Cutstuff Message Board

Cutstuff community forums
It is currently Wed Jun 19, 2013 8:19 am

All times are UTC




Post new topic Reply to topic  [ 14 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Fri Feb 11, 2011 8:37 pm 
Offline
User avatar

Joined: Fri Dec 03, 2010 7:35 am
Posts: 329
Location: Skulltag (Doom in Hexen format)
Medals: 2
Cutstuff Architect (1) MM8BDM MM8 Contributor (1)
ENERGY BALANCER

Code:
This special item was created by Dr. Light and synthesized by Auto the helper robot. The Energy Balancer (エネルギーバランサー, Energy Balancer), also known as Energy Equalizer and E. Balance, is an item that recovers energy from the Special Weapons with less energy when the player takes a Weapon Energy item without the need to select a weapon before taking it. However, if the player wishes to refill a specific weapon, equipping that weapon will cause the obtained weapon energy to fill that weapon instead of other weapons. If the player has a specific weapon selected and that weapon's energy is full, weapon energy pickups function the same way as if no weapon was equipped; going to the other weapons with the least amount of energy. It appears in Mega Man 6 and 7 as a hidden item, and can be bought in shops. In the Mega Man X and Mega Man ZX series, the function of the Energy Balancer is part of the characters as default.


Spoiler:
Image


Get Version 2c

http://static.best-ever.org/wads/energybal-v2c.wad

Changes in v2c:
  • Fully compatible with MM8BDM-v2b release - Now works with MM7 weapons!
  • Updated SBARINFO definitions
  • Updated GLOBAL ACS
  • Includes ACS source code

Special thanks
Spoiler:
Thanks to SaviorSword for pointing out the importance of scaling all ammos despite different ammo scales and max amounts.

Thanks to Yellow Devil for suggesting I improve on the original design.

Thanks to Cutman Mike for the inspiration and motivation to push the limits of what's possible.

Thanks to Myroc for specifically requesting the feature that weapon energy pickups fill the lowest weapon if some weapon other than a buster is equipped and full.


Note that this is the "mapper's version" where the item itself does not appear in game outside of a summon command but including this wad in your custom maps allows you access to this item. A test map is included. To see an example of this in a game mode check out the Game Modes!

---

DEPRECATED RELEASE NOTES


Spoiler:
http://wadhost.fathax.com/files/energybal-v2a.zip

Changes in v2a:
  • Fully compatible with MM8BDM-v1d release
  • Now gives weapon energy pickups to your lowest weapon if the current weapon is full and is thus no longer limited to having a buster equipped to trigger an effect.
  • ACS source code is now included

---

This is a public alpha/ beta/ development-whatever-it-can-be-changed release of the ENERGY BALANCER

http://wadhost.fathax.com/files/nrgbal.zip

Image

Code:
Just add this .wad file to your pk3
Place the EnergyBalancer item in your maps (thing number 19999)


HOW IT WORKS
The Energy Balancer (エネルギーバランサー, Energy Balancer), also known as Energy Equalizer and E. Balance, is an item that recovers energy from the Special Weapons with less energy when the player takes a Weapon Energy item without the need to select a weapon before taking it. However, if the player wishes to refill a specific weapon, equipping that weapon will cause the obtained weapon energy to fill that weapon instead of other weapons.

For MM8BDM in order to work properly you need to have acquired the Energy Balancer item and have your buster equipped (it can be Mega, Bass, or Proto). It lasts until you die and is intended for CTF and DM modes. This is useless in LMS or TLMS mode because there are not weapon pickups and possibly other obvious reasons.



Development notes
The amount of ammo you get may need to be adjusted somewhat. Playtesting from YOU and your suggestions are needed to improve this


Last edited by SickSadWorld on Fri Sep 21, 2012 8:14 pm, edited 19 times in total.

Top
 Profile  
 
PostPosted: Fri Feb 11, 2011 9:15 pm 
Offline
User avatar

Joined: Thu Nov 11, 2010 1:48 am
Posts: 393
Location: Caballa Island
Oh my god, I love you Sick. I've been looking forward to something like this after playing MM10, it would be an awesome addition to the game. You just got another fan. :ugeek:


Top
 Profile  
 
PostPosted: Fri Feb 11, 2011 10:12 pm 
Offline
User avatar

Joined: Fri Jul 09, 2010 8:10 pm
Posts: 4481
Location: Cutstuff.net
Medals: 5
MM8BDM Extender (1) Blood Donor (1) MM8BDM MM7 Contributor (1)
Cutstuff Warrior (1) MM8BDM MM8 Contributor (1)
Okay, so I told you I'd post here.

In game the E. Balancer fills up the weapon with the least energy, no matter what weapon you're using.

In your weapon, the E. Balancer fills up every weapon, although it only works with the buster.

That's what I meant.


Top
 Profile  
 
PostPosted: Fri Feb 11, 2011 11:08 pm 
Offline
User avatar

Joined: Fri Dec 03, 2010 7:35 am
Posts: 329
Location: Skulltag (Doom in Hexen format)
Medals: 2
Cutstuff Architect (1) MM8BDM MM8 Contributor (1)
Yeah I went mostly on the description of what it says in the MMKB. Right now it gives you less ammo but spread out over all weapons. Of course this benefits those with more weapons but it is also more cumbersome to switch between them. With the way it is now you also get more benefit from switching weapons and filling them up individually.

