Enable and fix minibosses
Please note that this tutorial is a work-in-progress. If you find any errors, please edit the talk page for this article.
This tutorial is for how to enable the actors BOSS1, BOSS2, BOSS3, and BOSS4 become their miniboss counterparts without any bugs so you can put them in user maps and\or CON hacks.
Intoduction
From now on I will refer to the bosses as follows:
- BOSS1 - Ep. 1 - Battlelord
- BOSS2 - Ep. 3 - Cycloid Emperor
- BOSS3 - Ep. 2 - Overlord (Yes, these two are mixed up. Do not try to switch them to what they should be.)
- BOSS4 - Ep. 4 - Alien Queen
The Battlelord is programmed sufficently enough to allow its placement in maps, and the official levels do contain some mini Battlelords. In order to successfully perform the actions described in this tutorial, you will need to understand that while the Battlelord, Overlord, and Cycloid Emperor are already enabled and just require an easy bug fix or two, the Alien Queen will require some CON coding skill, time, patience, and effort for reasons described below.
When I say "Change it to this:", I want you to copy the text below it in the box and overwrite the text in the box above by pasting it when the old text is completely selected, but in your .CON files of course. There is not much point in changing the web page!
Also, when I say "Open <insert name of .CON file here>.", I want you to open whatever .CON file the text in the box below is in. I am just stating the defaults.
Ready to begin?
Strengths and Gamevars
Open USER.CON. Scroll down to here:
define BOSS1STRENGTH 4500 define BOSS1PALSTRENGTH 1000 define BOSS2STRENGTH 4500 define BOSS3STRENGTH 4500 define BOSS4STRENGTH 6000
Change it to this:
define BOSS1STRENGTH 4500 define BOSS1PALSTRENGTH 1000 define BOSS2STRENGTH 4500 define BOSS2PALSTRENGTH 1000 define BOSS3STRENGTH 4500 define BOSS3PALSTRENGTH 1000 define BOSS4STRENGTH 6000 define BOSS4PALSTRENGTH 1333 gamevar BOSSX 0 2 gamevar BOSSY 0 2 gamevar BOSSZ 0 2 gamevar BOSSSPRPAL 0 2 gamevar BOSSLOTAG 0 2 gamevar BOSSSECTOR 0 2
The strengths from mini BOSS2 and BOSS3 was put the same as BOSS1, oblivious because the big versions are the same. BOSS4 is proportional as 4500 - 1000 to 6000 - 1333. The gamevars need to remain the exact same thing as what is shown here.
Note that the strengths do not have to be what is described here. All that matters is that these eight defines exist.
BOSS1
state checkboss1hitstate
Search for "state checkboss1hitstate" in GAME.CON. Scroll down to this:
ifdead
{
ifspritepal 0
globalsound DUKE_TALKTOBOSSFALL
else
{
ifrnd 64
globalsound DUKE_TALKTOBOSSFALL
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action ABOSS1FROZEN
strength 0
break
}
}
sound BOS1_DYING
addkills 1
ai AIBOSS1DYING
}
Change it to this:
ifdead
{
ifspritepal 0
globalsound DUKE_TALKTOBOSSFALL
else
{
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action ABOSS1FROZEN
strength 0
break
}
}
sound BOS1_DYING
addkills 1
ai AIBOSS1DYING
}
BOSS2
state checkboss2hitstate
Search for "state checkboss2hitstate" in GAME.CON. Scroll down to this:
ifdead
{
ifspritepal 0
globalsound DUKE_TALKTOBOSSFALL
else
{
ifrnd 64
globalsound DUKE_TALKTOBOSSFALL
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action ABOSS2FROZEN
strength 0
break
}
}
sound BOS2_DYING
addkills 1
ai AIBOSS2DYING
}
Change it to this:
ifdead
{
ifspritepal 0
globalsound DUKE_TALKTOBOSSFALL
else
{
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action ABOSS2FROZEN
strength 0
break
}
}
sound BOS2_DYING
addkills 1
ai AIBOSS2DYING
}
state boss2code
Search for "state boss2code" in GAME.CON. Scroll down to this:
ifai 0
{
ifspritepal 0
ai AIBOSS2RUNENEMY
else
{
strength 1
sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY
}
}
Change it to this:
getsector[THISACTOR].lotag BOSSLOTAG // This prevents BOSS2 from going into water to prevent issues.
