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MegaCelebi

Classes-v8a TL;DR notes

Jul 8th, 2015
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  1. Patch notes TL:DR version (its still long)
  2.  
  3. WARNING: There were quite a bit of internal changes done. Sometimes you can miss things, so I apologise for any problems. Also Zand 2.0+ might have caused some weapon problems, sorry! ~Celebi
  4.  
  5. These will be organized based on game.
  6.  
  7. //////
  8. ===ACS
  9. \\\\\\
  10. -Gravity scripts fixed by Jax.
  11. -BUGFIX.acs, MAX_PLAYERS increased from 31>63
  12. -Updated TIDSoup to work for 64 players.
  13. -The jumping script now checks if you have the SelfTotallyFrozenFlag before giving back the ability to do jump abilities. (Fixes LightningBolt/AstroCrush giving back your jump ability.)
  14. -Bass is unable to double jump if he has the SelfTotallyFrozenFlag inventory. (Double jumping while using LightningBolt/AstroCrush)
  15. -Due to a problem with thunder claw pegs (includes wireadaptor), you are not longer prevented from moving while using thunderclaw pegs.
  16. --This in turn allows for full control during a swing. clownman has ascended.
  17.  
  18.  
  19. //////
  20. ===GENERAL
  21. \\\\\\
  22. -Corpses should no longer be possible.
  23. -All sprites with color problems should be fixed.
  24. -Thanks to Zand 2.0+, Player.MaxSkinSizeFactor is used to allow for 'big' skins.
  25. -Thanks to Zand 2.0+, weapons could desync pretty badly with bad connection. (I attempted to fix as many as I saw)
  26. -Copy of NapalmBomb sound added...this one has no silence in the beginning.
  27. -Very few classes have alternate skins (Protoman, Slashman, and Ballade)
  28. -SBARINFO vertical and horizontal seperated like vanilla, vanilla updates done.
  29. --Horizontal boss bars adjusted to match vanilla horizontal bars.
  30. -All instances of flags using 1 ammo as their base have been changed to Inventory.
  31. -New title screen added.
  32. -Death states redone from scratch by Celebi.
  33. -Megaman/Bass sprites renamed due to conflicting with vanilla MM&B sprites
  34.  
  35. -Basic damagetypes added for modders. Damagetypes applied to everything without a damagetype
  36. ClassPainLess
  37. ClassPainLess2
  38. ClassPainSemi
  39. ClassPainSemi2
  40. ClassPain
  41.  
  42. -Due to a request from Mush, all class weapons are now 'droppable'. They use the mugshot of your class.
  43. -To add onto this since this took quite sometime, an icon is shown on your hud to show what class you are.
  44. -Horizontal hud sees it to the right of your hp, vertical sees it above your hp.
  45.  
  46.  
  47. //////
  48. ===GENERAL GAMEPLAY
  49. \\\\\\
  50. -A LOT of sounds added/editted, the not TL:DR patch notes shows almost every sound.
  51. --All sounds were compressed if possible, filesize cut down GREATLY.
  52. -BasicExplosion actor added, most explosions inherit from this and should be more accurate now. (Example Yamato altfire)
  53. -Magnet homing, Dive homing, Blizzardman homing, and Searchman no lockon homing do not use magemissile as a base. (Any future homing does not use magemissile)
  54. --The three copywep homing projectiles Magnets/Dive/HSniper are replaced to not use magemissile.
  55. ---Since these homing shots are not magemissile, all shields can block homing shots.
  56. -Put +INVENTORY.IGNORESKILL on all ammos and doubled all calls for these ammos.
  57. --However, DOCBOT gives inventory using the vanilla ammos, these have not been adjusted with +INVENTORY.IGNORESKILL yet for vanilla.
  58. ---So DOCBOT suffers loss of ammo if sv_doubleammo is set to false.
  59. --Related changes, some classes got goofy ammos even though they didn't use any, example "WaddleWaddleAmmo" for Bubbleman.
  60. -Strange LEGACY deselect states removed. (This fixes problems where classes spawned with no weapon or their weapon would suddenly break, IE Gyroman unable to fly or Flashman starting with full ammo.)
  61. -All projectiles and weapons have been given correct obituaries.
  62. --Some projectiles even got new obituaries!
  63. --All new obits were moved to a LANGUAGE file for easy managing, all classes use their vanilla obits when applicable.
  64. -NOSWITCH has been removed from every weapon to prevent problems, only during specific instances is NOSWITCH used. (Such as during Roll's dash or during Gravity ceiling run)
  65. -More objects cannot be drained from with Plantman/Shade swoop, such as Oil blobs from oil slider weapons.
  66. -Team colored DeathFX added for team games.
  67. +Resolidifier now runs on Stamina, if you run out of Stamina, you will start taking constant damage until you actually become SOLID.
  68. --Stamina bar moved to health bar, and is now a pink bar.
  69. -+WEAPON.NOAUTOAIM has been added to weapons with random spread/spread attacks in general, such as Needleman's needle weapon, or flashman's spread buster.
  70. -When hit by TimeBender (TimeStopper), players are now able to look around while frozen. (Great idea/work Jax!)
  71. -Basic armor management for SBARINFO redone. This means the armor bar should look fine for Junkman and friends.
