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MegaCelebi

UnholyClassesV7A

Oct 5th, 2015
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  1. UnholyClassesV7A Simple Patch Notes
  2.  
  3.  
  4. ==Important==
  5. -These notes do not list every fine detail, but should give a decent general idea.
  6. -Beta changes are at the bottom!
  7.  
  8. =============
  9. ===General===
  10. =============
  11.  
  12. -DONTBLAST removed from a large amount of projectiles
  13. -DONTREFLECT added to projectiles that needed it
  14.  
  15. -Cleanup of the class base, classes optimized, fire/ice deaths cleaned up GREATLY, more damagetypes added to the fire/ice list.
  16. -New wind death added, its very similar to LuckyLass's flying up death.
  17. -New knockback death added.
  18.  
  19. -Special Pharaohman and Skullman bot removed.
  20.  
  21. -Health for deathmatch unholy redone again. Small ammo 25hp, big ammo 80hp, small health 100hp, big health 200hp, red health 200hp, purple health 400hp.
  22. --Is now 30 second respawn rather than REALLY old vanilla spawn rates.
  23. -Weapons/items are now red health, rarer weapons/items are purple health. Rushcoil/Beatcall/WireAdaptor respawn shortened. Wire works on skies now. Party Ball put back.
  24. -HP pickups now correctly give health if you somehow have a boosted max health.
  25.  
  26. -Since interpolate works for SBARINFO, basic red bar done for when getting hurt. Also hp number is next to your health, better than having different colored hp bars for your health.
  27. -SBARINFO in general GREATLY cleaned up.
  28.  
  29. -Bots exist for every class.
  30. --All bot specific weapons have been removed, some of their tricks were put on the main class weapon.
  31. --Almost every class has shenanigans for their bot.
  32.  
  33. -A large amount of sounds/taunts optimized.
  34. --Some taunts were changed, more information in the class specific section.
  35.  
  36. -TimeStop freezing now uses similar scripts from CBM to allow for looking around.
  37.  
  38. -Base weapon MegaBuster edited for easier state management, see "actors/inventory/buster/megabuster2.txt" for more info.
  39.  
  40. -Blue cyan copies of most of the vanilla projectiles added.
  41. --Several of these sprite copies were adjusted.
  42. =Notable changes.
  43. -SparkShock has Sparkman's big spark as frame X/Y
  44. -DrillBomb a few frame/size adjustments
  45. -StarCrash several adjustments and bonus sprites, different sprites for projectile removed.
  46. -GyroAttack sprite size adjustment.
  47. -FlameSword, DEF renamed to EFG and their sprite size/offsets were adjusted.
  48. -TenguBlade, gained sprite A, a missing rotation? Sprite BCD changed, size/offsets adjusted.
  49.  
  50.  
  51.  
  52. =========
  53. ===ACS===
  54. =========
  55.  
  56. -Scripts reordered/removed from classes bugfix.acs, new Vanilla Global.acs copied, Global.acs copy moved to classes file due to vanilla Global.acs containing a fix for boss music.
  57.  
  58. -Since Zand 2.0 came out and a warning of using STRING == "String" is bad to use, all forms of this check were changed to StrCmp(STRING,"String") == 0
  59.  
  60. -Screen cover images (GUHU) should now cover in widescreen resolutions.
  61.  
  62. =============
  63. ===Classes===
  64. =============
  65.  
  66. ==General
  67.  
  68. -All 'blinding' attacks no longer stack and a random color is used rather than gray/grey.
  69.  
  70. -All classes now use CBM WeaponReady methods, plain and simple example, if you don't have enough ammo to fire main/altfire, your ammo should still regen when holding mainfire/altfire.
  71. --Most ammo regens have been adjusted to 2 tics to make rage rune regen ammo twice as fast.
  72.  
  73. -A large amount of small adjustments were done to classes attacks such as rate of fire, damage, hitbox size, and so on.
  74. --Only large or notable changes are below.
  75. ---If you genuinely want to know the exact changes, feel free to ask Celebi for specifics.
  76.  
  77.  
  78. ==MEGAMAN
  79. -Almost every weapon uses and regenerates ammo.
