fire", 0
DamageFactor 0.66
Powerup.Color red 0.15
PowerUp.Duration -35
}

Actor HellsFurystrength : PowerupGiver 
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Powerup.Duration -35
Powerup.Type "PowerStrength"
}

Actor CorruptedSphere : CustomInventory
{
Scale 1.25
  +INVENTORY.BIGPOWERUP
  +FLOATBOB
  -INVENTORY.ALWAYSPICKUP
  +DONTGIB
  -FLOAT
  +COUNTITEM
  +FLOATBOB
  +NOTIMEFREEZE
  Inventory.PickupMessage "\c[l5]Corrupted Sphere! Corrupted power cannot corrupt you, but you can use it to your advantage!\c-"
  Inventory.PickUpSound "VileGet"
  States
  	{
	Spawn:
		CSPH A 1 Bright A_SpawnItemEx("TrueLegendarySphereFlameSpawner",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
		Pickup:
		TNT1 A 0 A_GiveInventory("CorruptedsphereResistance", 1)
		TNT1 A 0 A_GiveInventory("DCellPack", 25)
		TNT1 A 0 HealThing(375,675)
		TNT1 A 0 HealThing(50,1500)
		Stop
		}
}

Actor CorruptedsphereResistance : PowerProtection
{
DamageFactor "Normal", 0.7
Powerup.Color Blue 0.1
PowerUp.Duration -20
}


Actor HellFrostSphere : CustomInventory
{
Scale 0.3
  +INVENTORY.BIGPOWERUP
  +FLOATBOB
  -INVENTORY.ALWAYSPICKUP
  +DONTGIB
  -FLOAT
  +COUNTITEM
  +FLOATBOB
  +NOTIMEFREEZE
  Inventory.PickupMessage "\c[o7]HellFrost Sphere! Cold thoughts about rip and tear?!\c-"
  Inventory.PickUpSound "VileGet"
  States
  	{
	Spawn:
		HFHH ABCD 3 Bright A_SpawnItemEx("FreezedAfritFireSpawner",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
		Pickup:
		TNT1 A 0 A_GiveInventory("NewCellPack", 25)
		TNT1 A 0 A_GiveInventory("HellFrostSphereResistance", 1)
		TNT1 A 0 HealThing(300,600)
		TNT1 A 0 HealThing(50,1300)
		Stop
		}
}

Actor HellFrostSphereResistance : PowerProtection
{
DamageFactor "Fire", 0.4
DamageFactor "ice", 0.0
DamageFactor "Normal", 0.8
Powerup.Color Blue 0.05
PowerUp.Duration -35
}

Actor BeastSoulSphere : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Scale 0.45
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[z4]Beast Soul Sphere! Absorb the Soul of a Powerful Creature To Become An Unstoppable Beast\c-"
Inventory.Icon "BSPHC0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Beast Soul Sphere: Become Bloodlusted, Receiving a super resistance that decreases over time + Speed + 50% Dmg + Super Strength + Infinite ammo"
States
	{
	Spawn:
	    TNT1 A 0 A_LoopActiveSound
	    BSPH AAA 1 Bright A_CustomMissile ("HellFireBaronFlameSpawner", -20, 0, random(0,-360), 2, random(0,360))
		BSPH BBB 1 Bright A_SpawnItemEx("NemesisArmorFX",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 HealThing(333,1666)
		TNT1 A 1 A_GiveInventory("BeastSoulResistance1",1)
		TNT1 A 1 A_GiveInventory("BeastSoulResistance2",1)
		TNT1 A 1 A_GiveInventory("BeastSoulResistance3",1)
		TNT1 A 1 A_GiveInventory("BeastDamageGiver1",1)
		TNT1 A 1 A_GiveInventory("BeastInfiniteAmmoPower",1)
		TNT1 A 1 A_GiveInventory("BeastPowerFrightener",1)
		TNT1 A 1 A_GiveInventory("BeastStrengthPower",1)
		TNT1 A 1 A_GiveInventory("BeastSpeedPower",1)
		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 HealThing(333,1666)
		TNT1 A 1 A_GiveInventory("BeastSoulResistance1",1)
		TNT1 A 1 A_GiveInventory("BeastSoulResistance2",1)
		TNT1 A 1 A_GiveInventory("BeastSoulResistance3",1)
		TNT1 A 1 A_GiveInventory("BeastDamageGiver2",1)
		TNT1 A 1 A_GiveInventory("BeastInfiniteAmmoPower",1)
		TNT1 A 1 A_GiveInventory("BeastPowerFrightener",1)
		TNT1 A 1 A_GiveInventory("BeastStrengthPower",1)
		TNT1 A 1 A_GiveInventory("BeastSpeedPower",1)
		TNT1 A 0
		Stop
	Use3:
	    TNT1 A 0 HealThing(333,1666)
		TNT1 A 1 A_GiveInventory("BeastSoulResistance1",1)
		TNT1 A 1 A_GiveInventory("BeastSoulResistance2",1)
		TNT1 A 1 A_GiveInventory("BeastSoulResistance3",1)
		TNT1 A 1 A_GiveInventory("BeastDamageGiver3",1)
		TNT1 A 1 A_GiveInventory("BeastInfiniteAmmoPower",1)
		TNT1 A 1 A_GiveInventory("BeastPowerFrightener",1)
		TNT1 A 1 A_GiveInventory("BeastStrengthPower",1)
		TNT1 A 1 A_GiveInventory("BeastSpeedPower",1)
		TNT1 A 0
		Stop
	}
}


