Actor LegDemonRune2 : LegDemonRune replaces LegDemonRune
{
  //$Category Powerups/LCA
  //$Sprite LDRNA0
  //$Title "Legendary Demon Rune"
  Inventory.PickupMessage "A surge of Legendary energy goes straight to your bones as you pick up the Legendary Demon Rune."
  Inventory.PickupSound "legendarypowersphere/pickup"
  Inventory.Icon "LDRNM0"
  Inventory.MaxAmount 1
  +INVBAR
  +COUNTITEM
  +INVENTORY.BIGPOWERUP
  +NOTIMEFREEZE
  +FLOAT
  +FLOATBOB
  ActiveSound "legdemonrune/idle"
  States
  {
  Use:
	TNT1 A 0
	TNT1 A 0 ACS_NamedExecuteWithResult("GetPlayerInfo",0)  //must use ExecuteWithResult so it activates before the powerup is given
	TNT1 A 0 A_GiveInventory("LegDemonRuneeGiver")
	TNT1 A 0 A_PlaySound("legendaryrevenant/see", CHAN_AUTO, 1.0, False, ATTN_NONE)
	Stop  	
  Spawn:
	TNT1 A 0 Bright A_SpawnItemEx("LegDemonRuneParticleSpawner",0,0,32,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
	TNT1 AAAAAAAAAAAAA 0 Bright A_SpawnItemEx("ArmorParticleBlue",Random(-12,12),Random(-12,12),Random(16,40),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LDRN ABCDEFGJHIJKL 5 Bright A_CustomMissile("LegendaryDRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360)) 
	Loop	
  Pickup:
	TNT1 A 1 A_StopSound
	Stop
  }
}
Actor HellFireScroll : ScrollOfHellfire replaces ScrollOfHellfire
{
  Inventory.PickupMessage "Become the lord of the flames, the Hellfire Cyberdemon."
  Inventory.PickupSound "legendarypowersphere/pickup"
  Inventory.Icon "HFSCA0"
  Inventory.MaxAmount 1
  +INVBAR
  +COUNTITEM
  +INVENTORY.BIGPOWERUP
  +NOTIMEFREEZE
  +FLOAT
  +FLOATBOB
  States
  {
  Use:
    TNT1 A 0 ACS_NamedExecuteWithResult("GetPlayerInfo",0)  //must use ExecuteWithResult so it activates before the powerup is given
    TNT1 A 0 A_GiveInventory("ScrollofHellfireGiver")
	TNT1 A 0 A_PlaySound("HFCyber/see", CHAN_AUTO, 1.0, False, ATTN_NONE)
    Stop  	
  Spawn:
    TNT1 A 0 A_PlaySound("legdemonrune/idle",6,5.0)
	HFSC BCD 5 Bright A_CustomMissile("GhostFireSpawner",-20,0,random(0,-360),2,random(0,360)) 
	Loop	
  Pickup:
    TNT1 A 1 A_StopSound
	Stop
  }
}
ACTOR FakeArmorBonus : ArmorBonus  //Do not put this in spawners
{
Armor.SaveAmount 1
Armor.SavePercent 35
Armor.MaxSaveAmount 1200
Inventory.Pickupmessage ""
Inventory.PickupSound ""
-INVENTORY.ALWAYSPICKUP
-COUNTITEM
States
{
Spawn:
	TNT1 A 0
	TNT1 A 0
	Stop
	}
}
Actor PlayerMorphed : Inventory
{
  Inventory.Amount 1
  Inventory.MaxAmount 1
  Inventory.InterHubAmount 1
  -INVENTORY.INVBAR
  -COUNTITEM
}