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Author Topic: [Expansion] Cutstuff Community Classes (Prism Alpha)  (Read 632298 times)

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August 03, 2011, 10:27:41 PM
Reply #135

Offline LlamaHombre

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #135 on: August 03, 2011, 10:27:41 PM »
Much better.

I'll do work, then!

August 03, 2011, 11:11:15 PM
Reply #136

Offline MasterXman

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #136 on: August 03, 2011, 11:11:15 PM »
Yeah.... my class is going badly. do you think you can fix it up a little? for the slash claw part:
Rapid fire slashing...I mean punching. Just what do i need to add to the class so it'll work?
Here's what i did:

actor KirbySonic : Mainclass
{
health 100
player.maxhealth 100
player.forwardmove 0.65
player.sidemove 0.63, 0.63
player.jumpz 8
player.colorrange 169 176
//+BOSS
+NOBLOOD
+DONTBLAST
player.soundclass "megaman"
player.displayname "KirbySonic"
player.damagescreencolor "yellow"
player.startitem "melee"
mass 9999
damagefactor "Dummy", 0.0
damagefactor "Buster", 1.2
damagefactor "Proto", 1.2
damagefactor "Proto3", 1.2
damagefactor "Cutter", 1.2
damagefactor "Guts", 1.2
damagefactor "Ice2", 1.2
damagefactor "Bomb", 1.2
damagefactor "FireStorm", 1.2
damagefactor "FireSpin", 1.2
damagefactor "Thunder", 1.2
damagefactor "Metal", 1.2
damagefactor "Air", 1.2
damagefactor "Bubble", 1.2
damagefactor "Quick", 1.2
damagefactor "Crash", 1.2
damagefactor "WeakFire", 1.2
damagefactor "Atomic", 1.2
damagefactor "Leaf", 1.2
damagefactor "Needle", 1.2
damagefactor "Magnet", 1.2
damagefactor "Gemini", 1.2
damagefactor "Hard", 1.2
damagefactor "Top", 1.2
damagefactor "Snake", 1.2
damagefactor "Shock", 1.2
damagefactor "Shadow", 1.2
damagefactor "Bright", 1.2
damagefactor "Rain", 1.2
damagefactor "Drill", 1.2
damagefactor "WeakPharoah", 1.2
damagefactor "Pharoah", 1.2
damagefactor "PharaohHold", 1.2
damagefactor "Ring", 1.2
damagefactor "Dust", 1.2
damagefactor "Dive", 1.2
damagefactor "Gravity", 1.2
damagefactor "WaterWave", 1.2
damagefactor "Stone", 1.2
damagefactor "Gyro", 1.2
damagefactor "Star", 1.2
damagefactor "Kick", 1.2
damagefactor "Napalm", 1.2
damagefactor "Crystal", 1.2
damagefactor "CrystalBit", 1.2
damagefactor "Blizzard", 1.2
damagefactor "Centaur", 1.2
damagefactor "Flame", 1.2
damagefactor "Knight", 1.2
damagefactor "Tomahawk", 1.2
damagefactor "Wind", 1.2
damagefactor "Yamato", 1.2
damagefactor "FCrack", 1.2
damagefactor "Mirror", 1.2
damagefactor "SakuCrush", 1.2
damagefactor "SakuDrill", 1.2
damagefactor "Screw", 1.2
damagefactor "Ballade", 1.0
damagefactor "Cat", 1.2
//hazard damagetypes and others
damagefactor "FireTrap", 1.2
damagefactor "Met", 1.2
damagefactor "Devil", 1.2
//custom damagetypes within the class mod
damagefactor "Cut", 1.2
damagefactor "Punch", 1.2
damagefactor "Fire", 1.2
damagefactor "FireWave", 1.2
damagefactor "Heat", 1.2
damagefactor "Skull", 1.2
damagefactor "Plant", 1.2
damagefactor "Windg", 1.2
damagefactor "StarCrash", 1.2
damagefactor "FCrack2", 1.2
damagefactor "Junk", 1.2
damagefactor "Burst", 1.2
damagefactor "Bolt", 1.2
damagefactor "Coil", 1.2
damagefactor "Coil2", 1.2
damagefactor "Claw", 1.2
damagefactor "Noise", 1.2
damagefactor "Scorch", 1.2
damagefactor "Treble", 1.2
damagefactor "Oil", 1.2
damagefactor "Slow", 1.2
damagefactor "Roll", 1.2
damagefactor "WilyLightning", 1.2
damagefactor "WilyFire", 1.2
damagefactor "WilyIce", 1.2
damagefactor "FirePillar", 1.2
gravity 0.8
scale 2.5