  72. -Tengublade weakness given to Bubbleman, Sparkman, Yamatoman, and Springman.
  73. -All class items should have the correct drop icons and silly messages.
  74. +Screws/bolts added to death drop, small bolts give Dynamo 5 ammo, roll 7 ammo. Big bolts give 10/14 ammo. You drop 2 small or 1 big bolt.
  75. ++SemiStunArmor added, Hardman and friends now have SemiStunArmor rather than StunArmor. (Heatman altfire uses SemiStunArmor, all other classes that use StunArmor during specific attacks, such as Chargeman, are unchanged.)
  76. +++Semi/StunArmor both remove recoil from attacks. SemiStunArmor halves all hitstun (A_Stop is half as effective)
  77. +++StunArmor now prevents ALL hitstun.
  78. -All homing except super adaptor and Searchman lockon, cannot seek invisible targets. (Shadowman/Searchman in a bush as examples)
  79. +Airman, Bubbleman, Snakeman, Gravityman, Starman, Flameman, Knightman, Tomahawkman, Windman, Burstman, Shademan, and Tenguman are left handed. (YD request)
  80. ++(Rotated Knightman sprites added to reflect the changed sheild area)
  81.  
  82. //////
  83. ===SERVER CONTROL
  84. \\\\\\
  85. -Classes now drop their weapons only if the server command for drop weapon is enabled. This means copyclasses drop their copy weapons now.
  86. -New CVAR added, YD_NoWeakness, if set to 1, you will spawn with no weaknesses. Default is 0.
  87.  
  88.  
  89. //////
  90. ===MM-VANILLA
  91. \\\\\\
  92. -Gravity Sphere has been added to the LMS rotation as a POWER weapon.
  93. -Timestopper removed from Geminiman stage
  94.  
  95. -Debug messages on vanilla gravity hold pain removed. (Celebi note, man how has no one noticed this)
  96.  
  97. -Custom weapons ammo uses changed to match vanilla copy wep uses.
  98. --Bright bulb 28>30 max ammo and 3->5 uses
  99. --Gravity sphere 3>4 uses
  100. --Centaur arrow 9->14 uses, a second arrow is fired at a random angle, damage lowered 14>10
  101. --Skull Sniper 14->28 uses
  102.  
  103. -Buffed Copy Vision added.
  104.  
  105. -Eddie script redone, wasn't giving upgrades correctly. Now gives a prize if it fails to give a unique item after 35 tries.
  106.  
  107. -UPGRADES added for copy classes.
  108. --Megaman loses his permanent Energy Balancer, his powerup is "Super Reload", he gets more ammo from weapon energy.
  109. --Protoman gets Proto Strike, hit altfire while holding a full charge on his buster.
  110. --Bass can dash in the air with his upgrade.
  111. --Duo obtains "Power Shield". This gives him the same SemiStunArmor that Hardman and friends have.
  112. --Rockman and Docbot both get +4 max ammo from their upgrades. (Energy Saver)
  113.  
  114. -Carry readded.
  115. --Docbot has his own carry stacks 20 times. (This carry lasts as long as vanilla item1)
  116. --Carry behaves like vanilla item1 collision.
  117.  
  118. -All items (such as rushcoil) should now check if you already have one and prevent you from picking up further ones.
  119. -Duo fist gives copy classes an upgrade item, Duo instead gets 2 meteors and his upgrade.
  120. -Super adaptor gives everyone their rushjet except Megaman.
  121. -Treble boost does the same, except for Bass.
  122. -Reggae is an upgrade item.
  123.  
  124. -Vanilla mirror replace sprites fixed.
  125.  
  126. -Gemini machine now correctly drops TimeStopper
  127.  
  128.  
  129. //////
  130. ===MM0
  131. \\\\\\
  132. -Megaman gets tango when grabbing treble with laser/arrow upgrade
  133. -Busterupgrades for Megaman redone using methods from vanilla. You should now correctly swap to your upgrade upon use.
  134. -Power Megaman uses the skin now, weapon works now, charging colors fixed.
  135. -Flight Megaman wing sprites fixed.
  136. --Flight Megaman can no longer gain ammo until landing.
  137. --Flight adaptor tweaked more for Megaman, is now team colored since he can get it in lms games. Ammo also recharges twice as slow in t/lms games.
  138.  
  139. -Proto Marine added, icons done for top right corner. Proto Jet got an icon as well.
  140. -Proto charge rate redone. He now charges a little faster than before. It is now easier to let go of charge shots.
  141. --You no longer hold your shield when charging.
  142. --There is more delay of getting your shield back when firing simple shots, but Protoman can fire simple shots almost as fast as Megaman. You still go back to your shield right away after Proto2/3 shots.
  143. --Protoshot, 20>15 damage
  144. --Protoshot2, 25>22 damage, radius/height 20>14
  145. --Protoshot3, 50>35 damage, radius/height 20>18
  146.  
  147. -Bass coil/marine/jet added.
  148.  
  149. -Joe shield should now transfer translations to his shield.
  150. -Joe's grenade is now chargeable for more speed.
