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Author Topic: [Expansion] Cutstuff Community Classes (Prism Alpha)  (Read 632275 times)

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August 03, 2011, 06:32:48 AM
Reply #105

Offline ice

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #105 on: August 03, 2011, 06:32:48 AM »
I know I'm very busy but hows this?

Ice/Sparky
1.0 damage
weakness: fire, rock
weapon 1 color: (blue)dark grey (cyan)cyan
weapon 1: Ice blade (tosses a snowflake shaped blade that works similarly to gyroman's gyros)
alt 1: Ice ball (tosses a ball of ice the breaks when it hits the ground into 6 spikes)
weapon color 2: (blue) Dark grey (cyan) yellow
weapon 2: lightning shot (fires a very fast ripping projectile {not a machine gun})
alt 2: lightning wave (works like a lightning version of icewave more or less)

If I can't finish it, may I use this premade class I made a while ago?

Reggae
damage: 1.25
weapon color: black orange
attack 1: fake item (drops a fake item doing damage depending on item, extreamly rare M tank is instagib, the fakes stay for about 1 minute then die {tanks explode when they die})
alt 1: fly (thats it, he just flies, and recharges ammo more slowly)
attack 2: ram (more or less a very fast chargeman charge used for escape)
alt: fly
item dropped: regular health item, although there is a chance the item is a fake

August 03, 2011, 11:55:45 AM
Reply #106

Offline MasterXman

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #106 on: August 03, 2011, 11:55:45 AM »
yeah. my class is having alot of errors. I need help fixing them. Is there anyone helpful enough to help me fix it?
I think i found it. No more topspin. TOP SPIN. REMOVED.
But i still can't alt fire
How do i code altfires? What do it type to code altfires?
attack1: Slash claw
alt1: Charge kick

August 03, 2011, 12:12:18 PM
Reply #107

Offline Blaze Yeager

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #107 on: August 03, 2011, 12:12:18 PM »
I think for an added bonus i might make my Class' Kick is Chargable to the point to where you can send someone Flying across the stage.

August 03, 2011, 01:31:14 PM
Reply #108

Offline ice

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #108 on: August 03, 2011, 01:31:14 PM »
basicly it's exactly like fire, a good example is to copy the attack an paste it after the fire string and just slip alt into the name

August 03, 2011, 01:48:40 PM
Reply #109

Offline xColdxFusionx

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #109 on: August 03, 2011, 01:48:40 PM »
Quote from: "CHAOS_FANTAZY"
Oh, God...I should've guessed I'd have to do something...gee, what could I do...?

First, I ought to decide just what I want to be like...I'm sure a work opportunity will show up...
First off, I want to be a character that can play a risky but destructive rush, but also flees very well.  To do this, I'm going to separate myself up a bit.  If switching your weapon cannot easily modify things like Armor, let me know so I can do revisions.
Also, I never succeeding in making a weapon--let alone a class--so I can't write down exact values.


Name:  ctCHAOScm_ctFANTAZY

(Offensive Rush Form)

(click to show/hide)

(Defensive Fleeing Form)

(click to show/hide)

Yeah, I dream so big I should probably be two separate classes.  I'm not sure how possible this is, so...thoughts?

Actually, you can use a PowerMorph effect to morph into the alternate form. I like the idea, too; sounds like fun.

Quote from: "ice"
I know I'm very busy but hows this?

Ice/Sparky
1.0 damage
weakness: fire, rock
weapon 1 color: (blue)dark grey (cyan)cyan
weapon 1: Ice blade (tosses a snowflake shaped blade that works similarly to gyroman's gyros)
alt 1: Ice ball (tosses a ball of ice the breaks when it hits the ground into 6 spikes)
weapon color 2: (blue) Dark grey (cyan) yellow
weapon 2: lightning shot (fires a very fast ripping projectile {not a machine gun})
alt 2: lightning wave (works like a lightning version of icewave more or less)

Another really nice-looking class.

Quote from: "xxkirbysonicxx1"
yeah. my class is having alot of errors. I need help fixing them. Is there anyone helpful enough to help me fix it?
I think i found it. No more topspin. TOP SPIN. REMOVED.
But i still can't alt fire
How do i code altfires? What do it type to code altfires?
attack1: Slash claw
alt1: Charge kick

Literally, all you need to do is change the "Fire:" at the beginning of the weapon's firing code to "Altfire:".

EDIT: *Changed the BUGFIX Script to include MegaBuster. Bots no longer can keep the MegaBuster when they pick up a shield.

