Actor BerserkSphere2 : BerserkSphere replaces BerserkSphere
{
+COUNTITEM
+COUNTITEM
+FLOATBOB
-FLOAT
+INVENTORY.BIGPOWERUP
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Berserk Sphere!"
States
	{
	Spawn:
		TNT1 A 0 A_CustomMissile ("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		BERS AAAABBBBCCCCDDDDCCCCCBBBBAAAA 1 Bright A_SpawnItem("RedSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		Loop
	}
}

Actor AmmoSphere2 : AmmoSphere replaces AmmoSphere
{
Scale 1.0
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+FORCEXYBILLBOARD
//+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
+INVENTORY.AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
//Inventory.Icon ""
//inventory.usesound ""
inventory.pickupsound "misc/p_pkup"
Inventory.PickupMessage "Infinite Ammo!"
Tag "Ammo Sphere"
States
	{
	Spawn:		
		TNT1 A 0 A_CustomMissile ("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		AMS2 AAAAAABBBBBB 1 Bright A_SpawnItem("RedSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		AMS2 CCCCCCDDDDDD 1 Bright A_SpawnItem("RedSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		AMS2 CCCCCCBBBBBB 1 Bright A_SpawnItem("RedSphereFlare",0,38)
		Loop
	}
}

Actor ElusiveSphere2 : ElusiveSphere replaces ElusiveSphere
{
+FLOAT
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.INVBAR
Inventory.MaxAmount 7
Inventory.InterHubAmount 7
Inventory.UseSound "pickups/invulnerable"
Inventory.PickupAnnouncerEntry "invisibility"
Inventory.Pickupmessage "Sphere of Elusive!"
Inventory.Icon "VISNI0"
Tag "Sphere of Elusive"
States
	{
	Spawn:
		TNT1 A 0 A_CustomMissile ("WhiteSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360)) 
		VISN AAAAABBBBB 1 Bright A_SpawnItem("RedSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("RedSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		VISN CCCCCDDDDD 1 Bright A_SpawnItem("RedSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("PurpleSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		Loop
	}
}

Actor MutantSphere2 : MutantSphere replaces MutantSphere
{
//$Category Powerups/HEM
//$Sprite MUSPA0
//$Title "Mutant Sphere"
+COUNTITEM
+FLOAT
+FLOATBOB
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
//+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "Mutant Power!"
Tag "Mutant Sphere"
States
	{
	Spawn:
		TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		MUSP AABB 1 Bright A_SpawnItem("YellowSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		MUSP CCDD 1 Bright A_SpawnItem("YellowSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		MUSP DDCC 1 Bright A_SpawnItem("YellowSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		MUSP CCBB 1 Bright A_SpawnItem("YellowSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		MUSP BBAA 1 Bright A_SpawnItem("YellowSphereFlare",0,38)
		TNT1 A 0 A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		Loop
	}
}

Actor LegendaryInvisibilitySphere2 : LegendaryInvisibilitySphere replaces LegendaryInvisibilitySphere
{
+FLOAT
+FLOATBOB
+COUNTITEM
+NOTIMEFREEZE
+FORCEXYBILLBOARD
+INVENTORY.INVBAR
+INVENTORY.BIGPOWERUP
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
Inventory.MaxAmount 1
Inventory.InterHubAmount 1
Inventory.UseSound "pickups/invulnerable"
Inventory.PickupAnnouncerEntry "invisibility"
Inventory.Pickupmessage "Legendary Invisibility Sphere!"
Inventory.Icon "LINSE0"
Tag "Legendary Invisibility Sphere"
States
	{
	Spawn:
		TNT1 A 0 Bright A_CustomMissile ("YellowSparkleSpawner", 0, 0, random(0,-360), 2, random(0,360))
		LINS AAAAABBBBBCCCCCDDDDDD 1 Bright A_SpawnItem("YellowSphereFlare",0,38)
		TNT1 A 0 Bright A_CustomMissile ("LegendarySphereFlameSpawner", 0, 0, random(0,-360), 2, random(0,360))
		Loop
	}
}