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PostPosted: Fri Feb 11, 2011 12:09 am 
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I'll put here every weapon/actor I've done so far to the public and I hope you'll like them.

Starman:
Spoiler:
This is the Starman from the original Mario Bros. giving you all it's benefits for a small time. Keep in mind that to recharge it you'll need to get it again.
Download Link:
http://wadhost.fathax.com/files/Starman.zip


Megaman V GB Weapon Pack *Link Fixed* :
Spoiler:
This is a weapon pack containing every weapon from Megaman V from GameBoy.
To use them without needing to cheat, please download the file below and include both when making a server.
Download Link:
http://wadhost.fathax.com/files/MMVWII.pk3
Changelog:
-HUDs fixed.
-Bubble Bomb goes farther.
-Spark Chaser's rate of fire nerfed, and slight damage nerf.
-Grab Buster fires faster.
-Black Hole has two uses, but is a LITTLE hard to fill up with energy.
-Salt Water now has a splash sound and ceiling splash.
-Break Dash's sounds fixed, less charge time.
-Photon Missile now has less ammo, and shoots a little lower.
-Fixed MM7 weapons on SBAR and WCOLORS.


Megaman V Inclusion:
Spoiler:
This simple PWAD will let you play with MMV weapons without cheats online! Players will be given randomly weapons from MMV each time they respawn or start the game.
Download Link:
http://wadhost.fathax.com/files/MMVWeaponRotation2.zip
Changelog:
-Weapons are now scaled, that is, you have more chances of getting Salt Water than Electric Shock, per example.
-Black Hole is now available. With a really low chance to get. But it is there.


Testing Dummy:
Spoiler:
This testing dummy is perfect for testing damage outputs! It tells how much damage you've done in how much time has passed since the test started.

Download Link:
http://wadhost.fathax.com/files/TestingDummy.pk3

Instructions:
-When starting a test, go on a map and select a place where to put the dummy in.
-Use console command "Summon" to put up a test dummy.
Testing Dummies come in 4 types:
-Normal (Code: Summon TestDummy) dummies will not be solid nor react to pain states, they are good for raw damage output.
-Solid (Code: Summon TestDummySolid) dummies will not react to pain states, but they will block your way. Perfect for collision detection checking, like Top Spinning on top of one.
-Pain State (Code: Summon TestDummyPain) dummies will react to pain states, like Gravity Hold if they are in the midair, or Wind Storm, but they will not be Solid.
-Solid Pain State (Code: Summon TestDummtPainSolid) dummies will react to pain states and will also be solid.
-After testing, you'll notice they have a LOT of HP. If you want to end testing, you should not summon another Testing Dummy until you destroy the first one. For an easy removal process, aim at the Test Dummy and use console command "MDK".
-That's it, have fun!
*The testing dummy has a lot of HP, so it can endure even a Quick Beam. The exact amount of HP is 2^16-1(65535)*
Keep in mind the Testing Dummy doesn't have any kind of damage reduction. 100 HP worth of damage to a dummy is equal to one frag on a Megaman class player.
PS.: Due to engine limitations, any tracking missile will not work properly with the dummy. (Dive Missile, Magnet Missile)


Item-2:
Spoiler:
This is the Item-2 from Megaman 2! Use it to ride along the stage and jump off it when you're done!
Keep in mind it lasts only a little while, but you get 3 of them!

Download Link:
http://wadhost.fathax.com/files/Item2.pk3

The Item-2 replaces the Rush Jet, so no cheats involved for its use.
This PK3 uses the JumpCancelling Script on the main PK3. Meaning it may not work along with classes mode.
The original version of this item has a HUD icon to display when the Item2 would fade. This PK3 doesn't have it because of compatibility issues.


Non-instant E-Tank:
Spoiler:
Ever wanted an E-Tank that didn't heal to full automatically?
Then this E-Tank is for you! It will heal you to full health when you use it, but will not overheal if you grab HP while using it!

Download Link:
http://wadhost.fathax.com/files/SlowETank.pk3

It spawn in place of the normal E-Tank, so no cheats needed to use it.

Please give feedback if you want to. I'll be accepting critique in order to improve my work.


Last edited by Asd967 on Wed Nov 30, 2011 8:49 pm, edited 17 times in total.

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PostPosted: Fri Feb 11, 2011 12:29 am 
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So it's an autokill skullbarrier?


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PostPosted: Fri Feb 11, 2011 12:38 am 
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could i use this in my custom expansion?


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PostPosted: Fri Feb 11, 2011 12:52 am 
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Korby wrote:
So it's an autokill skullbarrier?


If you got a star on Mario Bros. you know what to expect out of this.

In terms of gameplay, it is severely hindered because you need to grab a duplicate to use again and it doesn't lasts that much. Plus, you can't change out of it.