  80. -Several existing weapons adjusted in slight ways.
  81. -Megaman 9 (and SolarBlaze) added.
  82.  
  83. ==QWANT
  84. -Minor cleanup to weapons
  85. -Not finished
  86.  
  87. ==NEGAMAN
  88. -Laser/Arrow removed.
  89. -Now has one weapon from each Megaman series. (Megaman 1, 2, 3 and so on)
  90. --You start with three random weapons.
  91.  
  92. ==BUSTEREXPERT
  93. -New Skin by Dimpsy added, classic skin added.
  94.  
  95. ==BUSTERMISTRESS
  96. -Taunt changed.
  97. -New Skin by Dimpsy added, classic skin added.
  98. -Altfire now enables/disables clone.
  99. --The clone now fires when you fire.
  100.  
  101. ==GREATSHIELDER
  102. -Shield method changed and is now a tad larger.
  103. -Shield bash correctly spawns the shield to still block projectiles.
  104.  
  105. ==LUCKYLASS
  106. -Extra prettyness added to basic shots and charging.
  107. -Skin updated by Dimpsy, cleaned up by Celebi so that charge colors didn't look wierd.
  108. --Bonus skin added with a familar sound.
  109. ---More bonus skins added.
  110. -Charging sounds tweaked.
  111. -Altfire projectiles changed to match CBM Airman's updated altfire. (This means the altfire is aimable)
  112. -When holding altfire when you do not have enough ammo, you will fire basic shots.
  113.  
  114.  
  115. ==QUICKSTER
  116. -Speed 1.15>1.25
  117. -Passive sliding adjusted, is now weaker in the air. Ground/Air speed should be generally the same. (Air is a tad slower)
  118. -Quick Jabbing readded, hold altfire when not at full ammo to rapidly attack at a short range.
  119. -Altfire fist now has controlled knockback, with the bonus of reseting your jump when falling.
  120. -Corpse is now flung on death
  121.  
  122.  
  123. ==TACTICALBOMBER
  124.  
  125. -Colors changed
  126. -Mainfire redone.
  127. --After throwing a bomb hitting mainfire again will cause the bomb to blow up in the direction you are facing.
  128. --Altfire split unchanged.
  129. -ClusterBomb bot doesn't kill himself with his own lobbing bombs. Sound fixed for one of its attacks.
  130.  
  131.  
  132. ==FROSTBITE
  133. -Colors changed.
  134. -Mainfire bits now leave small icicles upon landing on a wall/floor/ceiling.
  135. -Death damage should now work correctly.
  136.  
  137.  
  138. ==IGNITER
  139. -Colors changed.
  140. -Mainfire bits bits now bounce around constantly doing damage.
  141. -Altfire flames can no longer light oilpits randomly, this will be fixed once the "Bounce" state exists.
  142.  
  143.  
  144. ==CLOSECOMBATUNIT
  145. -Speed 0.95/0.90>0.85/0.85
  146. -Colors tweaked.
  147. -Altfire cannot be infinitely used.
  148. --Boost is weaker in the air.
  149.  
  150. ==ARCANIST
  151. -Speed 1.2>1.15
  152. -Firing sound now plays upon beginning charge
  153. -Shots can now be fired instantly, but suffer a delay.
  154. -Colored effects come from behind the player to help enemy players see what weapon they are charging.
  155. -All mainfire projectiles adjusted.
  156. --Ice shots slowed down, duration is about 2.5x longer
  157. --Blood shots sort of slowed down, is now a shotgun.
  158. --Shadow shots greatly slowed down, the explosion now homes slowly at people.
  159. --Smoke shots speed unchanged, no longer spawns a tornado of tornados, now splits into tornados on indirect hit that bounce around and do direct damage.
  160.  
  161. ==HOMINGSEEKER
  162. -Colors changed.
  163. -Mainfire changed up.
  164. --Hitting maifire fires a single magnet, as long as you keep holding mainfire it will not home.
  165. --Once you let go of mainfire, the magnet will home onto the nearest target. If there are no targets, it will keep going with no homing.
  166. -Magnet damage before, 75 direct, 50 explosion with a size of 50. (3 were fired)
  167. -Altfire now uses ammo.