^that was the kirbysonic.txt. now for melee down below

actor Melee :
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "%o was punched in the face by %k."
Inventory.Pickupmessage "Fighting soul!!! Never stop fighting!!!"
weapon.ammotype "SlashClawAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SCLASI"
Scale 2.0
States
{
Spawn:
WEA3 Q 1
loop
Ready:
SCLA A 0 ACS_ExecuteAlways(998,0,69)
SCLA A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SCLA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SCLA A 1 A_Raise
Loop
Fire:
SCLA A 0 A_JumpIfNoAmmo("NoAmmo")
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/slashclaw","Weapon")
SCLA A 0 A_FireCustomMissile("SlashClaw",0,1,11,-8)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready+1
NoAmmo:
SCLA A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor SlashClawAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor SlashClaw
{
PROJECTILE
Radius 5
Height 5
scale 2.5
damage (10)
+RIPPER
damagetype "Claw"
speed 15
States
{
Spawn:
SCLA HIJKL 1 A_Explode(18,90,0)
stop
}
{
Obituary "%o was kicked around by %k."
weapon.ammotype "ChargeKickAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Weapon.KickBack 400
Scale 2.0
States
{
Spawn:
WEA2 E 1
loop
Ready:
CKIC C 0 ACS_ExecuteAlways(998,0,24)
CKIC C 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CKIC C 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CKIC C 1 A_Raise
Loop
altFire:
CKIC C 0 A_JumpIfNoAmmo("NoAmmo")
CKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
CKIC C 0 SetPlayerProperty(0,1,0)
CKIC C 2 A_Recoil(-20)
CKIC B 2 A_FireCustomMissile("ChargeKick",0,1,0,0)
CKIC A 8 SetPlayerProperty(0,0,0)
CKIC B 5
CKIC C 5
CKIC C 0 A_Refire
Goto Ready+1
Test:
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/chargekick","Weapon")
SCLA A 0 A_FireCustomMissile("ChargeKick",0,1,0,0)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready
NoAmmo:
CKIC C 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor ChargeKickAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor ChargeKick
{
PROJECTILE
Radius 14
Height 25
scale 2.5
damage (40)
damagetype "Kick"
speed 40
States
{
Spawn:
CKIC D 0
CKIC D 0 //A_RadiusThrust(500,64,0)
CKIC DEF 2
stop
}
}

^ melee.txt. so what did i do wrong or missed?

August 03, 2011, 11:16:10 PM
Reply #137

Offline xColdxFusionx

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #137 on: August 03, 2011, 11:16:10 PM »
Thanks to everyone who has already submitted their class! I'm really excited that this project got so much support! I just may be beta-testing v1a today!

August 03, 2011, 11:36:24 PM
Reply #138

Offline SmashTheEchidna

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #138 on: August 03, 2011, 11:36:24 PM »
Hm, Well, I'll be there if you are.

As for my class, Let me quote what I had in my skins topic.

Quote from: "SmashTheEchidna"


Hand Cannon: ???% Complete. (Ask Lio. He's the one making this weapon.) ((Since he took too long, I'm gonna try to make it myself.)) Shoots plasma blasts and balls of electricity. Can be charged for better to even lethal effects. Lightning takes up energy.

Claw Gloves: 75% Complete. (needs alt.fire made.) Gizmo's original main weapon. Close ranged melee weapon. Alt. fire is his special move: Phantom Claw.

Laser Drive: 0% Complete. A strange screwdriver with a built in laser. Shoots quick and bouncy lasers. Alt fire acts like a taser, and drains the enemies HP while restoring all weapon energy. Lasers take up energy.


And if possible, I was thinking of making weapons/items that only Gizmo can pick up, that are only dropped by Eddie. If possible, I'd make...


Eternal Claws Upgrade: 35% Complete. Known to be Gizmo's ultimate weapon, which replaces the Claw Gloves. Slashes are quicker and long ranged, but take up energy which gradually recharges. It also allows him to climb. Alt. Fire is a slow, close ranged, but powerful slash. Instant death if struck dead on. (Weapons works. Needs alt.fire and item pickup.)
    *It's debatable on whether or not you could call this his "Ultimate Weapon" when paired up with his other weapons he can get.

