ACTOR INFGODSSphereOfPower : SphereOfPower replaces SphereOfPower
{
+INVENTORY.INVBAR
-INVENTORY.UNDROPPABLE //HDAN - dropable item
+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 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	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)
	Goto Spawn+2
  Use:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("ZamasuGodRuneItem",1,"GodRuneUse")
	TNT1 A 0 A_JumpIfInventory("PowerWeaponLevel2Complex2", 1, "Refuse")
	//TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem2", 1, "InfiniteUse")
	TNT1 A 1 A_GiveInventory("SphereOfPowerItem")
	Stop
  GodRuneUse:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("PowerWeaponLevel2Complex2", 1, "Refuse")
	//TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem2", 1, "InfiniteUse")
	TNT1 A 1 A_GiveInventory("SphereOfPowerGodRuneAmp")
	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 SphereOfPowerGodRuneAmp : SphereOfPowerItem
{
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+NOTIMEFREEZE
Powerup.Duration -440
}

/*
ACTOR SphereOfPowerItem : ArtiTomeOfPower
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.UNDROPPABLE
-INVENTORY.INVBAR
Powerup.Type WeaponLevel2Complex2
Inventory.Amount 0
}
*/

/*
ACTOR INFGodsSkullOfPower : CustomInventory Replaces RealSkullOfPower
{
  Scale 0.75
  Inventory.Amount 1
  Inventory.MaxAmount 1
  Inventory.PickupSound "pickups/soterror"
  Inventory.UseSound "soterror/use"
  Inventory.PickupMessage "Skull Of Power"
  Inventory.Icon "INSKA0"
  +INVENTORY.INVBAR
  +FLOORCLIP
  Tag "Skull Of Power"
  States
  {
  Spawn:
	SKUT A -1
	Stop
    Use:
	    TNT1 A 0 A_JumpIfInventory("SkullOfPower2xDamage",1,"Nope")
		TNT1 A 0 A_JumpIfInventory("SkullOfPower1.75xDamage",1,"Nope")
		TNT1 A 0 A_JumpIfInventory("SkullOfPower1.5xDamage",1,"Nope")
	    TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem",1,"Use2")
        TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem2",1,"Use2")
        TNT1 A 0 A_GiveInventory("SkullOfPower2xDamage")
		TNT1 A 0 A_GiveInventory("FakeSkullOfPower")
		TNT1 A 0
		Stop
	 Use2:
	    TNT1 A 0 A_JumpIfInventory("SkullOfPower2xDamage",1,"Nope")
	    TNT1 A 0 A_JumpIfInventory("SkullOfPower1.75xDamage",1,"Nope")
	    TNT1 A 0 A_JumpIfInventory("SkullOfPower1.5xDamage",1,"Nope")
        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("SkullOfPower1.75xDamage")
		TNT1 A 0 A_GiveInventory("FakeSkullOfPower2")
		TNT1 A 0
		Stop
	 Use3:
	    TNT1 A 0 A_JumpIfInventory("SkullOfPower2xDamage",1,"Nope")
	    TNT1 A 0 A_JumpIfInventory("SkullOfPower1.75xDamage",1,"Nope")
	    TNT1 A 0 A_JumpIfInventory("SkullOfPower1.5xDamage",1,"Nope")
		TNT1 A 0 A_GiveInventory("SkullOfPower1.5xDamage")
		TNT1 A 0 A_GiveInventory("FakeSkullOfPower2")
		TNT1 A 0
		Stop
	 Nope:
	    TNT1 A 1
		TNT1 A 0 A_Print("You cannot use 2 Skull Of Power at the same time")
	    Fail
	    }
}

ACTOR SkullOfPower2xDamage : PowerDamage
{
  DamageFactor "Normal", 2
  DamageFactor "Legendary", 1.75
  DamageFactor "LegendaryGuru", 1.25
  DamageFactor "LegendaryGuruPlayer", 1.25
  DamageFactor "PlayerNemesisPlasma", 1.5
  DamageFactor "PlayerDevBall", 1.35
  DamageFactor "PlayerDevBall2", 1.35
  DamageFactor "PDTBFG", 1.35
  DamageFactor "PlayerDevTracer", 1.35
  DamageFactor "PlayerPyro", 1.25
  DamageFactor "PlayerBHole", 1.25
  PowerUp.Duration -30
}

ACTOR SkullOfPower1.75xDamage : PowerDamage
{
  DamageFactor "Normal", 1.75
  DamageFactor "Legendary", 1.5
  DamageFactor "LegendaryGuru", 1.15
  DamageFactor "LegendaryGuruPlayer", 1.15
  DamageFactor "PlayerNemesisPlasma", 1.35
  DamageFactor "PlayerDevBall", 1.25
  DamageFactor "PlayerDevBall2", 1.25
  DamageFactor "PDTBFG", 1.25
  DamageFactor "PlayerDevTracer", 1.25
  DamageFactor "PlayerPyro", 1.2
  DamageFactor "PlayerBHole", 1.2
  PowerUp.Duration -25
}

ACTOR SkullOfPower1.5xDamage : PowerDamage
{
  DamageFactor "Normal", 1.5
  DamageFactor "Legendary", 1.4
  DamageFactor "LegendaryGuru", 1.1
  DamageFactor "LegendaryGuruPlayer", 1.1
  DamageFactor "PlayerNemesisPlasma", 1.25
  DamageFactor "PlayerDevBall", 1.2
  DamageFactor "PlayerDevBall2", 1.2
  DamageFactor "PDTBFG", 1.2
  DamageFactor "PlayerDevTracer", 1.2
  DamageFactor "PlayerPyro", 1.15
  DamageFactor "PlayerBHole", 1.15
  PowerUp.Duration -25
}

ACTOR FakeSkullOfPower2: PowerupGiver
{
  Powerup.Duration -25
  Powerup.Type "FakePowerUp"
  Powerup.Color RedMap
  +INVENTORY.AUTOACTIVATE
  States
  {
    Spawn:
	TNT1 A 0
	Stop
  } 
}
*/