Actor BeastInvuln : PowerupGiver// No more invul
{
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  Inventory.MaxAmount 0
  Powerup.Duration -10
  Powerup.Type "Invulnerable"
  Powerup.Mode Reflective
  Powerup.Color purple 0.2
}

Actor BeastSoulResistance1 : PowerProtection //First 5 seconds 87,5% resistance
{
DamageFactor "Normal", 0.5
PowerUp.Duration -5
}

Actor BeastSoulResistance2 : PowerProtection //5 - 10 seconds 75% resistance
{
DamageFactor "Normal", 0.5
Powerup.Color purple 0.2
PowerUp.Duration -10
}

Actor BeastSoulResistance3 : PowerProtection //10 - 15 seconds 50% resistance
{
DamageFactor "Normal", 0.5
PowerUp.Duration -15
}

Actor BeastSpeedPower : PowerSpeed 
{
  PowerUp.Duration -15
  Speed 1.5
}

ACTOR BeastDoubleDamageGiver : PowerupGiver  //Nerfed, New its 50%, 25% If you have Truelegrune and 15% If you have Truelegrune + TerminatorSphere or Strengthrune
{
	 +INVENTORY.AUTOACTIVATE
	 +INVENTORY.ALWAYSPICKUP
	 Inventory.MaxAmount 0
	 Powerup.Duration -15
	 Powerup.Type "DoubleDamage"
}

Actor BeastDamageGiver1 : PowerDamage
{
DamageFactor "Normal", 1.5
PowerUp.Duration -15
}

Actor BeastDamageGiver2 : PowerDamage
{
DamageFactor "Normal", 1.25
PowerUp.Duration -15
}

Actor BeastDamageGiver3 : PowerDamage
{
DamageFactor "Normal", 1.15
PowerUp.Duration -15
}

Actor BeastInfiniteAmmoPower : PowerupGiver
{
Inventory.MaxAmount 0
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Powerup.Duration -15
Powerup.Color Red 0.2
Powerup.Type "PowerInfiniteAmmo"
}

Actor BeastStrengthPower : PowerupGiver
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Powerup.Duration -15
Powerup.Type "PowerStrength"
}

Actor BeastPowerFrightener : PowerupGiver
{
  Inventory.MaxAmount 0
  Powerup.Duration -15
  Powerup.Type Frightener
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
}

Actor Beastexhaustion : PowerProtection //no more exhaustion
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
DamageFactor 1.4
Powerup.Color red 0.2
DamageFactor "Normal", 1.4
Powerup.Duration -45
}

