January. 10, 2026, 5:21 PM (Edited by Ukiyama) Ukiweps (V4B)
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-h1
Met A Morph's met code tweaked to hopefully prevent met vs met fights from crashing servers
Met A Morph met's should now be able fight opposing met's and actually be able to defeat them
Shadow Runner homing range decreased from 650 to 550
Shadow Runner damage reduced from 8 to 7
Shadow Runner no longer warps spins onto the enemey if colliding with a wall
Boomerang recoded to be aimable
Boomerang's final turn continues on until it hits a wall
Boomerang, Air Hockey, and Magnum have smoother frames for the hud movements
Magnum no longer freezes movement and launches you into the air for a period of time (ancient me went wow this is totally anti damage animation wise right >_>)
Magnum slows for the period of time during the activation of the cursors instead
Guard Shell now uses team transparency effect
Guard Shell animation speed reduced to reduce eye strain when staring at extended periods
Guard Shell now allows most of your projectiles to pass through for a short time frame when active
Guard Shell no longer takes damage from yourself or team members
Unreal Rocket explosion damage reduced from 40 to 30 (55 potential damage with direct hit down to 45 potential damage with direct hit)
Unreal Rocket explosion has a small full damage radius to make the direct hit guarantee 45
Flak Cannon shell explosion does 50 instead of 40 with its direct hit reduced to 0 (-5 damage total, much more self harm damage)
Suck Cannon's suck damage up to 22 from 15
Suck Cannon's sucker now travels quicker for more instant suck
Suck Cannon's Upgrade cooldown ring is now the appropriate color
Shotgun Ice debuff length down from 5 seconds to 2 seconds
Baleful Strike radius and height is 9 up from 5
Yammar Option shots will no longer go through enemy Yammar Options
Yammar Option now has a transparency efffect on the dragonflys while active
Yammar Option no longer fires on a ledge above if its within a wall
Scrap Silk Shots splits no longer have a 50% chance of having thruactors permenantly on
Crystal Hunter graphic removal check slightly tweaked in order to help it get removed online/speccing while trapped
Crystal Hunter now has quick swap capabilities after firing a shot
Crystal Hunter's Crystal can now be button mashed out of by hitting movement keys while crystalized (kinda like Megaman X!!111!)
Cross Bomb is now instantly tossed instead of a 6 frame wait
Cross Bomb will no longer play a sound when swapped to with no ammo
Splash Laser damage down from 8x4 to 7x4 (36 total to 28 total)
Explosion is now in its appropriate slot number 5 instead of 4
Renamed Explosion Sprites and Bio Rifle Sprites due to conflicts
Attempted a fix on Air Hockey desyncs when falling off a ledge and for Spin Wheel when going down ramps
Changes on the Redemeer/Flash Laser travel/cameras to function better onine
Redeemer now has a quake effect on the explosion
All old bouncers have been updated with basicbouncer to get them in line with the standard bouncers
Added gravity to all unreal pickups if they spawned in the air first to allow them to be collected from abnormal ways easier
Added a check for translocator to not be in weapon list if its not enabled
All buster upgrade items actually have a tag now
Added 30000 to all translation numbers to get it out of the vanilla conflict zone
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.
Welcome! This is the Make a Class Simulator Mod or MACS for short! With this mod you have the capability to make a unique basic custom class within the game with no coding experience whatsoever! Fiddle with the settings to create something that you enjoy using!
v1f - The Frozen Bowl update
Concrete and Dizzy Damage Type has been added
Added the ability to adjust bounce count from no bounce to 5 bounces, costing 2+number of bounces
6 new projectile skins have been added
10 new hud colors have been added
Fire damage should now work properly on any impact, but a 3 tic period delay must happen before another fire dot can be applied
Exploding damage mostly reverted from -12 to -8
Remote Detonates mini crit now has a visual cue of when its active
Remote Detonate now has a sound when activating
Orbitals now fire off if you switch to a copy wep
Firing orbitals now have priority over remote detonate (Toss shield and remote detonate after rather than remote detonate on the spot)
Fixed alt fire bouncers not triggering enviromental stuff
Fixed alt ammo cap on save slots 5 to 15 just grabbing normal ammo cap
Removed UseBounceState on altfire shots when not actively using bounce
Added a special death state when orbitals are stuck in walls to kill them off cleaner
Attempted a fix for orbital desync when they decide to not spin where they are supposed to visually
Small sticky timer recode
Energy Absorber shield is now translucent rather than a additive render (funny invisible shield on certain colors is no fun)
More tweaks done to the damage display, now it can be moved around in player settings to your own desired location
If Chaos Mode is active, your minimum damage output will be 1 instead of 0
Slot stuff the mod uses.
ClassBase 33
Custom Colors 4594 to 4793
GenericRobot 33 in coop mania bot pack claimed for damage type stuff
Hud Message 1752-1755 for damage display/chaos mode warning message
Credits
Ukiyama - Made the mod >_>
Jax - Made Loadouts a thing for which inspired and even helped with the idea
Messatsu - Made the original acs for the projectiles damage back in CSCC Prism
Trillster - His damage display mod helped me debug my simple damage display so kudos and the hex color code ripped out of core
and picking it apart for my chaotic mess
Rockman No Constancy - Delay Flame sprite
Maxine - Tornado Fang Rotations from MMXSP
And You - For giving the mod a run :D