This is the place where I do my decorate stuff.
This is the most recent weapon pack right here! Have fun!
Uki Weps is now officially v3c! Classes compatibility update!
Make sure to turn the 8bdm randomizer options on in order for the weapons and other objects to spawn!
https://allfearthesentinel.com/zandronum/download.php?file=ukiwepsv3c.pk3If you have any suggestions please tell me
Changelog for the most recent version is here
Class Base 3, Custom Bar slot 133,134
New in V3b
V6b compatibility!
All weapons are now team colored!
Floor crawlers have had their max step height increased in order to function better
Baleful Strike AP gains are 5 from 3 on kill
Dual Assault Rifle grenade fire rate buffed
Shock Rifle Beam Damager is now slightly wider
Shock Rilfe Core shots are a slightly faster fire rate
Redemeer can now be shot down as intended
Redemeer shots hp from 2 to 10
Ice Burst Platforms should function slightly better
Drift Diamond slow is now the same as Snowy Rain
Snow Slow now has a visual when affected (baby snow flakes
)
Time Distortion from Time Warp has a temporary time slow graphic visual when affected
Ice Weapons now have the ice death state
Animation fixes for Gravity Well and Acid Burst
Tiny Recode for Lightning Web
A majority of icons went up 1 pixel to match normal pickups
Unreal Health Vials and Health Pickups have been removed, for compatibility reasons
Special Thanks Section Below
Cutmanmike - for making MM8BDM and the weapon template that I learned from
Korby - for the hint on how to make the wave like shot for the Tk Wave, and his Seed Satchel Sprite Sheet
xColdxFusionx, Musashi-COM, and Blathers - on helping with the hud of the Cross Bomb "bit mixing" issue
King Yamato - for making the MMV weapon pack which he let me use the healing code from the Grab Buster for the Electric Sapper
Manibogi - Making the much nicer Fake Revolver sprites
TheBladeRoden - For letting me use the green shell code for Air Hockey so it don't bounce on the ground anymore
Lego - Making 8-10 pack which helped with getting a few of my ideas working (mainly the Mirror Buster fix and using inventory as a way
to raise people into the air... never would have figured that out lol)
Messatsu and SickSadWorld - For making the randomizer for Lego's pack which is exactly where mine comes from with edits
Messatsu again - for creating the "force of nature" Hard Knuckle
Kenkoru and Saviorsword - For helping me with testing lots of bugs found because of them
Kenkoru - for the Rod Spin Sprites
Gummywormz - For the new randomizer method that was made in the dirp pack
Trill - Overheal script for the big keg, and general help
Bbonus Soda
Lego - The acs for the Soda Drinker Pro game mode
Copy - The updated huds
Hello... Is anyone here?.... Well if someone is listening... Heres a new mod! This mod is called Make a Class Simulator! Or MACS for short. Whats MACS? Look in the spoiler below!
https://allfearthesentinel.com/zandronum/download.php?file=macsv1d.pk3"Whats is MACS?" - The mod basically came around when CSCC was dead for years before they started updating again, and I was always wondering what could happen if I expanded the Uki Class even further beyond what the class design could have ever dreamed.
"What can I do with Make A Class?" - Well the premise is pretty simple, when you load the mod up and start, you will have a new menu conveniently named Make-A-Class. Within that Menu lies a huge amount of options that allow you to tweak yourself around in various ways, effectively making a "class" while still technically only being the base class.
"What can I change with the Make A Class?" - Well for starters the initial screen has a few options to tweak right off the bat, with your health, movement speed, and jump height. Then you might notice the mainfire and altfire menu. Enter either menu and suddenly you will have a selection of options that can alter the way the weapon can function allowing for all sorts of crazy things.
"So I just adjust the menu options and it works?" - Yes! I am only one person so I might have missed a combo or two but in general if you say select a "rapid velocity shot that crawls on the floor as a ripper, with 150 health, 2 speed, 12 jump", when you hop into a round, thats what you would have.
"Uki, how is the damage concerned, that sounds like it would be busted balance wise!" - Well your not wrong, BUT the damage is calculated through a script for every shot from every player based on what options have been selected, or how you altered your stats! So you can have all the good stuff... but your damage output will suffer immensely for it (not saying that a combo or two probably still shreds harder than anticipated)
"Uki, your mods broke, I am doing -0 damage 0/10 no good" - The key component of the mod is allowing you to gain stats based on what you have attached or what your base stats are, the general rule of thumb is if it feels negative like a stat decrease or just flat nothing, you do more, if you have more of a stat or positive effects like having your shot bounce, you lose power instead."
"What is the altfire capable of?" - When you entire the altfire menu the first option allows you to select a choice of what you might want, there is currently 5 options, flight boost sends you up, dash boost sends you straight ahead, energy absorber which can provide a shield that when struck, can give a bit of energy back, and if you couldn't have guessed, the forth option provides the opportunity to create a whole second shot to play around with! But just as a warning the ammo is cut in half for the altfire so its not a complete second ammo bar! Also if you really want a small power boost, you can give up the altfire for a small damage boost on the mainfire like if you select nothing on any of the main shot categories.
"Ok but why do the bots I am playing against have random colors for them and their shots?" - In the first menu you go into you may have noticed a cosmetic menu. In this menu you can set up both the projectiles colors and even your own colors that will be used when your playing your custom creation! You can also change the sound of the gun being fired to a assortment of sounds from the base game, allowing for even more custom goodness.
"Why do I have headache looking at this menu" - It can be pretty daunting looking at it but after a little while, you will see how simple it really is. And the best advice I can give is if it feels like a negative thing, the damage goes up, if its a positive thing, it goes down. Try to keep yourself balanced and you will be alright.
