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PostPosted: Mon May 14, 2012 9:48 pm 
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Joined: Sat Apr 28, 2012 9:00 pm
Posts: 38
Any good tutorials are allowed. If I can't get them to work right, I might need help from King Yamato or Yellow Devil.


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PostPosted: Mon May 14, 2012 9:50 pm 
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Dialgaofpower wrote:
Any good tutorials are allowed. If I can't get them to work right, I might need help from King Yamato or Yellow Devil.

Gonna need to know how to code, and make weapons. Can't help you with either, can't do them.


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PostPosted: Mon May 14, 2012 10:30 pm 
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fortegigasgospel wrote:
Gonna need to know how to code, and make weapons. Can't help you with either, can't do them.

This might be hard.


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PostPosted: Mon May 14, 2012 11:28 pm 
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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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