ACTOR ZamasuHellKnight
{
//Creator Eshkere_Jason
//Original: Divine Infinity
//Title: "Zamasu Hell Knight"
//Info Zamasu HellKnight: Zamasu Hell Knight get rework, old version are weak. Soo zamasu hell knight get rework and buff
Monster
Scale 1.3
Health 13500
Speed 20
Radius 24
Height 78
Mass 1000
PainChance 25
BloodColor "Black"
MeleeDamage 750
DamageFactor 0.3
DamageFactor "Explosion", 0.0001
DamageFactor "PlayerDTRG", 0.0001
DamageFactor "DTRailgun", 0.0001
DamageFactor "PDTPuff", 0.0001
DamageFactor "RailG", 0.0001
DamageFactor "PyroShot", 0.0001
DamageFactor "PlayerPyro", 0.0001
DamageFactor "PlayerDBFG", 0.015
DamageFactor "VileStaff", 0.0
DamageFactor "TheLegendOfZamasu", 0.0
DamageFactor "LegendOfZamasuHuman", 0.0
DamageFactor "PlayerFireSword", 0.8
DamageFactor "PlayerDTRG", 0.30
DamageFactor "PlayerBHole", 0.0
DamageFactor "CustomSpray", 0.0
DamageFactor "BFG9500Ball", 0.0
DamageFactor "Extreme", 0.0
DamageFactor "UltimateLegendary", 0.0
DamageFactor "HellComet", 0.0
DamageFactor "ZATM", 0.0
DamageFactor "PDTBFG", 0.03
DamageFactor "PDTBFGTracer", 0.03
DamageFactor "PlayerRailPuff", 0.0
DamageFactor "PDTPuff", 0.0
DamageFactor "Ice", 0.0
DamageFactor "FreezerBurn", 0.0
DamageFactor "DemolisherEx", 0.0
DamageFactor "DarkDemoEx", 0.0
DamageFactor "CerChainguns", 0.0	
DamageFactor "CerEnergyBall", 0.0
DamageFactor "Cyber10K", 0.0
DamageFactor "C0mm4nder", 0.0
DamageFactor "HFCyb3r", 0.3
DamageFactor "Legendary", 0.0
DamageFactor "Legendary1", 0.0
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "BFG10K", 0.65
DamageFactor "BFGSplash", 0.0
DamageFactor "BFGSpray", 0.0
DamageFactor "Railg", 0.5
DamageFactor "PlayerDevBall", 0.020
DamageFactor "PlayerDTBFGRailgunSlug", 0.020
DamageFactor "PlayerDevTracer", 0.020
DamageFactor "SuperWeapon", 0.0
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerNemesisPlasma", 0.0
PainChance "Explosion", 128
PainChance "PlayerDTRG", 128
PainChance "DTRailgun", 128
PainChance "PDTPuff", 128
PainChance "RailG", 128
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisHealthBonusMax", 256, 32
DropItem "NemesisArmorBonus32", 256
DropItem "NemesisSphere", 100, 1
DropItem "NemesisRuneSpawnerTier2", 128, 1
DropItem "NemesisDemonicEnergy", 256
DropItem "NemesisGreaterDemonicEnergy", 256
DropItem "Nemesis Rifle", 200, 1
DropItem "ZamasuArmor", 256, 1
DropItem "ZamasuRune", 156, 1
DropItem "Zamasu Plasmatic Cannon", 256, 1
SeeSound "VexedArchon/sight"
PainSound "VexedArchon/pain"
DeathSound "VexedArchon/death"
ActiveSound "VexedArchon/active"
Obituary "%o stopped being alive after getting sight of the Zamasu Hell Knight."
HitObituary "%o ate the Zamasu Hell Knight's knuckle sandwich."