  151. -SniperJoe now has a basic kill streak system. Upon killing/recently damaging an enemy, they will drop a score ball. (You also get one instantly for killing someone)
  152. -Upon collection of the score ball, you recieve a Joe item, using the item gives you 6 empowered shots for your altfire, where you shoot out grenades.
  153. [In the future, Joe might be able to use his kills for bigger upgrades.]
  154.  
  155. -Roll can grab ammo pickups again.
  156. -Roll blobs now give Roll ammo on hit. Roll blob beginning shot is no longer bubblelead damagetype.
  157. -Roll's health drop now lasts longer, 258>1000 tics
  158. -Roll now fires out a slightly faster Roll swing on dash attacks.
  159. -Roll bucket hud edit borrowed from Roll's spring cleaning.
  160. -Roll water colors match the hud now.
  161.  
  162. -Duo meteor stacks to 2 now, Rushjet gives Duo 2 meteors.
  163. -THRUGHOST added to Duo tackle so that shields do not block it.
  164. -Duo fist weapon cleaned up a bit, it wasn't like vanilla fist at all and was based on whoever did the weapon long ago.
  165. --It now takes a little longer to reach full charge.
  166. --Its easier to charge to mid charge now.
  167. --New sounds everywhere on mainfire.
  168. --Projectile size increased so that its not smaller than vanilla proto3.
  169. --Simple fist 25>20 damage
  170. --Mid fist 35>33 damage, height 10>16
  171. --Giga Fist 70>65, radius 20>24, height 10>20
  172.  
  173. //////
  174. ===MM1
  175. \\\\\\
  176. -Cutman cutter grab range 60>68
  177. -Cutman slow cutter removed, fast cutter is now mainfire, fast cutter slowed down. Different method used for returning fast cutter. Damage adjusted.
  178. -Old cutman melee readded. Now slices multiple times for a set 2 damage explosion.
  179.  
  180. -Fireman mainfire projectile offset like an actual projectile.
  181. -Fireman mainfire shot now fades in, scale 2.5>2.0, hitbox unchanged.
  182. -Fireman's shield spin uses explosions rather than being rippers
  183. -Sprites readjusted and colored correctly.
  184. -Fireman altfire changed to work like an older ice wave so that it does not spawn through paper thin walls.
  185.  
  186.  
  187. -Bombman now uses a fuse system. The almost finished version was in Chemo.
  188. -Bomb thrown when fuse runs out is weaker than a timed explosion.
  189.  
  190. -Gutsman throws his rock on death.
  191. -Gutsman can now put down his rock with altfire, it has 60 health, lasts for a short time, and cannot land on places where Astroman cannot fly.
  192. -Gutsman throws his rock a little harder now, speed 30>35
  193.  
  194. -Elecman's altfire changed to an electric dash. This uses half ammo, does no damage, but allows Elecman to noclip up ledges...or into pits.
  195.  
  196. -Iceman delays adjusted for mainfire/altfire.
  197.  
  198. -Oilman, his sliding management was redone by Jax that was based off of FROST WALRUS. This sliding limits his turning speed.
  199. -Oilman now has an altfire done by Celebi. When not riding an oilslider, he rapidly shoots out bigger weaker oil blobs that last half as long as his mainfire shots.
  200. --These oil "spills" cannot be ridden like his mainfire shots, but instead extends his oil sled duration if he grabs them when sliding.
  201. --While riding an oil slider, hitting altfire will spit out even weaker/smaller oil "spills" at a rapid rate. These extend the oil sled slightly and last half as long as the normal altfire oil shots.
  202. --While shooting oils when riding a oil slider, your ramming damage is greatly lowered. You can still do similar damage to normal ramming if you land your altfire shots.
  203. --Oil ramming happens every 5>4 tics
  204. --Ramming damage 16>12, altfire ramming damage is 3.
  205. --All Oil can go through itself, this applies for the upcoming attacks.
  206. --Upon jumping off oil slider, your sled continues onwards in the last direction you were facing. This does 12 damage and does not rip.
  207. --Oilman now has a turning limit when riding Oil Slider. If you've played Jax's Frost Walrus class, its very similar to that.
  208. --Slide max limit increased 32>50, Starting slide amount lowered 32>30.
  209. --You now jump higher off your oil slider, however, it takes longer to do actions after hopping off.
  210. -Oil blobs don't spawn multiple oil flames now.
  211.  
  212. //////
  213. ===MM2
  214. \\\\\\
  215. -Airman altfire is now aimable
  216. -Airman damage lowered on both main/alt 20>15, mainfire shots have more speed 22>28
  217. -Airman mainfire spreads a bit more.
  218.  
  219. -WilyTrigger and AlienTrigger changed to Inventory from ammo, give ammo with wily doesn't crash now.
  220. -Wily Corpse cleaned up, Wily Death adjusted to correctly spawn corpse.
  221. -Wily has been shifted over to using skin swaps rather than state checks.
  222. -Wily Capsule skin added, copy of Wily suit added. (Foot wily sprites renamed to not be WILY to prevent extreme conflictions)
  223. -Dr Wily now has light armor all the time, but gets a powerprotection that lowers his armor during FootWily.
  224.  
  225. -Flashman now spawns sparkles when he is full of ammo.
  226. -Flashman hud updated by Crash, less day on starting mainfire, less delay on ending mainfire, a little more delay on starting altfire, a lot less delay after altfire flash.
