Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: tsukiyomaru0 on October 24, 2012, 02:15:18 AM

Title: Special Classes Add-on (Version 3.2)
Post by: tsukiyomaru0 on October 24, 2012, 02:15:18 AM
(http://i16.photobucket.com/albums/b16/oaklab151/Screenshots/Screenshot_Doom_20110819_141339.png)

DOWNLOAD LINK (NEW VERSION! 3.2)
Mediafire (http://www.mediafire.com/?7xhaxy4s07mdu45)
Also listedn on Best. Ever. (http://static.best-ever.org/wads/mm8bdm-special-classesv3.2.pk3)

About

This special mod adds 16 classes to MM8BDM, each one with a minor buff or debuff in movement and with its unique buster type. There is no backstory, In-Character wise. But, Out-of-Character, there is a rather amusing one. Back in the days that Yellow Devil's Classes were being made, I had the brilliant idea of making a TF2 Classes for MM8BDM. So, for that, I had made the projectile sprites, but had no team to help me make skins or to code the Medigun (Mind you I still don't have patience to figure how to do a Medigun).

After a long while after this concept of TF2 classes were scrapped, I found the sprites there, in a folder, still waiting to be sliced. So, the first thing that came to my mind was "Would be a shame to trash it, right?". And then, the first version was made, with only the first five buster mods. The list grew as I came to have more ideas on weapons and had plenty of time to spare. And coding this and even spriting was my way of having fun! Now, it is as you see below. A long list of classes that, due to being mostly decorate, works with virtually anything.

Current Classes

Desperation Mode

Once their health is reduced to 25% or less, they enter the desperation state. During that state, the secondary fire activates the Desperation Mode, that lasts for ten seconds and allows stronger attacks. However, this is getting implemented yet, so all the desperations below are prone to change. A common trait is that all the Desperation Mode projectiles are red and that the presence of particles around the afflicted user announces their condition.


Compatibility


In short, might work with anything, as long as no actor or sprite have the same name as those within it and as long as it is the last PK3/WAD loaded, because it only adds classes without removing any existing one.

Changes Possibility
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Magnet Dood on October 24, 2012, 02:38:07 AM
This looks interesting. Maybe I'll check it out later.

Question, though: Is seeker like a Magnet Missile in its "seeking" capabilities, or is it more akin to the all powerful Dive Missile?
Title: Re: Special Classes Add-on (Version 3.2)
Post by: tsukiyomaru0 on October 24, 2012, 02:44:21 AM
Quote from: "Magnet Dood"
This looks interesting. Maybe I'll check it out later.

Question, though: Is seeker like a Magnet Missile in its "seeking" capabilities, or is it more akin to the all powerful Dive Missile?
The later, albeit amazingly weak.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Hallan Parva on October 24, 2012, 03:12:07 AM
These classes look pretty cool, actually! Downloading, and I'm just saying that I like the idea of a desperation.

Maybe the desperation could last only 5 seconds, but auto-trigger on low health?
Alternatively, the desperation could slowly charge over time. Gaining frags would give players "charge" faster.
The way I see it, they're similar to Bombs from the Touhou series...




also can I dissect this and use it for evil
Title: Re: Special Classes Add-on (Version 3.2)
Post by: tsukiyomaru0 on October 24, 2012, 03:18:12 AM
Quote from: "SmashBroPlusB"
These classes look pretty cool, actually! Downloading, and I'm just saying that I like the idea of a desperation.

Maybe the desperation could last only 5 seconds, but auto-trigger on low health?
Alternatively, the desperation could slowly charge over time. Gaining frags would give players "charge" faster.
The way I see it, they're similar to Bombs from the Touhou series...




also can I dissect this and use it for evil
Ohohoh, you... well, some desperations would be useless if they lasted five seconds. Perhaps I could use a "armor bonus" for desperation. As for frag bonus, it would require me to mess with a root class (Megaman), so it is not a good idea...

