View Full Version : Boss Pals
Apple
01-17-2002, 02:37 PM
How do I make boss clones, like the first boss in episoad 2,3, and 4,for the other 3 bosses images/icons/confused.gif
Kef Nukem
01-18-2002, 08:21 AM
If you give a Boss (e.g) pal 21 it will be less stronger and when you've killed it it will not end the level/episode (or whatever).
cyborg
01-19-2002, 12:15 AM
That only works for episode 1's boss where there's code for spritepal 21. Other enemies will simply have a different spritepal but the same code.
Apple
01-20-2002, 03:22 PM
That dosnt help me. images/icons/frown.gif How come boss 2 3, and 4 clones have only one health. I know how to edit the CONs. graemlins/hhg.gif
Phoenix
01-23-2002, 12:04 AM
Originally posted by Apple:
That dosnt help me. images/icons/frown.gif How come boss 2 3, and 4 clones have only one health. I know how to edit the CONs. graemlins/hhg.gif <font size="2" face="Verdana, Arial">Because it is a typo, in the original Duke game. Change that value to how strong you want the modified boss to be, than the sprite pallete set to "21" works, in Build.
cyborg
01-23-2002, 12:55 AM
It's not a typo - only Boss1 was used as a mini boss - ergo why should any of the others work in the same way just because they're also boss?
Phoenix
01-23-2002, 07:58 PM
Originally posted by cyborg:
It's not a typo - only Boss1 was used as a mini boss - ergo why should any of the others work in the same way just because they're also boss?<font size="2" face="Verdana, Arial">How come? Typo or done with purpose? Hmm, let’s see.
The health element is set to 1, i.e. a simple kick would eliminate those bosses if their palette is set to "21".
The cons where issues with the game. One would need to assume that a mapper may want to use a different looking, non-map-ending boss, for just for the fun of it. Without con knowledge this simply would not be possible.
If it was done(written) on purpose, what was it? To limit the mapper’s abilities?
Since it is irrelevant for the original game, why was it written in the first place? The applicable lines could be deleted without affecting the original game play, or would never have needed to be written.
[ 01-23-2002: Message edited by: Phoenix ]
cyborg
01-24-2002, 02:17 PM
The cons where issues with the game. One would need to assume that a mapper may want to use a different looking, non-map-ending boss, for just for the fun of it. Without con knowledge this simply would not be possible.<font size="2" face="Verdana, Arial">One would have to assume, 3DR wouldn't really be thinking a jot about what users would want to do with their maps.
Since it is irrelevant for the original game, why was it written in the first place? The applicable lines could be deleted without affecting the original game play, or would never have needed to be written.<font size="2" face="Verdana, Arial">Hmm, ever heard of the concept of cutting and pasting to save time? I would hardly be suprised if the BOSS code was mostly copied before being altered. It would not surprise me if all the enemies simply had healths of 1 for testing before being altered to more appropriate levels.
A typo suggests something that is a mistake on a character level - this is not. Choosing a health value is either going to be a concious effort or a random act. Either way it's not going to be a repetitive typo.
Phoenix
01-24-2002, 07:30 PM
Originally posted by cyborg:
[QUOTE]One would have to assume, 3DR wouldn't really be thinking a jot about what users would want to do with their maps.<font size="2" face="Verdana, Arial">Why assume? The health is set to 1.
Originally posted by cyborg:
[QUOTE]Hmm, ever heard of the concept of cutting and pasting to save time? I would hardly be suprised if the BOSS code was mostly copied before being altered. It would not surprise me if all the enemies simply had healths of 1 for testing before being altered to more appropriate levels.<font size="2" face="Verdana, Arial">The original question was "How come boss 2 3, and 4 clones have only one health?"; and not how programs may or may not be written.
Originally posted by cyborg:
[QUOTE]A typo suggests something that is a mistake on a character level - this is not. Choosing a health value is either going to be a concious effort or a random act. Either way it's not going to be a repetitive typo.<font size="2" face="Verdana, Arial">Since the character (boss 2 to 4) can be placed in a map, and its color palette can be set to 21, (it alters the boss) I can't understand the difficulty of accepting this as a typo!
cyborg
01-24-2002, 07:38 PM
Why assume? The health is set to 1.<font size="2" face="Verdana, Arial">Erm yes, that's my point.
The original question was "How come boss 2 3, and 4 clones have only one health?"; and not how programs may or may not be written.<font size="2" face="Verdana, Arial">How is that mutually exclusive?
Since the character (boss 2 to 4) can be placed in a map, and its color palette can be set to 21, (it alters the boss) I can't understand the difficulty of accepting this as a typo!<font size="2" face="Verdana, Arial">Because a typo suggests a typing error - not a persistant trait. It's a bug, a feature or an oversight but it's not a typo.
Phoenix
01-24-2002, 07:42 PM
Originally posted by cyborg:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Why assume? The health is set to 1.<font size="2" face="Verdana, Arial">Erm yes, that's my point.
The original question was "How come boss 2 3, and 4 clones have only one health?"; and not how programs may or may not be written.<font size="2" face="Verdana, Arial">How is that mutually exclusive?
Since the character (boss 2 to 4) can be placed in a map, and its color palette can be set to 21, (it alters the boss) I can't understand the difficulty of accepting this as a typo!<font size="2" face="Verdana, Arial">Because a typo suggests a typing error - not a persistant trait. It's a bug, a feature or an oversight but it's not a typo.</font><hr /></blockquote><font size="2" face="Verdana, Arial">Holy smoke. LOL
bignukeguy
01-26-2002, 10:59 AM
Does aneyone know how to give boss 2-4 pals more then one health. Do I have to edit game.con or is it impossible. Oh and you dont have to use pal 21 it could be aney pal you want. I usualy use pal 3 because there isnt red marks all over the boss pal. images/icons/wink.gif
[ 01-26-2002, 11:01 AM: Message edited by: bignukeguy ]
Phoenix
01-27-2002, 02:04 PM
Originally posted by bignukeguy:
Does aneyone know how to give boss 2-4 pals more then one health. Do I have to edit game.con or is it impossible. Oh and you dont have to use pal 21 it could be aney pal you want. I usualy use pal 3 because there isnt red marks all over the boss pal. images/icons/wink.gif <font size="2" face="Verdana, Arial">You do need to edit the game.con file, changing the health from 1 to whatever strength you desire.
Nothing is impossible.
Setting the boss sprite to palette 21 makes the boss a non-ending boss, giving the Boss any other palette number will end the game (map) when the boss is exterminated.
bignukeguy
01-27-2002, 07:55 PM
How images/icons/confused.gif
Phoenix
01-29-2002, 12:20 AM
Originally posted by bignukeguy:
How images/icons/confused.gif <font size="2" face="Verdana, Arial">I no longer have Duke on my new system, so I can't paste the actual code here. If below makes no sense to you, wait for others to help.
Anyway; go to Game.con file via Notepad, save the file as a backup, say as Game.ori . Than go back to Game.Con file, scroll down the line where the health of the bosses are, Change the health value from 1 to say 3000. Save the file, and test it.
It's simple and for as long as you backup your original .con files nothing bad will happen. images/icons/wink.gif
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