I originally wanted to do it so it calculates the least weapon energy and adds the entire amount to that but I can't think of a good way to do this that's not unnecessarily CPU intensive. Any suggestions?


Top
 Profile  
 
PostPosted: Wed Feb 16, 2011 12:35 am 
Offline
User avatar

Joined: Sat Aug 22, 2009 8:45 pm
Posts: 2980
Location: Arcade
Medals: 4
MM8BDM Contributor (1) MM8BDM Extender (1) GVH Engineer (1)
Blood Donor (1)
Can only be done with a global ACS script. The item would look something like this:

Code:
actor Xxxx : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
Inventory.Icon "XXXX"
+INVBAR
+INVENTORY.UNDROPPABLE
States
{
Spawn:
XXXX A 0
stop
Use:
XXXX A 0 ACS_Execute(100,0)
stop
}
}


After that, you'll need a global ACS script that checks your ammo for all weapons like "BubbleAmmo" and "FlameBlastAmmo"... oh man, I can't actually help you further than this. I'm getting confused.


Top
 Profile  
 
PostPosted: Wed Feb 16, 2011 1:38 am 
Offline
User avatar

Joined: Fri Dec 03, 2010 7:35 am
Posts: 329
Location: Skulltag (Doom in Hexen format)
Medals: 2
Cutstuff Architect (1) MM8BDM MM8 Contributor (1)
DoomThroughDoom wrote:
-snip-


Thanks, DTD. I know that. You're starting to get close to where I left off with thinking about this. If you had looked at it, you'd notice that it's already implemented using global ACS.

I realize the way to do this is to check if the player has the weapon AND how much corresponding ammo. But here's a question (and a challenge for you, since you know)

Which weapon should get the ammo if multiple weapons are depleted the same amount? A "random" solution is probably not appropriate.

Examples (separate scenarios):
Magnet Missile and Skull Barrier both have 0 ammo.
Star Crash and Mirror Buster both have 20 ammo.
Mirror Buster and Magnet Missile both have 50 ammo.

I will probably use the LMS string tables unless I see someone post some other suggestion.




In response to YD

Yellow Devil wrote:
In game the E. Balancer fills up the weapon with the least energy, no matter what weapon you're using.

In your weapon, the E. Balancer fills up every weapon, although it only works with the buster.


In the version where the Energy Balancer properly adds the entire weapon energy amount to the lowest weapon I will not implement behavior like the bolded text unless I see a convincing argument otherwise.

The reason being is that if you have a weapon selected you should be allowed to fill that weapon, as it is active. I dislike a scenario where you have a weapon selected but the weapon energy you picked up is transferred to another weapon.

This text from the MMKB reinforces this (relevant text bolded)

Quote:
The Energy Balancer (エネルギーバランサー, Energy Balancer), also known as Energy Equalizer and E. Balance, is an item that recovers energy from the Special Weapons with less energy when the player takes a Weapon Energy item without the need to select a weapon before taking it. However, if the player wishes to refill a specific weapon, equipping that weapon will cause the obtained weapon energy to fill that weapon instead of other weapons.


In the Megaman games, Megaman mostly uses his buster unless there is some special situation. I do not think it is unreasonable to do this also in MM8BDM. Because of this, it will probably also work only with the buster(s)/ slot 1 equipped unless someone suggests alternate behavior that makes sense.


Last edited by SickSadWorld on Wed Feb 16, 2011 6:56 am, edited 5 times in total.

Top
 Profile  
 
PostPosted: Wed Feb 16, 2011 2:10 am 
Offline
User avatar

Joined: Thu Oct 14, 2010 7:26 pm
Posts: 1227
Location: TheBladeRoden's Stage
Medals: 3
MM8BDM Extender (1) Cutstuff Blacksmith (1) MM8BDM MM8 Contributor (1)
DoomThroughDoom wrote:
XXXX A 0 ACS_Execute(100,0)

ooh a new toy to play with


Top
 Profile  
 
PostPosted: Wed Feb 16, 2011 2:15 am 
Offline
User avatar

Joined: Wed Oct 27, 2010 7:35 am
Posts: 319
Yesss

I always lamented the lack of this mechanic!


Top
 Profile  
 
PostPosted: Fri Feb 18, 2011 9:25 am 
Offline
Site Admin
User avatar

Joined: Wed Dec 17, 2008 12:24 pm
Posts: 4200
Location: United Kingdom
Medals: 3
MM8BDM Contributor (1) MM8BDM MM7 Contributor (1) MM8BDM MM8 Contributor (1)
I wanted the energy balancer in but I couldn't figure out the math to work out which ammo type to give.


Top
 Profile  
 
PostPosted: Fri Feb 18, 2011 10:46 am 
Offline
User avatar

Joined: Fri Dec 03, 2010 7:35 am
Posts: 329
Location: Skulltag (Doom in Hexen format)
Medals: 2
Cutstuff Architect (1) MM8BDM MM8 Contributor (1)
CutmanMike wrote:
I wanted the energy balancer in but I couldn't figure out the math to work out which ammo type to give.


You're absolutely right, conceptually it is quite difficult.

My current thinking is to just randomly/ sequentially index tables of strings that hold values similar to the Last Man Standing string tables if the lowest value of ammo is shared between multiple weapons.

Flaws?

It's turning into a lot of ACS, lol


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 14 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group