  168. --Altfire now uses a newer method of magnet pushing by JaxOf7
  169.  
  170. ==TRICKSTER
  171. -Speed 1.1 forward/1.25 side -> 1.05 flat (Speed lowered)
  172. -Can now fire two ballades with one clip.
  173. -When a player is directly hit by the main bomb/the explosion, they take 50% damage from the split bombs for a very short duration.
  174.  
  175. ==RAGEUNIT
  176. -Rage is now dynamic and is based off your max health.
  177. --Example, if your max health was somehow 3000, you would enter the 50% rage at 1500 health rather than 500.
  178. --The new rage states are as follows, at 100%/75%/50%/25%/1%. (Green/Yellow/Orange/Red/Purple)
  179. -No rage is green mode, a single buster shot. Speed 60>45. Rate of fire 20>18 tics
  180.  
  181. ==HEAVYGUNNER
  182. -Now uses sounds from Vectorman
  183. -Reloading is now dynamic, you reload faster based on how much ammo you have left, more ammo faster reload.
  184. -Mainfire bit shots gained prettyness.
  185. -Altfire can now be used in the air, but has an internal cooldown of 3 seconds.
  186. --Altfire also does an explosion of damage to nearby enemies.
  187.  
  188. ==RAIDER
  189. -Colors changed.
  190. -Taunt changed.
  191. -Poison correctly gives frags.
  192. -Taking damage from poison plays a unique sound.
  193. -Weapon 1 mainfire sprite changed.
  194. -Weapon 2 replaced with a hookshot and a dragon dagger(p++)
  195. --Mainfire with this weapon fires a hookshot.
  196. ---You must continue holding mainfire for the hook to keep traveling.
  197. ---If the hook connects with something you will continually be pulled to that area.
  198. ---As you hold onto the hook, you gradually lose stamina. Once out of stamina you are forced to let go.
  199. ---You recover stamina once you land on the ground.
  200. --Altfire with swings your dagger twice.
  201.  
  202. ==FLIGHTUNIT
  203. -Colors changed.
  204. -Altfire now fires a single straight missile.
  205. --Ammo cost and knockback adjusted due to reduced missile usage.
  206.  
  207. ==HEAVYBOMBER
  208. -Colors changed.
  209.  
  210. ==ELECTRICIAN
  211. -Colors changed
  212. -Mainfire split shots now bounce around for a bit.
  213.  
  214. ==CAPTAINRAGE
  215. -Forward speed 1.0>1.05, Side speed 1.25>1.05
  216. -Now has a red hud when in rage mode.
  217. -Rage mode no longer fires at a slower rate.
  218.  
  219. ==FAGGISIMO
  220. -Speed forward 1.2>1.15, side 1.1>1.15
  221. -Health 785>885
  222. -Colors changed to be annoying.
  223. -Altfire is now the same as mainfire, but the shots are delayed.
  224.  
  225. ==STEALTHSNIPER
  226. -Railgun no longer has a ring color on firing to save on particles.
  227. -Colors adjusted for some rail shots to be more fitting.
  228. -Charge bar correctly shows what your current charge shot is, max charge uses a different animation.
  229.  
  230. ==TANGOGIRL
  231. -Speed 1.3>1.0
  232. -Jump 14>10
  233. -Health 1150>1500
  234. -Weapon redone, the more ammo you have, the faster you slash.
  235. -Altfire now does a dash that also fires a tango.
  236.  
  237. ==BEERMAN
  238. -Colors changed
  239. -Mainfire ammo cost reduced.
  240. --No longer flings all the time, can only fling when the player is 'soaked' in beer.
  241. -Altfire Beer wave no longer gets people drunk, instead soaks them in Beer for 5 seconds that leaves visible drips. [Dripping shenanigans borrowed from CSCC classes]
  242. -Death attack now fires beer waves in a circular motion.
  243.  
  244.  
  245. ==TREEHUGGER
  246. -Colors changed
  247. -Taunt changed.
  248. -Leaf animations prettied up.
  249. -Altfire replaced with tree seeds.
  250. --If the seed connects with the ground, a sapling grows. After two seconds it grows into a tree that lasts for 10 seconds.