Rapid Fire Missile Launcher: 0% Complete. A powerful rocket launcher that shoots multiple rockets in several directions. This thing is heavy to wield, so you can't move while firing. Being hit by one of the rockets will knock you back a bit. If you yourself get caught up in the blast of your rockets, it'll hurt.r

Kitty Whistle: 0% Complete. Calls Kitty to come and give you health and weapon energy. Might attack enemies in his way. Either Eddie drops the Kitty Whistle or Eddie is replaced by the Kitty whistle, and drops weapon energy and the weapons.

I also plan to have him be able to take only certain robot master's weapons for his Hand Cannon. (after all, it can fire most of any type of energy. As long as he has something powering it, it can fire. (unless broken of course)) Here's a list of weapons he'll be able to use. Most of them will function differently than when anyone else uses them, though.


Fire Storm: Unlike the original, He doesn't get a fire spin around him. However, he can rapid fire pretty well.
Atomic Fire: Works just like the original.
Air Shooter: Works just like the original.
Gemini Laser: Weaker but can rapid fire pretty well.
Thunder Beam just refills the Bolt Cannon's ammo to full. Spark shot, however, just adds a little bit.
Ice Slasher: Works just like the original.
Flame Blast: Works just like the original.
Freeze Cracker: Acts like an ice elemental Needle Cannon.
Mirror Buster: Gets replaced with the Power Reflector. Works like Enker's spear and absorbs attacks to power up his own. Alt Fire creates a forcefield around himself which deflects all attacks. Can't move while shielding.
Screw Crusher: (Haven't thought of a good way to use it yet. Still debating on it.)
Ballade Cracker: Gets replaced with Ballade Mines. You know how they work.
Scorch Wheel: If I can, I could try to make him spindash, and leave a trail of flames behind him. If not, well, I dunno.


So, yeah. That's all for his weaponry. Though I had an idea for more, but I forgot em. Now for his strengths and weaknesses.

Strengths:
Gizmo is known to be a pretty high jumper.
He's strong against Ice attacks.
Flash Stopper isn't very effective against him.


Weaknesses
He doesn't do too well with Fire.
He's knocked even higher by wind storm.
Hard Knuckle knocks him back, leaving him with nearly 1 HP. Of course he has to have about a full health bar to even survive it.
Centaur Flash stuns him for a while. Longer than Spark Shot. If he gets caught in this, He's in trouble.
Charge Kick does a little more damage to him and knocks him back.
Scorch Wheel pushes him back.
If I could, I'd make him get stuck in a bubble with Danger Wrap.[/spoiler]

That's all for now. I only slightly updated what I already had down. When I get to work, I might make some changes.

August 03, 2011, 11:37:38 PM
Reply #139

Offline SaviorSword

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #139 on: August 03, 2011, 11:37:38 PM »
I'm gonna miss out the testin', but oh well, there's always another time for that.
I recommend ya put the list of folks that got an "Okay" from ya to make their class, like the one ChaosFantazy wrote... well ya wrote. :p

August 03, 2011, 11:40:09 PM
Reply #140

Offline Gummywormz

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #140 on: August 03, 2011, 11:40:09 PM »
I sent my class in. Let me know if I failed it.

August 03, 2011, 11:40:45 PM
Reply #141

Offline Trollman

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #141 on: August 03, 2011, 11:40:45 PM »
Quote from: "xColdxFusionx"

*You need to make the whole skin. Just a few frames doesn't count.


Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?

August 03, 2011, 11:47:37 PM
Reply #142

Offline Duora Super Gyro

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #142 on: August 03, 2011, 11:47:37 PM »
Yeah im horrible at coding. I tryed making my own stuff...but all i can do is make maps, can someone please make my class for me
PLEEEEEEEEEEEEAAAAAAAAAAAAAAAAASSSSSSSSSSSSSSSS.

August 03, 2011, 11:47:59 PM
Reply #143

Offline xColdxFusionx

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #143 on: August 03, 2011, 11:47:59 PM »
Quote from: "SmashTheEchidna"
Hm, Well, I'll be there if you are.

As for my class, Let me quote what I had in my skins topic.

[HOLY MOTHER OF WoT]


... :shock:

That is one of the biggest walls of idea I've seen, aside from Megaman.EXE.

I'm not coding that. I am NOT coding that. Not even if I had a Hand Cannon to my head. Sorry, but I'd probably fall asleep in the middle.

In other news, the final list of who will be in v1a has been determined. Now excuse me while I go hunt down some poor suckers beta testers.

