Actor LegendaryPowerSphere : CustomInventory 16707
{
//$Category Powerups/LCA
//$Sprite LPS2A0
//$Title "Legendary Power Sphere"
+FLOAT
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+INVENTORY.INVBAR
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 1
Inventory.Icon "LPS2Z0"
Inventory.UseSound "legpowersphere/use"
Inventory.PickupSound "legpowersphere/take"
Inventory.PickupMessage "You got the Legendary Power Sphere! Now even the demons of Hell fear you now!"
Tag "Legendary Power Sphere"
States
	{
	Spawn:
		LPS2 ABCDABCDABCDABCD 6 Bright A_CustomMissile("LegendarySphereFlameSpawner",-20,0,random(0,-360),2,random(0,360))
		LPS2 ABCDABCD 4 Bright  A_CustomMissile("LegendarySphereFlameSpawner",-20,0,random(0,-360),2,random(0,360)) 
		Loop
	Use:
		TNT1 A 0
		TNT1 A 1 A_GiveInventory("LegendaryPowerSpeed",1)
		TNT1 A 1 A_GiveInventory("LegendaryPowerFrightener",1)
		TNT1 A 1 A_GiveInventory("LegendaryPowerDoubleFiringSpeed",1)
		TNT1 A 1 A_GiveInventory("LegendaryPowerDrain",1)
		TNT1 A 1 A_GiveInventory("LegendaryPowerSphereEffect",1)	
		Stop  	
	}
}

Actor LegendaryPowerSphereEffect : PowerupGiver
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Powerup.Type LegPowerEffect
}

Actor PowerLegPowerEffect : PowerTargeter
{
Powerup.Duration -45
States
	{
	Targeter:
		TNT1 AA 0
		TNT1 A 0 A_CustomMissile("LegendaryYellowSparkleSpawner",0,0,random(0,-360),2,random(0,360))
		TNT1 AA 3
		Loop
	}
}

Actor LegendaryPowerSpeed : PowerupGiver
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Powerup.Color Yellow 0.35
Powerup.Duration -45
Powerup.Type Speed
States
	{
	Spawn:
		ROWL A -1 Bright
		Stop
	}
}

Actor LegendaryPowerFrightener : PowerupGiver
{
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Powerup.Duration -45
Powerup.Type Frightener
States
	{
	Spawn:
		ROWL A -1 Bright
		Stop
	}
}

Actor LegendaryPowerDoubleFiringSpeed : PowerupGiver
{
Inventory.MaxAmount 0
Powerup.Duration -45
Powerup.Type LegDoubleFiringSpeed //PowerDoubleFiringSpeed
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.ADDITIVETIME
States
	{
	Spawn:
		ROWL A -1 Bright
		Stop
	}
}

Actor LegendaryPowerDrain : PowerupGiver
{
Inventory.MaxAmount 0
Powerup.Duration -45
Powerup.Type Drain
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
States
	{
	Spawn:
		ROWL A -1 Bright
		Stop
	}
}

ACTOR LegendaryYellowSparkleSpawner : BlueSparkleSpawner
{
+NOTIMEFREEZE
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 AA 2 A_SpawnItemEx("LegendaryYellowStar",random(-15,15),random(-15,15),random(28,44),0,0,0,0,128)
		Stop
	}
}

ACTOR LegendaryYellowStar : YellowStar { +NOTIMEFREEZE }