Tag "\c[s5]Zamasu HellKnight\c-"
+BRIGHT
//var int user_delay;
var int user_aurascript;
var int user_music;
var int user_missile;
States
{
  Spawn:
  	TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
	TNT1 A 0 A_PlaySoundEx("NDemonHeart/Pickup","Voice",0,2)
 	TNT1 A 0 A_JumpIf(user_aurascript == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("VexedAuraSpawnerBruiser",0)
	TNT1 A 0 A_SetUserVar("user_aurascript",1)
	Z0HK A 10 A_Look
	Loop
  See:
	TNT1 A 0 A_JumpIf(user_music == 1,3)
	TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,1797,1011)
	TNT1 A 0 A_SetUserVar("user_music",1)
	TNT1 A 0 A_JumpIfInventory("RunesCheck",1,2)
	TNT1 A 0 ACS_NamedExecuteWithResult("CheckRunes")
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
	TNT1 A 0 A_Jump(100,"Rush")
	Z0HK AA 2 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	Z0HK BB 2 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	Z0HK CC 2 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	Z0HK DD 2 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_SpawnItemEx("WhiteWalkFire",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 A 0 A_Jump(32,"Teleport")
	Loop
  Rush:
	Z0HK A 2 A_SpawnItemEx("VexedNLNGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	Z0HK A 2 A_SpawnItemEx("VexedNLNGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase  
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	Z0HK B 2 A_SpawnItemEx("VexedNLNGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	Z0HK B 2 A_SpawnItemEx("VexedNLNGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	Z0HK C 2 A_SpawnItemEx("VexedNLNGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	Z0HK C 2 A_SpawnItemEx("VexedNLNGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase  
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	Z0HK D 2 A_SpawnItemEx("VexedNLNGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	Z0HK D 2 A_SpawnItemEx("VexedNLNGhost",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)
	TNT1 AAAA 0 A_Chase
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	//delete this later
	TNT1 A 0 A_SpawnItem("LegendaryHoofStep",0,0,0,0)
	TNT1 A 0 A_Jump(24,"Teleport")
	TNT1 A 0 A_Jump(75,"See")
	Loop
  Teleport:
	Z0HK P 1 A_UnSetShootable
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Z0HK PPPPPPPPPP 1 A_FadeOut(0.1,0)
	Z0HK P 2
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	Z0HK P 1 A_PlayWeaponSound("boss/teleport")
	TNT1 AAAA 0 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Z0HK PPPPPPPPPP 1 A_FadeIn(0.1)
	Z0HK P 1 A_SetShootable
	TNT1 A 0 A_Jump(64,"See")
	TNT1 A 0 A_JumpIfTargetInLOS("Missile")
	Goto See	
  Missile:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_SetTranslucent(1)
	TNT1 A 0 A_Jump(128,"Spread","Hugger","Rage","BestAttack","DarkMatter","FloorFire"/*,"Rain","Rain2"*/)
	TNT1 A 0 A_Jump(100,"9Comets","CometBarrage","DarkMatterBarrage","Spirit")
	//Goto FloorFire
  Normal:
	Z0HK EF 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,-8)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,-4)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,4)
	TNT1 A 0 A_PlaySound("firesword/swing",1)
	Z0HK G 3 A_CustomMissile("VexedNemesisLegNobleBall",32,0,0)
	Z0HK ST 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,8)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,4)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,-4)
	TNT1 A 0 A_PlaySound("firesword/swing",2)
	Z0HK U 3 A_CustomMissile("VexedNemesisLegNobleBall",32,0,0)