ifvare BOSSLOTAG 1
{
setactor[THISACTOR].x BOSSX
setactor[THISACTOR].y BOSSY
setactor[THISACTOR].z BOSSZ
updatesectorz monstx monsty monstz BOSSSECTOR
changespritesect THISACTOR BOSSSECTOR
}
else
{
getactor[THISACTOR].x BOSSX
getactor[THISACTOR].y BOSSY
getactor[THISACTOR].z BOSSZ
}
ifai 0
{
ifspritepal 0
ai AIBOSS2RUNENEMY
else
{
clipdist 8 // This is here so that the RPGs fired from the bosses do not explode in their faces.
strength BOSS2PALSTRENGTH // This is the main bug fix. If you do not change this, the mini-bosses will only have 1 health.
sound BOS2_ATTACK
ai AIBOSS2SHOOTENEMY
}
}
BOSS3
state checkboss3hitstate
Search for "state checkboss3hitstate" in GAME.CON. Scroll down to this:
ifdead
{
ifspritepal 0
globalsound DUKE_TALKTOBOSSFALL
else
{
ifrnd 64
globalsound DUKE_TALKTOBOSSFALL
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action ABOSS3FROZEN
strength 0
break
}
}
addkills 1
ai AIBOSS3DYING
sound BOS3_DYING
sound JIBBED_ACTOR9
}
Change it to this:
ifdead
{
ifspritepal 0
globalsound DUKE_TALKTOBOSSFALL
else
{
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action ABOSS3FROZEN
strength 0
break
}
}
sound BOS3_DYING
addkills 1
ai AIBOSS3DYING
}
state boss3code
Search for "state boss3code" in GAME.CON. Scroll down to this:
ifai 0
{
ifspritepal 0
ai AIBOSS3RUNENEMY
else
{
strength 1
ai AIBOSS3LOBENEMY
}
}
Change it to this:
ifai 0
{
ifspritepal 0
ai AIBOSS3RUNENEMY
else
{
clipdist 8 // This is here so that the RPGs fired from the bosses do not explode in their faces.
strength BOSS3PALSTRENGTH // This is the main bug fix. If you do not change this, the mini-bosses will only have 1 health.
sound BOS3_ATTACK1
ai AIBOSS3LOBENEMY
}
}
BOSS4
BOSS4 is a bit more complicated because there is no programming at all for it to be a miniboss.
Animations, Movements, and Artificial Intelligence
First, go to where it says:
action ABOSS4WALK 0 4 5 1 30 action ABOSS4DYING 40 9 1 1 20 action ABOSS4ABOUTTOSHOOT 20 1 5 1 40 action ABOSS4SHOOT 25 2 5 1 10 action ABOSS4LAYIT 50 3 5 1 120 action BOSS4FLINTCH 40 1 1 1 1 action ABOSS4DEAD 49 move BOSS4WALKVELS 128 move BOSS4STOPPED ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer
Change it to this:
action ABOSS4WALK 0 4 5 1 30
action ABOSS4DYING 40 9 1 1 20
action ABOSS4ABOUTTOSHOOT 20 1 5 1 40
action ABOSS4SHOOT 25 2 5 1 10
action ABOSS4LAYIT 50 3 5 1 120
action BOSS4FLINTCH 40 1 1 1 1
action ABOSS4DEAD 49
action ABOSS4FROZEN 0 1 5
move BOSS4WALKVELS 128
move BOSS4STOPPED
move PALBOSS4SHRUNKRUNVELS 72
ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth
ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer
ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer
ai AIBOSS4PALSHRINK ABOSS4WALK PALBOSS4SHRUNKRUNVELS furthestdir
ai AIBOSS4SEEKENEMY ABOSS4WALK PALBOSS4SHRUNKRUNVELS seekplayer
state boss4palshrunkstate
ifcount SHRUNKDONECOUNT { cstat 257 ai AIBOSS4SEEKENEMY }
else ifcount SHRUNKCOUNT { sizeto 40 40 }
else { state genericshrunkcode }
ends
Note that "state boss4palshrunkstate" is supposed to be there. You should put it there because that is a very convenient space for it.
