Actor ZamasuRuneWeak : LegendaryRune2
{
  +DONTGIB
  Inventory.PickupMessage "Zamasu Rune Weak: 2.5 Damage and Drain"
  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("ZamasuRune/Idle",7,1.0,1)
    TNT1 A 0 A_SpawnItemEx("YellowSparkleSpawner")
	ZMRU AAA 10 Bright A_SpawnItemEx("NemesisRuneFlameSpawner",0,0,-20)
    Goto Spawn+3
  Pickup:
	TNT1 A 0 A_JumpIfInventory("RuneArmorResetCooldown",1,"Nope")
	TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem2",1,"Nope")
	TNT1 A 0 A_JumpIfInventory("TrueLegendaryRuneItem",1,"Enhance")
	TNT1 A 0 A_JumpIfInventory("ZamasuRuneToken",1,"Nope")
	TNT1 A 0 A_PlaySound("ZamasuRune/Pickup",6)
	TNT1 A 0 A_GiveInventory("ZamasuRuneWeakDoubleDamage",1)
	TNT1 A 0 A_GiveInventory("ZamasuRuneWeakDrain",1)
	TNT1 A 0 A_GiveInventory("ZamasuRuneToken",1)
	TNT1 A 1 A_StopSound(7)
	Stop
  Remove:
	TNT1 A 0
	Stop
	}
}

Actor ZamasuRuneWeakDoubleDamage : PowerDamage
{
  +INVENTORY.HUBPOWER
  +INVENTORY.PERSISTENTPOWER
  +NOTIMEFREEZE
  DamageFactor "Normal", 1.8
  DamageFactor "PlayerDTRG", 1.3
  DamageFactor "Legendary", 1.50
  DamageFactor "LegendaryGuru", 1.04
  DamageFactor "LegendaryGuruPlayer", 1.04
  DamageFactor "PlayerNemesisPlasma", 1.30
  DamageFactor "PlayerDevBall", 1.30
  DamageFactor "PlayerDevBall2", 1.30
  DamageFactor "PDTBFG", 1.30
  DamageFactor "PlayerDevTracer", 1.30
  DamageFactor "PlayerPyro", 1.2
  DamageFactor "PlayerBHole", 1.2
  DamageFactor "DiscoBFG", 1.50
  Powerup.Duration 0x7FFFFFFF
}

Actor ZamasuRuneWeakDrain : PowerDrain
{
  +INVENTORY.HUBPOWER
  +INVENTORY.PERSISTENTPOWER
  +NOTIMEFREEZE
  Powerup.Strength 0.6
  Powerup.Duration 0x7FFFFFFF
}

Actor GenericLegRuneToken : Inventory { Inventory.MaxAmount 1 +INVENTORY.HUBPOWER +INVENTORY.PERSISTENTPOWER }

Actor ZamasuRuneToken : LegendaryRuneItem { }