  227. -Timebender now showers the area with sparkles to show its range.
  228. -Time bender and brightman flash stopper have pierce armor to get through some specific armors.
  229.  
  230.  
  231. -Bubbleman's altfire bubble now maintains bounce height. It is now affected by spread rune.
  232. -Bubble swim now uses 1>4 stamina and recharges 20>8 stamina when landing.
  233. -Bubbleman has an ammobar, 28 ammo, alt uses 4 ammo, main no ammo.
  234.  
  235. -Woodman cannot create a leaf shield under 1/4 ammo, instead he throws it right away.
  236. -Woodman slam detection improved, woodman can now use altfire in the air.
  237. -Woodman ammo bar bar prettified
  238.  
  239. -Metalman, stamina 2>4, climbing boost 14>16
  240.  
  241. -Heatman reworked based on an idea from Jax.
  242. --Use altfire to charge your ammo, your weapon icon shows how much charge you have. During altfire charging, you have SemiStunArmor
  243. --Once you have enough ammo, you have access to heat tackle. Holding mainfire will cause you to heat tackle in the direction you last faced.
  244. --You can tap mainfire, or let go of mainfire anytime to 'fire' the heat tackle.
  245. --If you do not have enough ammo for heat tackle, you throw the classic heat pillars. These pillars are now dynamic and each fireball is a seperate projectile.
  246. --Due to heat pillars being infinite, damage adjusted to the following. Direct hit heat shots are now 8 damage, each part of the heat pillar do 2 damage (10 total).
  247.  
  248. //////
  249. ===MM3
  250. \\\\\\
  251. -Gemini clone spawn problem fixed.
  252. -Gemini laser doesn't slow down on bouncing.
  253.  
  254. -Docbot gets double ammo regen when holding energy balancer
  255. -IceWall and SpreadDrill are ArmorMode(PowerStone/LeafShield) weapons for Docbot.
  256.  
  257. -Needle melee damage lowered 60>45, you are now slowed when meleeing.
  258. -Needle damage lowered 10>8, ammo increased 28>35, Spread of needles changed up, slightly smaller.
  259.  
  260. -Hardman hud updated
  261.  
  262. -Snake melee is now similar to Gut punch, still invisible though
  263. -Snakes are team colored.
  264. -Snakeman climbing fixed up, bonus added for ceiling climbing, stamina use 1>3, climbing boost 20>26
  265.  
  266. -Topman weapon made more smooooth and responsive. Uses SetAngle rather than a legacy script. The spin damage follows topman better now.
  267. -Hud clearly shows when you can spin again. You cannot jump right away during a ground spin.
  268. -Topman altfire top damage lowered 15>10
  269.  
  270. -Shadowman can now hit altfire while cloaking to do a dash. Attacking during the dash stops it early.
  271.  
  272. //////
  273. ===MM4
  274. \\\\\\
  275. -Ragerune and strengthrune removed from skullman. Ragerune is now a 45 tic PowerDoubleFiringSpeed powerup to simulate the rage rune.
  276. -Buster damage increased 5>10 since no more strengthrune, powerup given during rage mode changed from 3x skull damage to 1.5x skull damage. (Rage shots still deal 15 damage)
  277. -Duration of powerspeed/powerdamage lowered from 80>65.
  278. [This was mainly a fixup to remove the runes. Due to how PowerDoubleFiringSpeed works, if you do somehow have a rage rune and the powerup expires, you lose your ragerune.]
  279.  
  280. -Drillman digging no longer thrusts the player constantly down to prevent constant landing sounds. (Don't dig onto Elecman fans)
  281. -Drillman now uses team icons when digging.
  282. -Drill rocks shouldn't be eaten by snow/water/sand now.
  283.  
  284. -Dustman's pull grab range increased from 50>64 (This allows him to pull people when aiming directly at them, and not only their feet.)
  285. -Dustman now gets ammo DIRECTLY for sucking people in. All ammo gives/takes/bases is now x4. (IE he has 4x base ammo now, but uses 4 ammo per small shot rather than 1.)
  286. -Players do not drop junk when being pulled by Dustman.
  287. -Dustman hud changed up
  288. --Dustman rate of fire for big shot 28>24 tics, big shot speed 25>28, damage 45>35, radius/height 10/10>12/12
  289. --Dustbit rate of fire 11>10 tics, spread decreased 3>1,damage 20>15, speed 28>32, radius/height 6/6>8/8
  290. --Dust bullet rate of fire 10>9, damage 12>10
  291.  
  292.  
  293. -Diveman missiles are now team colored.
  294. -Dive missiles now ignore themself (Meaning divemen can't destroy dive missiles with their own missiles and spread rune works well for Diveman)
  295. -Divemines no longer use the damagetype of whatever killed them.
  296. --Divemines have been fixed to not blow up from the slightest damage. Remember they have 20 health.
  297. --However, due to this change, divemines do not blow up upon touching other mines since they don't deal contact damage.
  298. --To prevent stacking of insane amounts of mines, players get a 3 tic powerprotection that makes you take 0.2x divemine damage.
  299. --Diveman can now throw divemines at 7 ammo, rather than needing 14 ammo. Remember he uses 7 ammo to throw mines.
