Actor CorruptedCatharsi : CorruptedAssaultCaptain
{
//Creator: Eshkere_Jason
//Origin: Chaos Lite-Cf 
//Sprite: BCTH
//Title: "Corrupted Catharsi" 
//Info: Corrupted Catharsi get sprite from Chaos Lite-Cf  . 11.28.25 get big nerf . reason : very hight balance
MONSTER
Health 2150 //1250 //2400
Height 56
Radius 18
Mass 250
Speed 17
BloodColor "Blue"
Painchance "Mine", 128
Painchance "AdvancedImp", 0
Painchance "Shadow", 0
Painchance "SoulToxic", 0
Painchance "Cacolich", 0
PainChance 30
+NODROPOFF
+NORADIUSDMG
+MissileMore
+MissileEvenMore
+QuickToRetaliate
+FloorClip
+AvoidMelee
+DONTHARMSPECIES
Species "Imps"
RadiusDamageFactor 0.6 //0.8 //0.5
DamageFactor 0.6 //0.7 //0.5
DamageFactor "Explosion", 0.2
DamageFactor "PlayerDTRG", 0.4
DamageFactor "DTRailgun", 0.4
DamageFactor "Player",0.1
DamageFactor "Legendary",0.1
DamageFactor "CChainTracer",0.0
DamageFactor "DBFG2",0.0
DamageFactor "SuperWeapon", 0.75
DamageFactor "LegendaryPlayer", 0.75
DamageFactor "LegendaryGuru", 0.75
DamageFactor "LegendaryGuruPlayer", 0.75
DamageFactor "PlayerDevBall", 0.65
DamageFactor "PlayerDevTracer", 0.15
DamageFactor "PowerDoubleDamage", 0.35
DamageFactor "BFG10K", 0.65
DamageFactor "BFG9500Ball", 0.1
DamageFactor "CustomSpray", 0.1
DamageFactor "BFGSplash", 0.1
DamageFactor "BFGSpray", 0.1
DamageFactor "Explosion", 0.1
DamageFactor "PDTBFG", 0.1
DamageFactor "PDTBFGTracer", 0.1
DamageFactor "PlayerDTBFGRailgunSlug", 0.1
DamageFactor "PDTPuff", 0.1
DropItem "HandGrenadeAmmo" 256 2
DropItem "MineAmmo" 256 2
DropItem "Backpack" 256 1
DropItem "Armorplate" 256 1
DropItem "Portablemedkit" 256 1
Dropitem "MarineSquadBeacon", 80, 1
DropItem "D-BFG", 70, 1
Dropitem "DCellPack", 256, 32
Dropitem "DCellPack", 128, 30
Dropitem "DCell", 256, 10
Dropitem "DCell", 256, 10
Dropitem "DCell", 256, 10
DropItem "Randomcorrupteditem", 256, 1
DropItem "LifeEssence", 235, 20
DropItem "PortableMedkit" 190
DropItem "ArmorPlate" 190
DropItem "BackPack" 55
DropItem "DCell" 20
DropItem "DCell" 20
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 123 1
SEESOUND "catharsi/sit"
PAINSOUND "catharsi/pain"
DEATHSOUND "catharsi/death"
ACTIVESOUND "imp/active"
OBITUARY "%o was blasted into a new dimension by the Corrupted Catharsi."
Tag "\c[l5]Corrupted Catharsi\c-"
+NOBLOOD
+SEEINVISIBLE
+DONTMORPH
+DONTRIP
+DONTHARMSPECIES
-NODROPOFF
-NOFEAR
-FORCERADIUSDMG
var int user_music;
States
	{
	Spawn:
		BCTH A 10 A_Look
		BCTH A 0 A_Jump(30,1)
		Loop
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		BCTH A 0 A_PlaySound("catharsi/idle")
		Loop
	See:
		TNT1 A 0 A_JumpIf(user_music == 1,3)
		TNT1 A 0 ACS_NamedExecuteAlways("InfinityMusic",0,6727,37)
		BCTH AABB 2 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("HumanishStep2",0,0,2,0,0,-20)
		BCTH CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("HumanishStep2",0,0,2,0,0,-20)
		TNT1 A 0 A_Jump(62,"Boost")
		Loop
	Boost:
		BCTH A 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("BlueCatharsiGhostA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		BCTH A 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("BlueCatharsiGhostA",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		BCTH B 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("BlueCatharsiGhostB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		BCTH B 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("BlueCatharsiGhostB",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_SpawnItemEx("HumanishStep2",0,0,2,0,0,-20)
		BCTH C 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("BlueCatharsiGhostC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		BCTH C 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("BlueCatharsiGhostC",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		BCTH D 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("BlueCatharsiGhostD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		BCTH D 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 A_SpawnItemEx("BlueCatharsiGhostD",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
		TNT1 A 0 A_SpawnItemEx("HumanishStep2",0,0,2,0,0,-20)
		TNT1 A 0 A_Jump(50,"See")
		Loop
	Missile:
		TNT1 A 0
		BCTH E 1 A_Jump(110,"BFG10K")
		BCTH EEEEEE 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
	MissileLoop:
		BCTH E 2
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		BCTH F 2 BRIGHT A_CustomMissile("BlueAnni15K",30,8,random(4,-8),0)
		BCTH EE 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		BCTH E 1 A_Jump(32,"Break")
		BCTH E 1 A_CPosRefire
		Loop
	Break:
		BCTH E 15
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		GoTo See
	BFG10K:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("Weapons/dbfgcharge2",CHAN_WEAPON)
		BCTH EEEEEEE 8 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("Weapons/dbfgfire2",CHAN_WEAPON)
		BCTH F 3 BRIGHT A_CustomMissile("BlueCathDBFGshot",30,8,random(-4,4),0)
		BCTH EEEE 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("Weapons/dbfgfire2",CHAN_WEAPON)
		BCTH F 3 BRIGHT A_CustomMissile("BlueCathDBFGshot",30,8,random(-4,4),0)
		BCTH EEEE 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 Bright A_PlaySound("Weapons/dbfgfire2",CHAN_WEAPON)
		BCTH F 3 BRIGHT A_CustomMissile("BlueCathDBFGshot",30,8,random(-4,4),0)
		BCTH EEEE 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 Bright A_PlaySound("Weapons/dbfgfire2",CHAN_WEAPON)
		BCTH F 3 BRIGHT A_CustomMissile("BlueCathDBFGshot",30,8,random(-4,4),0)
		BCTH EEEE 2 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("Weapons/dbfgfire2",CHAN_WEAPON)
		BCTH F 3 BRIGHT A_CustomMissile("BlueCathDBFGshot",30,8,random(-4,4),0)
		BCTH EEEE 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 Bright A_PlaySound("Weapons/dbfgfire2",CHAN_WEAPON)
		BCTH F 3 BRIGHT A_CustomMissile("BlueCathDBFGshot",30,8,random(-4,4),0)
		BCTH EEEE 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem("CBoysFireSpawner",0,0,0,0)
		TNT1 A 0 Bright A_PlaySound("Weapons/dbfgcooldown2",CHAN_WEAPON)	
		GoTo See
	Pain:
		TNT1 A 0
		BCTH G 3 A_Pain
		GoTo See
	XDeath:
	Death:
		TNT1 A 0
		BCTH GGGG 8 A_PlaySound("monster/homingrockbeep",6)
		BCTH O 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
		TNT1 A 0 A_Explode(80,300)
		TNT1 A 0 A_PlaySound("Weapons/dbfgexplode2",6)
		TNT1 AAAAAAAAAAA 0 A_CustomMissile("BlueCathDeathDBFGshot",30,0,random(0,360),2,random(0,360))
		BCTH P 5 
		TNT1 A 0 A_NoBlocking
		BCTH QRSTUV 3
		BCTH W -1
		Stop
	//Raise: NAH BRO
	/*
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		BCTH WVUTSRQP 4
		BCTH G 5
		GoTo See
		*/
	}
}

