A short introduction:
The boss requires 5 brains to be destroyed before it can be damaged. However, since the mod authors used GET_BOOTS as inventory variable, game logic breaks when you step onto slime or other materials that the protection boots may interact with.
Brain code:
define BRAIN 5674
define BRAINSTRENGTH 75
move brainstopped
action MONSTER1 0 2 1 1 18
ai INACT MONSTER1
ai SHOOT MONSTER1 brainstopped faceplayersmart
useractor notenemy BRAIN BRAINSTRENGTH MONSTER1
ifai NO
{
// sizeat 50 50
cstat 257
clipdist 32
ai SHOOT
}
ifai INACT
{
ifpinventory GET_BOOTS 350
{
addinventory GET_BOOTS 350
killit
}
}
ifcansee
{
ifcount 10
{
resetcount
}
}
ifhitweapon
{
ifdead
{
state standard_jibs
state standard_jibs
state standard_jibs
state standard_jibs
sound SQUISHED
ai INACT
}
else
sound SQUISHED
}
endaBoss code (relevant parts):
state bdpbosscodeinactive
ifaction ABOSS2DEAD break
ifpdistl 2048
addphealth -1500
ifai NO
{
strength BDPBOSSSTRENGTH
clipdist 64
// sizeat 80 80
ai AIBDPBOSSSEEKENEMY
}
ifai AIBDPBOSSSEEKENEMY
state bdpbossseek
else
ifai AIBDPBOSSSHOOTENEMY
state bdpbossshoot
else
ifai AIBDPBOSSRUNENEMY
state bdpbossrun
else
ifai AIBDPBOSSDYING
state bdpbossdying
ifspritepal 15
{
ifhitweapon { state bdpbosshitstate }
}
else
{
strength BDPBOSSSTRENGTH
ifhitweapon { spawn BOSSFORCEFIELD }
}
ifpinventory GET_BOOTS 350
nullop
else
{
addinventory GET_BOOTS 0
ifspritepal 3
{
spritepal 9
sound BOS2_PAIN
quote 130
spawn BLOOD
spawn BLOOD
}
else
{
ifspritepal 9
{
quote 131
spawn BLOOD
sound BOS2_PAIN
spawn BLOOD
spritepal 10
}
else
{
ifspritepal 10
{
spawn BLOOD
quote 132
sound BOS2_PAIN
spritepal 11
}
else
{
ifspritepal 11
{
spawn BLOOD
quote 133
sound BOS2_PAIN
spritepal 12
}
else
{
ifspritepal 12
{
spawn BLOOD
globalsound BOS2_PAIN
spritepal 15
quote 134
}
}
}
}
}
}
ends

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