Talk:Enable and fix minibosses
I will change all
I have made codes that works totally correct in them. In fact, your code is basic, but not full-working.
BOSS3 doesn't frozen correctly.
If you cannot shrinker a Newbeast, why should you be annolwed to do this with Alien Queen?
There should be good have a Stayput for Overlord and Cycloid Emperor.
There is duke talks, wich shouldn't be used to non gathering enemies, and if more than one togheder, is crap the sound. =p
BOSS4 is very hard to configure. You cannot just set a "IFSPRITEPAL", if you look to the blood color, you will report that this doesn't work totally.
Edit: Shouldn't we too disable BOSS3 from going in sector lotag 1?
I am offended.
Frankly, you butchered this tutorial. I cannot understand the tutorial for what it is. Remember, it is supposed to be easy. For now, I will work on a fix that will not waste time with seperate actors. All you have to do to is integrate an "ifspritepal 0 nullop else { <insert miniboss-only code here> }" clause into the code.
*tries to stop his pointless anger* *succeeds*
Well, what I mean is that all you had to do was change my tutorial, not overwrite it. I am going to change some things back because I had it perfectly organized and presented. (Smilies, anyone?) You need to be much more concise with tutorials. The key here is that this is for beginners, not experts.
Also, I don't know why you would want to keep the Cycloid Emperors out of water, other than that they don't behave very well.
*gets angry again*
One of the main points of my documentation is that you should not put a spritepal of 21 because of the changes in the sprite. Spritepal 3 is the way to go. Period.
What is the point?
BOSS3 is Overlord. Cycloid and Battlelord cannot go to onwater sectors, but why Overlord can?
Sorry if you got angry, but... what is the point in create a tutorial to begginers and not experts, if at all, the minibosses doesn't work correctly?
I know that you can think that it is not good for the Wiki, but if we cannot put the full-working mod, why should we put a half-working?
I can find many erros in the new tutorial:
1 - What's the point with checkboss1hitstate?
2 - I see some changes in DUKE_TALKTOBOSSFALL, but wasn't about it that I was talking about "I will strip you head... Kick your eye..." Duke talks everytime see a boss. Those are related with the tiles, and should be defined new tiles to activate them.
3 - Overlord still frozen with error.
4 - Queen shouldn't be shrinker, as Newbeast.
5 - A simply "ifspritepal" doesn't works for BOSS4, because of the green blood color, related to "spritepal 6 getlastpal".
6 - BOSS4 should have a different speed in pal.
I am sorry I got angry.
1 - The same thing with state checkboss2hitstate and state checkboss2hitstate. The death sound.
2 - I thought that the opening quote was triggered by a sector effect… In any case, I will fix that soon.
3 - I will fix that soon.
4 - I will fix that soon.
5 - So that is what that is for... I will fix that by getting the contents of the original spritepal to a gamevar.
6 - I will fix that soon.
To fix the issue about it being half-working, I will create a notice at the top of the page. Is that OK?
Cheers,
Hendricks266
So far…
I have edited the tutorial, and now all that is left to complete:
- Fixing BOSS3's freezing effect
- Adding the actors "BOSS1SHOOT" and "BOSS1LOB" (Note: I have done this already, but I need to fix the code.)
- Adding a stayput for BOSS2 and BOSS3 (Note: See note that is above.)
- Removing BOSS2's and BOSS3's opening quotes (if they are there…)
- Making BOSS4 slower when shrunk
…but, other than that, I think that the tutorial is mostly finished.
If you are going to change my tutorial, please don't completely change it like you did before. I put a lot of effort into it. I know you did too, but yours "went against the grain", as so to speak. I did make a backup of yours, and I did add some of the better parts (like the clarification of the miniboss strengths).
Also, please make sure that your spelling and grammar are correct, and that you are concise and to-the-point.
If we work together, I bet we could finish it in two (2) days!
Cheers,
Hendricks266 @ 17:09, 8 November 2006 (PST)
Further Discussion
There is an extended way to fix Queen pallete without using gamevars, but it is a big code. What should we use?
Gamevars.
Can you provide some code for fixing BOSS3's freezing effect and put it here, not in the tutorial itself? I will look it over, check your spelling and grammar, and expand you documentation. It would help me very much.
Thank you for cooperating so well!
Also, could you put a page-width line (Syntax: ----
) between my messages and your messages from now on?
Cheers,
Hendricks266 @ 16:34, 9 November 2006 (PST)
I will show you the codes I have made, to work perfectly correct. Note the bold parts (added codes). If you could work on them, would be good. =)
Just remeber that it was made to be entire full-working mini-boss like Battlelord. Sample:
ai AIBOSS4SEEKENEMY ABOSS4WALK BOSS4WALKVELS seekplayer
state checkpalboss4seekstate ai AIBOSS4SEEKENEMY move PALBOSS4WALKVELS seekplayer ends
You ask: Why did hell you set "BOSS4WALKVELS" and after put "move PALBOSS4WALKVELS"? At Battlelord, some times (after frozen, for what I remeber), the mini-boss move at the big-boss speed because is just set "ai AIBOSS4SEEKENEMY" instead "state checkpalboss4seekstate", and it is a detail, but the best to do with the mini-bosses and the hard-coded Queen, is make them works like Battlelord.