  251. --Pressing mainfire with TreeHugger causes ALL trees to fire in the general direction TreeHugger fires.
  252.  
  253. ==GLORYGUSTER
  254. -Has returned with some different sprites.
  255. -Can now triple jump
  256. -Zomo is responsible for the main changes done to GloryGuster.
  257.  
  258. ==SMOKEBANDIT
  259. -Health 950>1200
  260. -Colors changed
  261. -SmokeBomb now leaves a mist of smoke that slows enemies greatly for a short time.
  262. -Weapon 2 now passively spawns smoke that poisons enemies.
  263. --Mainfire now does a short range melee that flings enemies torward you.
  264. --Altfire boosts your speed for a short time. This can stack through multiple uses.
  265.  
  266. ==THEDENTIST
  267. -Mainfire no longer slides along floors, but instead bounces once off a surface.
  268. -Altfire removed, replaced with a Drill shot filled with mouthwash.
  269.  
  270. ==TRAPIST
  271. -Colors changed
  272. -Jump 12>10
  273. -All bomb explosions boost Trapist into the air, try jumping and shooting down at the same time. (Try jumping and shooting at walls)
  274. --Altfire and ceiling bombs fling twice as hard.
  275.  
  276. ==AEROUNIT
  277. -Colors changed
  278. -Mainfire/Altfire shots have more sprites. (Whipped up by Celebi)
  279.  
  280. ==RAMESES
  281. -Colors changed
  282. -Rate of fire for weak shots lowered even more, it should be easier to do rapid fire shots.
  283. -Overhead pharaohshot removed, charging particles put in place.
  284. -Upon reaching full charge, you begin to overcharge.
  285. --Overcharged shots gain more power based on how much charge was released.
  286. --You can charge up to 9999 stacks. (This would take around four hours and thirty minutes)
  287. -Altfire projectile duration greatly lowered, no longer hurts when fading out.
  288. -Now loses his head on death.
  289.  
  290. ==ASTROLOGIST
  291. -Colors tweaked
  292. -Now uses more smooth sprites for his shield.
  293. -Throwing your shield does not cost ammo.
  294. -Altfire is now a projectile that does 0 damage and spawns meteors on contact.
  295. --Aiming down and firing simulates the previous altfire.
  296. -Death meteors now correctly spawn on death.
  297. --New formation for death meteors done, randomness removed.
  298.  
  299.  
  300. ==ASTRONAUT
  301. -Still hasn't been removed.
  302. -Health 1000>1200
  303. -Jump height 12>10, double jumps 4>3
  304. -Speed 1.0>0.75
  305. -Colors changed.
  306. -Taunt changed.
  307. -Weapon completely changed, old mainfire/altfire no longer exist.
  308. -Mainfire fires a laser.
  309. --Holding mainfire charges for a stronger laser, this can be charged twice.
  310. --Before reaching a charged state, altfire can be held to auto rapid fire.
  311. -Altfire is now a jet pack, the jet pack does slight damage to those near him.
  312. -Death attack removed.
  313.  
  314.  
  315. ==SITEWORKER
  316. -Colors changed to whatever the player desires.
  317. -Now throws Tetris blocks rather than giant rocks.
  318. -Each Tetris block has different tricks.
  319. --I piece (LINE PIECE), cyan, does solid strong damage and explodes on impact.
  320. --J piece, blue, sticks to surfaces for quite a while.
  321. --L piece, orange, has light bouncing and rips, similar to AeroUnit altfire.
  322. --O piece (Square piece), yellow, splits differently depending on the toss.
  323. --S piece, green, explodes for low damage, but stuns.
  324. --T piece, purple, bounces for a while without losing much speed.
  325. --Z piece, red, does very high damage, but moves really slowly.
  326. -Altfire with a tetris block on hand changes the piece you are holding.
  327. -Altfire with no block does a pinpoint strike, where a tetris block will fall down from where you point.
  328.  
  329.  
  330.  
  331. ==SUMOWRESTLER
  332. -Can now move a little while tackling
  333. -Altfire is now a charge, and you can move freely during the charge.
  334. -Sumo waves cannot easily all hit the same person.
  335.  