Actor DivinePowerSphere : PortableMedCell
{
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Scale 1.25
Inventory.UseSound "legendarypowersphere/pickup"
Inventory.PickupMessage "\c[d8]Divine Power Sphere! temporarily turns you into a Deity\c-"
Inventory.Icon "DPSAC0"
+INVENTORY.BIGPOWERUP
+INVENTORY.INVBAR
Inventory.PickupSound "legendarypowersphere/pickup"
Tag "Divine Power Sphere: +25% Dmg +45% Resistance +Flight +Heal +Super Strength"
States
	{
	Spawn:
		DPSA AAAAAABBBBBB 1 Bright A_SpawnItemEx("NemesisArmorFX",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("AscensionFlight",1)
	    TNT1 A 1 A_GiveInventory("DivinePowerSphereHeal",1)
		TNT1 A 1 A_GiveInventory("DivinePowerSphereResistance",1)
		TNT1 A 1 A_GiveInventory("HellsFurystrength",1)
		TNT1 A 1 A_GiveInventory("DivinePowerSphereStrengh",1)
		TNT1 A 1 A_GiveInventory("DivinePowerSphereSpeed",1)
		TNT1 A 0
		Stop
	} 
}

Actor DivinePowerSphereHeal : PowerTargeter
{
    Powerup.Duration -40
    States
    {
    Targeter:
        TNT1 AA 0
		TNT1 A 0 HealThing(1,1275)
		TNT1 A 10 A_CustomMissile("AWhiteSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		TNT1 AA 7 A_SpawnItemEx("AWhitePowerLineSpawner",random(32,-32),random(32,-32),random(8,48),0,0,random(1,4),0,128,0) 
        Loop
    }
}

Actor DivinePowerSphereStrengh : PowerDamage
{
DamageFactor "Normal", 1.25
PowerUp.Duration -40
}

Actor DivinePowerSphereResistance : PowerProtection
{
DamageFactor "Normal", 0.55
DamageFactor 0.55
PowerUp.Duration -40
Powerup.Color white 0.15
}

Actor DivinePowerSphereSpeed : PowerSpeed 
{
  PowerUp.Duration -40
  Speed 1.5
}

ACTOR RandomSuperPowerSphere : RandomSpawner
{
DropItem "BeastSoulSphere", 256, 1
DropItem "UnstabilitySphere", 256, 1
DropItem "DoomsphereDust", 256, 1
DropItem "NemesisOmegaSphere", 256, 1
DropItem "HellsFurySphere", 256, 1
DropItem "CannongunSphere", 256, 1
DropItem "HellfireUltrasphere", 256, 1
DropItem "UnbelieveabilitySphere", 256, 1
DropItem "WeaponShuffleSphere", 256, 1
DropItem "ItemShuffleSphere", 256, 1
DropItem "NemesisShuffleSphere", 256, 1
}

ACTOR RandomRedSuperPowerSphere : RandomSpawner
{
DropItem "BeastSoulSphere", 256, 1
DropItem "UnstabilitySphere", 256, 1
DropItem "DoomsphereDust", 256, 1
DropItem "HellsFurySphere", 256, 1
DropItem "HellfireUltrasphere", 256, 1
DropItem "UnbelieveabilitySphere", 256, 1
}

ACTOR RandomDarkSuperPowerSphere : RandomSpawner
{
DropItem "VexedNemesisUltraSphere", 256, 1
DropItem "NemesisOmegaSphere", 256, 1
DropItem "BeastSoulSphere", 256, 1
DropItem "UnbelieveabilitySphere", 256, 1
DropItem "NemesisArmorSphere", 256, 1
DropItem "WeaponShuffleSphere", 256, 1
DropItem "NemesisShuffleSphere", 256, 1
}

ACTOR RandomBloodGodSuperPowerUp : RandomSpawner
{
DropItem "DarkDivineArmorItem", 256, 1
DropItem "BeastSoulSphere", 256, 1
DropItem "UnstabilitySphere", 256, 1
DropItem "HellfireUltrasphere", 256, 1
DropItem "UnbelieveabilitySphere", 256, 1
}

ACTOR RandomDivineGodSuperPowerUp : RandomSpawner
{
DropItem "DivineArmorItem", 256, 1
DropItem "VexedNemesisUltraSphere", 256, 1
DropItem "NemesisOmegaSphere", 256, 1
DropItem "BeastSoulSphere", 256, 1
DropItem "UnbelieveabilitySphere", 256, 1
}

ACTOR RandomOpSkulltagrune : RandomSpawner
{
DropItem "NexusResistanceRune", 256, 1
DropItem "NexusStrengthRune", 256, 1
DropItem "NexusSpreadRune", 256, 1
}