Enable and fix minibosses

From EDukeWiki
Revision as of 10:03, 7 November 2006 by Fox (talk | contribs)
Jump to navigation Jump to search

This tutorial is for how to enable the actors BOSS2, BOSS3, and BOSS4 become their miniboss counterparts without any bugs so you can put them in user maps and\or CON hacks.

From now on I wil refer to them 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. If you have already played Duke Nukem 64, will probably have related that in the levels Hotel Hell and Freeway there are mini Overlords instead of some mini Battlelords.


Remember that the minibosses here will have an new actor tile, in order to remove Duke talk and replace with a left-over unusued scream from them, that was supposed to be used insted of Duke talks.

1. Open DEFS.CON. Scroll down to:

define BOSS2 2710
define BOSS3 2760
define BOSS4 4740
define BOSS4STAYPUT 4741

Change to:

define BOSS2 2710
define PALBOSS2 2711
define PALBOSS2STAYPUT 2712
define BOSS3 2760
define PALBOSS3 2761
define PALBOSS3STAYPUT 2762
define BOSS4 4740
define BOSS4STAYPUT 4741
define PALBOSS4 4742
define PALBOSS4STAYPUT 4743

2. Open USER.CON. Scroll down to:

define BOSS1STRENGTH            4500
define BOSS1PALSTRENGTH         1000
define BOSS2STRENGTH            4500
define BOSS3STRENGTH            4500
define BOSS4STRENGTH            6000

Change to:

define BOSS1STRENGTH            4500
define BOSS1PALSTRENGTH         1000
define BOSS2STRENGTH            4500
define BOSS2PALSTRENGTH         1000
define BOSS3STRENGTH            4500
define BOSS3PALSTRENGTH         1000
define BOSS4STRENGTH            6000
define BOSS4PALSTRENGTH         1333

Note that 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.

You can change it to whatever you want, anyelse.

3. Search for BOSS2 and BOSS3 in GAME.CON, while should start and ends with:

action ABOSS2WALK        0  4  5  1  30
actor BOSS3 BOSS3STRENGTH fall state boss3code enda

Select all and change to:

action ABOSS2WALK        0  4  5  1  30
action ABOSS2FROZEN        0  1  5
action ABOSS2RUN         0  4  5  1  15
action ABOSS2SHOOT         20 2  5  1  15
action ABOSS2LOB         30 2  5  1  105
action ABOSS2DYING        40 8  1  1  35
action BOSS2FLINTCH       40 1  1  1  1
action ABOSS2DEAD         48

move PALBOSS2SHRUNKRUNVELS 32
move PALBOSS2RUNVELS 84
move BOSS2WALKVELS 192
move BOSS2RUNVELS 256
move BOSS2STOPPED

ai AIBOSS2SEEKENEMY ABOSS2WALK BOSS2WALKVELS seekplayer
ai AIBOSS2RUNENEMY ABOSS2RUN BOSS2RUNVELS faceplayer
ai AIBOSS2SHOOTENEMY ABOSS2SHOOT BOSS2STOPPED faceplayer
ai AIBOSS2LOBBED ABOSS2LOB BOSS2STOPPED faceplayer
ai AIBOSS2DYING ABOSS2DYING BOSS2STOPPED faceplayer
ai AIBOSS2PALSHRINK ABOSS2WALK PALBOSS2SHRUNKRUNVELS furthestdir

state boss2palshrunkstate
  ifcount SHRUNKDONECOUNT
  {
    cstat 257
    ai AITROOPSEEKENEMY
  }
  else
    ifcount SHRUNKCOUNT
      sizeto 40 40
  else
    state genericshrunkcode
ends

state checkboss2seekstate
  ai AIBOSS2SEEKENEMY
  ifspritepal 0 nullop
  else   // a fake way of doing a ifspritepal NOT.
    move PALBOSS2RUNVELS seekplayer
ends