  300. -Diveman missile seeking range reduced 10>4, the missiles now home by themself rather than needing Diveman to look at the player.
  301. --Dive tackle weapon added, you need at least 50% ammo to start. You will home onto players if you catch vision of them and are within range. Does 20 damage, you move at the same speed as a normal dive missile, also ignores shields.
  302. --The tackle will stop if you hit a wall/ceiling/object, but not floors. Upon player/wall collision or letting go of altfire, you lose 25% ammo.
  303. --Diveman speed/jump lowered to normal (Megaman)
  304.  
  305.  
  306. -Brightman ammo regen 2>1 ammo, now gains 1 ammo everytime the buster is fired.
  307.  
  308. -Toadman can now hold mainfire to have some continuous rain that hits rapidly, but is rather weak.
  309. -Toadman main rain damage is spread out and consistant in damage.
  310. -Toadman has stun armor during light rain.
  311.  
  312. -Pharaohman can rapid fire even easier now.
  313. -Pharaoh aura alt cleaned up.
  314. -Pharaoh altfire doesn't stop upon letting go. This was done because running out of ammo didn't stop you and it makes Pharaoh Aura more smooooth.
  315.  
  316.  
  317. -Skullman, barrier ammo increased 28>56, you now need 56 ammo to use your barrier, barrier ammo drain 7>8, you recharge barrier ammo constantly, 1 every 10 tics, you also recharge 1 barrier ammo every 6 tics when not shooting.
  318. -Counter powerups last the same amount of time as the shield does. Shield lasts for about 84 tics.
  319. -Damage unchanged.
  320. -Skullman's flash states and method for managing shield adjusted.
  321. -Skull barrier sprites added due to vanilla missing 2 frames of the skull barrier animation. (Seriously, once one sprite site messes up, they all do. As seen with Hyper Bomb explosion.)
  322. -Skull barrier is team colored due to skull barrier using the same colors as Skullman.
  323. -Skull barrier now has a sound built from the Smash Bros one.
  324.  
  325.  
  326. -Ringman didn't get any changes.
  327. --Actually at the last minute, Jax suddenly updated Ringman.
  328. ---Ringman jumpz 12>13, armor normal>light.
  329. ---Rings do 3 damage at first, but then boost to 16 damage after being in flight for a while. (Please note that vanilla changed Rings to not rip, so ringman also was affected.)
  330. ---Rings should return way better now.
  331.  
  332. //////
  333. ===MM5
  334. \\\\\\
  335.  
  336. -Being a Tank has benefits, Darkman1 stepheight 24>32, don't drive off stages now.
  337. --Attempt at making Darkman1's hud animation look decent.
  338. --Darkman1 rate of fire/damage adjusted better to fit with health.
  339. -Darkman1 radius/height of projectile reduced, 16>12
  340.  
  341. -Darkman2 now has Duo armor (about 0.9x armor, sturdy is 0.8x)
  342. -Darkman2 shield radius increased 5>6
  343. -Darkman3/4 use UserVariables to manage their damage over distance shots.
  344. -Darkman3 altfire gets a little faster with less health. Ammo regen decreased, 2 tics for 1 ammo > 4 tics for 1 ammo.
  345. -Darkman4 gains a small ammount of speed when low on health.
  346. -Darkman4 shots radius/height increased 6>10, mainfire without shield is now 1 tic faster. Mainfire with shield uses Darkman3's health check amounts
  347.  
  348.  
  349. -Gyroman (done by Korby, bunch of fixes by Celebi)
  350. --Mainfire damage reduced (30 > 15)
  351. --Altfire functionality changed (Trigger > Toggle)
  352. --Altfire will drain ammo until you land
  353. --Ammo regeneration improved (1 per 7 tics > 1 per 5 tics)
  354. --Ending lag on firing reduced (15 tics > 5 tics)
  355. -Gyroman is now weak to plant barrier and leaf shield
  356.  
  357. -Napalmman bombs are rotated like Vanilla's.
  358. -Napalmman, missile costs more ammo 10>12, rate of fire of mainfire adjusted 18>20 tics, mainfire bomb radius/height +1, damage lowered to 30, but will always do 30 damage within 32 range.
  359.  
  360.  
  361. -Stoneman, powerstone is ever so slightly aimable for Stoneman, meaning if you fire it downwards, it won't slide across 32 height areas, where as aiming center view or higher would allow it to slide.
  362. -Stone hand added, after slamming with altfire, a stonehand shows up which then charges forward and homes for a short time. Does 10 damage.
  363. -Stoneman altfire can now be used in the air, altfire is now chargeable. The more you charge it, the bigger the leap. You are no longer forced to do a set distance leap, you have full control. You can hit altfire during your leap to accelerate downwards.
  364. --Altfire headbutt damage continues to spawn until the hud changes to falling mode. 100 damage crusher removed from altfire. Instead constantly spawns 5 damage crushers when falling, like hardman.
  365. --Altfire landing quake damage lowered to 15. Quake size is unchanged, it does not increase in size with fall duration. Stone hand unchanged.
  366. --Hud tweaked and cleaned up. Sprites borrowed for Stoneman from MMXCoop. PowerStone projectile code cleaned up.
  367.  
