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Author Topic: Special Classes Add-on (Version 3.2)  (Read 21305 times)

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September 18, 2017, 04:27:41 AM
Reply #30

Offline ice

  • MM8BDM Extender
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  • Date Registered: October 05, 2010, 05:09:31 PM

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Re: Special Classes Add-on (Version 3.2)
« Reply #30 on: September 18, 2017, 04:27:41 AM »
dude the last post here was from 4 years ago >.>

September 19, 2017, 06:20:52 AM
Reply #31

Offline Lucky104

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  • Date Registered: September 17, 2017, 11:53:24 PM

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Re: Special Classes Add-on (Version 3.2)
« Reply #31 on: September 19, 2017, 06:20:52 AM »
Damn! Still good tho

December 02, 2017, 02:23:29 AM
Reply #32

Trainer Ed

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Re: Special Classes Add-on (Version 3.2)
« Reply #32 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!