ClassBase
is an actor which all classes that wish to use normal weapons that inherit from [BaseMM8BDMWep](<https://mm8bdm.notion.site/BaseMM8BDMWep-8cc600ca63704fd59c44528ca4060cac>)
should inherit from.
This actor extends across multiple files and includes multiple systems, so it is not feasible to post its code in one block on this page.
The following are inventory flags which can be given to the class as a start item to disable certain behaviors.
NoTeamTranslation
: Disables team colors on the class’s actor.
NoWeaponTranslation
: Disables [core_weaponcolor](<https://mm8bdm.notion.site/core_weaponcolor-db216af3cad3448b917d4d5fbb2a7aa6>)
changing actor color entirely.
NoWeaponSwitchSound
: Disables [core_weaponcolor](<https://mm8bdm.notion.site/core_weaponcolor-db216af3cad3448b917d4d5fbb2a7aa6>)
playing a weapon swap sound entirely.
NoProjectileTeamTranslation
: Disables team colors on the class’s projectiles.
NoBusterUpgrades
: Disables the class from being able to pick up buster upgrades.
These flags disable certain HUD elements for a class.
NoHud
: Disables drawing the HUD of the class actor entirely.NoHealthBar
: Disables drawing the health bar.NoTeamFlag
: Disables drawing the team flag which shows in team modes.NoDrawMaestroMugshot
: Disables drawing the base mugshot.NoDrawScoreIcon
: Disables drawing a class’s score icon property.NoDrawFaceMugshot
: Disables drawing a class’s face or skin face property.These flags are specific to the air jump and wall jump systems
AirJumpLimit
: Determines how many air jumps the class has access to.
AirJumpZ
: Specifies the whole number portion of how high their air jumps areAirJumpZDecimal
: Specifies the decimal portion of how high their air jumps are (Ex. 5 AirJumpz
and 500 AirJumpZDecimal
makes a final value of 5.0500 CAPROP_AirJumpZ
InfiniteAirJumps
: Gives infinite air jumpsDisabledAirJumps
: Disables air jumps, even if the class is at some point given some.WallJumpLimit
: Determines how many wall jumps the class has access to.
WallJumpZ
: Specifies the whole number portion of how high their wall jumps areWallJumpZDecimal
: Species the decimal portion of how high their wall jumps are (Ex. 5 WallJumpz
and 500 WallJumpZDecimal
makes a final value of 5.0500 CAPROP_WallJumpZ
InfiniteWallJumps
: Gives infinite wall jumpsDisabledWallJumps
: Disables wall jumps, even if the class is at some point given some.These flags are only applicable if the class is also receiving ModeWeps
.
This set of flags allows the class to obtain a slot of weapons even if the server variable for it is disabled.
AlwaysReceiveLMSAoE
AlwaysReceiveLMSBuster
AlwaysReceiveLMSRapid
AlwaysReceiveLMSClose
AlwaysReceiveLMSPower
AlwaysReceiveLMSShield
This set of flags disables a class from obtaining a slot of weapons, regardless of server setting.
NeverReceiveLMSAoE
NeverReceiveLMSBuster
NeverReceiveLMSRapid
NeverReceiveLMSRanged
NeverReceiveLMSClose
NeverReceiveLMSPower
NeverReceiveLMSShield
This is an example Megaman? class which would be functionally identical to the base class in MM8BDM. Some properties that are already defined in ClassBase
are repeated for illustration purposes.
actor Megaman? : ClassBase
{
player.scoreicon "135ST00"
player.displayname "Megaman?"
player.soundclass "megaman"
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78
player.jumpz 10
gravity 0.8
Health 100
Player.MaxHealth 100
player.startitem "BaseFlagPack", 1
player.startitem "ModeWeps", 1
player.startitem "MegaBuster"
player.startitem "BusterAmmo", 3
States
{
Spawn:
EMEG A 0
EMEG B 1
EMEG A 1
Goto Spawn+2
See:
EMEG BCDE 5
Goto Spawn
Missile:
EMEG F 5
EMEG G 4
goto Spawn+2
ClassPain:
EMEG H 0
goto MegamanPain
ClassDeath:
EMEG H 0
goto MegamanDeath
}
}