  368. -Chargeman is able to freely move again, direct hit damage lowered 20>9, charge also does a mini explosion of 6 damage.
  369. --Altfire rising coal damage lowered 15>2, falling coal damage 30>5, chargeman now does a set damage explosion around himself for 9 damage.
  370. --Altfire also fires a basic coal shot that does 9 damage and explodes for a set 9 damage.
  371.  
  372. -Crystalman redone, he is now slow and has sturdy armor
  373. --Mainfire: After a delay, a big crystal eye is fired, holding mainfire will make the crystal keep going. Once letting go of mainfire, the crystal shatters.
  374. ---The longer you hold the crystal, the more crystals that pop out.
  375. --Altfire: Shoot a small crystal bit, rate of fire is increased from v7c Crystalman.
  376. [Celebi note: Was super limited to 2 sprites for the hud, I attempted to make it look pretty.]
  377. -Altfire Crystalman bits no longer cause hitstun, just recoil, bits from the big crystal eye do cause hitstun.
  378. -Crystalman's crystals are now team colored.
  379.  
  380. -Starman now uses power protection for his half damage.
  381. -Starman now has SemiStunArmor during his shield
  382. -Starman shield sprites fixed via recreating them.
  383.  
  384. //////
  385. ===MM6
  386. \\\\\\
  387. -Blizzard bowl is more accurate now.
  388. -Blizzard mainfire shots attempt to home 6 times rather than 5, this homing has a slightly better chance of finding a target.
  389. -MORE Tweaks done to blizzard bowl in an attempt to make it more consistant in collision
  390. -You always bounce backwards when colliding with a person/wall.
  391.  
  392. -Windman Gyro damage lowered 23>15, now shoots 3 Gyro's, different method used for moving Gyro's, ammo use for gyros 6>5. The split gyro's start at 5 damage and quickly changes to 15 damage after a short time.
  393. -Disabling flight takes 1/3 ammo rather than all your ammo.
  394. -Windman's tornado is green, it now flings people torwards Windman. The tornado does less damage than its vanilla counterpart.
  395. -For the first 14 tics of the two moving gyros, the projectile does 5 damage, it is then increased to 15
  396.  
  397. -Centaur hud updated by Crash.
  398. -Centaurman, mainfire direct hit damage 20>15, radius/height 5/5>6/6
  399.  
  400. -Flameman mainfire damage lowered 25>20
  401. -Flameman ammo doubled, 28>56, altfire now uses all ammo to fire 4 waves of Flames, alt flames last longer and do 12 damage.
  402. -Mainfire flames now use Jax's trip wire flameblast for accurate flames. Wall flames and floor flames from mainfire last longer and do 12 damage.
  403. -Ammo regen adjusted.
  404. -Due to being able to stack flames much easier, you are given a power protect of 0.5x to floor/wall flames, so that Flameman can't build a pillar of pain.
  405.  
  406.  
  407. -Floating arm tomahawk fixed by Crash.
  408. -Tomahawkman Speed values lowered 1.0/1.0> 0.89 forward, 0.87 side
  409. -There was a bunch of small changes to make Tomahawk more managable, but these were SCRAPPED.
  410. --Instead Jax redid Tomahawkman.
  411. -Tomahawkman, sparkle added to when tomahawk does more damage, feather ammo cost 2>7 due to being way more reliable at short range.
  412.  
  413.  
  414. -Plantman hud updated by Crash.
  415. -Plantman has the same rate of fire when out of ammo, rather than shooting shields faster with no ammo
  416. -Plantman's shield damage now uses full explosion radius damage for the part that was a giant hitbox.
  417.  
  418. -Knightman holds a pose when his crusher is out, so that people know when to shoot him.
  419. -Knightman crusher now uses YoYo cutter code.
  420. -Knightman damager lowered 14>8. NOTE!! Due to the method used for the returning knight crush, its is more accurate than the vanilla version.
  421. --The copy nerf on copy classes also lowers the knight crusher damage from 10 to 8 technically, so Knightman is now doing the same damage as the copy classes.
  422. -Knightman crusher no longer loses speed on bouncing.
  423.  
  424. -Yamatoman hud updated by Crash.
  425.  
  426. //////
  427. ===MM7
  428. \\\\\\
  429. -Slashman skin swapped to the other one.
  430. -Slashman projectiles tweaked, +NOEXPLODEFLOOR added to both projectiles. (They slide on the floor now)
  431. --Mainfire slash is no longer a ripper of 7 damage, speed 15>18, explosion damage 15>16, explosion size 90>99.
  432. --Altfire Slash, speed 15>22, Damage 18>15, explosion size 90>104, lasts for an extra 2 frames.
  433. -Slashman is faster .83/.81>.88/.86
  434.  
  435. -Several Turboman flags changed to inventory from ammo. Weapon cleaned up, there should be no problems with Turboman's altfire.
  436. --Also, the altfire charging time used an ammo flag for some reason, resulting in it taking a shorter time to charge up the altfire when sv_doubleammo was on. It was set to an ammo of 10, now its an inventory of 6.
  437. --Turbo ammo changed 21>24, main ammo uses 7>8.
  438. -Turboman's scorch wheel speed increased for fling shot, 16>20, ground wheel speed unchanged.
  439.  