But, yes, anything I make is for public and free use.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Zard1084 on October 24, 2012, 05:10:54 AM
Tsuki you clever clever person you  :ugeek:
Title: Re: Special Classes Add-on (Version 3.2)
Post by: -Daiki-TheOni on October 24, 2012, 08:49:08 AM
Tsukiyomaru0,please:
Make a topic of "MegaDisc_of_tron v1.1" (O_O)
All your mods are pretty cool.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: JaxOf7 on October 24, 2012, 09:14:47 AM
Quote from: "tsukiyomaru0"
As for frag bonus, it would require me to mess with a root class (Megaman), so it is not a good idea...
Can use an ACS Death script.
Also I consider frag bonuses and staying alive to be more depthful than getting beat up, going berserk, and dying to get it back.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Zard1084 on October 24, 2012, 03:29:57 PM
Quote from: "tsukiyomaru0"
works with virtually anything.
I have tested that and you are right this works with EVERYTHING!!! Saxtonhale, Copybotclasses, Touhouclasses, Invasion maps, 2nd coop maps!! I mean holy hell tuski this was a genus move on your part I grovel at your feet man  :ugeek:
Title: Re: Special Classes Add-on (Version 3.2)
Post by: tsukiyomaru0 on October 24, 2012, 03:34:50 PM
Quote from: "JaxOf7"
Quote from: "tsukiyomaru0"
As for frag bonus, it would require me to mess with a root class (Megaman), so it is not a good idea...
Can use an ACS Death script.
Also I consider frag bonuses and staying alive to be more depthful than getting beat up, going berserk, and dying to get it back.
Not sure if I should use ACS... I mean: My aim was to make it most compatible and I'm unsure whether this will affectthe compatibility negatively or not.

But I'm tempted to increase the minimum for desperation to 50% and add a "defense bonus" for the duration of the desperation.

Quote from: "Zard1084"
Quote from: "tsukiyomaru0"
works with virtually anything.
I have tested that and you are right this works with EVERYTHING!!! Saxtonhale, Copybotclasses, Touhouclasses, Invasion maps, 2nd coop maps!! I mean holy hell tuski this was a genus move on your part I grovel at your feet man  :ugeek:
Whoa, you already tested with all those?
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Zard1084 on October 24, 2012, 03:42:49 PM
Yes i did and your mod works with all of them with Little to no issue's
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Hallan Parva on October 24, 2012, 04:20:11 PM
Technically since he doesn't change SBARINFO or WCOLORS it should work with just about anything.


Also, ACS won't cause a conflict as long as your ACS script has a unique number and name. If it shares numbers with something else in a different mod, then problems will pop up, but other than that you're good to go.


I still want my bombs. :ugeek:
Title: Re: Special Classes Add-on (Version 3.2)
Post by: LlamaHombre on October 24, 2012, 06:52:56 PM
Moved this to Projects for you.

This seems rather nifty, I'll try it out immediately.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: tsukiyomaru0 on October 24, 2012, 07:15:03 PM
Oh, thank you :D
Also, on the ACS subject... Now that you mention this I might consider doing so (As soon as I grasp some knowledge in the section of ACS that I need the most).
Title: Re: Special Classes Add-on (Version 3.2)
Post by: SilverSin on October 24, 2012, 08:21:51 PM
Looks like Neo has some competition! more or less =P These look pretty cool, good job!
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Hallan Parva on October 24, 2012, 08:45:23 PM
Quote from: "SilverSin"
Looks like Neo has some competition!
A competition implies that both sides are somewhat evenly matched. :ugeek:

Honestly? If Saxton was hosted with this right here, I'd play it a lot more.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: tsukiyomaru0 on October 24, 2012, 08:49:53 PM
Hahah, nah, not competition... At least I think so. It would be if I created something closer to his, where you start with a set of weapons.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Beed28 on October 26, 2012, 07:27:29 PM
This is very good; but two issues:

Are the classes supposed to pickup and use the other weapons like normal?

Also, skins don't work when using in conjunction with a Classes mod. Can you fix this?

Anyway, nice work on this!
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Korby on October 26, 2012, 08:22:40 PM
Skins don't work in conjunction with a classes mod because skins are disabled for Megaman class, and I assume these all use him as a parent.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: tsukiyomaru0 on October 26, 2012, 10:47:07 PM
Quote from: "Beed28"
This is very good; but two issues:

Are the classes supposed to pickup and use the other weapons like normal?

Also, skins don't work when using in conjunction with a Classes mod. Can you fix this?

Anyway, nice work on this!
Quote from: "Korby"
Skins don't work in conjunction with a classes mod because skins are disabled for Megaman class, and I assume these all use him as a parent.
Actually... The skins works! It's just that I forgot to add NoMenu to prevent the classes from appearing in the "start game/campaign" classes menu. Now, if you got to Player Setup and chose a non-Random class, you can choose your skins freely.

