Actor LegendaryHellKnightRune : CustomInventory 17701
{
//$Category Powerups/DUST
//$Sprite LDRNA0
//$Title "Legendary Hellknight Rune"
Inventory.PickupMessage "A surge of Legendary energy goes straight to your bones as you pick up the Legendary Hell Knight 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 A_GiveInventory("LegendaryHellKnightRuneGiver")
	TNT1 A 0 A_PlaySound("lnoble/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 LegendaryHellKnightRuneGiver : PowerupGiver
{
Powerup.Duration -80
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+NOTIMEFREEZE
Inventory.MaxAmount 1
Powerup.Type "LegendaryHKPlayer"
}

ACTOR PowerLegendaryHKPlayer : PowerMorph
{
+NOTIMEFREEZE
PowerMorph.PlayerClass "Demon_LegendaryHellKnight"
PowerMorph.MorphFlash "None"
PowerMorph.UnMorphFlash "None"
PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE|MRF_LOSEACTUALWEAPON)
}

ACTOR LegHKMissileType2 : Inventory{inventory.MaxAmount 1}
ACTOR LegHKMissileType3 : Inventory{inventory.MaxAmount 1}
ACTOR LegHKMissileType4 : Inventory{inventory.MaxAmount 1}
ACTOR LegHKMissileType5 : Inventory{inventory.MaxAmount 1}
ACTOR LegHKMissileType6 : Inventory{inventory.MaxAmount 1}
ACTOR LegHKMissileType7 : Inventory{inventory.MaxAmount 1}

ACTOR Demon_LegendaryHellKnight : PlayerPawn
{
Speed 1
Mass 500
Radius 20
Height 56
Health 1700
Scale 1.2
Player.MaxHealth 1700
Player.JumpZ 10
BloodColor "Blue"
Player.SoundClass "LegHellKnight"
Player.DisplayName "Legendary Hell Knight"
Player.AttackZOffset 0
Player.DamageScreenColor Blue, 0.1
Player.MorphWeapon "LegendaryHellKnight-Weapons"
DamageFactor "LegendaryPlayer", 0.0
DamageFactor "LegendaryGuruPlayer", 0.0
DamageFactor 0.65
DamageFactor "Legendary1", 0.0
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "NobleComet", 0.0
SeeSound "lnoble/see"
PainSound "lnoble/pain"
DeathSound "lnoble/death"
ActiveSound "lnoble/active"
MeleeSound "baron/melee"
Species "Player"
+THRUSPECIES
+DONTHARMSPECIES
+NORADIUSDMG
+NOSKIN
+DONTRIP
+NOPAIN
+BOSS
+BOSSDEATH
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0
	//TNT1 A 0 ACS_NamedExecuteAlways("StartPlayerMusic",0,0,0,0)
	LNBL A 10 Bright
	Loop
See:
	TNT1 A 0
	//TNT1 A 0 ACS_NamedExecuteAlways("StartPlayerMusic",0,0,0,0)
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	LNBL AAA 2 Bright
	LNBL BBB 2 Bright
	LNBL CCC 2 Bright
	LNBL DDD 2 Bright
	LNBL EEE 2 Bright
	LNBL FFF 2 Bright
	TNT1 A 0 A_SpawnItem("BonyStep",0,0,0,0)
	Goto Spawn
Missile:
	LNBL E 1 Bright
	LNBL E 0 A_JumpIfInventory("LegHKWeapType",7,2)
	LNBL E 0 A_Jump(256,2)
	LNBL E 0
	Goto Missile7
	LNBL E 0 A_JumpIfInventory("LegHKWeapType",6,2)
	LNBL E 0 A_Jump(256,2)
	LNBL E 0
	Goto Missile6
	LNBL E 0 A_JumpIfInventory("LegHKWeapType",5,2)
	LNBL E 0 A_Jump(256,2)
	LNBL E 0
	Goto Missile5
	LRDY E 0 A_JumpIfInventory("LegHKWeapType",4,2)
	LRDY E 0 A_Jump(256,2)
	LRDY E 0
	Goto Missile4
	LNBL E 0 A_JumpIfInventory("LegHKWeapType",3,2)
	LNBL E 0 A_Jump(256,2)
	LNBL E 0
	Goto Missile3
	LNBL E 0 A_JumpIfInventory("LegHKWeapType",2,2)
	LNBL E 0 A_Jump(256,2)
	LNBL E 0
	Goto Missile1
	LNBL E 0 A_JumpIfInventory("LegHKWeapType",1,2)
	LNBL E 0 A_Jump(256,2)
	LNBL E 0
	Goto Missile2
	LNBL E 1 Bright A_Jump(256,"Missile1")
	Goto Spawn
Missile1: //Normal
	LNBL EFGSTU 5 Bright
	Goto Spawn	
Missile2: //Rage
	LNBL Q 3 Bright
	LNBL R 8 Bright
	LNBL R 120 Bright
	Goto Spawn
Missile3: //Spread
	LNBL PQ 9 Bright
	LNBL R 8 Bright
	Goto See	
Missile4: //Blue Comets
	LNBL EF 7 Bright
	LNBL G 6 Bright
	LNBL ST 7 Bright
	LNBL U 6 Bright
	Goto Spawn	
Missile5: //4 Comets
	LNBL PQ 8 Bright
	LNBL R 7 Bright
	Goto Spawn	
Missile6: //Floor Hugger
	LNBL RQ 9 Bright
	LNBL P 16 Bright
	Goto Spawn	
Missile7: //Best Attack
	LNBL PQ 36 Bright
	LNBL R 10 Bright
	Goto See
Death:
    TNT1 A 0 A_StopSound(6)
	LNBL I 8
    LNBL J 8 A_Scream
    LNBL K 8
    LNBL L 8 A_NoBlocking
    LNBL MN 8
    LNBL O -1
    Stop
}
}