August 03, 2011, 04:18:35 PM
Reply #110

Offline Hallan Parva

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #110 on: August 03, 2011, 04:18:35 PM »
Dear ColdFusion,

I have a fantastic idea for a new custom class. It's not overpowered (if anything it might be a little on the weak side), it should be extremely fun to play as, and on top of it, it's Mega Man related! However, I cannot sprite for shit, so it probably won't get in... UNLESS you allow us to use pre-existing skins that others have made. The HUDs are already made (just recolor them), the skin's already done, and the basic mechanics are in place. I just need an expert coder such as yourself to create a weapon and wrap the package together as a finished class. Do you think you would be interested in helping me out?




WARNING: MASSIVE WALL OF TEXT. READ WITH CAUTION.



Potential Class Idea: "MegaMan.EXE"


I highly doubt people would play as a Finn class... or take the Finn class seriously. So, instead, I have formulated the MegaMan.EXE class! There's a few different skins of MegaMan.EXE, and it's Mega Man related, so I say "why not?"

I recorded my thoughts about this idea, and you can listen to them here. Or, you can read about it below.


MegaMan.EXE only has one weapon to start with, the "Battle Network Buster". Rapidly fire the BN Buster to shoot normal 10-damage buster shots. The weapon is comparable to standard Mega Man's buster, but the projectiles travel faster than a standard buster. Other than that, the stats are identical: accuracy, fire rate, damage dealt, and so on. You can charge the BN Buster and release a fast-moving Charge Shot similar to Proto Man's charge. However, MegaMan.EXE's charge only does 40 damage, not the 50 damage that Mega Man and Proto Man are used to.

MegaMan.EXE's alt-fire will raise a temporary shield, dubbed the "Star Force Shield". The shield would behave similar to Proto Man's shield, as it would block frontal attacks; blast damage and radius attacks still hit, as well as attacks from the rear. After about one or two seconds the SF Shield will dissipate and undergo a short cooldown period, during which you cannot fire or re-equip the shield. This cooldown would prevent MegaMan.EXE from being incredibly cheap and running around with a perma-shield all day.

In place of an ammo bar would be the "Custom Gauge". This gauge starts to fill as soon as you spawn, and slowly-but-continually fills up as time passes. The gauge should not stop filling when shooting the BN Buster or when raising your shield. When the Custom Gauge fills completely, an item is added to MegaMan.EXE's inventory. When this "Cust. Item" is activated, the Custom Gauge empties out and MegaMan.EXE is given three Battle Chips. These Battle Chips are drawn randomly from a pool of potential chips, and are all of the same type. For example, you might get three Wide Swords or three Cannons, but you would NEVER get a Wide Sword and a Cannon in the same draw.

Battle Chips are dealt out as items and, as such, are used by pressing the Use Item key. Various chips have various effects. Chips can only be gained from filling and using the Custom Gauge, and any old unused chips are forfeited when a player draws for new chips. For example, say you have a Mega Bomb left over when you activate the Cust. Item and grab new chips. Your Mega Bomb would be taken away before the RNG shuffles and deals out a new chip type, just like in the Battle Network series of games.

MegaMan.EXE, in a sense, would feel like playing six classes in one. Every time you spawn as MegaMan.EXE you undergo a "Style Change" and transform into a unique elemental Navi. Each Style has a unique charge shot (hereforth referred to as a "Style Shot"), as well as elementally-aligned weaknesses and resistances. All styles, however, will retain the BN Buster and the SF Shield alt, as well as the Custom Gauge chip system.


How is this all possible, SmashBro?


To help achieve this difficult dream, I suggest borrowing code from both the Chaos Generator and Roboenza. The Chaos Generator has its own unique RNG code that seeds "randomer" numbers than Skulltag's crappy built-in RNG. Roboenza, on the other hand, has a system of "actor morphing" that can dynamically allocate player classes. The improved RNG would be used for determining your Style Change, as well as drawing chips from the Custom Gauge. The actor morphing is used for changing MegaMan.EXE's style upon each new life.

It has been brought to my attention that morphed classes are "locked into" one weapon, unlike normal classes which can equip several weapons. However, this ends up working into my favor, as MegaMan.EXE really doesn't need additional weapons! Your BN Buster and SF Shield are built into the same weapon, and Battle Chips are used as items, so creating extra weapons would only consume time and confuse the player. As Yellow Devil is painfully aware of, taking away weapons and giving out weapons creates a huge headache and numerous glitches (like the infamous Mirror Buster Beam and Infinite Skull Barrier exploits).

Plus, restricting MegaMan.EXE from using other weapons would help to balance him against other classes. I mean, MegaMan.EXE is already powerful enough, with Style Changing, randomized Battle Chips, powerful charge shots and Style Shots, and a re-usable shield. If he was able to use weapons like Top Spin and Power Stone IN ADDITION to all this cool crap, that would be really unfair to the other classes, now wouldn't it?


Now that I'm done talking about the technical side of things, it's time for the fun parts! Yep, now I'm going to detail the various Style Changes and Battle Chips that MegaMan.EXE encounters during combat.