	Z0HK EF 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,-8)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,-4)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,4)
	TNT1 A 0 A_PlaySound("firesword/swing",1)
	Z0HK G 3 A_CustomMissile("VexedNemesisLegNobleBall",32,0,0)
	Z0HK ST 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,8)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,4)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,-4)
	TNT1 A 0 A_PlaySound("firesword/swing",2)
	Z0HK U 3 A_CustomMissile("VexedNemesisLegNobleBall",32,0,0) 
	Z0HK EF 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,-8)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,-4)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,4)
	TNT1 A 0 A_PlaySound("firesword/swing",1)
	Z0HK G 3 A_CustomMissile("VexedNemesisLegNobleBall",32,0,0)
	Z0HK ST 3 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,8)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,4)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall",32,0,-4)
	TNT1 A 0 A_PlaySound("firesword/swing",2)
	Z0HK U 3 A_CustomMissile("VexedNemesisLegNobleBall",32,0,0) 
	TNT1 A 0 A_Jump(127,"Spread")
	Goto See
  Spread:
	Z0HK PQ 6 A_FaceTarget
	TNT1 A 0 A_PlaySound("firesword/fireswing",1)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,18)  
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,-18)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,15)  
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,-15)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,12)  
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,-12)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,9)  
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,-9)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,6)  
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,-6)  
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,3)  
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,-3)
	Z0HK R 6 A_CustomMissile("VexedNemesisLegNobleBall2",32,0,0)
	TNT1 A 0 A_Jump(127,"Hugger")
	Goto See
  Hugger:
	Z0HK RP 6 A_FaceTarget
	Z0HK QQQQ 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall3",32,0,0)
	Z0HK QQ 6 A_FaceTarget
	Z0HK QQQQ 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall3",32,0,0)
	Z0HK QQ 6 A_FaceTarget
	Z0HK QQQQ 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	TNT1 A 0 A_CustomMissile("VexedNemesisLegNobleBall3",32,0,0)
	Z0HK PP 6 A_FaceTarget
	TNT1 A 0 A_Jump(80,"CometBarrage")
	Goto See 
  WhiteComet:
	Z0HK EF 5 A_FaceTarget
	Z0HK F 2 A_CustomMissile("NemesisHKComet",32,0,0)
	TNT1 A 0 A_CustomMissile("NemesisHKComet",32,0,6)
	Z0HK F 3 A_CustomMissile("NemesisHKComet",32,0,-6)
	Z0HK FF 5 A_FaceTarget
	Z0HK F 2 A_CustomMissile("NemesisHKComet",32,0,0)
	TNT1 A 0 A_CustomMissile("NemesisHKComet",32,0,6)
	Z0HK F 3 A_CustomMissile("NemesisHKComet",32,0,-6)
	TNT1 A 0 A_Jump(80,"9Comets")
	Goto See
  9Comets:
	Z0HK PQ 6 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 32, 0, -5)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 32, 0, 5)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 32, 0, -10)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 32, 0, 10)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 32, 0, -15)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 32, 0, 15)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 32, 0, -20)
	TNT1 A 0 A_CustomMissile("NemesisHKComet", 32, 0, 20)
