Joined: Thu Mar 04, 2010 3:36 am Posts: 8549 Location: ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ
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Hi, no need to ask YD, I helped make classes too :D
Anyway, actual classes are really simple to make.
Spoiler:
Code:
actor Guide : Megaman //Change "Guide" to the name of your class. { player.displayname "megaman" //Change the "megaman" here to the name of your class. player.soundclass "megaman" //Also this, but not required. player.damagescreencolor "yellow" //This will change the color of the screen when hit, but it's very strange to have it anything but yellow, so generally you don't want to touch this." player.forwardmove 0.8, 0.8 //This is how fast your class will move back and forth. player.sidemove 0.78, 0.78 //This is how fast your class will strafe from left to right. player.jumpz 10 //This is how high your class will jump. player.startitem "MegaBuster" //You can have your class start with any item you want, but generally you give them their weapon... player.startitem "BusterAmmo", 3 //...And the ammo that goes to that weapon. damagefactor "Dummy", 0.0 damagefactor "Air", 1.5 //This is an example of a weakness. The damage type of one weapon is put here with a number after it, with higher numbers dealing more damage to the class. States { Spawn: PLAY A 0 //Change all of these "PLAY"s to the first four letters of your class's skin. For more info, check out the skins tutorial. PLAY B 1 PLAY A 1 Goto Spawn+2 See: PLAY BCDE 5 Goto Spawn Missile: PLAY F 5 PLAY 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 } }
And that's the code for the class itself. For weapon coding, check out the Weapon Template. Hope this helped!
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