state boss2runenemystate
  ifcansee
  {
    ifactioncount 3
    {
      ifcanshoottarget
      {
        resetactioncount
        sound BOS1_WALK
      }
      else
        ai AIBOSS2SEEKENEMY
    }
    ifcount 48
      ifrnd 2
    {
      ifp palive
      {
        sound BOS2_ATTACK
        ai AIBOSS2SHOOTENEMY
      }
      break
    }
  }
  else
    ai AIBOSS2SEEKENEMY
ends

state boss2seekenemystate
  ifrnd 2
    soundonce BOS2_ROAM
  else
    ifactioncount 3
  {
    resetactioncount
    sound BOS1_WALK
  }

  ifcansee
    ifcount 32
      ifp palive
        ifrnd 48
          ifcanshoottarget
  {
    ifrnd 64
      ifpdistg 4096
    {
      ai AIBOSS2RUNENEMY
      ifspritepal 0 nullop
      else
        move PALBOSS2RUNVELS seekplayer
      break
    }

    ifpdistl 10240
    {
      ifrnd 128
      {
        sound BOS2_ATTACK
        ai AIBOSS2LOBBED
      }
    }
    else
    {
      sound BOS2_ATTACK
      ai AIBOSS2SHOOTENEMY
    }
  }
ends

state boss2dyingstate
  ifaction ABOSS2DEAD
  {
    ifspritepal 0
      break
    ifrespawn
      ifcount RESPAWNACTORTIME
    {
      spawn TRANSPORTERSTAR
      cstat 257
      strength PIGCOPSTRENGTH
      state checkboss2seekstate
    }
    else
    {
      strength 0
      ifhitweapon
        ifwasweapon RADIUSEXPLOSION
      {
        sound SQUISHED
        state standard_jibs
        killit
      }
      break
    }
  }
  ifactioncount 8
  {
    iffloordistl 8
      sound THUD
    action ABOSS2DEAD
    cstat 0
    ifspritepal 0
      endofgame 52
  }
ends

state boss2lobbedstate
  ifcansee
  {
    ifactioncount 2
      resetactioncount
    else
      ifactioncount 1
    {
      ifrnd 128
        shoot COOLEXPLOSION1
    }
    else
      ifcount 64
        ifrnd 16
          state checkboss2seekstate
  }
  else
    state checkboss2seekstate
ends

state boss2shootenemy
  ifcount 72
    state checkboss2seekstate
  else
    ifaction ABOSS2SHOOT
      ifactioncount 2
  {
    shoot RPG
    resetactioncount
  }
ends

state checkboss2hitstate
  ifrnd 2
    spawn BLOODPOOL
  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
  }
  else
  {
    ifrnd 144
    {
      ifrnd 32
      {
        action BOSS2FLINTCH
        move 0
      }
      else
      {
        sound BOS2_ATTACK
        ai AIBOSS2SHOOTENEMY
      }
    }

    ifspritepal 0 nullop
    else
      ifwasweapon SHRINKSPARK
    {
      sound ACTOR_SHRINKING
      ai AIBOSS2PALSHRINK
      break
    }

    soundonce BOS2_PAIN

    debris SCRAP1 1
    guts JIBS6 1
  }
ends

state boss2code

  ifaction ABOSS2FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS2SEEKENEMY
        spritepal 21
    }
    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
  {
    ifspritepal 0
      ai AIBOSS2RUNENEMY
    else
    {
      strength BOSS2PALSTRENGTH
      sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY
    }
  }
  else
    ifaction BOSS2FLINTCH
  {
    ifactioncount 3
      ai AIBOSS2SEEKENEMY
  }
  else
    ifai AIBOSS2SEEKENEMY
      state boss2seekenemystate
  else
    ifai AIBOSS2RUNENEMY
      state boss2runenemystate
  else
    ifai AIBOSS2SHOOTENEMY
      state boss2shootenemy
  else
    ifai AIBOSS2LOBBED
      state boss2lobbedstate
  else
    ifai AIBOSS2PALSHRINK
      state boss2palshrunkstate