BradeDude wrote:
could i use this in my custom expansion?


If given credit, sure.


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PostPosted: Fri Feb 11, 2011 1:14 am 
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*cues to star power music*


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PostPosted: Fri Feb 11, 2011 2:47 am 
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I tried using this weapon. How do you damage enemies with it?


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PostPosted: Fri Feb 11, 2011 3:00 am 
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It's a starman, you run into people.


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PostPosted: Fri Feb 11, 2011 3:31 am 
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Causes damage on whoever is near and causes a constant negative recoil to move you.

To help you to use "turbo sphere" speedup instead of negative recoil, i went in search for Turbo Sphere Decorate. This is all I found:

Code:
Actor PowerTurboST : PowerSpeed
{
  Inventory.Icon "ARTITU1"
}

Actor TurbosphereST : PowerupGiver 5030
{
  +CountItem
  +NoGravity
  +Inventory.AutoActivate
  +Inventory.AlwaysPickup
  Inventory.MaxAmount 0
  Powerup.Type TurboST
  Powerup.Duration 1050
  Inventory.PickupMessage "Turbosphere!"
  States
  {
  Spawn:
    TURB ABCD 3 Bright
    Loop
  }
}


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PostPosted: Fri Feb 11, 2011 3:44 am 
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None of that even helps. It's just the powerup giver.

It's probably done through ACS.


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PostPosted: Fri Feb 11, 2011 5:45 am 
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Korby wrote:
None of that even helps. It's just the powerup giver.

It's probably done through ACS.


Did it and can prove you wrong. Edit the decorate with this:

Spoiler:
Code:
actor Starman : MegaBuster 18001
{
Weapon.AmmoUse 1
Weapon.AmmoGive 1
Weapon.SlotNumber 9
Obituary "%o lost a life to %k's Starman."
inventory.pickupmessage "Star get!"
weapon.ammotype "StarmanAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "STARM"
Scale 2.0
States
{
Spawn:
STAR ABCD 4
loop
Ready:
STAR I 0 ACS_ExecuteAlways(998,0,43)
STAR I 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
STAR I 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
STAR I 1 A_Raise
Loop
Fire:
STAR I 0 A_JumpIfNoAmmo("NoAmmo")
STAR A 0 A_GiveInventory("Speed",1)
Goto Star1
STAR I 0 A_Refire
Goto Ready+1
NoAmmo:
STAR I 1 ACS_Execute(979,0)
Goto Ready+1
Star1:
STAR A 0 A_PlaySound("item/Starman", CHAN_WEAPON, 1000.0, 1)
STAR A 0 A_ChangeFlag("SHOOTABLE",0)
STAR A 0 A_ChangeFlag("DONTRIP",1)
STAR A 0 A_ChangeFlag("ALWAYSFAST",1)
WOOD I 1 ACS_Execute(991, 0, 45)
WOOD I 1 A_SpawnItemEx("StarRadius",0,0,0)
WOOD I 0 A_GiveInventory("StarTimer",1)
goto Star2
Star2:
STAR E 1 A_SpawnItemEx("StarRadius",0,0,0)
STAR E 1 ACS_Execute(991, 0, 46)
STAR E 0 A_GiveInventory("StarTimer",1)
goto Star3
Star3:
HEAT J 1 A_SpawnItemEx("StarRadius",0,0,0)
HEAT J 1 ACS_Execute(991, 0, 62)
HEAT J 0 A_GiveInventory("StarTimer",1)
goto Star4
Star4:
STAR I 1 ACS_Execute(991, 0, 43)
STAR I 1 A_SpawnItemEx("StarRadius",0,0,0)
STAR I 0 A_GiveInventory("StarTimer",1)
STAR I 0 A_JumpIfInventory("StarTimer",160,"End")
Goto Star1
End:
STAR I 0 A_StopSound(CHAN_WEAPON)
STAR I 0 A_TakeInventory("StarTimer",5000)
STAR I 0 A_TakeInventory("StarmanAmmo",1)
STAR A 0 A_TakeInventory("Speed",1)
STAR A 0 A_ChangeFlag("SHOOTABLE",1)
STAR A 0 A_ChangeFlag("DONTRIP",0)
STAR A 0 A_ChangeFlag("ALWAYSFAST",0)
Goto NoAmmo

}
}

actor StarTimer : Inventory
{
inventory.amount 1
inventory.maxamount 5000
States
{
Spawn:
TNT1 A 1
loop
}
}

actor StarmanAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 1
}

actor Speed : PowerupGiver
{
powerup.type "Speed"
powerup.duration 320
+AUTOACTIVATE
-INVENTORY.INVBAR
States
{
Spawn:
TNT1 A 1
stop
}
}


Took me a while to understand how long Starman lasts.


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