  336. ==TIDALMANIAC
  337. -Speed 1.0>0.85
  338. -Now has two weapons along with a mainfire change for the original.
  339. -Changed mainfire now fires a laser of water that seems very similar to something of the past.
  340. -Weapon 2 mainfire fires a delayed laser that summons a tidal spout.
  341. --The laser does not do any damage.
  342. -During altfire ammo regen is doubled for mainfire, along with the rate of fire being quicker.
  343.  
  344. ==SCUBADIVER
  345. -Health 850>950
  346. -Speed 1.0>1.05
  347. -Mainfire harpoons now fires a slow and fast shot.
  348. -Altfire for both weapons replaced with CBM Dive mines.
  349. --These behave very similar to the ones found in CBM, but have a twist.
  350. --The mines can be flung by any attack that can push Pirateman stage mines.
  351. --Pushed mines can be repushed again if the chance happens.
  352. -Weapon 2 cleaned up to use exactly what waveburner uses.
  353.  
  354. ==PARTYBOMBER
  355. -Health 650>850
  356. -speed 1.2>0.8
  357. -Altfire is now the pokemon move Present
  358. --Throw a random present! This present can either heal an enemy 200hp, explode once, twice, or three times.
  359. --If you walk over a present, you are flung depending on the type of present.
  360.  
  361. ==MARKSMAN
  362. -Health 900>1400
  363. -Speed 0.9>0.85
  364. -Weapon redone yet again.
  365. --Mainfire fires a steady rate of fast explosive bullets.
  366. --The futher the shot travels the more stacks it will give on hit.
  367. -Altfire uses up all your stacks to fire a burst of bullets, the more stacks you have, the more bullets you fire.
  368. --You will be flung back based on the amount of the stacks you use.
  369. ---An example, 100 stacks will fire bullets that will total 1000 damage if all of them hit.
  370. -Death attack changed to a single shot.
  371.  
  372. ==HANDYMAN
  373. -Colors changed.
  374. -Taunt changed.
  375. -Mainfire can be held for a more rapid firing method.
  376. -Altfire slam land projectile now uses Hardman CBM for more accurate hits.
  377.  
  378.  
  379. ==CAPTAINASS
  380. -Health 880>925
  381. -Speed 1.0/0.95>1.05/1.03
  382. -Taunt changed.
  383. -Mainfire projectile changed, now attaches to players making remote mine particles appear around them.
  384. --If you hit altfire, all the mines attached to targets/walls/floors will blow up. (You can only hit altfire once after mainfiring)
  385. -Altfire now fires a big barrel that explodes on contact and sits there for about as long as a floor/wall mine.
  386. --Upon hitting altfire to detonate mines, the barrel will also explode.
  387. --The barrel halts enemies and stuns them similar to SparkShock, allowing for the player to land a mine and detonate, or land more mines.
  388.  
  389.  
  390. ==LIM
  391. -Hud adjusted to be similar to CBM Enker.
  392. -Medium shot removed.
  393. -A bonus short range stab is done for each mainfire.
  394. -Altfire greatly optimized.
  395. --Damage is based on the ammo bar color.
  396. --It is no longer possible to move during altfire.
  397.  
  398. ==REDWARRIOR
  399. -Health 1300>1600
  400. -Speed 0.925>0.55
  401. -Low health power boost +25% all damage > +25% Red Warrior Damage.
  402. -Now has 6 different weapons
  403. -Mainfire is the same for all 6 weapons.
  404. -Altfire with each weapon gives 10 stacks of charge, which buff up your next shot with different effects.
  405. -The effects are bouncing, travel speed, power/size, ripping, explosive, and homing.
  406.  
  407. ==BLUEVALKYRIE
  408. -Health 1450>1400
  409. -Weapon 1
  410. --Mainfire now shoots out a spread of swords.
  411. --Altfire now causes knockback on use.
  412. -Weapon 2
  413. --Mainfire can now slash quickly and slashes only hit once.
  414. --Altfire now thrusts the user forward.
  415.  
  416. ==YELLOWWIZARD
  417. -Health 850>800
  418. -Speed 0.925>0.66
  419. -Weapon redone into six different weapons.
  420. -Each weapon all have the same mainfire, with different altfires.