ACTOR BlueCatharsiGhostA
{
Height 56
Radius 2
RENDERSTYLE Translucent
Alpha 0.7
+NONSHOOTABLE
+NOINTERACTION
+CLIENTSIDEONLY
+NONETID
States
	{
	Spawn:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
		TNT1 A 1 Bright
		Goto Fade
	Fade:
		BCTH A 2 A_FadeOut(0.1,1)
		Loop
	Toaster:
		TNT1 A 1 Bright
		Stop
	}
}

Actor BlueCatharsiGhostB : BlueCatharsiGhostA
{
States
	{
	Fade:
		BCTH B 2 A_FadeOut(0.1,1)
		Loop
	}
}

Actor BlueCatharsiGhostC : BlueCatharsiGhostA
{
States
	{
	Fade:
		BCTH C 2 A_FadeOut(0.1,1)
		Loop
	}
}

Actor BlueCatharsiGhostD : BlueCatharsiGhostA
{
States
	{
	Fade:
		BCTH D 2 A_FadeOut(0.1,1)
		Loop
	}
}

Actor BlueCathDeathDBFGshot : CorruptedGeneral10KProjectile
{
	SEESOUND ""
	DEATHSOUND ""
	Species "Imps"
}

Actor BlueCathDBFGshot : FastProjectile
{
	Projectile
	Height 1 
	Radius 1 
	Speed 200
	Renderstyle Add
	Alpha 0.75
	Damage 80 // 100
	+ActivatePCross
	+FORCEXYBILLBOARD
	+ForceRadiusDmg
	Species "Imps"
	DamageType "DBFG10K2"
	DeathSound "Weapons/dbfgexplode2"
	States
	{
	Spawn:
		TRC5 A 1 Bright
		Loop
	Death:
	XDeath:
		TNT1 A 0 A_SpawnItemEx("T3DBFG10kDeathParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_SpawnItemEx("T3DBFGShotShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		BG3X A 3 Bright
		BG3X B 3 Bright
		BG3X C 3 Bright
		BG3X D 3 Bright
		BG3X E 3 Bright
		BG3X F 3 Bright
		Stop
	}
}	