Actor LegHKWeapType : Inventory{Inventory.MaxAmount 7}

Actor LegendaryHellKnight-Weapons : MorphedWeapon
{
States
{
Ready:
LRDY ABCDEFGHIJKL 4 Bright A_WeaponReady
Loop	
Fire:
	LRDY A 1 Bright
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",7,2)
	LRDY A 0 A_Jump(256,2)
	LRDY A 0
	Goto Fire7
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",6,2)
	LRDY A 0 A_Jump(256,2)
	LRDY A 0
	Goto Fire6
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",5,2)
	LRDY A 0 A_Jump(256,2)
	LRDY A 0
	Goto Fire5
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",4,2)
	LRDY A 0 A_Jump(256,2)
	LRDY A 0
	Goto Fire4
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",3,2)
	LRDY A 0 A_Jump(256,2)
	LRDY A 0
	Goto Fire3
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",2,2)
	LRDY A 0 A_Jump(256,2)
	LRDY A 0
	Goto Fire2
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",1,2)
	LRDY A 0 A_Jump(256,2)
	LRDY A 0
	Goto Fire1
	LRDY A 1 Bright A_Jump(256,"Fire0")
	Goto Ready
Fire0:
	LVRD B 0 A_GunFlash	
	LVRD B 2 Bright
	LVRD C 0 A_FireCustomMissile("PlayerLegRevBall",0,0,-18,25)	
	LVRD C 3 Bright A_FireCustomMissile("PlayerLegRevBall",0,0,18,25)	
	LVRD D 3 Bright
	LVRD E 22 Bright
	Goto Ready		
Fire1:
    LVRD D 0 A_GiveInventory("LegMissileType2")
	LVRD D 0 A_GunFlash	
    LVRD D 35 Bright A_PlaySound("legendaryrevenant/attack1")
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright	
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD B 0 A_FireCustomMissile("PlayerLegRevBall2",0,0,-18,25)	
	LVRD B 1 Bright A_FireCustomMissile("PlayerLegRevBall2",0,0,18,25)	
	LVRD C 1 Bright
	LVRD E 22 Bright
    Goto Ready
Fire2:
	LVRD B 0 A_GunFlash	
	LVRD B 2 Bright
	LVRD C 0 A_FireCustomMissile("PlayerLegRevRocket",0,0,-18,25)	
	LVRD C 3 Bright A_FireCustomMissile("PlayerLegRevRocket",0,0,18,25)	
	LVRD D 3 Bright
	LVRD E 22 Bright
	Goto Ready
Fire3:
	LPNC A 0 A_GiveInventory("LegMissileType3")
	LPNC A 0 A_GunFlash
	LPNC A 2 Bright
	LPNC B 3 Bright A_FireCustomMissile("PlayerLegRevFloorDeadHands",0,0,0,0)	
	LPNC CDB 3 Bright
	LPNC A 15 Bright
	Goto Ready
Fire4:
	LVRD D 0 A_GiveInventory("LegMissileType4")
	LVRD D 0 A_GunFlash	
	LVRD D 35 Bright A_PlaySound("legendaryrevenant/see")
	LVRD B 2 Bright
	LVRD C 0 A_PlayWeaponSound("monsters/darkcyberrail")
	LVRD C 0 A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,-18,25)	