August 03, 2011, 11:49:13 PM
Reply #144

Offline SmashTheEchidna

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #144 on: August 03, 2011, 11:49:13 PM »
Who said you'd be coding all of that? :p I planned to do all of that myself, with some help along the sides if I needed any. This was going to be released as a single class until Chaos Fantazy lead me here.

And I'd be glad to help beta test.

August 03, 2011, 11:50:00 PM
Reply #145

Offline MasterXman

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #145 on: August 03, 2011, 11:50:00 PM »
Quote from: "xxkirbysonicxx1"
Yeah.... my class is going badly. do you think you can fix it up a little? for the slash claw part:
Rapid fire slashing...I mean punching. Just what do i need to add to the class so it'll work?
Here's what i did:

actor KirbySonic : Mainclass
{
health 100
player.maxhealth 100
player.forwardmove 0.65
player.sidemove 0.63, 0.63
player.jumpz 8
player.colorrange 169 176
//+BOSS
+NOBLOOD
+DONTBLAST
player.soundclass "megaman"
player.displayname "KirbySonic"
player.damagescreencolor "yellow"
player.startitem "melee"
mass 9999
damagefactor "Dummy", 0.0
damagefactor "Buster", 1.2
damagefactor "Proto", 1.2
damagefactor "Proto3", 1.2
damagefactor "Cutter", 1.2
damagefactor "Guts", 1.2
damagefactor "Ice2", 1.2
damagefactor "Bomb", 1.2
damagefactor "FireStorm", 1.2
damagefactor "FireSpin", 1.2
damagefactor "Thunder", 1.2
damagefactor "Metal", 1.2
damagefactor "Air", 1.2
damagefactor "Bubble", 1.2
damagefactor "Quick", 1.2
damagefactor "Crash", 1.2
damagefactor "WeakFire", 1.2
damagefactor "Atomic", 1.2
damagefactor "Leaf", 1.2
damagefactor "Needle", 1.2
damagefactor "Magnet", 1.2
damagefactor "Gemini", 1.2
damagefactor "Hard", 1.2
damagefactor "Top", 1.2
damagefactor "Snake", 1.2
damagefactor "Shock", 1.2
damagefactor "Shadow", 1.2
damagefactor "Bright", 1.2
damagefactor "Rain", 1.2
damagefactor "Drill", 1.2
damagefactor "WeakPharoah", 1.2
damagefactor "Pharoah", 1.2
damagefactor "PharaohHold", 1.2
damagefactor "Ring", 1.2
damagefactor "Dust", 1.2
damagefactor "Dive", 1.2
damagefactor "Gravity", 1.2
damagefactor "WaterWave", 1.2
damagefactor "Stone", 1.2
damagefactor "Gyro", 1.2
damagefactor "Star", 1.2
damagefactor "Kick", 1.2
damagefactor "Napalm", 1.2
damagefactor "Crystal", 1.2
damagefactor "CrystalBit", 1.2
damagefactor "Blizzard", 1.2
damagefactor "Centaur", 1.2
damagefactor "Flame", 1.2
damagefactor "Knight", 1.2
damagefactor "Tomahawk", 1.2
damagefactor "Wind", 1.2
damagefactor "Yamato", 1.2
damagefactor "FCrack", 1.2
damagefactor "Mirror", 1.2
damagefactor "SakuCrush", 1.2
damagefactor "SakuDrill", 1.2
damagefactor "Screw", 1.2
damagefactor "Ballade", 1.0
damagefactor "Cat", 1.2
//hazard damagetypes and others
damagefactor "FireTrap", 1.2
damagefactor "Met", 1.2
damagefactor "Devil", 1.2
//custom damagetypes within the class mod
damagefactor "Cut", 1.2
damagefactor "Punch", 1.2
damagefactor "Fire", 1.2
damagefactor "FireWave", 1.2
damagefactor "Heat", 1.2
damagefactor "Skull", 1.2
damagefactor "Plant", 1.2
damagefactor "Windg", 1.2
damagefactor "StarCrash", 1.2
damagefactor "FCrack2", 1.2
damagefactor "Junk", 1.2
damagefactor "Burst", 1.2
damagefactor "Bolt", 1.2
damagefactor "Coil", 1.2
damagefactor "Coil2", 1.2
damagefactor "Claw", 1.2
damagefactor "Noise", 1.2
damagefactor "Scorch", 1.2
damagefactor "Treble", 1.2
damagefactor "Oil", 1.2
damagefactor "Slow", 1.2
damagefactor "Roll", 1.2
damagefactor "WilyLightning", 1.2
damagefactor "WilyFire", 1.2
damagefactor "WilyIce", 1.2
damagefactor "FirePillar", 1.2
gravity 0.8
scale 2.5