Style Changes


Normal Style
Weakness: None
Resistance: None
Charge Shot: BN Charge (40 damage shot that travels extremely fast, non-elemental)
Navi Skill: BN Buster charges a little faster than other Styles.

Aqua Guts
Weakness: Electricity, Stars, Gravity
Resistance: Water, Ice, Guts
Charge Shot: Bubbler (15 damage x 6 grouped random-speed bubbles, Water elemental)
Navi Skill: Much less knockback than other Styles. Also, normal buster shots do 12 damage.

Elec Shield
Weakness: Wood, Plants, Cutters
Resistance: Electricity, Stars, Gravity, Flashing
Charge Shot: Stun Blast (30 damage, causes stun, Electric elemental)
Navi Skill: SF Shield lasts longer than other Styles, but suffers a slightly longer cooldown.

Heat Support
Weakness: Water, Ice
Resistance: Fire, Bombs, Dust / Junk
Charge Shot: Flamethrower (continual mid-range damage for 1.5 seconds, Fire elemental)
Navi Skill: More likely to draw "Recov" or "Navi Plus" chips.

Wood Custom
Weakness: Fire, Bombs, Busters
Resistance: Wood, Plants, Wind
Charge Shot: Twister (20 damage x 3 green Air Shooters, Wood elemental)
Navi Skill: Custom Gauge fills faster than other Styles. Draws 4 chips instead of 3.

Hub Style
Weakness: Only has 60 HP
Resistance: Busters
Charge Shot: Counter-Attack (11 damage + lost HP, max 70 damage, non-elemental)
Navi Skill: Greater movement speed and knockback. BN Buster fire rate slightly increased.



Battle Chip Types


Cannon
Common, 40 damage, non-elemental
Fires a large blast, similar to normal Mega's charge shot.

Mega Bomb
Common, 35 hit damage + 10 splash, Bomb elemental
Throws a grenade which explodes upon impact. Aim-able like Super Arm.

Wide Sword
Uncommon, 70 damage, Sword elemental (if not Sword then maybe Slash?)
Swings a far-reaching sword with a range comparable to Slash Claw.

Repel Aura
Common, non-damaging, non-elemental
Simply pushes away nearby players. Similar to the "Rage Blast".

Yo-Yo
Rare, continual ripping damage, Cutter elemental
Throws a large saw wheel that returns like Shadow Blade.

Barrier
Uncommon, non-damaging, non-elemental
Nullifies the effects of one attack. Watch out -- it doesn't stop ripping!

Navi Plus *
Rare, non-damaging, non-elemental
Equips nearby players with rapid fire. Doesn't work on yourself, though.
* Note: Normally you only draw ONE Navi Plus. Wood Custom can draw TWO Navi Plus chips.

Recov 30
Rare, non-damaging, non-elemental
MegaMan.EXE heals himself by 30 HP. A reliable stand-by chip.

Invis
Uncommon, non-damaging, non-elemental
Become invisible for a short period! However, you can still take damage.

Air Shoes
Uncommon, non-damaging, non-elemental
Flight for a short period of time! Just don't run out of time and fall to your death.





So, what do you think?

August 03, 2011, 05:40:50 PM
Reply #111

Offline xColdxFusionx

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #111 on: August 03, 2011, 05:40:50 PM »
Quote from: "SmashBroPlusB"
Dear ColdFusion,

I have a fantastic idea for a new custom class. It's not overpowered (if anything it might be a little on the weak side), it should be extremely fun to play as, and on top of it, it's Mega Man related! However, I cannot sprite for shit, so it probably won't get in... UNLESS you allow us to use pre-existing skins that others have made. The HUDs are already made (just recolor them), the skin's already done, and the basic mechanics are in place. I just need an expert coder such as yourself to create a weapon and wrap the package together as a finished class. Do you think you would be interested in helping me out?

WARNING: MASSIVE WALL OF TEXT. READ WITH CAUTION.

[WoT Removed]

So, what do you think?

Quote from: "xColdxFusionx"
Can I make a class based on another game?
Sorry, but no. This mod is meant for classes based on the Cutstuff community.

...First post edited. I like the class idea, but it's just not for this pack. If you want to make a seperate add-on with .EXE Mega, go right ahead.

My only suggestion is to make the EXE Buster a hitscan weapon (I'll have to check the wiki to see what the command for that was...)

August 03, 2011, 06:40:59 PM
Reply #112

Offline -FiniteZero-

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #112 on: August 03, 2011, 06:40:59 PM »
I made my class, I suppose I should submit it?

August 03, 2011, 06:55:05 PM
Reply #113

Offline Korby

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #113 on: August 03, 2011, 06:55:05 PM »
Probably.

August 03, 2011, 07:06:31 PM
Reply #114

Offline xColdxFusionx

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #114 on: August 03, 2011, 07:06:31 PM »
Quote from: "FiniteZero"
I made my class, I suppose I should submit it?