As for the weapons pickup, it was intentional. But I might control that aspects for some classes ina future version (3.3 and 4.0)
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Beed28 on October 29, 2012, 03:48:13 PM
Just came to report this;

This does not seem to work with Rockman No Constancy. :(

I don't know what happens, but it completely screws up the player, either going at light speed with the camera down all the way to the ground or just outright killing you instantly when you spawn.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: tsukiyomaru0 on October 29, 2012, 05:06:14 PM
Quote from: "Beed28"
Just came to report this;

This does not seem to work with Rockman No Constancy. :(

I don't know what happens, but it completely screws up the player, either going at light speed with the camera down all the way to the ground or just outright killing you instantly when you spawn.
RnC replaces Megaman and wipes Megaman off the classes list, that I'm sure. And causes a funny error on my end when I try to use them: crashes on startup. I've seen this happen in mods that lacks the vanilla Megaman as a playable class. And, yes, both of those could be bug of the RnC expansion itself, I will talk with them and see if they can help me understand this.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: JaxOf7 on October 29, 2012, 11:22:50 PM
Found it.

+INVENTORY.AUTOACTIVATE and Use is a piece of shit.
Use Pickup instead.

actor CheckTotalHealth : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_TakeInventory("HealthCounter",999)
TNT1 A 0 A_GiveInventory("HealthCounter",100-health)
TNT1 A 0
stop
}
}

actor ODCheckSpawner : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_FireCustomMissile("ODCheck",0,0,0,0)
stop
}
}

actor ODSparkleSpawner : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_FireCustomMissile("ODSparkle",0,0,0,0)
stop
}
}

actor ODParticleSpawn : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ODSparkleParticle",Random(-6,6)*4,Random(-6,6)*4,Random(-6,6)*4,0,0,8)
stop
}
}
Title: Re: Special Classes Add-on (Version 3.2)
Post by: tsukiyomaru0 on October 29, 2012, 11:33:46 PM
Quote from: "JaxOf7"
Found it.

+INVENTORY.AUTOACTIVATE and Use is a piece of shit.
Use Pickup instead.

actor CheckTotalHealth : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_TakeInventory("HealthCounter",999)
TNT1 A 0 A_GiveInventory("HealthCounter",100-health)
TNT1 A 0
stop
}
}

actor ODCheckSpawner : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_FireCustomMissile("ODCheck",0,0,0,0)
stop
}
}

actor ODSparkleSpawner : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_FireCustomMissile("ODSparkle",0,0,0,0)
stop
}
}

actor ODParticleSpawn : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ODSparkleParticle",Random(-6,6)*4,Random(-6,6)*4,Random(-6,6)*4,0,0,8)
stop
}
}
I noticed that, but I'm going to redo that piece to NOT use an external actor this time. Yes, Flash State this time.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Bacon on October 31, 2012, 02:47:13 PM
why isn't anyone hosting this already?
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Zard1084 on October 31, 2012, 08:25:52 PM
Thats what i'm Wondering..... these classes are fun to play as and you can still pick up stuff and you have Desperation attacks too!! i mean this works with nearly everything (except some modes and expansions but that will be fixed soon)
Title: Re: Special Classes Add-on (Version 3.2)
Post by: ChaoticChao on February 26, 2013, 03:30:40 PM
These classes are amazingly simple, yet effective.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Ceridran on March 09, 2013, 02:51:33 AM
Someone needs to host this.

Also, please..

.. Please do not use Stoneman with the Flame Class.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Beed28 on March 09, 2013, 09:23:49 AM
I would love to see the Flame and Phoenix busters being able to set fire to oil in the next update.
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Lucky104 on September 18, 2017, 12:42:19 AM
Awsome job can't want to see more!
Title: Re: Special Classes Add-on (Version 3.2)
Post by: ice on September 18, 2017, 04:27:41 AM
dude the last post here was from 4 years ago >.>
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Lucky104 on September 19, 2017, 06:20:52 AM
Damn! Still good tho
Title: Re: Special Classes Add-on (Version 3.2)
Post by: Trainer Ed on December 02, 2017, 02:23:29 AM
I built upon this mod to create classes for each of the Megaman series and also matching bots. It looks brilliant.
...Sorry if it was plagarism. Here's the code for the Megaman X inspired class, 'Reploid'!