state checkboss4hitstate
Next, go to this:
state checkboss4hitstate
ifrnd 2
spawn BLOODPOOL
ifdead
{
globalsound DUKE_TALKTOBOSSFALL
addkills 1
ai AIBOSS4DYING
sound BOS4_DYING
sound BOSS4_DEADSPEECH
}
else
{
soundonce BOS4_PAIN
debris SCRAP1 1
guts JIBS6 1
ifaction ABOSS4LAYIT
break
ifrnd 16
{
action BOSS4FLINTCH
move 0
}
}
ends
Change it to this:
state checkboss4hitstate
ifrnd 2
spawn BLOODPOOL
ifdead
{
ifvarn BOSSSPRPAL 0
{
ifwasweapon FREEZEBLAST
{
sound SOMETHINGFROZE
spritepal 1
move 0
action ABOSS4FROZEN
strength 0
break
}
}
globalsound DUKE_TALKTOBOSSFALL // Note that since the Alien Queen is female, this line is incorrect. She *is* a bitch.
addkills 1
ai AIBOSS4DYING
sound BOS4_DYING
}
else
{
soundonce BOS4_PAIN
debris SCRAP1 1
guts JIBS6 1
ifaction ABOSS4LAYIT
break
ifrnd 16
{
action BOSS4FLINTCH
move 0
}
}
ends
state boss4code
After that, go to:
state boss4code
ifai 0
ai AIBOSS4LAYEGGS
else
ifaction BOSS4FLINTCH
{
ifactioncount 3
ai AIBOSS4LAYEGGS
}
else
ifai AIBOSS4LAYEGGS
state boss4layeggs
else
ifai AIBOSS4SHOOT
state boss4shootstate
ifai AIBOSS4DYING
state boss4dyingstate
else
{
ifhitweapon
state checkboss4hitstate
else
ifp palive
ifpdistl 1280
{
addphealth -1000
palfrom 63 63
}
}
ends
Change it to this:
state boss4code
ifaction ABOSS4FROZEN
{
ifcount THAWTIME
{
ai AIBOSS4SHOOT
getlastpal
}
else
ifcount FROZENDRIPTIME
{
ifactioncount 26
{
spawn WATERDRIP
resetactioncount
}
}
ifhitweapon
{
ifwasweapon FREEZEBLAST
{
strength 0
break
}
addkills 1
lotsofglass 30
sound GLASS_BREAKING
ifrnd 84 spawn BLOODPOOL
killit
}
ifp pfacing
ifpdistl FROZENQUICKKICKDIST
pkick
break
}
ifai 0
{
ifvarn BOSSSPRPAL 0 { strength BOSS4PALSTRENGTH }
ai AIBOSS4LAYEGGS
}
else
ifaction BOSS4FLINTCH
{
ifactioncount 3
ai AIBOSS4LAYEGGS
}
else
ifai AIBOSS4LAYEGGS
state boss4layeggs
else
ifai AIBOSS4SHOOT
state boss4shootstate
else
ifai AIBOSS4PALSHRINK
state boss4palshrunkstate
ifai AIBOSS4DYING
state boss4dyingstate
else
{
ifhitweapon
state checkboss4hitstate
else
ifp palive
ifvare BOSSSPRPAL 0
{
ifpdistl 1280
{
addphealth -1000
sound SQUISHED
palfrom 64 64
break
}
}
}
ends
actor BOSS4
Then, go to:
actor BOSS4STAYPUT BOSS4STRENGTH fall cactor BOSS4 spritepal 6 state boss4code getlastpal enda actor BOSS4 BOSS4STRENGTH fall cactor BOSS4 spritepal 6 state boss4code getlastpal enda
Change it to this:
state boss4_init
ifaction 0 { getactor[THISACTOR].pal BOSSSPRPAL }
fall
spritepal 6
state boss4code
getlastpal
ends
useractor enemystayput BOSS4STAYPUT BOSS4STRENGTH
state boss4_init
cactor BOSS4
enda
useractor enemy BOSS4 BOSS4STRENGTH
state boss4_init
enda
Conclusion
After that, you should be all set!
To insert a miniboss in a user map, create the boss sprite you want, and then give it a palette of something other than 0. I recommend pal 3 because pal 21 makes some minor changes to the first three boss' sprites, while the Alien Queen looks red with pal 21. In the end, all that matters is that the spritepal is not 0.