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#library "testammo"#include "zcommon.acs"#import "8bdmamo.acs"// 0 - Weapon Name according to the Engine (Ex. RollingCutterWep)// 1 - Weapon Ammo according to the Engine (Ex. RollingCutterAmmo)// 2 - Weapon Name according to the Player (Ex. Rolling Cutter)// 3 - Ammo gain multiplier (0.0 - 1.0)// 4 - Can be given by Eddie? (YES/NO)// 5 - Can be Stolen by Reggae? (YES/NO) [NO LONGER USED]// 6 - LMS SlotScript "test_ammo" OPEN{Delay(1);// Defines a weapon valid for both Randomizer and LMS, in SLOT_RANGEDdefineWeapon("AwesomeBeamWep","AwesomeBeamAmmo","Awesome Beam", 1.0, "YES", "YES", "SLOT_RANGED");// Defines a weapon valid for Randomizer but not LMS because it is SLOT_NONEdefineWeapon("AwesomeBreakerWep","AwesomeBreakerAmmo","Awesome Breaker", 1.0, "YES", "YES", "SLOT_NONE");// Defines a weapon that's not valid for Randomizer or LMS, because it has NO for Eddie and SLOT_NONE, however it still is defined so it can pick up ammo!defineWeapon("DawnBreakerWep","DawnBreakerAmmo","Dawn Breaker", 1.0, "NO", "NO", "SLOT_NONE");// Defines a weapon that's exclusive to Eddie, because it has YES for him, and a slot that is not checked for by Randomizer or LMSdefineWeapon("EddieSpecialWep","EddieSpecialAmmo","Eddie Special", 1.0, "YES", "YES", "SLOT_EDDIE");}
#library "testbust"#include "zcommon.acs"#import "8bdmbus.acs"// 0 - Buster Upgrade Pickup according to the Engine. Used for Randomizer spawns (Ex. ProtoUpgrade) // 1 - Buster Upgrade Weapon according to the Engine. Used when another buster upgrade is used to ensure it is taken properly. (Ex. ProtoBuster)Script "test_busters" OPEN{Delay(1);// Defines a new buster upgrade with pickup name AwesomeBusterUpgrade and weapon name AwesomeBusterdefineBusterUpgrade("AwesomeBusterUpgrade","AwesomeBuster");}
actor AwesomeBusterUpgrade : BaseMM8BDMUseItem{Inventory.RespawnTics 350inventory.amount 1inventory.maxamount 1inventory.pickupmessage "$PU_AWESOMEBUSTER"Tag "$TAG_AWESOMEBUSTERUPGRADE"inventory.icon "RNCWP9"Inventory.PickupSound "item/1up"scale 2.0+COUNTITEM+INVBARstates{SpawnLoop:WEAP X 1loopUse:TRBB I 0 A_PlaySoundEx("item/refill","Voice")TRBB I 0 A_GiveInventory("BusterGiven",1)TRBB I 0 A_GiveInventory("AwesomeBuster",1)TRBB I 0 A_SelectWeapon("AwesomeBuster")stop}}Actor AwesomeBuster : MegaBuster{Tag "$TAG_AWESOMEBUSTER"Obituary "$OB_AWESOMEBUSTER"Inventory.Pickupmessage "$PU_AWESOMEBUSTER"States{Ready:NCH1 A 0 A_JumpIfInventory("BusterGiven",1,"TakeBusters")Goto Ready2TakeBusters:NCH1 A 0 A_GiveInventory("TakeBuster", 1)Goto Ready2Ready2:NCH1 A 0 ACS_ExecuteAlways(998,0,COL_AWESOMEBUSTER)NCH1 A 1 A_WeaponReadyGoto Ready2+1...
#library "testhudd"#include "zcommon.acs"#import "8bdmhud.acs"// defineWeaponHud()// 0 - Weapon Name according to the Engine (Ex. CircuitBreakerWep)// 1 - Ammo Name according to the Engine (Ex. CircuitBreakerAmmo)// 2 - Max amount of ammo (Ex. 28)// 3 - Item to check for to show a flashing bar according to the Engine (Ex. WeaponCharge)// 4 - Threshold of item needed to show the flashing bar (Ex. 40)// 5 - Item to check for to show a darkened bar according to the Engine (Ex. SkullBarrierCooldown)// 6 - Threshold of item needed to show the darkened bar (Ex. 1)// 7 - Item to check for to show an overlaid bar (Ex. OilSliderFlag)// 8 - Max amount of that item (Ex. 30)// 9 - Cyan color of secondary bar (Ex. 4)// 10 - Blue color of secondary bar (Ex. 128)// defineDoubleWeaponHud()// 0 - defineWeaponHud() call including all of its arguments (Ex. defineWeaponHUD("DualAssaultRifleWep", "AssaultRifleAmmo",200,"",0,"",0,"",0,4,128))// 1 - Secondary Ammo Name according to the Engine (Ex. CircuitBreakerAmmo)// 2 - Max amount of secondary ammo (Ex. 28)// 3 - Secondary Item to check for to show a flashing bar according to the Engine (Ex. WeaponCharge)// 4 - Threshold of secondary item needed to show the flashing bar (Ex. 40)// 5 - Secondary Item to check for to show a darkened bar according to the Engine (Ex. SkullBarrierCooldown)// 6 - Threshold of secondary item needed to show the darkened bar (Ex. 1)// 7 - Secondary Item to check for to show an overlaid bar (Ex. OilSliderFlag)// 8 - Max amount of that secondary item (Ex. 30)// 9 - Cyan color of secondary bar (Ex. 4)// 10 - Blue color of secondary bar (Ex. 128)Script "test_huds" OPEN CLIENTSIDE{Delay(1);// Defines a bar colored with translation (192,197) for Skull Barrier that darkens the bar whenever the user has 1 