	Z0HK R 6 A_CustomMissile("NemesisHKComet", 32, 0, 0)
	//TNT1 A 0 A_Jump(64,"CometBarrage")
	//TNT1 A 0 A_Jump(127,"Rage")
	Goto See
  CometBarrage:
	Z0HK PPQ 4 A_FaceTarget
	Z0HK R 2 A_FaceTarget
	Z0HK RRRRRRRRRRRRRRRR 1 A_CustomMissile("NemesisHKComet",30,0,random(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	TNT1 A 0 A_FaceTarget
	Z0HK RRRRRRRRRRRRRRRR 1 A_CustomMissile("NemesisHKComet",30,0,random(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	Z0HK R 3
	Z0HK RRR 3
	TNT1 A 0 A_Jump(80,"9Comets")
	TNT1 A 0 A_Jump(127,"Rage")
	Goto See  
  FloorFire:
	Z0HK PPQ 4 A_FaceTarget
	Z0HK RRR 4 A_FaceTarget
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",16,0,-10,0)
	TNT1 A 0 A_Custommissile("VexedArchonFloorFireSpawner",16,0,10,0)	
	Z0HK R 1 A_Custommissile("VexedArchonFloorFireSpawner",16,0,0,0)
	Z0HK RRR 6 A_FaceTarget
	Goto See  
  DarkMatter:
	Z0HK QQ 6 A_FaceTarget
	Z0HK PPPP 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, -30, 0)
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, 30, 0)
	Z0HK P 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, -30, 0)
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, 30, 0)
	Z0HK P 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, -30, 0)
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, 30, 0)
	Z0HK P 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, -30, 0)
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, 30, 0)
	Z0HK P 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, -30, 0)
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, 30, 0)
	Z0HK P 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, -30, 0)
	TNT1 A 0 A_CustomMissile("VexedArchonDarkMatter", 70, 30, 0)
	TNT1 A 0 A_Jump(127,"DarkMatterBarrage")
	Goto See
  DarkMatterBarrage:
	Z0HK PPQ 8 A_FaceTarget
	Z0HK R 2 A_FaceTarget
	Z0HK RRRRRRRR 1 A_CustomMissile("VexedArchonDarkMatter",30,0,random(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	TNT1 A 0 A_FaceTarget
	Z0HK RRRRRRRR 1 A_CustomMissile("VexedArchonDarkMatter",30,0,random(-8,8),CMF_OFFSETPITCH,frandom(-4,4))
	Z0HK R 3
	Z0HK RRR 3
	Goto See
  Rage:
	Z0HK Q 1 A_PlaySound("VexedArchon/Attack",1)
	Z0HK Q 1 A_FaceTarget
	Z0HK Q 1 A_SetUserVar("user_missile",0)
	Z0HK RRRR 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Z0HK QQQQ 2 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
  Raging:
	TNT1 A 0 A_JumpIf(user_missile >= 28,"See")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	Z0HK QQ 0 A_CustomMissile("VexedNemesisLegNobleBall3Small",0,0,random(0,359))  
	Z0HK Q 3 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Loop
  SuperRage:
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	Z0HK Q 1 A_PlaySound("VexedArchon/Sight",1)
	Z0HK Q 1 A_FaceTarget
	Z0HK Q 1 A_SetUserVar("user_missile",0)
	Z0HK RRRRRRRRRRRRRRRRRRR 2 A_SpawnItem("VexedAura",0,0,0,0)
	Z0HK QQQQQQQQQQQQQQQQQQQ 2 A_SpawnItem("VexedAura",0,0,0,0)
  SuperRaging:
	TNT1 A 0 A_JumpIf(user_missile >= 28,"See")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	Z0HK Q 0 A_CustomMissile("NemesisHKSuperBall",32,0,random(0,359)) 
	Z0HK Q 8 A_SpawnItem("VexedAura",0,0,0,0)
	Loop
  BestAttack:
	Z0HK Q 1 A_PlaySound("VexedArchon/Sight",1)
	Z0HK P 2 A_FaceTarget
	Z0HK PPPPPPPPPPPPPPPPP 1 A_SpawnItem("VexedAura",0,0,0,0)
	Z0HK Q 2 A_FaceTarget
	Z0HK QQQQQQQQQQQQQQQQQ 1 A_SpawnItem("VexedAura",0,0,0,0)
	Z0HK R 6 A_FaceTarget
	Z0HK R 6 A_CustomMissile("NemesisHKSuperBall",32,0,0)
	Z0HK RR 6 A_FaceTarget