Just recieved it. Excuse me while I take out a lot of unneccesary redundancies...

ATTENTION ALL CUTSTUFF MEMBERS
If you do not see your class's name on the list below and have not been added to the .pk3, your class has been rejected from the Cutstuff Community Classes.
Please revise your class and re-submit it.

Yellow Devil
Jack Corvus
Trollman
Duora Super Gyro
Blaze
LlamaHombre
Conficker
Chimera Man
CHAOZ_FANTASY
Ice/Sparky

August 03, 2011, 07:17:53 PM
Reply #115

Offline Trollman

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #115 on: August 03, 2011, 07:17:53 PM »
I don't get it, that's the sumbitted classes list?

If so:
(click to show/hide)

This must be the first thing that needs approval that made it to the light of day on my entire life

August 03, 2011, 07:22:09 PM
Reply #116

Offline xColdxFusionx

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #116 on: August 03, 2011, 07:22:09 PM »
Quote from: "Trollman"
I don't get it, that's the sumbitted classes list?

If so:
(click to show/hide)

This must be the first thing that needs approval that made it to the light of day on my entire life

Those are the classes that I've approved for submission. I'm glad that you're glad that you made the cut!

@FiniteZero: I don't think Bass Buster will work as a drop. Switching it to Gemini Laser instead.

...Also, If you're going to use someone else's sprites for your weapons, at least change the lump names so that they don't overwrite each other. *sigh* Looks like I'll be renaming even more lumps...

August 03, 2011, 07:37:35 PM
Reply #117

Offline TheBladeRoden

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #117 on: August 03, 2011, 07:37:35 PM »
I can do the coding for it, but I'll see if it is acceptable first

Name: crThecuBladecrRoden
Armor: Normal
Weakness: Fire & Ice
Speed: 0.85
Jump: Normal
1st Weapon: Auto Cannon
A gun with four barrels that shoots out less powerful explosives but at a mega buster rate.
1st Weapon Alt: Shoots all 4 barrels at once. Powerful single shots but 1/4 the firing rate.
2nd Weapon: Dual Blades
Slices blades horizontally. Easier to aim, able to hit multiple targets.
2nd Weapon Alt: Vertical slice. More powerful against single opponents, requires more precise aim.
Damage Type, Weapon 1: Ballade Cracker
Damage Type, Weapon 2: Metal Blade
Item: Jet Pack
Gives a boosted jump, but must wait for it to recharge.
Weapon Dropped: Ballade Cracker
Skin: A skin I shall make, or failing that, MetallK1000

August 03, 2011, 07:44:00 PM
Reply #118

Offline xColdxFusionx

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #118 on: August 03, 2011, 07:44:00 PM »
Quote from: "TheBladeRoden"
I can do the coding for it, but I'll see if it is acceptable first

Name: crThecuBladecrRoden
Armor: Normal
Weakness: Fire & Ice
Speed: 0.85
Jump: Normal
1st Weapon: Auto Cannon
A gun with four barrels that shoots out less powerful explosives but at a mega buster rate.
1st Weapon Alt: Shoots all 4 barrels at once. Powerful single shots but 1/4 the firing rate.
2nd Weapon: Dual Blades
Slices blades horizontally. Easier to aim, able to hit multiple targets.
2nd Weapon Alt: Vertical slice. More powerful against single opponents, requires more precise aim.
Damage Type, Weapon 1: Ballade Cracker
Damage Type, Weapon 2: Metal Blade
Item: Jet Pack
Gives a boosted jump, but must wait for it to recharge.
Weapon Dropped: Ballade Cracker
Skin: A skin I shall make, or failing that, MetallK1000


I like it. Neat idea!

August 03, 2011, 07:55:41 PM
Reply #119

Offline Hallan Parva

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #119 on: August 03, 2011, 07:55:41 PM »
Quote from: "xColdxFusionx"
Quote from: "xColdxFusionx"
Can I make a class based on another game?
Sorry, but no. This mod is meant for classes based on the Cutstuff community.

...First post edited. I like the class idea, but it's just not for this pack. If you want to make a seperate add-on with .EXE Mega, go right ahead.

My only suggestion is to make the EXE Buster a hitscan weapon (I'll have to check the wiki to see what the command for that was...)
WHAT. That rule totally wasn't there before. :lol:

In all seriousness, though, I had a sinking feeling you wouldn't accept it. So, I just sent the data to the Classes teams (read: YD, Ice, Korby, and so on) and hopefully they'll take it up.

And about the hitscan thing: I feel it would make .EXE Mega TOO good, you know? If you can hit a guy halfway across the stage in an instant while everyone else relies on projectiles... yeeeeeeaaaaaaahhhhhh. Plus I like strafe-shooting with my wall of buster shots :p