June. 14, 2025, 4:27 AM (Edited by Ukiyama) Copy Link
Why hello there! Ukiweps is a weapon pack of a variety of weapons and other things I have made since I have been modding MM8BDM. I tended to focus more on the MMX weapon side of things but there is stuff from other series as well like Battle Network and Unreal, and even a bit of custom original stuff too. Enjoy!
New in v4b
Added Circle Blaze,Explosion,Splash Laser,Ground Dash, Shotgun Ice,
Chameleon Sting, as new weapons and Met-A-Morph and Suck Cannon as new buster upgrades!
All weapons that costed 3 ammo now have 30 ammo instead of 28 if it was 28(1 extra shot per clip)
Electric Sapper's heal orbs now properly... home in... dang it Past Uki
Lightning Web is now faster on traveling/deploying itself (half the travel time frames faster and double the speed of projectile)
Lightning Web fire rate improved by 15 frames
Magnum's Warning Trigger improved by 6 frames
Master Sword Sword Swing damage up from a potential 12x5 to 15x5
Tornado Fang's velocity stop reduced by 9 frames
Shadow Runner ammo reduced from 56 to 28
Removed the cosmetic quake from Ice Burst (it does in x6 but with multiple people its too much lol)
Acid Burst Ammo cost now 2 instead of 3
Meteor Rain is now in the close range category instead of power
Meteor Rain damage up to 30 from 25
Triad Thunder now has a alpha effect and was lowered slightly to make it easier to see
Bubble Splash speed/colored bubble shot slightly randomized, overall a little faster and smoother curves
Mario's Hat now explodes for 12 damage up from 8
Mario's Hat now no longer can be reflected (interferes with being able to use it again, its explosions anyway >_>)
Mario's Hat no longer goes into a turbo damage state after bouncing on it
Mario's Hat has a slightly bigger radius check for the bounce jump
Added Possession checks for Shield Gun, Wind Thrust, Yammar Option and Magnum Reticules
Smooothed out Crystal Hunters crystal forming animation
Gravity Well now travels/spins faster and scales down in speed, roughly the same range just quicker
Shining Ray has a new icon
Squeeze Bomb has acquired a new sprite graphic/new updated colors (rest in pizza bhb edit)
Some of the older weapons have had colors on graphics refreshed to match the pallette
Gravity Well, Shining Ray, Ray Splasher, Double Cyclone, Electric Spark colors have been
redone to more closely resemble X's colors/fix some inconsistent colored sprites from ages past me
Green Spinner had some sprite touch ups
Wind Thrust recoded with aprop_gravity power rather than hacky old stealing core water gravity script
Added NoTargetSwitch to Redeemer's shots
Renamed Master Sword SFX due to conflict
Renamed Speed Burner frames due to conflict
Added a alpha translucent/reduced the spawn height of the effects on Triad Thunder to make it a little less blinding
Fixed a issue with snow slow effects online
Fixed Magnum's Icon being the old name in the ammo script
Fixed typo with Parasitic Bomb Homing obit
Fixed Green Spinner Explosion obit
Added a second ammo type of buster ammo to Revolver Buster to fix a training room issue
Added bot functionality to the charge/hold based weps that needed it
Slot stuff the mod uses.
Class Base 3
Custom Bar slot 133,134
Color Slots 584 - 666
GenericRobotBaseSlot3 for coop mania bot pack for damage type stuff
Special Thanks to
Cutmanmike - for making MM8BDM and the weapon template that I learned from
Korby - for the hint on how to make the wave like shot for the Tk Wave, and his Seed Satchel Sprite Sheet
xColdxFusionx, Musashi-COM, and Blathers - on helping with the hud of the Cross Bomb "bit mixing" issue
King Yamato - for making the MMV weapon pack which he let me use the healing code from the Grab Buster for the Electric Sapper
Manibogi - Making the much nicer Fake Revolver sprites
TheBladeRoden - For letting me use the green shell code for Air Hockey so it don't bounce on the ground anymore
Russel - Making 8-10 pack which helped with getting a few of my ideas working (mainly the Mirror Buster fix and using inventory as a way to raise people into the air... never would have figured that out lol)
Kenkoru and Saviorsword - For helping me with testing lots of bugs found because of them
Kenkoru - for the Rod Spin Sprites
MMXClasses for the boomer tele sound
Maxine - Tornado Fang Rotations from MMXSP, recolored by me
Trill - Overheal script for the big keg, and general help
Bbonus Soda
Russel - The acs for the Soda Drinker Pro game mode
Copy/Joe - The updated huds
Capcom - Good Games <_<
Konami - Good Music >_>
And you for playing this silly mod in this great game!