  440.  
  441. -Vanilla FreezeCracker particles added to mainfire/altfire for Freezeman, more particles on alt shot.
  442. -Freezeman stays in his firing frame when charging his alt attack. The alt charge particles are now aimable to show if Freezeman is aiming up/down.
  443. --Direct hit crackers and ceiling spikes do not split when hitting a player. Ceiling spike damage 25>40, normal freeze cracker 18>20.
  444. --Ceiling spikes now use gravity rather than nogravity and thrusting.
  445. --Freeze wave now bounces off walls/wierd things (Wily Barrels)
  446.  
  447. -Cloudman split lightning fixed to turn off thruactors rather than noclip. (Vanilla changed thunderbolt)
  448. --Cloudman alt split lightning spawns adjusted.
  449.  
  450. -Burstman's bubble has been tuned up to play its animations better.
  451. --The mainfire bubble now pops on skies, and bomb that falls out keeps going till it hits a floor/person.
  452. --Ground bubble lasts a bit longer.
  453. --Altfire shot tries to spawn away when shot at a wall, strange angles still destroy it.
  454. --Altfire shots now collide with opponents, making it easier to trap them.
  455. -Burstman direct hit bubble damage lowered from 40>30.
  456.  
  457. -Junk shield correctly disapears for enemies, so you know when his shield is down.
  458. -Junk cube now uses stepmissile and height 24, rather than Jax's older method.
  459. -Junk punch damage 40>35, junk punch shot damage 25>20
  460. --Junk shield throw, main bit damage 20>15, little bit damage 0>5. Speed 18>26
  461. -All junk related stuff is team colored for Junkman.
  462. -Junk punch shot radius/height 8/8>16/16
  463. -All Junkman ammo costs/gains multipled by 5 to remove need for a item ammo giver. (This was done to fix a desync Mush found)
  464.  
  465. -Shademan midair checking made consistant.
  466. -Shademan, -5 tics from big mainfire delay, little mainfire shot 5/5>6/6 hitbox, big mainfire hitbox 20/10>22/16, damage lowered 45>40
  467. -Due to ShadeSwoop using a better explosion check (it hits way better), damage lowered 15>10, however slightly bigger explosion, 80>90
  468. -- Even More work done to Shademan's actor for animations
  469.  
  470. -Springman, big attempt at fixing desync on his alt attack. The coils from the springpunch should spawn correctly and come back correctly.
  471. -Sounds fixed on Springman.
  472. -Main springs no longer do direct damage and the split damage at the same time. (IE they don't split on direct hit)
  473. --Main spring does 40 damage now since no extra hits.
  474. -Stopinator added and used for Springman.
  475.  
  476. //////
  477. ===MM8
  478. \\\\\\
  479. -Tenguman hud updated
  480.  
  481. -Grenademan random mines changed to set speed ones to prevent desync online.
  482. -Grenademan altfire no longer desyncs online (Thanks Jax for the new method!)
  483. -Flashbomb does 5 direct damage now.
  484. -Grenademan, less ammo gain on hit of mainfire 4>3, gains double ammo when killing a target.
  485. -Damage of Flashbomb starts at 17 explode and every next explosion does 1 less. (Flash bomb did 22? damage constantly before)
  486.  
  487. -Astroman's clones aim now, they fire a 8 damage shot rather than 10 now.
  488. -Astroman's shots have trails (YD request)
  489. -Astroman's meteors fall straight down and have a different sprite. (YD request)
  490. -Astroman does not make ufo sounds when he has hovering disabled
  491. -Astro Crush for Astroman, damage 48>32, explosion size 128>160, now do 6 contact damage.
  492. -Very basic Astroman stamina added. Astroman is now able to hover for a very short duration over areas he is unable to hover on. (Such as pits)
  493. -Stamina is recharged when touching the floor, like Bubbleman.
  494.  
  495.  
  496. -Aquaman hud/sprites updated (Muzaru)
  497. -Water cannon now drops a bunch of balloons on death.
  498. -Aquaman sounds fixed, water cannon speed 15>20, homing speed 3>4, radius/height +1, balloon direct damage 2>0.
  499.  
  500. -A change to Clownman's weapon so Clown sparkles show up correctly.
  501.  
  502. -Searchman's lock-on was fixed.
  503. -Searchman grab range 50>64, like Dustman, this will make hitting people much easier.
  504.  
  505. -Swordman mainfire, ground swing 8>18, air swing 8>18, FlameSwordB spawns 5>6 (is swordmans main still barf ~Yellow Devil)
  506.  
  507. -Frostman can hit altfire while above around half his charge to fire an ice punch shot.
  508.  
  509.  
  510. -Tenguman now goes through people when dashing, this allows for the people Tenguman hits to go through him.
  511. -Tenguman smash swipe now has a correctly translated sprite, the smash now has NOEXPLODEFLOOR, this allows for the Kamaitachi to spawn when aimed at the floor and for Tenguman to hit people when aiming down at them from above. Aiming too low will still destroy the Kamaitachi.
  512. -Tweaks done to Tornado hold for Tenguman so that it doesn't get stuck. THold should be fixed if aimed straight up/down on the ground.
  513. -Tornado hold now bounces off walls if it can't climb them.
  514.  