Defs
define BOSS2 2710 define BOSS2STAYPUT 2711 define BOSS3 2760 define BOSS3STAYPUT 2761
User
define BOSS1STRENGTH 4500 define BOSS1PALSTRENGTH 1000 define BOSS2STRENGTH 4500 define BOSS2PALSTRENGTH 1000 define BOSS3STRENGTH 4500 define BOSS3PALSTRENGTH 1000 define BOSS4STRENGTH 6000 define BOSS4PALSTRENGTH 1333
BOSS2 and BOSS3
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 stopallsounds sound BOS2_RECOG sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY clipdist 16 } } 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 enemystayput BOSS2STAYPUT BOSS2STRENGTH cactor BOSS2 ifaction 0 { ifspritepal 0 sizeat 80 80 else sizeat 40 40 cstat 257 action ANULLACTION } enda actor BOSS2 BOSS2STRENGTH fall state boss2code 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 furthestdir 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 stopallsounds sound BOS3_RECOG ai AIBOSS3LOBENEMY clipdist 16 } } 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 enemystayput BOSS3STAYPUT BOSS3STRENGTH cactor BOSS3 ifaction 0 { ifspritepal 0 sizeat 80 80 else sizeat 40 40 cstat 257 } enda actor BOSS3 BOSS3STRENGTH fall state boss3code enda
BOSS4
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 stopallsounds sound BOS4_RECOG 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 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
I am finished with BOSS1, BOSS2, and BOSS3 for the most part. My modification of BOSS4 will take longer because I want to integrate your code with the existing code using ifvarn BOSSSPRPAL 0 { <insert code here> }
.
Cheers,
Hendricks266 @ 14:58, 11 November 2006 (PST)
useractor enemy BOSS1SHOOT BOSS1STRENGTH fall cactor BOSS1 ai AIBOSS1SHOOTENEMY enda // This actor automatically shoots the player.
The reason why they don't give to the boss that is because his first action already is shoots. =p
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 }
ifaction ABOSS1FROZEN { ifcount THAWTIME { ai AIBOSS1SEEKENEMY spritepal 21 } else ifcount FROZENDRIPTIME { ifactioncount 26 { spawn WATERDRIP resetactioncount } }
I don't agree in those changes. This tutorial is to add mini-bosses to Overlord, Cycloid Emperor and Queen, not to fix wathever bug you think that there are in Battlelord coding. Including adding a BOSS1LOBBING tile.
And we shouldn't change a original enemy, anyway.
As long as if we do that, we have a very big list of things coming with: Allow bosses to grow with expander;
Fix Octabrain addskill -1;
Add "ifaction ENEMYSHRUNK break action ENEMYHIT" to all enemies to them don't have the bug "shrunk enemy attacking";
And, how can you see, we cannot set what change along adding mini-bosses to the others, we should do.
There is no needed to add a code to disable boss from going in water on the cases of Battlelord and Cycloid Emperor, because mini-Battlelord works perfectly, and Cycloid Emperor mini-boss is most done (as there is no frozen error and he don't go to water).
useractor enemystayput BOSS2STAYPUT BOSS2STRENGTH fall cactor BOSS2 enda
Is needed to put cstat and sizeat (mini 40 40 and big boss 80 80) at new actors for the bosses.
I see you have replaced codes in BOSS3 at frozen, but there is only required add some.
And at the end I don't know what risk in BOSS4 are you talking about, the one I have works perfectly, I just feel missing some codes at yours. =/
Edit:
I related that Battlelord at stayput do not screm, so, I have made changes to the new mini-bosses scream only at non-stayput:
ifai 0 { ifspritepal 0 ai AIBOSS2RUNENEMY else { strength BOSS2PALSTRENGTH sound BOS2_ATTACK ai AIBOSS2SHOOTENEMY clipdist 16 } }
useractor enemystayput BOSS2STAYPUT BOSS2STRENGTH cactor BOSS2 ifaction 0 { ifspritepal 0 sizeat 80 80 else sizeat 40 40 cstat 257 action ANULLACTION } enda actor BOSS2 BOSS2STRENGTH fall state boss2code ifspritepal 0 nullop else ifaction 0 { stopallsounds sound BOS2_RECOG action ANULLACTION } enda
ifai 0 { ifspritepal 0 ai AIBOSS3RUNENEMY else { strength BOSS3PALSTRENGTH ai AIBOSS3LOBENEMY clipdist 16 } }
useractor enemystayput BOSS3STAYPUT BOSS3STRENGTH cactor BOSS3 ifaction 0 { ifspritepal 0 sizeat 80 80 else sizeat 40 40 cstat 257 } enda actor BOSS3 BOSS3STRENGTH fall state boss3code ifspritepal 0 nullop else ifaction 0 { stopallsounds sound BOS3_RECOG action ANULLACTION } enda
ifai 0 { strength BOSS4PALSTRENGTH sound BOS4_ATTACK ai AIBOSS4SHOOT }
actor BOSS4STAYPUT BOSS4STRENGTH fall cactor BOSS4 ifspritepal 0 { spritepal 6 state boss4code getlastpal } else ifaction ABOSS4FROZEN state palboss4code else { ifai 0 { stopallsounds action ANULLACTION } 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 { ifai 0 { stopallsounds sound BOS4_RECOG action ANULLACTION } spritepal 6 state palboss4code ifaction ABOSS4FROZEN break getlastpal } enda