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Author Topic: Class based modification (v8d)  (Read 964500 times)

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December 26, 2010, 04:43:41 AM
Reply #15

Offline Korby

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Re: Class based modification
« Reply #15 on: December 26, 2010, 04:43:41 AM »
Hmm. I was thinking of doing something similar.

Good luck! Remember, there's a reason MM8BDM wasn't class based. Raise your flame shields before you release it, and get ready to balance a lot.

December 26, 2010, 09:39:40 AM
Reply #16

Offline Max

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Re: Class based modification
« Reply #16 on: December 26, 2010, 09:39:40 AM »
Mega Man 3 it is! Luckily I had a lot of ideas for this game. I'll start with Hard Man and go round in a clockwise order, so this means doing Gemini last. If someone wants to beat me to it and design Top Man's class, for example, they can go ahead and do so. I don't want this to be a solo project.

December 26, 2010, 04:50:23 PM
Reply #17

Offline Korby

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Re: Class based modification
« Reply #17 on: December 26, 2010, 04:50:23 PM »
Do you plan on making the characters play exactly how they did in the game?

December 26, 2010, 04:53:53 PM
Reply #18

Offline Max

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Re: Class based modification
« Reply #18 on: December 26, 2010, 04:53:53 PM »
Not exactly, but much closer than Mega Man's weapons.

Hard Man can only shoot two Hard Knuckles at a time and he shakes the ground on his altfire (only used in the air) applying a stun to all in range. His knuckles don't act as boomerangs, unlike in game... I tried it and dominated everyone as Hardman in offline. Might re-add it if Hardy's UP.

December 26, 2010, 06:29:20 PM
Reply #19

Offline tsukiyomaru0

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Re: Class based modification
« Reply #19 on: December 26, 2010, 06:29:20 PM »
Quote from: "Yellow Devil"
Not exactly, but much closer than Mega Man's weapons.

Hard Man can only shoot two Hard Knuckles at a time and he shakes the ground on his altfire (only used in the air) applying a stun to all in range. His knuckles don't act as boomerangs, unlike in game... I tried it and dominated everyone as Hardman in offline. Might re-add it if Hardy's UP.
Well, dunno if you considered this, but:
1) When he does his Hard Drop, everyone within a range should be paralyzed for a while (if they are on ground) and maybe take minor damage.
2) Shortly after his Hard Drop, he's unable to move or attack.

December 26, 2010, 06:34:05 PM
Reply #20

Offline Max

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Re: Class based modification
« Reply #20 on: December 26, 2010, 06:34:05 PM »
yes and yes both are done.

Hard Man can move after dropping, but he can't attack and it has a 5 second timer  before he can do it again.

December 26, 2010, 06:45:58 PM
Reply #21

Offline Korby

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Re: Class based modification
« Reply #21 on: December 26, 2010, 06:45:58 PM »
I demand a video.

You can only use Hard Man skin when using him, right?

December 26, 2010, 06:54:51 PM
Reply #22

Offline Max

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Re: Class based modification
« Reply #22 on: December 26, 2010, 06:54:51 PM »
Weird thing is I have the weapon working but not the class

December 26, 2010, 07:07:58 PM
Reply #23

Offline Korby

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Re: Class based modification
« Reply #23 on: December 26, 2010, 07:07:58 PM »
check sjas/another ghoul

December 26, 2010, 07:08:30 PM
Reply #24

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Re: Class based modification
« Reply #24 on: December 26, 2010, 07:08:30 PM »
tried and failed

December 26, 2010, 07:13:24 PM
Reply #25

Offline Alucard

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Re: Class based modification
« Reply #25 on: December 26, 2010, 07:13:24 PM »
Don't pput it in skins. You HAVE to use the Add File.

December 26, 2010, 07:49:43 PM
Reply #26

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Re: Class based modification
« Reply #26 on: December 26, 2010, 07:49:43 PM »
That's obvious

December 26, 2010, 10:28:34 PM
Reply #27

Offline Ivory

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Re: Class based modification
« Reply #27 on: December 26, 2010, 10:28:34 PM »
You have to change classes in the player menu, or by console command.

December 26, 2010, 10:33:33 PM
Reply #28

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Re: Class based modification
« Reply #28 on: December 26, 2010, 10:33:33 PM »
...It doesn't show up.