	LVRD C 3 Bright A_FireCustomMissile("PlayerLegRevRailgunProj",0,0,18,25)	
	LVRD D 3 Bright
	LVRD E 22 Bright
	Goto Ready	
Fire5:
	LVRD D 0 A_GiveInventory("LegMissileType5")
	LVRD D 0 A_GunFlash	
	LVRD D 20 Bright A_PlaySound("legendaryrevenant/attack2")
	LVRD B 60 Bright A_PlayWeaponSound("lrball3/charge")
	LVRD C 0 A_PlayWeaponSound("lrball3/shot")
	LVRD C 0 A_FireCustomMissile("PlayerLegRevBall3",0,0,-18,25)	
	LVRD C 3 Bright A_FireCustomMissile("PlayerLegRevBall3",0,0,18,25)	
	LVRD D 3 Bright
	LVRD E 22 Bright
	Goto Ready	
Fire6:
	LVRD D 0 A_GiveInventory("LegMissileType6")
	LVRD D 0 A_GunFlash	
	LPNC A 0 A_PlaySound("skeleton/swing")	
	LPNC A 1 Bright A_Recoil(-65)
	LPNC AAAAAAAAAA 1 Bright A_SpawnItemEx("LRGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	LPNC B 0 A_Stop
	LPNC B 3 Bright A_FireCustomMissile("PlayerLRDashPunch",0,0,0,0)	
	LPNC CDB 3 Bright
	Goto Ready
Fire7:
	LVRD D 0 A_GiveInventory("LegMissileType7")
	LVRD D 0 A_GunFlash	
	LPNC A 0 A_PlaySound("skeleton/swing")
	LPNC A 1 Bright
	LPNC B 2 Bright A_FireCustomMissile("PlayerLRPunch",0,0,0,0)
	LPNC CDB 2 Bright
	Goto Ready	
AltFire:
	LRDY A 0
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",7,3)
	LRDY A 0 A_GiveInventory("LegHKWeapType",1)
	LRDY A 0 A_Jump(256,2)
	LRDY A 0 A_TakeInventory("LegHKWeapType",7)
	LRDY A 0
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",7,"Select7")
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",6,"Select6")
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",5,"Select5")
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",4,"Select4")
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",3,"Select3")
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",2,"Select2")
	LRDY A 0 A_JumpIfInventory("LegHKWeapType",1,"Select1")
	LRDY A 1 Bright
	LRDY A 1 Bright A_Jump(256,"Select0")
	Goto Ready
	Select0:
	LRDY A 1 Bright A_Print("Normal")
	Goto AltDone	
	Select1:
	LRDY A 1 Bright A_Print("Rage Attack")
	Goto AltDone
	Select2:
	LRDY A 1 Bright A_Print("Spread")
	Goto AltDone
	Select3:
	LRDY A 1 Bright A_Print("Blue Comets")
	Goto AltDone
	Select4:
	LRDY A 1 Bright A_Print("4 Comets")
	Goto AltDone
	Select5:
	LRDY A 1 Bright A_Print("Floor Hugger")
	Goto AltDone
	Select6:
	LRDY A 1 Bright A_Print("Best Attack")
	Goto AltDone
	Select7:
	LRDY A 1 Bright A_Print("Summon Minions")
	Goto AltDone	
AltDone:
	LRDY A 12 Bright
	Goto Ready
}
}