SkullBarrierCooldowndefineWeaponHUD("SkullBarrierWep", "SkullBarrierAmmo",28,"",0,"SkullBarrierCooldown",1,"",0,192,197);// Defines a bar colored with translation (7,227) for Crypt Cloak that flashes whenever the user has 1 CloakedCheckdefineWeaponHUD("CryptCloakWep", "CryptCloakAmmo",108,"CloakedCheck",1,"",0,"",0,7,227);// Defines a bar colored with translation (4,198) for Charade Clone that overlays another bar when the user has up to 125 CharadeCloneCharge defineWeaponHUD("CharadeCloneWep", "CharadeCloneAmmo",28,"",0,"",0,"CharadeCloneCharge",125,4,198);// Defines a double bar setup for DualAssaultRifleWep that colors the first bar with translation (4, 128) and the second bar with (4, 222)// The first bar is drawn using AssaultRifleAmmo up to 200, and the second bar is drawn using GrenadeAmmo up to 16defineDoubleWeaponHUD(defineWeaponHUD("DualAssaultRifleWep", "AssaultRifleAmmo",200,"",0,"",0,"",0,4,128),"GrenadeAmmo",16,"",0,"",0,"",0,4,222);}
#library "testhlth"#include "zcommon.acs"#import "8bdmhlth.acs"// 0 - Inventory Name according to the Engine (Ex: PlantWeakener)// 1 - Number of defined slot to use. Max of 50, min of 1. Be careful on the slot you choose, as you can override other mods! (Ex: 32)// 2 - Max amount of item. If you enter 0 in this field, it will draw your overlay as if the user's HP is the max amount of the item. // Entering less than 0 will give an offset max relative to the user's HP. (Ex. 1)Script "test_health" OPEN CLIENTSIDE{Delay(1);// This definition defines a slot for SkullShieldCheck, that will draw bar 41 up to 105 SkullShieldCheck.defineHealthHUD("SkullShieldCheck", 41, 105);// This definition defines a slot for VirusTime, that will draw bar 42 based off of how much HP the user currently has.defineHealthHUD("VirusTime", 42, 0);// This definition defines a slot for PlantWeakener, that will draw bar 43 based off of how much HP the user currently has, plus 1.defineHealthHUD("PlantWeakener", 43, -1);}
// These three definitions define the bars for slot 41, 42, and 43 as defined in ACS just before.texture BRHLT041, 8, 56{patch BARENERG, 0, 0 {translation "192:192=192:192", "198:198=197:197"}} //Skull Shield Checktexture BRHLT042, 8, 56{patch BARENERG, 0, 0 {translation "192:192=4:4", "198:198=104:104"}} //Virus Timetexture BRHLT043, 8, 56{patch BARENERG, 0, 0 {translation "192:192=4:4", "198:198=104:104"}} //Plant Weakener// These three are just to make sure bars exist for people using horizontal barstexture VRHLT041, 56, 8{patch BRHLT041, 0, 0 {rotate 90}} //Skull Shield Checktexture VRHLT042, 56, 8{patch BRHLT042, 0, 0 {rotate 90}} //Virus Timetexture VRHLT043, 56, 8{patch BRHLT043, 0, 0 {rotate 90}} //Plant Weakener
actor MegamanPain41 : MegamanPain40 //InspiretroidMega{States{Pain.AnnihilatorBeam:PLY1 H 0goto Pain+1Pain.LightBeam:PLY1 H 0 A_GiveInventory("LightBeamProtect", 1)Goto PainPain.DarkBeam:PLY1 H 0 A_ScaleVelocity(0.9)goto Pain+1}}
#library "testtrns"#include "zcommon.acs"#DEFINE SOMPMISL 3340#DEFINE LIGHTBEAM 3341#DEFINE DARKBEAM 3342#DEFINE ANNIHILATORBEAM 3343Script "test_translations" OPEN CLIENTSIDE{Delay(25);CreateTranslation (SOMPMISL, 192:192=4:4, 198:198=107:107);CreateTranslation (LIGHTBEAM, 192:192=4:4, 198:198=88:88);CreateTranslation (DARKBEAM, 192:192=88:88, 198:198=31:31);CreateTranslation (ANNIHILATORBEAM, 192:192=93:93, 198:198=78:78);}
Circuit BreakerPulse StopperCrypt CloakPhantom FusePhoton FlareShock GauntletCharade CloneVirus Outbreak
- Takes translation numbers 3350-3358- Takes pain state slot 42- Takes health overlay slot 42
Wind SlicerProto ChargeIce CircleDelayFlameZa WarudoRumbling BangRising SunSpin Wheel
Rock Buster
- Takes translation numbers 3320-3326- Takes pain state slot 31
Jet AdaptorPower Adaptor
- Takes translation numbers 3250-3254- Takes pain state slot 6
Barrier WindCompass Needle
- Takes translation numbers 2000-2001
Drill PikeBubble Bath Dynamite Cluster Knife SpreadSludge BurstShark AttackSonic PulseBlow TorchPlasma Cutter
- Takes translation numbers 1401-1411- Takes pain state slot 16
Super MissileLight BeamDark BeamAnnihilator Beam
- Takes translation numbers 3340-3343- Takes pain state slot 41
Might be too wishful thinking and it might be hard to implement but getting these weapons to be all completely supported and can be bought in mmv chapter sounds nice.
so now that there are 2 barrier winds, both weapons have infinite ammo.
I have an issue when I run the DOS reborn weaponset, no matter the order I get texture errors.