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Quote from: "Linnie"Question: Will this mod have that code that disallows classes, or will that be removed so everyone can have fun with it?If I have any influence at all in this mod, it will. In Classes Saxton, the only people having fun are the stallers.
Question: Will this mod have that code that disallows classes, or will that be removed so everyone can have fun with it?
I won't get into the merits of Class SH in its current form again here, but I must say that I don't see what you're so afraid of. The two mods don't really work together without a hotfix anyway because of team attacks, so the only people who would host them together as-is would be those who just want to mess around or RP (meaning they don't care in the slightest about game balance anyway). And if someone does want to make a fix for the two mods, I doubt that the anti-classes code is going to stop them.
Terminator mode: Someone picks up an orb to become super powerful and tries to kill everyone, tries not to die. Other people can pick up the orb.Saxton Hale: Someone is randomly picked to be super powerful and tries to kill everyone, tries not to die. Small chance of a second person being picked.Yes, as you can see, it's nothing like Terminator.
// Weapon //actor MorshuBossWeapon : MegaBuster{Weapon.AmmoUse 0Weapon.AmmoGive 1Weapon.SlotNumber 1Obituary "%o was blown to bits by ciMorshu's c-(%k)'s Bomb!"+INVENTORY.UNDROPPABLEweapon.ammotype "BossJumpCharge"weapon.ammotype2 "BossRageCharge"+WEAPON.AMMO_OPTIONALScale 2.0States{Spawn:TNT1 A 0stopReady:SXH3 M 0 ACS_ExecuteAlways(998,0,509)SXH3 M 0 ACS_ExecuteAlways(804,0,255)SXH3 M 0 A_GiveInventory("MorshuJumpItem",1)SXH3 M 0 A_TakeInventory("PharaohCharge",1)SXH3 M 0 A_SpawnItem("BTWIMRIGHTHERE")SXH3 M 0 ACS_ExecuteAlways(808,0)SXH3 M 1 A_WeaponReady(WRF_NOSWITCH)SXH3 M 1 A_GiveInventory("BossJumpCharge",1)Goto Ready+6Deselect:SXH3 M 0 A_JumpIfInventory("SuperArmTemp",1,24)TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_LowerSXH3 M 1 A_LowerGoto Deselect+1SXH3 M 0SXH3 M 0 A_FireCustomMissile("MorshuBomb",0,1,0,56)SXH3 RSTUVWXY 3SXH3 Y 0 A_TakeInventory("SuperArmTemp",1)Goto Deselect+1Select:TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_RaiseSXH3 M 1 A_RaiseLoopFire:SXH3 V 3 A_FireCustomMissile("MorshuWire",0,0,8,0)SXH3 U 3SXH3 T 3SXH3 S 2SXH3 S 1 A_TakeInventory("FistFlag",1)Goto FistWaitFistWait:SXH3 S 1 SXH3 S 0 A_GiveInventory("AdapterWaitCount",1)SXH3 S 0 A_JumpIfInventory("AdapterWaitCount",20,"FistFinish")SXH3 S 0 A_JumpIfInventory("FistFlag",1,"FistFinish")loopFistFinish:SXH3 S 0 A_PlayWeaponSound("weapon/adapterreturn")SXH3 S 0 A_TakeInventory("FistFlag",1)SXH3 S 0 A_JumpIfInventory("AdapterWaitCount", 8, 2) //Adds a slight delay if fired at very close rangeSXH3 TU 4SXH3 S 0 A_TakeInventory("AdapterWaitCount",999)SXH3 V 2SXH3 M 0 A_RefireAltFire:SXH3 M 0 A_JumpIfInventory("BossRageCharge",125,"Kill")SXH3 M 1SXH3 A 0 A_JumpIfNoAmmo("NoAmmo")SXH3 