  ifai AIBOSS2DYING
    state boss2dyingstate
  else
  {
    ifhitweapon state checkboss2hitstate
    else
      ifp palive
        ifspritepal 0 ifpdistl
          1280
    {
      addphealth -1000
      palfrom 63 63
    }
  }


ends

useractor enemy PALBOSS2 BOSS2STRENGTH
  cactor BOSS2
  ifaction 0
  {
    ifspritepal 0
      sizeat 80 80
    else
    {
      sizeat 40 40
      clipdist 16
    }
    cstator 257
    sound BOS2_RECOG
    clipdist 16
    action ANULLACTION
  }
enda

useractor enemystayput PALBOSS2STAYPUT BOSS2STRENGTH
  cactor BOSS2
  ifaction 0
  {
    ifspritepal 0
      sizeat 80 80
    else
    {
      sizeat 40 40
      clipdist 16
    }
    cstator 257
    sound BOS2_RECOG
    action ANULLACTION
  }
enda

actor BOSS2 BOSS2STRENGTH fall state boss2code 
  ifspritepal 0
    nullop
  else
  {
    ifaction 0
    {
      clipdist 16
      action ANULLACTION
    }
  }
enda

action ABOSS3WALK        0  4  5  1  30
action ABOSS3FROZEN        0  1  5
action ABOSS3RUN         0  4  5  1  15
action ABOSS3LOB        20 4  5  1  50
action ABOSS3LOBBING      30 2  5  1  15
action ABOSS3DYING        40 8  1  1  20
action BOSS3FLINTCH       40 1  1  1  1
action ABOSS3DEAD         48

move PALBOSS3SHRUNKRUNVELS 32
move PALBOSS3RUNVELS 84
move BOSS3WALKVELS 208
move BOSS3RUNVELS 270
move BOSS3STOPPED

ai AIBOSS3SEEKENEMY ABOSS3WALK BOSS3WALKVELS seekplayer
ai AIBOSS3RUNENEMY ABOSS3RUN BOSS3RUNVELS faceplayerslow
ai AIBOSS3LOBENEMY ABOSS3LOB BOSS3STOPPED faceplayer
ai AIBOSS3DYING ABOSS3DYING BOSS3STOPPED faceplayer
ai AIBOSS3PALSHRINK ABOSS3WALK PALBOSS3SHRUNKRUNVELS faceplayer

state boss3palshrunkstate
  ifcount SHRUNKDONECOUNT
    ai AITROOPSEEKENEMY
  else
    ifcount SHRUNKCOUNT
      sizeto 40 40
  else
    state genericshrunkcode
ends

state checkboss3seekstate
  ai AIBOSS3SEEKENEMY
  ifspritepal 0 nullop
  else   // a fake way of doing a ifspritepal NOT.
    move PALBOSS3RUNVELS seekplayer
ends

state boss3runenemystate
  ifcansee
  {
    ifactioncount 3
    {
      ifcanshoottarget
      {
        resetactioncount
        sound BOS1_WALK
      }
      else
        ai AIBOSS3SEEKENEMY
    }
  }
  else
    ai AIBOSS3SEEKENEMY
ends

state boss3seekenemystate
  ifrnd 2
    soundonce BOS3_ROAM
  else
    ifactioncount 3
    {
      resetactioncount
      sound BOS1_WALK
    }

  ifcansee
    ifcount 32
      ifrnd 48
        ifcanshoottarget
  {
    ifrnd 64
      ifpdistg 4096
      {
        ai AIBOSS3RUNENEMY
        ifspritepal 0
          break
        move PALBOSS3RUNVELS seekplayer
        break
      }

