July. 26, 2024, 9:30 PM (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 v4a
Added Parasitic Bomb, Tornado Fang, Silk Shot, Magnet Mine, Speed Burner, Thunder Dancer, Sonic Slicer, Spin Wheel, Meteor Rain, Flash Laser, Crystal Wall, and Shadow Runner!
Triad Thunder has regained its namesake, now firing unaimable bolts from the back diagionally or backwards depending on formation
Lightning Web has been reworked from a sudo flight bubble to a sticky web that allows for a aimed jump (fake wall jumps weee)
Ap stacks for baleful strike should now clear per level in coop
Added coop prop interaction effects
Added a new default setting to reduce all of the ammo amounts of all Unreal weapons besides Shield Gun and Redeemer to help with the power issue while keeping the original values available
Improved the lockon of Guard Shell's counter shot
Increased speed of Guard Shell's counter shot from 30 to 40
Guard Shell's ammo now appears when active in the assist display
Electric Spark Fire Rate improved 3 Frames
Electric Spark Splits now have a few frames of thruactors
Frost Missile Fire Rate improved 10 frames
Frost Missile Ammo consumption down from 3 to 2
Green Spinner's projectile hit damage up from 5 to 25
Green Spinner will now explode when hitting a second target after a rip and can only hit once per target directly (yay ripper technology)
Green Spinner's Radius up from 8 to 10
Shining Ray's fire rate improved 6 frames
Squeeze Bomb's damage has been increased by 4 across all the sizes
Squeeze Bomb's fire rate improved by 4 frames
Rod Spins explosion range increased from 45 to 70
Master Swords Spin explodes have been adjusted to be a bit more consistent and actually function online
Master Sword now can do simple sword swings holding altfire
Strike Chain now uses core hookshot code to draw its chain sprites
Strike Chain Speed is now 50 from 30
Time Warp now allows use at anything above 2 ammo, but deativation costs 14
Wind Thrust recoded to use core gravity scripts and use a shield warper rather than rapid spawn spam (old weapon is oooold)
Added a deactivation sound for Time Warp
Snowy Rain will now freeze the appropriate lava pillars
Recode of Seed Shooter to use rng in the weapon instead of rng in the seed itself with spawned explosions for gale and pegasus stuns
Because of the above, Gale and Pegasus only affect 1 target (as it should have >_>)
Seed Shooter Damage up from 15 to 20
Seed Shooter's Ember effect and Scent Effect should now hit more effectively
Seed Shooter Ember Damage now more spread out from hitting every frame to every 6
Seed Shooter Ember Damage now 8 from 2
Seed Shooter Scent Explosion Damage up from 10 to 15
Seed Shooter should now properly affect coop pack enemies
Seed Shooter's Pegasus stun seed now has bad luck protection to prevent multiple stuns in a row, after triggering a stun, you have to fire 3 times in order to get a chance at another stun
Melt Creeper has a new hud
Melt Creeper now Spawns slightly in front of yourself rather than on top of
Fire Rod recolored to more closely resemble ALTTP Fire Rod Colors
Assault Rifle now animates while firing a bit
Added sounds for Rocket Launchers altfire chargeup
Fixed Mario's hat,Shock Combo, and Marine Tornado doing some insane damage in certain instances
Fixed Revolver Buster's altfire to properly function
Shield Gun's Shield is now a warper instead of old spawn methods
Shield Gun has pain frames transferred from MACS and a sound plays when used
Shield Gun's ammo drain on hit simplified to a flat 5 per hit instead of varying amounts based on damage
Added a check to Redeemer's controlled shot to explode upon killing the controller or spectating while controlling
Changed up the Redeemer cam code to use core_uniqueid stuff rather than having just one singular id
Redeemer will now explode on the sky
Redeemer now uses property stackers instead of setplayerproperty
Redeemer should now be in the weapon list for identification purposes
Soda should now be in the weapon list for identification purposes
Fixed Damage Amplifier Visual effect not working online
Fixed a visual bug with Link Gun's Altfire when it hit a wall in certain spots
Dual Assault rifle should now have the proper sprite in the weapon list
Slot stuff the mod uses.
Class Base 3
Custom Bar slot 133,134
Color Slots 584 - 658
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.