Actor DropHemHealthBonus : NewMaxHealthBonus
{
Scale 0.3
Inventory.Amount 8
Inventory.MaxAmount 667
Inventory.PickupMessage "Hellfire Health Bonus"
+NOTIMEFREEZE
States
	{
	Spawn:
		MHBS ABCDCB 4 A_CustomMissile ("RedPowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))
		Loop
	}
}

Actor DropHemArmorBonus : HEMArmorBonusMax
{
	Inventory.Amount 8
	Inventory.PickupMessage "HellFire Armor Bonus"
	Inventory.Icon "HFARA0"
	DamageFactor "PDTBFG", 0.05
	DamageFactor "PDTBFGTracer", 0.05
	DamageFactor "Cyber10K", 0.001
	DamageFactor "Legendary", 0.05
	DamageFactor "Legendary1", 0.05
	DamageFactor "LegendaryGuru", 0.05
	DamageFactor "BFGSplash", 0.15
	DamageFactor "BFGSpray", 0.15
	DamageFactor "Explosion", 0.3
	DamageFactor "Plasma", 0.3
	DamageFactor "HFCyb3r", 0.7
	DamageFactor 0.3
	Inventory.Icon "HFARA0"
	Armor.SavePercent 100
	+NOTIMEFREEZE
}

Actor DropLHealthBonus : BossLifeEssence
{
Inventory.Amount 16
Inventory.MaxAmount 500
Inventory.PickupMessage "Legendary Health bonus"
+NOTIMEFREEZE
States
	{
	Spawn:
		LLIF ABCD 3 Bright A_CustomMissile ("LegendaryBluePowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))
		Loop
	}
}

ACTOR DropLArmorBonus : LegendaryArmorBonusMax
{
Scale 0.75
	Armor.SaveAmount 16
	Armor.MaxSaveAmount 500
	Inventory.Pickupmessage "Legendary Armor Bonus"
	+NOTIMEFREEZE
	Mass 0x7FFFFFFF
	DamageFactor "PDTBFG", 0.10
	DamageFactor "PDTBFGTracer", 0.10
	DamageFactor "Cyber10K", 0.01
	DamageFactor "Legendary", 0.10
	DamageFactor "Legendary1", 0.10
	DamageFactor "LegendaryGuru", 0.10
	DamageFactor "BFGSplash", 0.35
	DamageFactor "BFGSpray", 0.35
	DamageFactor "Explosion", 0.5
	DamageFactor "Plasma", 0.5
	DamageFactor 0.5
	Inventory.Icon "LEGAA0"
	Armor.SavePercent 100
States
	{
	Spawn:
		LLFS ABCDEFGHIJKJIHGFEDCB 2 Bright A_SpawnItemEx("LegendaryBluePowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))	
	}
}


Actor DropNHealthBonus : BossLifeEssence
{
scale 1.1
Inventory.Amount 64
Inventory.MaxAmount 1200
Inventory.PickupMessage "Nemesis Health Bonus"
+NOTIMEFREEZE
States
	{
	Spawn:
		NLIF ABCD 3 Bright A_SpawnItemEx ("NemesisHellionSmokespawner")
		Loop
	}
}

actor DropNArmorBonus : NemesisArmorBonusMax
{
scale 1.1
Armor.SaveAmount 64
Armor.SavePercent 100
Inventory.Pickupmessage "Nemesis Armor Bonus"
Inventory.Icon "UNNAB0"

}

Actor DropILHealthBonus : BossLifeEssence
{
Scale 0.9
Inventory.Amount 32
Inventory.MaxAmount 750
Inventory.PickupMessage "Enraged Health Bonus"
+NOTIMEFREEZE
States
	{
	Spawn:
		LLIF ABCD 3 Bright A_CustomMissile ("LegendaryRedPowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))
		Loop
	}
}

ACTOR DropILArmorBonus : DropLArmorBonus
{
	Scale 0.95
	Armor.SaveAmount 32
	Armor.MaxSaveAmount 750
	Inventory.Icon "ELGAA0"
	Inventory.Pickupmessage "Enraged Armor Bonus"
	+NOTIMEFREEZE
States
	{
	Spawn:
		LLFS ABCDEFGHIJKJIHGFEDCB 2 Bright A_SpawnItemEx("LegendaryRedPowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))	
	}
}