    ifp palive
      ai AIBOSS3LOBENEMY
  }
ends

state boss3dyingstate
  ifaction ABOSS3DEAD
  {
    ifspritepal 0
      break
    ifrespawn
      ifcount RESPAWNACTORTIME
    {
      spawn TRANSPORTERSTAR
      cstat 257
      strength PIGCOPSTRENGTH
      state checkboss3seekstate
    }
    else
    {
      strength 0
      ifhitweapon
        ifwasweapon RADIUSEXPLOSION
      {
        sound SQUISHED
        state standard_jibs
        killit
      }
      break
    }
  }
  ifactioncount 8
  {
    iffloordistl 8
      sound THUD
    action ABOSS3DEAD
    cstat 0
    ifspritepal 0
    endofgame 52
  }
ends

state boss3lobbedstate
  ifcansee
  {
    ifaction ABOSS3LOBBING
      ifactioncount 2
    {
      shoot RPG
      resetactioncount
      ifrnd 8
        ai AIBOSS3SEEKENEMY
    }

    ifactioncount 3
    {
      action ABOSS3LOBBING
      resetcount
    }
  }
  else
    state checkboss3seekstate
ends

state checkboss3hitstate
  ifrnd 2
    spawn BLOODPOOL
  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

  }
  else
  {
    ifrnd 32
    {
      action BOSS3FLINTCH
      move 0
    }

    ifspritepal 0 nullop
    else
      ifwasweapon SHRINKSPARK
    {
      sound ACTOR_SHRINKING
      ai AIBOSS3PALSHRINK
      break
    }

    soundonce BOS3_PAIN

    debris SCRAP1 1
    guts JIBS6 1
  }
ends

state boss3code

  ifaction ABOSS3FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS3SEEKENEMY
      spritepal 21
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }

    ifhitweapon
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }

      addkills 1
      lotsofglass 30

      ifrnd 84
        spawn BLOODPOOL
      sound GLASS_BREAKING
      killit
    }
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        pkick
    break
  }
  ifai 0
  {
    ifspritepal 0
      ai AIBOSS3RUNENEMY
    else
    {
      strength BOSS3PALSTRENGTH
      ai AIBOSS3LOBENEMY
    }
  }
  else
    ifaction BOSS3FLINTCH
    {
      ifactioncount 3
      ai AIBOSS3SEEKENEMY
    }
  else
    ifai AIBOSS3SEEKENEMY
      state boss3seekenemystate
  else
    ifai AIBOSS3RUNENEMY
      state boss3runenemystate
  else
    ifai AIBOSS3LOBENEMY
      state boss3lobbedstate
  else
    ifai AIBOSS3PALSHRINK
      state boss3palshrunkstate

  ifai AIBOSS3DYING
    state boss3dyingstate
  else
  {
    ifhitweapon
      state checkboss3hitstate
    else
      ifp palive
        ifspritepal 0
          ifpdistl 1280
      {
        addphealth -1000
        palfrom 63 63
      }
  }
ends

useractor enemy PALBOSS3 BOSS3STRENGTH
  cactor BOSS3
  ifaction 0
  {
    ifspritepal 0
      sizeat 80 80
    else
    {
      sizeat 40 40
      clipdist 16
    }
    cstator 257
    sound BOS3_RECOG
    clipdist 16
    action ANULLACTION
  }
enda

useractor enemystayput PALBOSS3STAYPUT BOSS3STRENGTH
  cactor BOSS3
  ifaction 0
  {
    ifspritepal 0
      sizeat 80 80
    else
    {
      sizeat 40 40
      clipdist 16
    }
    cstator 257
    sound BOS3_RECOG
    clipdist 16
    action ANULLACTION
  }
enda

actor BOSS3 BOSS3STRENGTH fall state boss3code
  ifspritepal 0
    nullop
  else
  {
    ifaction 0
    {
      clipdist 16
      action ANULLACTION
    }
  }
enda