  421. -Weapon 1, red, you are healed for 15% your max hp. (In the boss file, you heal nearby allies for 5% their max hp. Does not affect bosses)
  422. -Weapon 2, orange, empower your mainfire to fire bouncing shots.
  423. -Weapon 3, yellow, empower yourself with invulnerability for a short duration.
  424. -Weapon 4, green, empower your mainfire to fire a spread of shots.
  425. -Weapon 5, blue, launch a magical blue potion that does a large explosion of damage. If it kills a player, they turn into food.
  426. -Weapon 6, purple, empower yourself to become invisible for a short duration.
  427. --All these altfires are slightly diminished with a ragerune. (Such as the red weapon healing for 10% rather than 15%)
  428.  
  429. ==GREENELF
  430. -Health 800>1000
  431. -Speed 1.225>1.125
  432. -Hud changed to the bow and arrow hud from GvHNES mod, but cleaned up to look better on wide screen users.
  433. -Mainfire now preps an arrow and can be held to charge the arrow.
  434. --Charging the arrow increases the damage and the speed of the arrow.
  435. -Altfire is now an instant dash in the direction you are facing.
  436. --This cancels all momentum along with doing a slight hop up.
  437. --Altfire can be used while charging an arrow and it dashes in the direction you're pressing on your movement keys.
  438.  
  439. ==JUGGERNAUT
  440. -Colors changed
  441. -Fist hud added to altfire to show when you are doing damage.
  442.  
  443. ==ARCHIVIST
  444. -Weapon count reduced 6>3
  445. -Weapons now contain two attacks each, one on mainfire, one on altfire.
  446. --Attacks on the same weapon use the same amount of ammo.
  447. -Old Rameses attack added
  448. -Tactical Bomber attack has been adjusted to use a Topman top sprite, rather than a ballade cracker so that a player can tell which shot is which. (Also because Tactical Bomber used a Topman skin in the past)
  449.  
  450. ==DECOYBOT
  451. -Colors changed
  452. -Is now a 56 in 1 class.
  453. -Now only has three weapons, altfire decides what attack to copy.
  454. --Altfire + mainfire allows you to reverse.
  455. -Most attacks are generally weaker than the original, or behave differently due to being a cheap copy.
  456.  
  457.  
  458. ==ZANGIEF
  459. -A class made by Jaxof7 for a class competition.
  460. -If you've tried that Zangief, you'll notice he is very similar and almost unchanged from then.
  461. =For the new people, instructions.
  462. Zangief is a grapple class. He is able to grab other classes and do painful throws/slams.
  463. He has a large amount of health and a generally slow movement speed due to having powerful grab attacks.
  464. He has two different weapons, one with a hand, and one with a buster. Both of these share the same altfire, Double Lariat.
  465. Double Lariat deals damage to those near you and makes you invulnerable for the attack duration.
  466. Weapon 1, the arm weapon, is a suplex attack that has a ground attack and air version.
  467. When used on the ground, he dashes forward, letting go at any time attempts a grab on an enemy.
  468. When used in the air, he flies in the direction he used it and will automatically grab any enemy within the air. It cannot grab anyone on the ground!
  469. Weapon 2, the buster, is his atomic buster grab. After charging for a short time, he'll attempt to grab an enemy.
  470. If he grabs them, he'll leap into the air and slam them into the ground, spinning all the way.
  471. All 3 of his successful grabs cause an explosion to happen in the end, hurting nearby enemies.
  472. During all his grabs he is invulnerable and the grab cannot be stopped. If the enemy somehow escapes, such as via a teleport like exitunit. The target will still suffer the damage.
  473.  
  474. #Additional changes from orginal Jax version.
  475. -ammo desync hopefully fixed, different animations for its attacks so that you know what you are using. (Actor/firing animations)
  476. -Knockback explosion resets all velocity and stuns you for a short time
  477. -Damage, ammo, and mobility changed up a bit to fit with the other classes.
  478.  
  479. ==AMBER
  480. -Is now a class
  481. -Updated Skin by Dimpsy
  482. -Health 950>850
  483. -Speed 1.0>1.075
  484. -Jump height 10>12
  485. -Weapon changed to be similar to Roll from CBM, the broom swing and dashing.