Silk Shot Tutorial
Silk Shot is a fairly unique weapon in terms of how it functions in MMX2, with it changing types based on locations that X was in. In 8bdm I have seen a couple ways to go about it, with one method taking EVERY texture and using a checker to acquire the appropriate type, RNG and you just get a random type, or the method I decide to go with here, which is just simply taking the map name and using it as check for the type globally across the map. With the ever growing number of maps, this is basically a impossible task to keep up with, so what I have done is allowed mappers to have control over which shot type is called by having the map replace the script I have in Ukiweps which determines the shot.
What happens when the weapon is in a unsupported map?
When any map thats not in my script is not hit, fear not, you will get the basic scrap shot at the very least.
Wow that is so neat, what do I need to do in order to have my fun map swap types?
In Ukiweps there is a script that triggers on switching to the weapon called "SilkShot_MapCheck". The easiest way to support the idea behind it, is having a script that just simply replaces it in your maps acs file that gives out the appropriate flag to change the type of shot.
Wow that sounds complicated do can you tell me more on how to do this?
I won't tell you, I can show you, with this simple tutorial map from this master crafter of maps (I am a noob lol). The map file contains the acs for the simple swap and a extra way which uses a actor enters sector thing in order to swap types based on sectors your in. For the easiest game play wise though, highly recommend just replacing one script though, keeps it simple.
If you want to run around the map, be sure to load it with Ukiweps, the map does not contain any of the weapon stuff. Download is here!
What maps are currently supported?
In my script, I have the main core maps covered and I also went through both jam packs in order to show off the weapon. If other mappers want to support I can try and list these packs here as well.
July. 26, 2024, 9:30 PM (Edited by Ukiyama) Copy Link
Why hello there! Its been quite a while huh, new forums with a fresh new coat of paint, so why not a new Ukiweps getting a fresh coat of paint as well! Featuring a massive spike of 12 new weapons, a couple reworks, and a bunch of minor tweaks, this is the biggest update to Ukiweps I have ever done! Enjoy and have fun with V4A!
Hi, I am adding this to the files loaded, the weapons are there and they can be gotten via the "give all" command but I don't see them in the maps when playing, only the vanilla weapons are there. Do I need to change a setting somewhere else in the mod or do I need to have another .wad/pk3 to load the weapons pack with in tandem? Back then I remember that a modular weapons mod is required to be loaded alongside and I remember this mod having settings that you can change like allowing Unreal weapons or not.
Oops I missed a post lol, but if you still need help, the randomizer has been built in to 8bdm by default, in your offline skirmish settings you can go to the pickup menu to enable the randomized weapons and in the same settings menu has the ukiwep settings menu where you can turn certain things on and off like you could before. Most weapon packs usually use the randomizer with exceptions being lms game modes where the lms rotation stuff kicks in and certain expansions have some stuff set up to allow the weapons to replace certain vanilla ones if they are loaded. I don't think my weps are in any maps like that though so the randomizer it is.
Today is my birthday, so what a way to celebrate than by updating my pack to V4B. 6 new copy weps and 2 buster upgrades have been added to add more variety to your matches, and also I have went through some of my old weps with some touch ups either in colors or the sprites themselves to bump them up in presentation a bit better. Enjoy!