Actor SwiborgHealthBonus : BossLifeEssence
{
Scale 0.5
Inventory.Amount 128
Inventory.PickupSound "Pickups/LichSkull"
Inventory.PickupMessage "Misterious Health Bonus filled with Pure Rage"
Inventory.MaxAmount 6666
+NOTIMEFREEZE
+BIGPOWERUP
States
	{
	Spawn:
		TNT1 AAA 0 A_CustomMissile ("LegendaryRedPowerLineSpawner", 1, 0, random(0,-360), 2, random(0,360)) 
		SWIB A 5 Bright A_SpawnItemEx("LegendaryRedSparkleSpawner",0,0,-16)
		Loop
	}
}

Actor SwiborgArmorBonus : HEMArmorBonusMax 
{
+NORADIUSDMG
+NOTIMEFREEZE
+BIGPOWERUP
-INVENTORY.QUIET
+INVENTORY.BIGPOWERUP
Scale 1.25
Armor.SavePercent 100.0
Armor.SaveAmount 128
Armor.MaxSaveAmount 6666
Inventory.PickupMessage "Misterious Armor Bonus Filled with Pure Rage"
DamageFactor  0.01
Inventory.Icon "SWIBA0"

States
	{
	Spawn:
		HABO C 5 A_SpawnItemEx("LegendaryOrangeSparkleSpawner",0,0,-16)
		TNT1 AAA 0 A_CustomMissile ("LegendaryRedPowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))
		HABO D 5 A_SpawnItemEx("LegendaryOrangeSparkleSpawner",0,0,-16)
		TNT1 AAA 0 A_CustomMissile ("LegendaryRedPowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))
		HABO E 5 A_SpawnItemEx("LegendaryOrangeSparkleSpawner",0,0,-16)
		TNT1 AAA 0 A_CustomMissile ("LegendaryRedPowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))
		HABO FF 5 A_SpawnItemEx("LegendaryOrangeSparkleSpawner",0,0,-16)
		TNT1 AAA 0 A_CustomMissile ("LegendaryRedPowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))
		HABO E 5 A_SpawnItemEx("LegendaryOrangeSparkleSpawner",0,0,-16)
		TNT1 AAA 0 A_CustomMissile ("LegendaryRedPowerLineSpawner", 0, 0, random(0,-360), 2, random(0,360))
		HABO D 5 A_SpawnItemEx("LegendaryOrangeSparkleSpawner",0,0,-16)
		Loop
	}
}

ACTOR NemesisHKItemRandomizer2 Replaces NemesisHKItemRandomizer
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(25,"Ammo")
TNT1 A 0 A_Jump(256,"Health","Armor")
Health:
TNT1 A 0 A_SpawnItemEx("NemesisHealthBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
TNT1 A 0 A_SpawnItemEx("DropNHealthBonus",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360),0,200)
TNT1 A 1 A_SpawnItemEx("NemesisHealthBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
Stop
Armor:
TNT1 A 0 A_SpawnItemEx("NemesisArmorBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
TNT1 A 0 A_SpawnItemEx("DropNArmorBonus",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360),0,200)
TNT1 A 1 A_SpawnItemEx("NemesisArmorBonusMax",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
Stop
Ammo:
TNT1 A 0 A_SpawnItemEx("NLDemonAmmo",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
TNT1 A 0 A_SpawnItemEx("VexNemDemonAmmo",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360),0,200)
TNT1 A 1 A_SpawnItemEx("NLDemonAmmo",0,0,32,frandom(-5,5),frandom(-5,5),frandom(0,3),random(0,360))
Stop
}
}

ACTOR NemesisHKSuperItemRandomizer2 Replaces NemesisHKSuperItemRandomizer
{
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_Jump(32,"NemesisSphere","NemesisArmor","NemesisArmorSphere")
Nothing:
TNT1 A 1
Stop
NemesisSphere:
TNT1 A 1 A_SpawnItemEx("NemesisSphere",0,0,32)
Stop
NemesisArmor:
TNT1 A 1 A_SpawnItemEx("NemesisArmor",0,0,32)
Stop
NemesisArmorsphere:
TNT1 A 1 A_SpawnItemEx("NemesisArmorsphere",0,0,32)
Stop
}
}