January 17, 2011, 04:55:11 AM
Reply #29

Offline arkman

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Re: Class based modification
« Reply #29 on: January 17, 2011, 04:55:11 AM »
Well i started working on some classes myself. I mostly just cut and paste stuff from the main game, but i tried to be creative.
Here is what i think you need to do
(i posted the images on my wikia page)
http://mm8bdm.wikia.com/wiki/User:Anotherarkman%3F
excuse the quality.

also here is a class i made, it isn't very good, but it was my first attempt.
(warning wall of text)
Spoiler for Hiden:
actor Fireman : PlayerPawn
{

player.displayname "fireman"
player.soundclass "megaman"
player.damagescreencolor "yellow"
player.forwardmove 0.6, 0.6
player.crouchsprite "FIRM"
//+BOSS
+NOBLOOD
+DONTBLAST
player.sidemove 1.0, 1.0
player.jumpz 8
player.startitem "FireStormUnlimited"
player.startitem "BusterAmmo", 3//
+NODAMAGETHRUST
//+GHOST
player.colorrange 0 0
mass 9999
damagefactor "Dummy", 0.0
gravity 0.8
scale 2.5
States
{
Spawn:
FIRM A 0
FIRM B 1
FIRM A 1
Goto Spawn+2
See:
FIRM BCDE 5
Goto Spawn
Missile:
FIRM F 5
FIRM G 4
goto Spawn
Pain.FireSpin:
Pain.Quick:
Pain.Buster:
Pain.Kick:
Pain.Yamato:
Pain.Dive:
Pain.Star:
Pain.Needle:
Pain.Centaur:
PLAY H 0
Goto pain+1
Pain.Bright:
PLAY H 0 A_GiveInventory("Flashed",1)
Goto pain+1
Pain.Wind:
PLAY H 0 ThrustThing(random(0,255),35,1,0)
PLAY H 0 ThrustThingZ(0,100,0,0)
Goto pain+1
Pain.Gravity:
PLAY H 0 ThrustThing(random(0,255),50,1,0)
PLAY H 0 ThrustThingZ(0,60,0,0)
Goto pain+1
Pain.Shock:
PLAY H 0 A_SpawnItemEx("ShockFX",4,0,32)
PLAY H 0 A_GiveInventory("Shocked",1)
Goto Pain+1
Pain:
PLAY H 0 A_Stop
PLAY H 0 A_JumpIfInventory("EnkerMirrorCount",1,"EnkerAbsorb")
PLAY H 0 A_Pain
PLAY H 0 //A_GiveInventory("TempInvince",1)
PLAY H 0 //SetPlayerProperty(0, 1, 4)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 A_Recoil(1)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 //A_Recoil(1)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 //A_Recoil(1)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 //A_Recoil(1)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 //A_Recoil(1)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 //A_Recoil(1)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 //A_Recoil(1)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 //A_Recoil(1)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 //A_Recoil(1)
PLAY H 1 A_SpawnItem("PainFX",0,3)
PLAY H 1 //A_Recoil(1)
PLAY H 0 //SetPlayerProperty(0, 0, 4)
PLAY H 0 SetPlayerProperty(0,0,1)
Goto Spawn
Death.Beam:
Death.instagib:
PLAY Z 1 SetPlayerProperty(0, 0, 4)
PLAY H 0 A_GiveToTarget("KilledMe",1)
PLAY Z 0 A_PlayerScream
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
PLAY Z -1
stop
Death:
PLAY H 0 SetPlayerProperty(0, 0, 4)
PLAY H 0 A_TakeInventory("PharaohCharge",999)  
PLAY H 0 A_NoBlocking
PLAY H 0 A_GiveInventory("CutterFlag",999)
PLAY H 0 A_Stop
PLAY H 1 A_GiveToTarget("KilledMe",1)
PLAY H 19 ACS_ExecuteAlways(999,0,0)
PLAY H 0 SetPlayerProperty(0, 0, 4)
PLAY H 0 A_PlayerScream
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
PLAY Z 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
PLAY Z 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
PLAY Z -1
stop
Death.Falling:
PLAY H 0 SetPlayerProperty(0, 0, 4)
PLAY H 0 A_TakeInventory("PharaohCharge",999)  
PLAY H 0 A_NoBlocking
PLAY H 0 A_GiveInventory("CutterFlag",999)
PLAY Z 1 A_PlayerScream
PLAY Z 1 A_Stop
PLAY Z 1 ACS_ExecuteAlways(999,0,0)
PLAY Z -1
stop
PunkSpin:
PLAY AVW 3
PLAY XY 3
Goto PunkSpin+3
PunkStop:
PLAY WV 5
Goto Spawn
EnkerRaise:
PLAY Y 1
loop
EnkerAbsorb:
PLAY Y 0 A_PlaySound("weapon/mirrorabsorb")
PLAY Y 0 A_GiveInventory("EnkerMirrorCount",1)
Goto EnkerAbsorb3
EnkerAbsorb3:
PLAY Y 3 ACS_ExecuteAlways(998,0,65)
PLAY Y 0 A_JumpIfInventory("EnkerMirrorCount",1,"EnkerAbsorb2")
Goto Spawn
EnkerAbsorb2:
PLAY Y 3 ACS_ExecuteAlways(998,0,66)
PLAY Y 0 A_JumpIfInventory("EnkerMirrorCount",1,"EnkerAbsorb3")
Goto Spawn
DarkLeap:
PLAY Y 1 A_SpawnItemEx("DarkDamager")
PLAY Y 0 A_JumpIf(z-floorz==0,"Spawn")
loop
BalladeJump:
PLAY Y 5 A_SpawnItemEx("BalladeMelee")
loop
TheEnd:
PLAY G 4
loop
}
}

