<aside> 📦 DTADD.acs
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<aside> ⚡ int DefineBusterUpgradeAndTake(str busterTag, str busterActor, str busterUpgradeTag, str busterUpgrade, str busterIcon, bool busterMapValid, bool busterLMSValid, bool busterEddieValid)
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This function defines a new Buster Upgrade for purposes of LMS loadout, map randomization, and Eddie.
It also defines that this Buster Upgrade weapon should be taken whenever the user receives a new Buster Upgrade weapon, hence the “take” part of the function name.
busterTag
: String - The buster's language definition, or its proper name (Ex. "TAG_PROTOBUSTER"
or "Proto Buster"
)busterActor
: String - Actor name of the buster weapon. (Ex. ProtoBuster
).busterUpgradeTag
: String - The Buster Upgrade's language definition (Ex. "TAG_PROTOUPGRADE"
or "Proto Upgrade"
)busterUpgrade
: String - Actor name of the Buster Upgrade pickup. (Ex. ProtoUpgrade
)busterIcon
: String - The weapon's spawn sprite. (Ex. "WEA2Q0"
)busterMapValid
: Bool - Can you pick this Buster Upgrade from maps?busterLMSValid
: Bool - Can you get this Buster Upgrade in LMS?busterEddieValid
: Bool - Can you get this Buster Upgrade from Eddie?This is a block of code that would add Proto Buster to the list of buster upgrades, assuming that it did not already exist which it does already in base MM8BDM.
Script "protobuster_busterdef" OPEN {
DefineBusterUpgradeAndTake("TAG_PROTOBUSTER", "ProtoBuster", "TAG_PROTOUPGRADE", "ProtoUpgrade", "WEA2Q0", true, true, true);
}