  515.  
  516. //////
  517. ===MM&B
  518. \\\\\\
  519. Dynamoman was created by YD, playstyle changed by Jax, edited by Celebi.
  520.  
  521. Coldman barebones was created by YD, was finished by Celebi.
  522.  
  523. Groundman was created by Celebi.
  524.  
  525. Pirateman was created by YD, edited by Celebi.
  526.  
  527. Burnerman was created by YD, tweaked by Celebi.
  528.  
  529. Magicman was created by Jax, edited by Celebi.
  530.  
  531. //////
  532. ===MM9
  533. \\\\\\
  534. -Galaxyman (Korby)
  535. --Black Holes deal more damage (3 or 4 per explosion, 90 or 120 total possible damage > 8 per explosion, 240 total possible damage)
  536. --Black Holes pull significantly less often (6 times per loop > 1 time per loop)
  537. --Black Holes now pull harder (20 force > 50 force)
  538. --Black Holes now block shots
  539. --Ammo is now properly taken from mainfire in team games
  540. --You can act faster after activating a Black Hole now (30 tics > 10 tics)
  541. --Dash starts up and ends faster
  542. --Galaxyman's flight costs less (2 ammo per five tics > 1 ammo per five tics)
  543. --Galaxyman's flight moves a little slower (-8 recoil per five tics > -6 recoil per five tics)
  544. --New Item
  545. ---Activating it places a portal on your current location
  546. ---Activating it again removes the portal
  547. ---Altfiring while the portal is up will teleport you to it
  548. ---Portal locations appear on everyone's automap
  549. ---Portal slowly drains your ammo while it's up, and you can't regen ammo while it's up
  550. =C=Galaxy BHB cleaned up, smaller sound loops added. Suction rate increased, power decreased, range increased. (Suction range now matches the particle spawn range) [Suction isn't as strong as v7c, but is lightyears better than the previous changed Galaxy]
  551. =C=Galaxyman, attempted to clean up the portal item, has a 1 second delay after turning it off. Should correctly show up on the automap.
  552. =C=A bit more delay was added to after teleporting
  553. =C=Teleport sound changed to mm9 teleport sound (YD wanted this) [I put it at half volume]
  554. =C=Bonus colors done for Galaxyman.
  555.  
  556. -Hornetman (Korby thought the idea, greatly cleaned up by Celebi)
  557. --Reworked!
  558. --Armor value changed (Normal > Light)
  559. --Speed changed (.8/.78 > .9/.88)
  560. --Hornet no longer has increased ammo regeneration speed when he has enough to shoot a Hornet (1 ammo per 7 tics > 1 ammo per 8 tics)
  561. --Hornet damage decreased (16 per hornet > 9 per hornet)
  562. --Hover no longer costs ammo
  563. --Mainfire mechanics changed
  564. ---Pressing fire shoots out a shotgun of 3 bees, and holding it makes them stay still.
  565. ---Letting go makes them fly incredibly quickly towards what your crosshair is pointing at, like Copy Vision or Remote Mine
  566. --Altfire added
  567. ---Pressing altfire while bees are out makes them home in on the nearest enemy.
  568. ---Bees can only home in once
  569. ---If the bees don't find a target, they'll move at a snail's pace
  570. =C=Hornet Damage lowered to 8, altfire changed up, you can only command attack once after mainfiring, otherwise you shoot nectar.
  571.  
  572.  
  573. -Magmaman redone by Yellow Devil. Mainfire/altfire for alternating shots. Use your item to recharge ammo.
  574. -He loses ammo upon taking damage, its on a 1 to 1 basis. (20 damage = lose 20 ammo)
  575.  
  576. //////
  577. ===MM10
  578. \\\\\\
  579.  
  580. //////
  581. ===MMWT
  582. \\\\\\
  583. BusterRodG hud by Crash. Animated by Celebi. Jax created BRG, edited by Celebi.
  584.  
  585. MegaWaterS hud by Crash, Celebi created MWS.
  586.  
  587. HyperStormH hud borrowed from JC. Celebi created HSH.
  588.  
  589. //////
  590. ===MMK
  591. \\\\\\
  592. -Ballade mines lost 10 direct damage, gained 10 explosion damage.
  593. -Ballade mines now explode in certain scenarios rather than disapearing.
  594. -Ballade mine sprite adjusted.
  595. -Ballade mines are now team colored.
  596.  
  597. -Enker pain state during alt fixed.
  598. -Enker now has stunarmor during his altfire
  599. -Big mirror radius/height increased, 8/7 > 10/14 (Note that this was based off mirror buster, which uses 8/7 for all 3 mirror shots.
  600. -Small mirror sprite changed, big mirror damage lower than vanilla version, speed is faster than vanilla version.
  601. -Enker hud sprites by crash, weapon editted greatly to fit these sprites. (I tried to make it look pretty ~Celebi)
  602.  
  603. -Attempt at making Quints weapons more responsive. (Swapping quickly online can still desync, but not as bad as before)
  604. --Sakugarne updated to match vanilla. (Quint's saku landing explosion was being eaten by snow/water/sand, same with his rocks.)
  605.  
  606. -Punk weapon cleaned up (made second weapon copy the main weapon)
  607. -Team colored projectiles.
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