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 } enda
Boss 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