3 - Item to check for to show a flashing bar according to the Engine (Ex. 1 - Ammo Name according to the Engine (Ex. 0 - Weapon Name according to the Engine (Ex. Quote from: TESTHUD.acs #library "testhudd" Defines a weapon that's exclusive to Eddie, because it has YES for him, and a slot that is not checked for by Randomizer or LMSĭefineWeapon("EddieSpecialWep","EddieSpecialAmmo","Eddie Special", 1.0, "YES", "YES", "SLOT_EDDIE") Defines a weapon that's not valid for Randomizer or LMS, because it has NO for Eddie and SLOT_NONE, however it still is defined so it can pick up ammo!ĭefineWeapon("DawnBreakerWep","DawnBreakerAmmo","Dawn Breaker", 1.0, "NO", "NO", "SLOT_NONE") Defines a weapon valid for Randomizer but not LMS because it is SLOT_NONEĭefineWeapon("AwesomeBreakerWep","AwesomeBreakerAmmo","Awesome Breaker", 1.0, "YES", "YES", "SLOT_NONE") Defines a weapon valid for both Randomizer and LMS, in SLOT_RANGEDĭefineWeapon("AwesomeBeamWep","AwesomeBeamAmmo","Awesome Beam", 1.0, "YES", "YES", "SLOT_RANGED") 5 - Can be Stolen by Reggae? (YES/NO) 2 - Weapon Name according to the Player (Ex. 1 - Weapon Ammo according to the Engine (Ex. Quote from: TESTAMMO.ACS #library "testammo" This section won't apply to everyone and it's gonna be LENGTHY, so have a spoiler. This mode even adds in whatever extra weapons are loaded into the respective Last Man Standing pools, so you can expect to see some custom weapons in your loadout. Load both of the wads together in any order, and you get chances for both of those to happen at once. Same with Circuit Breaker and rapid weapons. So if you load Rockman No Constancy weapons with Randomizer, you can expect to see some Wind Slicer in the place of Air Shooter and other close weapons. Randomizer uses the modular weapon definition method to be able to replace every weapon and buster upgrade pickup with another weapon of its same type.
Megaman x randomizer mod#
Weapons loading together doesn't do much good without a method of getting them out into maps and into the hands of players, so that's what this part of the mod is for.
It allows modders to design their weapon packs in a way that not only allows them to be MM8BDM update-proof, but also so that weapon packs can be hosted together, perfectly functional.
Inspired by Jax's old Expand8BDM methods, Modular Weapons fixes that.
Megaman x randomizer Patch#
While it was workable in the past, it's not ideal, because it leads to patch file after patch file. Not only that, but trying to load other weapon packs with each other is a surefire way to break them, unless specifically designed for.
Megaman x randomizer update#
Every MM8BDM update breaks them, requiring rebuilding of some fundamental parts of the weapon pack to fix. What's not cool is how the upkeep on them kinda sucks.
So weapon packs are pretty cool right? I'm sure we've all got some fond memories of playing with the RNC expansion or Ukiweps.