	Z0HK R 6 A_CustomMissile("NemesisHKSuperBall",32,20,0)
	Z0HK RR 6 A_FaceTarget
	Z0HK R 6 A_CustomMissile("NemesisHKSuperBall",32,-20,0)
	Goto See
  Spirit:
	Z0HK Q 1 A_PlaySound("VexedArchon/Sight",1)
	Z0HK P 2 A_FaceTarget
	Z0HK PPPPPPPPPPPPPPPPP 1 A_SpawnItem("VexedAura",0,0,0,0)
	Z0HK Q 2 A_FaceTarget
	Z0HK QQQQQQQQQQQQQQQQQ 1 A_SpawnItem("VexedAura",0,0,0,0)
	Z0HK R 2 A_FaceTarget
	TNT1 A 0 A_PlaySound("firesword/fireswing",1)
	Z0HK R 6 A_SpawnItemEx("VexedNemesisSpirit",0,0,10,70,0,0)
	Goto See
/*
  Rain:
	TNT1 A 0 A_PlaySound("VexedArchon/Attack",1)
	TNT1 A 0 Radius_Quake(6,60,0,18,0)
	Z0HK P 2 A_FaceTarget
	Z0HK PPPPPPP 1 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Z0HK Q 2 A_FaceTarget
	Z0HK QQQQQQQ 1 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Z0HK Q 2 A_FaceTarget
	TNT1 A 0 A_SetUserVar(user_missile,0)
  RainLoop:
	TNT1 A 0 A_JumpIf(user_missile >= 10,"RainContinue")   
	TNT1 A 0 A_SetUserVar("user_missile",user_missile+1)
	Z0HK Q 1 A_SpawnItemEx("NemesisHKCometRain",random(-800,800),random(-800,800),0,0,0,0,SXF_NOCHECKPOSITION,0)
	Loop
  RainContinue:
	Z0HK Q 2 A_FaceTarget
	Z0HK QQQQQQQQ 1 A_SpawnItem("TrueNemesisHellionSmokeSpawner",0,0,0,0)
	Goto See
  Rain2:
	Z0HK RRQQ 4 A_FaceTarget
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain2",46,0,-30)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain2",46,0,30)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain2",46,0,-15)
	TNT1 A 0 A_CustomMissile("NemesisHKCometRain2",46,0,15)
	Z0HK P 15 A_CustomMissile("NemesisHKCometRain2",46,0,0)
	Goto See
*/
  Melee:
	Z0HK EE 2 A_FaceTarget
	Z0HK E 2 A_MeleeAttack
	Z0HK EE 2 A_FaceTarget
	Z0HK E 2 A_MeleeAttack
	Z0HK EF 2 A_FaceTarget
	Z0HK F 2 A_MeleeAttack
	Z0HK FF 2 A_FaceTarget
	Z0HK F 2 A_MeleeAttack
	Goto See
  Pain:
	TNT1 A 0 A_Jump(2,"SuperRage")
	TNT1 A 0 A_Jump(8,"Rage")
	TNT1 A 0 A_Jump(70,"Teleport")
	TNT1 A 0 A_Jump(128,"PainMissile")
	Z0HK H 2
	Z0HK H 2 A_Pain
	Goto See
  Pain.Explosion:
  Pain.Mine:
	TNT1 A 0 A_Jump(32,"SuperRage")
	Goto Teleport
  PainMissile:
	Z0HK H 2 Bright
	Z0HK H 2 A_Pain
	Goto Missile
 Death: 
    Z5HK O 7
    Z5HK P 6 A_Scream 
    Z5HK Q 5 A_Fall 	
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("ZamasuSoul",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))
    Z5HK R 4 A_SpawnItem("BodyCrash",0,0,0,0)
	Z5HK S 4
	Z5HK U 4
    Z5HK T -1 A_KillMaster
    Stop 
  MoreStuff:
	ZAHK O 100
	TNT1 A 0 A_SpawnItem("HellionSmokeAttack")
	ZAHK OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_SpawnItem("NemesisHKItemRandomizer")
	ZAHK OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 1 A_SpawnItem("NemesisHKItemRandomizer")
	ZAHK O 1 A_SpawnItem("NemesisHKSuperItemRandomizer")
	ZAHK O -1
	Stop
  XDeath: 
    Z5HK O 7
    Z5HK P 6 A_Scream 
    Z5HK Q 5 A_Fall 	
	TNT1 AAAAAAAAA 0 A_SpawnItemEx("ZamasuSoul",0,0,20,Random(8,-8),Random(8,-8),Random(6,-6))
    Z5HK R 4 A_SpawnItem("BodyCrash",0,0,0,0)
	Z5HK S 4
	Z5HK U 4
    Z5HK T -1 A_KillMaster
	Stop 
  }
}

Actor INFZamasuHellKnight : ZamasuHellKnight
{
Tag "\c[s5]Zamasu Hell Knight\c-"
States
{
  Spawn:
    TNT1 A 0 A_Jump(130,"Remove")
    TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("TrueLegendaryRuneSpawnCheck") == 2,1)
	Goto Remove
  Idle:
	TNT1 A 0 A_SpawnItemEx("TrueNemesisHellionSmokeSpawner")
	Z5HK A 10 Bright A_Look
	Loop
  Remove:
	TNT1 A 1
	TNT1 A 0 A_SpawnItemEx("Knights",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_ChangeFlag("COUNTKILL", FALSE)
	TNT1 A 0
	Stop
	}
}