  486. -Has a second weapon that throws dinner plates with mainfire.
  487. --Altfire on the second weapon spawns a healing capsule that heals 100 hp, the player is also instantly healed 100hp upon spawning the health.
  488. --Spawning method and sprite of the healing capsule have been updated.
  489.  
  490.  
  491. ==KATE
  492. -Is now a class
  493. -Taunt changed
  494. -Health 1000>950
  495. -Speed 1.2>0.975
  496. -Jump height 10>13
  497. -Removed old ability of sometimes saving your life on death.
  498. -Weapon 1 mainfire is a short range bouncing Shadow blade.
  499. --Altfire the player invisible.
  500. ---Altfire during invisibility will perform a quick dash in a direction.
  501. -Weapon 2 mainfire is a very short range melee slash.
  502. --This melee slash can backstab to do quadruple damage.
  503.  
  504. ==CLAIRE
  505. -Is now a class
  506. -Taunt changed
  507. -Health 1000>1200
  508. -Speed 1.1>0.85
  509. -Bullets still do more damage with distance.
  510. --Bullets now explode after a set distance.
  511. -Mainfire when out of ammo now fires basic bullets with no bonuses.
  512. -Altfire shot knocks the player back more.
  513. --Altfire shot now also scales in damage with the speed its traveling.
  514.  
  515. ==WISP
  516. -A class originally meant as the 4th morph
  517. -Health 1050
  518. -Speed 0.925
  519. -Jump height 10
  520. -Mainfire begins charging your fire attack, the more charge the stronger the damage.
  521. --At max charge, the fire attack will burn enemies hit, doing damage over time similar to Raider's poison.
  522. -Altfire does a basic dash.
  523. --For the next 8 seconds, you can hit altfire again to teleport back to where you originally dashed.
  524. --After teleporting, some of your 8 second duration is used, and a new teleport spawn is created from where you teleported.
  525. --The ammo bar shows how long you can teleport.
  526.  
  527.  
  528. ==MIU
  529. -A class originally meant as the 5th morph
  530. -Health 900
  531. -Speed 1.0
  532. -Jump height 10
  533. -Weapon 1
  534. --Mainfire is a basic slash, if held, begin charging your slash.
  535. ---Once fully charged, you can do a spin attack forward.
  536. --Altfire will begin a bubble ram attack.
  537. ---This can be used 3 times or cancelled with mainfire
  538. -Weapon 2
  539. --Mainfire fires a cannonball that explodes on contact only.
  540. --Altfire fires a bouncing bomb that explodes after a duration.
  541. ---This does more damage if it explodes on its own.
  542.  
  543.  
  544. ================
  545. ===Beta 1 > 2===
  546. ================
  547.  
  548. ==MENU
  549. -Basic menu worked on, check options/player setup for DecoyBot weapon settings
  550.  
  551. ==MEGAMAN
  552. -Junk shield and Jewel Satellite adjusted
  553.  
  554. ==IGITER
  555. -Ice deaths no longer cause issues
  556.  
  557. ==RAIDER
  558. -Melee damage doubled
  559.  
  560. ==TANGOGIRL
  561. -Speed 1.0>0.8
  562. -Slashing no longer drains ammo
  563. --Slashing is still slowed with less ammo
  564. -Melee damage increased
  565. -Dash speed increased
  566.  
  567. ==RAMESES
  568. -Charge rate cut in half
  569. -Uses all charge > 50 charge per throw
  570.  
  571. ==ASTRONAUT
  572. -Jetpack has been adjusted to use NOGRAVITY
  573.  
  574. ==SITEWORKER
  575. -Summoning blocks no longer stops the user
  576.  
  577. ==REDWARRIOR
  578. -Ripper upgrade changed to pierce, this ignores armor and most shields.
  579.  
  580. ==AMBER
  581. -Now passively regenerates health, this is halted for four seconds on actual pain.
  582. -Altfire no longer gives health on use
  583. --Health pickup heals Amber for 100, everyone else 250, bosses 100.
  584.  
  585. ==KATE
  586. -Stab damage 100>200
  587. --Backstab damage 400>1200
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