actor DarkDamager
{
PROJECTILE
obituary "%o was squashed by %k."
height 1
damagetype "Quick"
radius 1
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(1,64,0)
stop
}
}

actor Shocked : PowerupGiver
{
  inventory.maxamount 0
  powerup.duration 35
  powerup.color "00 00 00", 0.0
  powerup.type "PowerShock"
  +INVENTORY.AUTOACTIVATE
  +INVENTORY.ALWAYSPICKUP
  states
  {
  Spawn:
    TNT1 A 6
    loop
  }
}

actor PowerShock : PowerSpeed
{
Speed 0.0
}
actor FireStormUnlimited : Weapon
{
+WEAPON.DONTBOB
Weapon.AmmoUse 0
Weapon.AmmoGive 100
Weapon.SlotNumber 1
Obituary "%o was melted by %k's FireStorm."
Inventory.Pickupmessage "Power up! Fire Storm!"
weapon.ammotype "BusterAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
//inventory.icon "FIRESI" // if this causes fail, remove the first //
Scale 2.0
States
{
Spawn:
WEAP Y 1
loop
Ready:
FIRE G 0 ACS_ExecuteAlways(998,0,123)
FIRE G 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FIRE G 10 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FIRE G 10 A_Raise
Loop
Fire:
FIRE H 0 A_JumpIfNoAmmo("NoAmmo")
FIRE H 0 A_PlaySoundEx("weapon/firestorm","Weapon")
FIRE H 10 A_FireCustomMissile("FireStorm",0,1,8,0)
//fire storm shield goes here
FIRE G 5
Goto Ready+1
NoAmmo:
FIRE G 0 ACS_Execute(979,0)
Goto Ready+1
}
}


actor FireStorm
{
PROJECTILE
+DONTBLAST
Radius 6
Height 7
scale 2.5
damage (5)
speed 40
States
{
Spawn:
FIRE ABC 2
loop
Death: AWSM K 0 A_Stop // Set's the projectile's velocity to nothing.
FIRE D 0 A_ChangeFlag("NOGRAVITY",0) // Change the projectile's gravity to 1 so the explosion effect isn't subject to gravity.
FIRE E 0 A_SpawnItemEx("FirePillar",0,0,0)
stop
}
}
actor FirePillar
{
PROJECTILE
-MISSILE
+DONTBLAST
+RIPPER
Scale 2.5
-NOGRAVITY
Height 20
Speed 0
Radius 20
Damage (25)
reactiontime 15
States
{
Spawn:
FLMB A 0
FLMB A 0 ACS_Execute(202,0)
FLMB H 1 A_JumpIf(z-floorz==0,"Flame")
loop
Flame:
FLMB A 0 A_ChangeFlag("FLOORHUGGER",1)
FLMB A 0 A_ChangeFlag("MISSILE",1)
FLMB A 0 A_CountDown
FLMB ABCDEFGFGFGFGFG 1
loop
Death:
FLMB A 0
stop
}
}
you can use this for a base if you want.

edit:blahg i forgot to change the pain sprites...
and things like darkdamager i forgot to take out.
you probably shouldn't use this as a base.