//basically, the nemesis rune for Enraged Weapons
//but hey, now the enraged weapons now be using!... or not?

Actor EnragedLegendaryRune : CustomInventory
{
+FLOATBOB
+DONTGIB
+Inventory.InvBar
+Inventory.PickupFlash
+Inventory.FancyPickupSound
+INVENTORY.HUBPOWER
+INVENTORY.PERSISTENTPOWER
+Inventory.AUTOACTIVATE
Inventory.Amount 1
Inventory.MaxAmount 1
Inventory.Icon "EGRNA0"
ActiveSound "VoidRune/Idle"
Inventory.PickupMessage "\c[m6]Enraged Legendary Rune\c-: Your Enraged Legendary Weapons are much more Powerful and Furious!!!" //a todo gas tio!... very bad joke.
States
	{
  Spawn:
	TNT1 A 0 NoDelay A_JumpIf(ACS_NamedExecuteWithResult("TrueHardMode") == 1,"Remove")
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("NexusNoFloat") == 0,2)
	TNT1 A 0 A_ChangeFlag(FLOATBOB,0)
	TNT1 A 0 A_PlaySound("TrueLegRune/Idle",7,1.0,1)
	TNT1 A 0 A_SpawnItemEx("EnragedSparkleSpawner")
	EGRN A 3 Bright A_CustomMissile("EnragedLegendaryRuneFlameSpawner",-20,0,random(0,-360),2,random(0,360))
	Goto Spawn+3
  Pickup:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory("EnragedLegRuneToken",1,"Nope")
	TNT1 A 0 A_PlaySound("TrueLegRune/Pickup",6)
	TNT1 A 0 A_GiveInventory("EnragedLegRuneToken")
	TNT1 A 1 A_StopSound(7)
	Stop
  Nope:
	BLRN A 1
	Fail
  Remove:
	TNT1 A 0
	Stop
	}
}

Actor EnragedLegRuneToken : LegendaryRuneItem { }

ACTOR EnragedLegendaryRuneFlame : LegendaryRuneFlame
{
  States
  {
  Spawn:
	RMKE ABCDEFGHIJKL 2 Bright A_FadeOut
	Stop
	}
}

ACTOR EnragedLegendaryRuneFlameSpawner : LegendaryRuneFlameSpawner
{
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
	TNT1 A 0 A_CheckSight("Toaster")
	TNT1 AAAAAA 0 A_SpawnItemEx("EnragedLegendaryRuneFlame",random(20,-20),random(20,-20),random(20,40),0,0,random(2,6),0,128,0)
	TNT1 A 0
	Stop
	}
}