^that was the kirbysonic.txt. now for melee down below

actor Melee :
Weapon.AmmoUse 0
Weapon.AmmoGive 0
Weapon.SlotNumber 1
Obituary "%o was punched in the face by %k."
Inventory.Pickupmessage "Fighting soul!!! Never stop fighting!!!"
weapon.ammotype "SlashClawAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SCLASI"
Scale 2.0
States
{
Spawn:
WEA3 Q 1
loop
Ready:
SCLA A 0 ACS_ExecuteAlways(998,0,69)
SCLA A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SCLA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SCLA A 1 A_Raise
Loop
Fire:
SCLA A 0 A_JumpIfNoAmmo("NoAmmo")
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/slashclaw","Weapon")
SCLA A 0 A_FireCustomMissile("SlashClaw",0,1,11,-8)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready+1
NoAmmo:
SCLA A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor SlashClawAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor SlashClaw
{
PROJECTILE
Radius 5
Height 5
scale 2.5
damage (10)
+RIPPER
damagetype "Claw"
speed 15
States
{
Spawn:
SCLA HIJKL 1 A_Explode(18,90,0)
stop
}
{
Obituary "%o was kicked around by %k."
weapon.ammotype "ChargeKickAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Weapon.KickBack 400
Scale 2.0
States
{
Spawn:
WEA2 E 1
loop
Ready:
CKIC C 0 ACS_ExecuteAlways(998,0,24)
CKIC C 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CKIC C 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CKIC C 1 A_Raise
Loop
altFire:
CKIC C 0 A_JumpIfNoAmmo("NoAmmo")
CKIC C 0 A_PlaySoundEx("weapon/chargekick","Weapon")
CKIC C 0 SetPlayerProperty(0,1,0)
CKIC C 2 A_Recoil(-20)
CKIC B 2 A_FireCustomMissile("ChargeKick",0,1,0,0)
CKIC A 8 SetPlayerProperty(0,0,0)
CKIC B 5
CKIC C 5
CKIC C 0 A_Refire
Goto Ready+1
Test:
SCLA BC 1
SCLA A 0 A_PlaySoundEx("weapon/chargekick","Weapon")
SCLA A 0 A_FireCustomMissile("ChargeKick",0,1,0,0)
SCLA DE 2
SCLA F 4
SCLA G 15
SCLA BCA 2 A_WeaponReady
Goto Ready
NoAmmo:
CKIC C 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor ChargeKickAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor ChargeKick
{
PROJECTILE
Radius 14
Height 25
scale 2.5
damage (40)
damagetype "Kick"
speed 40
States
{
Spawn:
CKIC D 0
CKIC D 0 //A_RadiusThrust(500,64,0)
CKIC DEF 2
stop
}
}

^ melee.txt. so what did i do wrong or missed?
DON'T IGNORE it.
Quote from: "SmashTheEchidna"
Hm, Well, I'll be there if you are.

As for my class, Let me quote what I had in my skins topic.

Quote from: "SmashTheEchidna"


Hand Cannon: ???% Complete. (Ask Lio. He's the one making this weapon.) ((Since he took too long, I'm gonna try to make it myself.)) Shoots plasma blasts and balls of electricity. Can be charged for better to even lethal effects. Lightning takes up energy.

Claw Gloves: 75% Complete. (needs alt.fire made.) Gizmo's original main weapon. Close ranged melee weapon. Alt. fire is his special move: Phantom Claw.

Laser Drive: 0% Complete. A strange screwdriver with a built in laser. Shoots quick and bouncy lasers. Alt fire acts like a taser, and drains the enemies HP while restoring all weapon energy. Lasers take up energy.


And if possible, I was thinking of making weapons/items that only Gizmo can pick up, that are only dropped by Eddie. If possible, I'd make...


Eternal Claws Upgrade: 35% Complete. Known to be Gizmo's ultimate weapon, which replaces the Claw Gloves. Slashes are quicker and long ranged, but take up energy which gradually recharges. It also allows him to climb. Alt. Fire is a slow, close ranged, but powerful slash. Instant death if struck dead on. (Weapons works. Needs alt.fire and item pickup.)
    *It's debatable on whether or not you could call this his "Ultimate Weapon" when paired up with his other weapons he can get.

