I've been working on a custom Hale, and I'm wondering how I'd go about testing it. Right now I don't see any way to do so, save rewriting the BalrogSH code to include the unfinished Hale.
Also, I was wondering if one could proofread what I have so far to make sure I didn't do something pants-on-head retarded that would cause the game to break. The code was mostly just copied and edited from other Hales, since I know next to nothing about coding.
// Kung-Fu Cutman //
// Body //
actor KungFuCutmanHale : PlayerPawn
{
player.displayname "megaman"
player.soundclass "megaman"
player.damagescreencolor "yellow"
player.forwardmove 0.90, 0.90
damagefactor "instagib", 0.0
damagefactor "normal", 0.7
+NOBLOOD
+DONTBLAST
+NOSKIN
+NOTARGET
-CANTSEEK
-PICKUP
player.sidemove 0.88, 0.88
player.jumpz 10
Player.MaxHealth 250
Health 250
player.morphweapon "KungFuBossWeapon"
+NODAMAGETHRUST
player.colorrange 0 0
mass 9999
gravity 0.8
scale 2.5
States
{
Spawn:
KFCH A 0
KFCH B 1
KFCH A 1
Goto Spawn+2
See:
KFCH BCDC 5
Goto Spawn+2
Missile:
KFCH E 8
Goto Spawn+2
Pain.FireSpin:
Pain.QuickBoomerang:
Pain.Buster:
Pain.WildCoil:
Pain.ChargeKick:
Pain.YamatoSpear:
Pain.DiveMissile:
Pain.StarCrash:
Pain.NeedleCannon:
Pain.CentaurFlash:
Pain.FreezeCrack:
Pain.ScrewCrusher:
Pain.PharaohHold:
Pain.TornadoHold:
Pain.TrebleSentry:
Pain.ScorchWheel:
Pain.MagnetMissile:
Pain.JunkShield:
Pain.WaterBalloon:
Pain.Misc:
Pain.Oil:
Pain.WaterWave:
KFCH F 0 A_JumpIfInventory("PowerHalfDamage",1,"Pain")
KFCH F 0
Goto pain+1
Pain.Falling:
Pain.Drowning:
Pain.Slime:
Pain.Fire:
Pain.Crush:
Pain.Beam:
KFCH F 0 A_GiveInventory("FallingRespawn",1)
Goto pain+1
Pain.FlashStopper:
KFCH F 0
KFCH F 0 A_JumpIfInventory("BrightBlind",1,3)
KFCH F 0 A_GiveInventory("BrightBlind",125)
KFCH F 0 ACS_ExecuteAlways(249,0)
Goto pain+1
PLAY F 0 A_GiveInventory("BrightBlind",55)
Goto pain+1
Pain.WindStorm:
KFCH F 0 ThrustThingZ(0,15,0,0)
Goto pain+1
Pain.GravityHold:
KFCH F 0 ThrustThingZ(0,25,0,0)
Goto pain+1
Pain.SparkShock:
KFCH F 0 A_SpawnItemEx("ShockFX",4,0,32)
KFCH F 0 A_Stop
KFCH F 0 A_Recoil(5)
Goto Pain+1
Pain.TimeSlow:
KFCH F 0 A_GiveInventory("Slowed",1)
Goto pain+1
Pain.FlashBomb:
Goto Pain+1
Pain:
KFCH F 0 A_ScaleVelocity(0.65)
KFCH F 0 A_GiveInventory("BossRageCharge",1)
KFCH F 1 A_SpawnItem("PainFX",0,3)
KFCH F 1 A_Recoil(1)
KFCH FFFFFFFFF 2 A_SpawnItem("PainFX",0,3)
KFCH F 0 SetPlayerProperty(0,0,1)
Goto Spawn
Death:
KFCH H 0 ACS_ExecuteAlways(720,0,3)
KFCH H 0 SetPlayerProperty(0, 0, 4)
KFCH H 0 A_NoBlocking
KFCH H 0 A_Stop
KFCH H 1 A_GiveToTarget("KilledMe",1)
KFCH H 18 ACS_ExecuteAlways(999,0,0)
KFCH H 0 SetPlayerProperty(0, 0, 4)
KFCH H 0 A_PlayerScream
TNT1 A 0 A_CustomMissile("DeathFX1",0,0,0,2,90)
TNT1 A 0 A_CustomMissile("DeathFX1",0,0,0,2,-90)
TNT1 A 0 A_CustomMissile("DeathFX1",0,0,90,2,45)
TNT1 A 0 A_CustomMissile("DeathFX1",0,0,-90,2,-45)
TNT1 A 0 A_CustomMissile("DeathFX1",0,0,90,2,0)
TNT1 A 0 A_CustomMissile("DeathFX1",0,0,-90,2,0)
TNT1 A 0 A_CustomMissile("DeathFX1",0,0,90,2,-45)
TNT1 A 0 A_CustomMissile("DeathFX1",0,0,-90,2,45)
TNT1 A 0 A_CustomMissile("DeathFX2",0,0,0,2,90)
TNT1 A 0 A_CustomMissile("DeathFX2",0,0,0,2,-90)
TNT1 A 0 A_CustomMissile("DeathFX2",0,0,90,2,45)
TNT1 A 0 A_CustomMissile("DeathFX2",0,0,-90,2,-45)
TNT1 A 0 A_CustomMissile("DeathFX2",0,0,90,2,0)
TNT1 A 0 A_CustomMissile("DeathFX2",0,0,-90,2,0)
TNT1 A 0 A_CustomMissile("DeathFX2",0,0,90,2,-45)
TNT1 A 0 A_CustomMissile("DeathFX2",0,0,-90,2,45)
PLAY Z 1 A_CheckPlayerDone
wait
}
}
// Jump //
actor KungFuJumpItem : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
inventory.icon "SXISI1"
+INVENTORY.UNDROPPABLE
+COUNTITEM
+INVBAR
states
{
Spawn:
TNT1 A 0
loop
Use:
TNT1 A 0 A_JumpIfInventory("InBoat",1,2)
TNT1 A 0 A_JumpIfInventory("BossJumpCharge",200,"Jump")
TNT1 A 0
fail
Jump:
TNT1 A 0 A_TakeInventory("BossJumpCharge",200)
TNT1 A 1 ThrustThingZ(0,120,0,0)
TNT1 A 0 A_PlaySoundEx("Item")
TNT1 A 1 A_TakeInventory("JumpCancler",1)
TNT1 A 0
}
}
At the moment it's everything but a rage (I'm utterly stumped on what to do for a rage for him) so I figured such would be able to be tested.
If there's a forum more appropriate for this question, I'll gladly place it there instead.