Mega Man 8-Bit Deathmatch Forum
Stardust Motion
User Info
October. 30, 2026, 11:43 PM (Edited by Stardust Motion)
【Suggestion】core_GetActorArg Special activator
These two methods will not treat tid as "activator" when it is set to 0, due to how GiveActorInventory considers that as "give to all players"
I think tid = 0 for fetching activator's arg / special is more natural
I think tid = 0 for fetching activator's arg / special is more natural
script "core_GetActorArg" (int tid, int argNum)
{
GiveActorInventory(tid, StrParam(s:"GetArg", i:argNum), 1);
SetResultValue(argHold);
}
script "core_GetActorSpecial" (int tid)
{
GiveActorInventory(tid, "GetSpecial", 1);
SetResultValue(argHold);
}
October. 24, 2026, 5:06 PM
【Bug】 Capsule catcher triggers on suicide
As title says
Only proc on suicide / kill command, not via pits / hazards death
Only proc on suicide / kill command, not via pits / hazards death
October. 24, 2026, 2:39 AM (Edited by Stardust Motion)
【Bug】core_preciseDamage ignores event result
The "core_preciseDamage" script ignores previous changes made to the hook context's result value, if the inflictor uses preciseDamage system.
Here is a reproduction example :
Download
This mod adds a DTADD_HF_ACTOR_DAMAGED hook doubling all damage,
and replaces the mega buster's megaShot damage (10) by :
- Every vanilla attack properly deal 2x damage (because they don't use precise system)
- The mega shot however, still does 10 damage
Current workaround is to either 1) not use precise system or 2) move damage alteration scripts to a priority under -15000.0
Here is a reproduction example :
Download
This mod adds a DTADD_HF_ACTOR_DAMAGED hook doubling all damage,
and replaces the mega buster's megaShot damage (10) by :
damage (10.0 * FIXED)
var int user_preciseDamage; var int user_preciseDamage_trackRemainder;
- Every vanilla attack properly deal 2x damage (because they don't use precise system)
- The mega shot however, still does 10 damage
Current workaround is to either 1) not use precise system or 2) move damage alteration scripts to a priority under -15000.0
October. 21, 2026, 5:23 PM (Edited by Stardust Motion)
【Suggestion】Decimal damage formula hook
Damage buff/reduction should apply regardless of preciseDamage flag on inflictor, currently the vanilla decimal system can't be accessed in the case a projectile doesn't have the flag
October. 21, 2026, 4:53 PM (Edited by Stardust Motion)
【Suggestion】Decimal damage formula hook
V6C added `preciseDamage` to allow decimal amount of damage in DECORATE and store the remainder, which is very noticeable on very low damage/multi hitting attacks and is nice.
Though currently, modders can't add their damage calculation logic in `core_preciseDamage`, and so have to make another decimal tracking system on their own.
Consider :
Mod A and B receive from DamageHook_GetEventResult the non-fixed damage ; it would be nice if core_preciseDamage had a hook to let modders add their math logic in the decimal damage calculation step
Though currently, modders can't add their damage calculation logic in `core_preciseDamage`, and so have to make another decimal tracking system on their own.
Consider :
- Inflictor : a damage (4.2 * FIXED) projectile, with preciseDamage / storeRemainder
- Mod A : Victim has a x0.8 damage reduction powerup
- Mod B : Victim has a x1.5 damage vulnerability debuff
- Expected damage : 4.2 * 0.8 * 1.5 = 5 (with +0.04 remainder on next hit)
Mod A and B receive from DamageHook_GetEventResult the non-fixed damage ; it would be nice if core_preciseDamage had a hook to let modders add their math logic in the decimal damage calculation step
October. 12, 2026, 10:05 PM (Edited by Stardust Motion)
MegaUI : a Zandronum UI library
v2.0.0 released
As a major change, you can now split the big callback script into several, for each mouse area and event type.
This results in more flexible code to move around / better code maintenance.
As a quick comparison :
Changelog / download
As a major change, you can now split the big callback script into several, for each mouse area and event type.
This results in more flexible code to move around / better code maintenance.
As a quick comparison :
Changelog / download
September. 19, 2026, 6:51 AM (Edited by Stardust Motion)
MegaUI : a Zandronum UI library
A light tool I personally needed to make drawing and implementing UIs more easily and faster.
And also, lets you do mouse-controlled menus.
>> Download / Documentation <<
And also, lets you do mouse-controlled menus.
>> Download / Documentation <<
September. 17, 2026, 4:03 PM (Edited by Stardust Motion)
Zero (Prototype) in VClasses
Check out my answer above
August. 27, 2026, 8:43 PM (Edited by Stardust Motion)
REVAMPED MM8BDM Text Color Guide
Took the liberty to rescan text colors using v6c's font (seen in UIX), freshly screenshoted from bombman sky
Base colors
New text colors - A0 => Z9
New text colors - 00 => 99
New text colors misc
Crayon
UIX must be loaded / will be included in 8BDM v6c
It seems to represent the 0-255 MM8BDM PLAYPAL palette
Base colors
New text colors - A0 => Z9
New text colors - 00 => 99
New text colors misc
Crayon
UIX must be loaded / will be included in 8BDM v6c
It seems to represent the 0-255 MM8BDM PLAYPAL palette
August. 11, 2026, 12:11 AM (Edited by Stardust Motion)
[Suggestion] Weapon Training room info on a button
Historically this was added in Xover because the XoverWeps used to not be accessible in training, so there was no in-game way to get information on how they work
Some weapons are not always easy to figure out or have not-so-visible conditional effects, for that I think adding a optional keybind for this in vanilla would be beneficial.
EDIT : in some mods with different gameplay it could even be used as a tutorial button instead of the "F1 Help menu"
Some weapons are not always easy to figure out or have not-so-visible conditional effects, for that I think adding a optional keybind for this in vanilla would be beneficial.
EDIT : in some mods with different gameplay it could even be used as a tutorial button instead of the "F1 Help menu"