A 0 A_PlaySoundEx("weapon/mbuster","Weapon")SXH3 A 0 A_FireCustomMissile("MorshuOil",0,1,8,0)SXH3 RSTUVW 2SXH3 XY 2SXH3 M 12SXH3 M 0 A_RefireGoto Ready+6Kill:SXH3 M 0 A_TakeInventory("BossRageCharge",125)SXH3 M 0 A_PlaySoundEx("Morshu/Rage","Item")SXH3 M 0 SetPlayerProperty(0,1,0)SXH3 NN 1 A_SpawnItemEx("TempGiantMorshuBomb",32,0,-28,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)SXH3 OO 1 A_SpawnItemEx("TempGiantMorshuBomb",32,0,0,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)SXH3 PP 1 A_SpawnItemEx("TempGiantMorshuBomb",32,0,28,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)SXH3 QQ 1 A_SpawnItemEx("TempGiantMorshuBomb",32,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)SXH3 Q 0 SetPlayerProperty(0,0,0)TNT1 AAAAA 1 A_SpawnItemEx("TempGiantMorshuBomb",0,0,56,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)SXH3 A 0 A_FireCustomMissile("GiantMorshuBomb",0,1,0,56)SXH3 A 0 A_TakeInventory("SuperArmTemp",1)SXH3 A 0 A_TakeInventory("MorshuBombTimer",105)SXH3 RSTUVW 3TNT1 A 105SXH3 XY 3goto Ready+6NoAmmo:SXH3 M 0 ACS_Execute(979,0)Goto Hold}}actor MorshuWire{PROJECTILE+SKYEXPLODE+DONTBLASTPROJECTILE+RIPPERDamage (1)Speed 32Radius 10Height 10scale 2.5damagetype "MorshuWire"States{Spawn:ROPE A 0ROPE A 0 A_GiveInventory("CutterFlag", 10)Spawn2: ROPE A 0ROPE A 1 A_SpawnItemEx("StillMorshuWire")ROPE A 0 A_TakeInventory("CutterFlag", 1)ROPE A 0 A_JumpIfInventory("Cutterflag", 2, "Spawn2")ROPE A 0Goto Spawn3Spawn3:ROPE AA 1ROPE A 0 A_TakeInventory("CutterFlag", 999) Goto DeathDeath:TNT1 A 1 A_CustomMissile("MorshuWireReturn",0,0,0,0)stop}}Actor StillMorshuWire : MorshuWire{+NOCLIP//+CLIENTSIDEONLYStates{Spawn:TNT1 A 0TNT1 A 1TNT1 A 0 A_SpawnItemEx("MorshuWireFX")TNT1 A 0 A_JumpIfCloser(64, "Death")TNT1 A 0 A_CustomMissile("StillMorshuWire", 0, 0, 0, 0)stopDeath:TNT1 A 0 stop}}Actor MorshuWireFX {+NOINTERACTION//+CLIENTSIDEONLYScale 2.5States{Spawn:TNT1 A 1TNT1 A 0 A_JumpIfCloser(32, "Death")ROPE A 2 stopDeath:TNT1 A 0stop}}Actor MorshuWireReturn{radius 0height 0speed 40damage (0)scale 2.5+DONTBLAST+RIPPERPROJECTILE+SKYEXPLODE+DONTSPLASH+NOINTERACTIONstates{Spawn:GIGF A 1 A_FaceTargetGIGF A 0 A_JumpIfCloser(60,"Return")GIGF A 1 A_FaceTargetGIGF A 0 A_JumpIfCloser(60,"Return")GIGF A 1 A_FaceTargetGIGF A 0 A_JumpIfCloser(60,"Return")GIGF A 1 A_FaceTargetGIGF A 0 A_JumpIfCloser(60,"Return")TNT1 A 0 A_CustomMissile("MorshuWireReturn",0,0,0,0)stopReturn:GIGF A 0 A_GiveToTarget("FistFlag",1)stop}}actor MorshuBomb{PROJECTILEHeight 10Radius 10-NOGRAVITYSpeed 30damagetype "Instagib"scale 2.5States{Spawn:BOMB A 0BOMB A 0 ThrustThingZ(0,20,0,1)BOMB A 1Goto Spawn+2Death:BOMB A 0 A_StopBOMB A 0 A_PlaySoundEx("weapon/hyperbomb","Weapon")BOMB A 0 A_ChangeFlag("NOGRAVITY",1)BOMB A 0 A_Explode(150,200,0)BOMB BCDEFGHIJKLMNOPQR 1stopstop}}actor MorshuOilShot{PROJECTILEDamage (20)damagetype "MorshuOil"Height 5Radius 8-NOGRAVITYScale 2.0speed 28States{Spawn:OILL D 5 loopCrash:XDeath:OILL D 1stopDeath:OILL D 0 