"Uki this all sounds crazily broken!" - Your probably right! But the mod has always been built with the idea that it would be chaotic anyway so I think it will be alright. I mean you can't balance everything and I am sure there is a few bugs with how I had coded things. But its chaotic fun for all for sure!
As a extra note of caution though, since I have never really tested this online besides basics, the bandwith this mod could probably output is probably absurd do to the color scripts and all the wacky effects the projectile itself can do so I would expect lag spikes and the sort to occur, but you do you!
Now that the Q&A is over that was questions that imaginary people asked me 100%, go try the mod and take it.... to the MACS!
Changelog for the most recent version is here
Custom Colors 4601 to 4793 claimed for 64 player custom color collections
ClassBase 33 is claimed because custom damage types/obit death stuff
GenericRobot 33 in coop mania bot pack claimed for damage type stuff
Current wip/known issues
Lingering Explosion and Shootable in the code not fully done
MAC swap code currently kinda wip, blanked for now
Disabiling team projectile colors offline causes shots to not properly translate in team games
Fire Damage Type occasionally doesn't apply due to the 1 frame for the color change stuff,
kinda needed for easy target aquire
When loading a config, the obit will not change for other players till you manually go into the obit
screen and press enter on each part of the phrase you loaded in or until the next map
Better burp sound for fizzy thats more 8 bit and not just bbbonus soda burp
Funny drunk/"far out" damage type exists, not usable yet
V1d - the hotfix thats still not a hotfix! Orbitals shots and stickies galore!
Added a new option which allows you to remote detonate your projectile for activateable death
effects!
Added a sticky projectile option that allows you to stick your projectiles to surfaces!
Added a orbital option for a new shot type! Your shots will fly around you ready to smack foes
in the face!
Base split is now a two way horizontal split, because now you can select between 4 split choices
with the split formation option! (The old 4 way split took a -4 damage nerf though)
Added a new damage type in the form of fizzy! These bubbles surely have some lift to them! Make sure
to let them out somehow!
Altered the obit scripts to allow for the altfire to have a unique obit as well as removing
the issue with two obits on support item/hazard death!
Added colored explosion in the cosmetics menu to allow your shots colors to transfer over to its explosion!
Added Thunder Wool's basic cloud and bubble splash's bubble as cosmetics!
Added Thunder Bolt'S trail effect as a cosmetic!
Damage Limiter has been changed to a damage adjuster, which will apply a percent based damage
buff or debuff instead of capping off builds (ripper builds were the thought behind this one)
Added ThruSpecies plus a script to allow shots/shootables to go through their owners/teamates shootables
(No more self healing on energy absorber)
Added a new spawn script for projectiles lowering edge cases of certain effects not triggering instantly
Made the damage display clientesided to hopefully fix the issues with occasionally
not showing up
Added a similar altfire to core when you have no altfire function that goes
straight to your main fire making spamming small shots easier for charge shot builds
Added a Database for all the mod types to go into more detail what each thing can do + some specific bonus info that
was more hidden knowledge
All the non damage amount extra text in the main projectiles menus got essentially placed into the database menu.
Compressed the main shot menus down due to info being placed in the database section
Added a couple things to help support coop game modes a bit better with lives involved, mainly to keep the
inventory stuff straight, and the generic robot stuff for coop mania's enemy pack collection
Added spam prevention measures for guided that gives it a 60 second lifespan when
at infinite travel time and restricted the number of guided shots allowed at a time to 30,
should allow for its intended purposes and a bit of silliness, but not as potentially server
breaking (will follow up later)
Shotgun damage decreased from 40% to 35% (200% to 175% total)
Shotgun spread increased slightly
Spread damage decreased from 50% to 40% (150% to 120% total)
Spread general ammo cost went up 1 (3 cost to 4, mid charge 5 to 6, charge 7 to 8)
V Shot damage decreased from 80% to 70% (160% to 140% total)
Ammo Regen has been slightly recoded, ammo regen will be slightly faster all around (1 tic lol)
Fire's dot should now skip the recoil from pain (hitstunning effect)
Fire's dot should no longer trigger Energy Absorber
Fire dot effect should now properly translate in team games
Energy Absorber's health has been spiked up to a higher number for ease of compatability,
quick beams will still eat it however
Fixed revup so when you refire with no ammo, you restart your rev up properly rather
than jumping to a weird hybrid no ammo state that took longer to fire out
Fixed a oversight where you could use a charge shot when hitting no ammo with other
types of altfires by having the stuff selected in the menu
Fixed a desync problem with energy absorbers graphics not showing up
Fixed issue with ice shot altfire was still linked to ice slasher pain not doing the new
effect
Fixed a issue where bots would not get the appropriate shot speed modifications
Split shots bounce limit reduced down to 1 bounce (1 person cluttering a room
is funny, but not fun for everyone else besides the one person with energy absorber)
Tweaked the rain drop trail to use no interaction while keeping things in tact and also
added a fadeout timer after existing too long/reduced the amount of rain per shot
by 50% (mm2dw1 sky height why)
Added some class info stuff for easy accessible mac loadout class with patches if Mega is too inconvient
Added a trail display option which allows you to disable trails to try and help
performace on your end
Health damage check is now checked through a flag based on your selection rather than
your actual spawn health in order to support things that alter health better (just a bug fix for other mods I guess lol)
Trails should now function on floorcrawler properly online. Split trails have been removed because
200+ trails every tic on shotgun/split combos is fps nuking.
All trails should scale with the size of the shot so bigger gets bigger, smaller gets smaller.
Fixed death effects of certain projectiles not adapting to team game colors
Guided should no longer guide if you die or spectate
Boomerang ignores gravity options when returning back (makes its return like it should)
Reduced the sound output of the hornet hovers by a bit
Added extra code so Double Cyclone and Power Stone graphics shouldn't do startup animations
when floor hugging