4. Search for BOSS2 and BOSS3 in GAME.CON, while should start and ends with:

action ABOSS4WALK          0 4  5  1  30
actor BOSS4 BOSS4STRENGTH

  fall
  cactor BOSS4
  spritepal 6
  state boss4code
  getlastpal

enda

Select all and change to:

action ABOSS4WALK          0 4  5  1  30
action ABOSS4FROZEN        0 1  5
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 PALBOSS4WALKVELS 48
move BOSS4WALKVELS 128
move BOSS4STOPPED

ai AIBOSS4SEEKENEMY ABOSS4WALK BOSS4WALKVELS seekplayer
ai AIBOSS4LAYEGGS ABOSS4WALK BOSS4WALKVELS randomangle geth
ai AIBOSS4SHOOT ABOSS4ABOUTTOSHOOT BOSS4STOPPED faceplayer
ai AIBOSS4DYING ABOSS4DYING BOSS4STOPPED faceplayer

state boss4shootstate
  ifaction ABOSS4ABOUTTOSHOOT
    ifactioncount 3
      action ABOSS4SHOOT

  ifaction ABOSS4SHOOT
  {
    ifcount 48
    {
      ifrnd 4
        ai AIBOSS4LAYEGGS
    }
    ifcount 26
      ifrnd 32
    {
      ifrnd 128
      {
        sound SHORT_CIRCUIT
        addphealth -2
      }
      else
      {
        sound DUKE_GRUNT
        addphealth -1
      }
      palfrom 32 32 0 0
    }
  }

ends

state boss4layeggs
  ifrnd 2
    sound BOS4_ROAM

  ifaction ABOSS4LAYIT
  {
    ifactioncount 3
      ifcount 32
    {
      ai AIBOSS4LAYEGGS
      ifrnd 32
        move BOSS4WALKVELS furthestdir geth
      spawn NEWBEASTHANG
    }
  }
  else
    ifcount 64
      ifrnd 4
  {
    move 0

    ifrnd 88
    {
      action ABOSS4LAYIT
      sound BOS4_LAY
    }
    else
      ifp palive
        ifcansee
    {
      ai AIBOSS4SHOOT
      sound BOS4_ATTACK
    }
  }

ends

state boss4dyingstate
  ifaction ABOSS4DEAD
    break
  else
    ifactioncount 9
  {
    iffloordistl 8
      sound THUD

    endofgame 52
    action ABOSS4DEAD
    cstat 0
  }
ends

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

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

state checkpalboss4seekstate
  ai AIBOSS4SEEKENEMY
    move PALBOSS4WALKVELS seekplayer
ends

state palboss4seekenemystate
  ifrnd 2
    sound BOS4_ROAM

    ifcount 64
      ifrnd 4
  {
    move 0

      ifp palive
        ifcansee
    {
      ai AIBOSS4SHOOT
      sound BOS4_ATTACK
    }
  }

ends

state palboss4shootstate
  ifaction ABOSS4ABOUTTOSHOOT
    ifactioncount 3
      action ABOSS4SHOOT

  ifaction ABOSS4SHOOT
  {
    ifcount 48
    {
      ifrnd 4
      {
        state checkpalboss4seekstate
      }
    }
    ifcount 26
      ifrnd 32
    {
      ifrnd 128
      {
        sound SHORT_CIRCUIT
        addphealth -2
      }
      else
      {
        sound DUKE_GRUNT
        addphealth -1
      }
      palfrom 32 32 0 0
    }
  }

ends

state palboss4dyingstate
  ifaction ABOSS4DEAD
  {
    ifrespawn
      ifcount RESPAWNACTORTIME
    {
      spawn TRANSPORTERSTAR
      cstat 257
      strength PIGCOPSTRENGTH
      state checkpalboss4seekstate
    }
    else
    {
      strength 0
      ifhitweapon
        ifwasweapon RADIUSEXPLOSION
      {
        sound SQUISHED
        state standard_jibs
        killit
      }
      break
    }
  }
    ifactioncount 9
  {
    iffloordistl 8
      sound THUD

    action ABOSS4DEAD
    cstat 0
  }
ends

state checkpalboss4hitstate
  ifrnd 2
    spawn BLOODPOOL

  ifdead
  {
    ifrnd 64
      globalsound DUKE_TALKTOBOSSFALL
    ifwasweapon FREEZEBLAST
    {
      sound SOMETHINGFROZE
      spritepal 1
      move 0
      action ABOSS4FROZEN
      strength 0
      break
    }