OILL D 0 A_JumpIf(z-floorz<=0,"Death2")OILL D 1 A_GiveInventory("CutterFlag", 1)OILL D 0 A_JumpIfInventory("CutterFlag", 175, "Xdeath")loopDeath2:OILL D 1 A_SpawnItemEx("MorshuOilBlob",0,0,0)stop}}Actor MorshuOilBlob{+MISSILE+NODAMAGETHRUST+NOBLOOD+DONTSPLASH+NOEXPLODEFLOOR+NOTARGETSWITCHDamage (x)damagetype "MorshuOil"Height 10Radius 8scale 2.5mass 99999reactiontime 250painchance 256states{Spawn:OILL G 0OILL G 1 OILL G 0 A_ChangeFlag("SHOOTABLE",1)Goto Spawn2Pain.Instagib:OILL E 0OILL E 1 A_SpawnItemEx("MorshuOilBlobFlame",0,0,0)OILL E 0 A_Jump(256,"Death")stopSpawn2:OILL G 1 A_StopOILL E 0 A_GiveInventory("CutterFlag", 1)OILL E 0 A_JumpIf(z-floorz>0,"NewShot")OILL E 0 A_JumpIfInventory("CutterFlag", 175, "Death")loopNewShot:OILL E 0 A_SpawnItemEx("MorshuOilShot", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM)Goto Death Death:TNT1 A 0stop}}actor MorshuOilBlobFlame {PROJECTILE-NOGRAVITY+NODAMAGETHRUST+NOBLOOD+DOOMBOUNCE //Don't ask, it acts derpy otherwise.+DONTSPLASH+FLOORHUGGER+DONTBLASTDamage (x)damagetype "MorshuFlame"Obituary "%o was ignited by %k's Oil Flame."Height 32Radius 8scale 2.5mass 99999reactiontime 100States{Spawn:OILF C 0 OILF C 0 A_ChangeFlag("DOOMBOUNCE",0)OILF C 0 A_SpawnItemEx("OilPitIgnite",0,0,8)OILF CD 3 A_CountDowngoto Spawn+3Death: TNT1 A 1stop}}actor MorshuBombTimer : Inventory{inventory.amount 1inventory.maxamount 105}// Rage //actor TempGiantMorshuBomb{+NOINTERACTION-SOLID+NOGRAVITYradius 0height 0scale 10.0States{Spawn:BOMB AA 1stop}}actor GiantMorshuBomb : MorshuBomb{+RIPPER+BOUNCEONACTORSscale 10.0speed 15reactiontime 128+HEXENBOUNCEbouncefactor 0.7States{Spawn:BOMB A 0BOMB A 0 ThrustThingZ(0,12,0,1)BOMB A 1 A_CountDownGoto Spawn+2Death:BOMB A 0 A_StopBOMB A 0 A_PlaySoundEx("weapon/hyperbomb","Weapon")BOMB A 0 A_ChangeFlag("NOGRAVITY",1)BOMB A 0 A_Explode(1000,500,0)BOMB BCDEFGHIJKLMNOPQR 1stop}}
Rozark:Alright, based on feedback that I got, here's the changes that I'd like to try.-Half both bomb cooldowns-Nerf the explosion radius on the regular bomb, not the rage bomb. For example, if the radius is 100, make it 75. Decrease it by 1/4 that it is currently.-Change Super Jump to Wire. In short, whatever way Morshu is looking (not just the ceiling), the wire will come out and latch onto that segment. Morshu will then be propelled towards that location.-The regular hale attack becomes a bronzish/goldish oil attack which deals about 15 damage, dealing burn damage of up to 5 over time. It's fire rate would be that of the regular megabuster speed, and the oil would fall downwards, similar to how oil slider is fired. However, you cannot ride on it. The current hale attack will either be his secondary attack that he can switch to, or removed completely if a secondary attack is simply too much.-This might already be done: Make the regular bomb a 2hko instead of whatever it is.-If you're implementing weaknesses, make him weak to fire. Makes sense.
Can you make Quote's uncharged not deal 40 damage?