Rapid Fire Missile Launcher: 0% Complete. A powerful rocket launcher that shoots multiple rockets in several directions. This thing is heavy to wield, so you can't move while firing. Being hit by one of the rockets will knock you back a bit. If you yourself get caught up in the blast of your rockets, it'll hurt.r

Kitty Whistle: 0% Complete. Calls Kitty to come and give you health and weapon energy. Might attack enemies in his way. Either Eddie drops the Kitty Whistle or Eddie is replaced by the Kitty whistle, and drops weapon energy and the weapons.

I also plan to have him be able to take only certain robot master's weapons for his Hand Cannon. (after all, it can fire most of any type of energy. As long as he has something powering it, it can fire. (unless broken of course)) Here's a list of weapons he'll be able to use. Most of them will function differently than when anyone else uses them, though.


Fire Storm: Unlike the original, He doesn't get a fire spin around him. However, he can rapid fire pretty well.
Atomic Fire: Works just like the original.
Air Shooter: Works just like the original.
Gemini Laser: Weaker but can rapid fire pretty well.
Thunder Beam just refills the Bolt Cannon's ammo to full. Spark shot, however, just adds a little bit.
Ice Slasher: Works just like the original.
Flame Blast: Works just like the original.
Freeze Cracker: Acts like an ice elemental Needle Cannon.
Mirror Buster: Gets replaced with the Power Reflector. Works like Enker's spear and absorbs attacks to power up his own. Alt Fire creates a forcefield around himself which deflects all attacks. Can't move while shielding.
Screw Crusher: (Haven't thought of a good way to use it yet. Still debating on it.)
Ballade Cracker: Gets replaced with Ballade Mines. You know how they work.
Scorch Wheel: If I can, I could try to make him spindash, and leave a trail of flames behind him. If not, well, I dunno.


So, yeah. That's all for his weaponry. Though I had an idea for more, but I forgot em. Now for his strengths and weaknesses.

Strengths:
Gizmo is known to be a pretty high jumper.
He's strong against Ice attacks.
Flash Stopper isn't very effective against him.


Weaknesses
He doesn't do too well with Fire.
He's knocked even higher by wind storm.
Hard Knuckle knocks him back, leaving him with nearly 1 HP. Of course he has to have about a full health bar to even survive it.
Centaur Flash stuns him for a while. Longer than Spark Shot. If he gets caught in this, He's in trouble.
Charge Kick does a little more damage to him and knocks him back.
Scorch Wheel pushes him back.
If I could, I'd make him get stuck in a bubble with Danger Wrap.[/spoiler]

That's all for now. I only slightly updated what I already had down. When I get to work, I might make some changes.
Welp........................................................LULZ. IT IS OFFICIAL! I HOLD THE RECORD FOR THE LONGEST POST WRITTEN ON THIS FORUM! But seriously. read my first quote. on this post. I really need help on this one!

August 03, 2011, 11:52:54 PM
Reply #146

Offline SmashTheEchidna

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #146 on: August 03, 2011, 11:52:54 PM »
Dude, please. You didn't even give anyone a chance to ignore it. I'm pretty sure people are STILL READING OVER IT from how long it is. At LEAST put it in spoilers, especially when you're posting it again AND with my post in there.

August 04, 2011, 12:00:52 AM
Reply #147

Offline Trollman

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #147 on: August 04, 2011, 12:00:52 AM »
Quote from: "Trollman"
Quote from: "xColdxFusionx"

*You need to make the whole skin. Just a few frames doesn't count.


Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?

Sorry if spam

August 04, 2011, 12:02:27 AM
Reply #148

Offline MasterXman

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  • Date Registered: April 26, 2011, 12:15:48 AM

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #148 on: August 04, 2011, 12:02:27 AM »
Quote from: "Trollman"
Quote from: "Trollman"
Quote from: "xColdxFusionx"

*You need to make the whole skin. Just a few frames doesn't count.


Acording to your catch, I have to contribute in something wich will be the skins in my case. About that thing in the quote, the sword skin I told you will only be an attack frame replacement for the most recent Troll man skin. Does that rule block me?

Sorry if spam
it isn't a spam.

August 04, 2011, 12:03:41 AM
Reply #149

Offline Gummywormz

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Re: [Expansion] Cutstuff Community Classes Expansion... Thi
« Reply #149 on: August 04, 2011, 12:03:41 AM »
For those who don't know how to code, look at the weapon template. If you want to base your attack on something, study the coding of the thing you are trying to base it off of.