    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

state palboss4code

  ifaction ABOSS4FROZEN
  {
    ifcount THAWTIME
    {
      ai AIBOSS4SEEKENEMY
      spritepal 3
    }
    else
      ifcount FROZENDRIPTIME
    {
      ifactioncount 26
      {
        spawn WATERDRIP
        resetactioncount
      }
    }

    ifhitweapon
    {
      ifwasweapon FREEZEBLAST
      {
        strength 0
        break
      }
      addkills 1
      lotsofglass 30

      ifrnd 84
        spawn BLOODPOOL
      sound GLASS_BREAKING
      killit
    }
    ifp pfacing
      ifpdistl FROZENQUICKKICKDIST
        pkick
    break
  }
  ifai 0
  {
    strength BOSS4PALSTRENGTH
    sound BOS4_ATTACK
    ai AIBOSS4SHOOT
  }
  else
    ifaction BOSS4FLINTCH
    {
      ifactioncount 3
        ai AIBOSS4SEEKENEMY
    }
  else
    ifai AIBOSS4SEEKENEMY
      state palboss4seekenemystate
  else
    ifai AIBOSS4SHOOT
      state palboss4shootstate

  ifai AIBOSS4DYING
    state palboss4dyingstate
  else
  {
    ifhitweapon
      state checkpalboss4hitstate
  }
ends

actor BOSS4STAYPUT BOSS4STRENGTH

  fall
  cactor BOSS4
  ifspritepal 0
  {
    spritepal 6
    state boss4code
    getlastpal
  }
  else
  ifaction ABOSS4FROZEN
    state palboss4code
  else
  {
    spritepal 6
    state palboss4code
    ifaction ABOSS4FROZEN
      break
    getlastpal
  }

enda

useractor enemy PALBOSS4 BOSS4STRENGTH
  fall
  cactor BOSS4
  ifaction 0
  {
    ifspritepal 0
      sizeat 80 80
    else
      sizeat 40 40
    cstator 257
    sound BOS4_RECOG
    action ANULLACTION
  }
  ifspritepal 0
  {
    spritepal 6
    state boss4code
    getlastpal
  }
  else
  ifaction ABOSS4FROZEN
    state palboss4code
  else
  {
    spritepal 6
    state palboss4code
    ifaction ABOSS4FROZEN
      break
    getlastpal
  }
enda

useractor enemystayput PALBOSS4STAYPUT BOSS4STRENGTH
  fall
  cactor BOSS4
  ifaction 0
  {
    ifspritepal 0
      sizeat 80 80
    else
      sizeat 40 40
    cstator 257
    sound BOS4_RECOG
    action ANULLACTION
  }
  ifspritepal 0
  {
    spritepal 6
    state boss4code
    getlastpal
  }
  else
  ifaction ABOSS4FROZEN
    state palboss4code
  else
  {
    spritepal 6
    state palboss4code
    ifaction ABOSS4FROZEN
      break
    getlastpal
  }
enda

actor BOSS4 BOSS4STRENGTH

  fall
  cactor BOSS4
  ifspritepal 0
  {
    spritepal 6
    state boss4code
    getlastpal
  }
  else
  ifaction ABOSS4FROZEN
    state palboss4code
  else
  {
    spritepal 6
    state palboss4code
    ifaction ABOSS4FROZEN
      break
    getlastpal
  }

enda

With this code, to insert a miniboss, use the correct tile PALBOSS (if you want, you still can use the normal, but there will be Duke talks when see the player) and insert BOSS2 and BOSS3 with pallete 21 and BOSS4 with pallete 3 (you can change the CON code of BOSS4 to change to another pallete like 15).