Actor PlayerLegRevBall : LegRevBall
{
Damage 11
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Spawn:
	TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK | SMF_PRECISE)
	LRB1 A 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
	TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK | SMF_PRECISE)
	LRB1 B 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
	TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK | SMF_PRECISE)
	LRB1 C 2 A_CustomMissile("LegRevBallFX",0,0,0,0)
	TNT1 A 0 A_SeekerMissile(15,15,SMF_LOOK | SMF_PRECISE)
	LRB1 D 2 A_CustomMissile("LegRevBallFX",0,0,0,0)		
	Loop	
Death:
	LRB1 ABCD 4 A_SpawnItemEx("BlueParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Explode(64,64,0) 
	TNT1 A 0 A_PlaySound("weapons/clrocketexplode")
	TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION) 
	TNT1 AAA 0 A_CustomMissile("Kaboom6", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))	
	LRB1 EFGHIJKLMNO 3
	Stop
}
}

Actor PlayerLegRevBall2 : LegRevBall2
{
Damage 8
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerLegRevRocket : LegRevRocket
{
Damage 35
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerLegRevFloorDeadHands : LegRevFloorDeadHands
{
Damage 12
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Spawn:
	LRHD MNO 2 A_SpawnItemEx("PlayerLRUndeadHand",random(-16,16),random(-16,16))
	Loop
Death: 
	TNT1 A 0
	TNT1 AAAAAAA 0 A_SpawnItemEx("PlayerLRUndeadHand",random(-48,48),random(-48,48))
	TNT1 A 1
	Stop
}
}

Actor PlayerLRUndeadHand : LRUndeadHand
{
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

ACTOR PlayerLegRevRailgunProj : LegRevRailgunProj
{
Damage (Random(14,20))
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

Actor PlayerLegRevBall3 : LegRevBall3
{
Damage 125
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Death:
	TNT1 A 0 A_Explode(128,128,0)
	TNT1 A 0 A_SpawnItemEx("BlueParticleSpawner", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx("LNCometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_PlaySound("lrball3/exp")
	TNT1 AAAAAAAA 0 A_SpawnItemEx("PlayerLegRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)	
	TNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PlayerLegRevSmallBall3",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)
	MMSD A 8 bright A_Explode(38, 140, 0)
	Stop
}
}

Actor PlayerLegRevSmallBall3 : LegRevSmallBall3
{
Damage 10
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
}

Actor PlayerLRDashPunch : LRDashPunch
{
Damage (10*Random(6,10))
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+NOTIMEFREEZE
States
{
Death:
	TNT1 A 1 A_Explode(128,158,0)
	Stop
}
}

Actor PlayerLRPunch : PlayerLRDashPunch
{
Damage (20*Random(6,10))
DamageType "LegendaryPlayer"
Species "Player"
+THRUSPECIES
+EXTREMEDEATH
+NOTIMEFREEZE
States
{
Death:
	TNT1 A 1
	Stop
}
}

ACTOR LegendaryDRuneFlame
{
+NOCLIP
+MISSILE
+DONTSPLASH
+CLIENTSIDEONLY
+NOBLOCKMAP
+NOGRAVITY
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTIMEFREEZE
RenderStyle Add
Scale 0.3
States
{
Spawn:
	BMKE ABCDEFGHIJKL 2 Bright A_FadeOut
	Stop
}
}