actor ReploidClass : Megaman
{
player.displayname "Reploid"
player.soundclass "megaman"
player.damagescreencolor "yellow"
player.forwardmove 0.74, 0.74
player.sidemove 0.7, 0.7
player.jumpz 15
player.startitem "XBuster"
player.startitem "ODCheckSpawner"
player.colorrange 0 0
gravity 0.8
player.maxhealth 119
health 119
}

actor XBuster : Weapon
{
Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
scale 1.0
Obituary "%o was retired by %k's X-Buster."
Inventory.Pickupmessage "You got the X-Buster!"
weapon.ammotype "BusterAmmo"
+WEAPON.AMMO_OPTIONAL
+WEAPON.DONTBOB
States
{
Spawn:
WEA4 K 1
stop
Ready:
BUST B 0 A_JumpIfInventory("Once",1,"Ready2")
BUST B 0 A_GiveInventory("Once",1)
BUST B 1 A_WeaponReady
Goto Ready2+2
Ready2:
BUST B 0 ACS_ExecuteAlways(998,0,0)
BUST B 0 ACS_ExecuteAlways(991,0,0)
BUST B 0 A_TakeInventory("WeaponCharge",999)
BUST B 2 A_WeaponReady
Goto Ready2+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BUST B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BUST B 1 A_Raise
Loop
Fire:
BUST B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUST B 0 A_FireCustomMissile("NeutralBusterShot",0,0,8,0)
BUST CD 1
BUST B 2
BUST B 0 A_Refire
goto Ready+1
Fire2:
BUST B 0 A_PlaySoundEx("weapon/mirrordeflect","Weapon")
BUST B 0 A_FireCustomMissile("ZShot",0,0,8,0)
BUST CD 2
BUST B 4
goto Ready+1
Fire3:
BUST B 0 A_PlaySoundEx("weapon/wrapfire","Weapon")
BUST B 0 A_FireCustomMissile("XShot",0,0,8,0)
BUST CD 3
BUST B 6
goto Ready+1
Hold:
BUST B 0 A_JumpIfInventory("WeaponCharge",34,"Charge")
BUST B 0 A_JumpIfInventory("WeaponCharge",18,"Charge")
BUST B 1 A_GiveInventory("WeaponCharge",1)
BUST B 0 A_Refire
Goto Ready2+2
Charge:
BUST B 0 A_JumpIfInventory("WeaponCharge",34,"Charge2")
BUST B 0 A_JumpIfInventory("WeaponCharge",19,"Charge1")
BUST B 0 A_PlaySoundEx("weapon/coilstart","Weapon")
Goto Charge1
Charge1:
BUST B 0 A_JumpIfInventory("WeaponCharge",34,"Charge2")
CHBU H 1 ACS_ExecuteAlways(991,0,92)
BUST B 1 ACS_ExecuteAlways(991,0,0)
BUST B 0 A_GiveInventory("WeaponCharge",1)
CHBU H 0 A_Refire
Goto Fire2
Charge2:
BUST B 1 ACS_ExecuteAlways(991,0,93)
CHBU I 1 ACS_ExecuteAlways(991,0,94)
CHBU J 1 ACS_ExecuteAlways(991,0,0)
BUST B 0 A_JumpIfInventory("WeaponCharge", 35, 3)
BUST B 0 A_GiveInventory("WeaponCharge",1)
BUST B 0 A_GunFlash
BUST B 0 A_Refire
Goto Fire3
Altfire:
BUST B 0 A_PlaySoundEx("weapon/chargekick","Weapon")
BUST B 2 A_ChangeVelocity(30,0,momz,CVF_RELATIVE|CVF_REPLACE)//A_Recoil(-20)
BUST CD 6
BUST B 6
BUST B 0 A_Refire
Goto Ready+1
}
}


actor ZShot : FastProjectile
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
+RIPPER
+FORCEXYBILLBOARD
damagetype "Buster"
Speed 80
Damage (20)
radius 5
height 5
scale 2.5
Obituary "%o was eliminated by %k's Z-shot."
States
{
Spawn:
SPC4 A 1
loop
Death:
MMFX EDC 2
stop
}
}

actor XShot
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
+FORCEXYBILLBOARD
damagetype "Buster"
Speed 90
Damage (40)
radius 15
height 15
scale 2.5
Obituary "%o was retired by %k's X-Buster."
States
{
Spawn:
SPC5 A 1
loop
Death:
MMFX EDC 2
stop
}
}

There you go! You'll have to use SLADE to put it in, but this was the first class I created. Tell me if you want more!
And again, sorry if it's plagarism. I'm only new to all this...

Thank you for your mod!