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- ==General
- -ACS scripts updated to v5a???
- --Giant mess of ACS scripts cleaned up to a single edited GLOBAL/WEPACS (Sorry Jax. ~Celebi)
- =A large amount of projectiles have lost DONTBLAST (flung by RollSwing and old LeafShield)
- =Several projectiles gained DONTREFLECT so certain shenanigans don't happen with JewelSatellite.
- -Homing changes removed due to vanilla changing to A_SeekerMissile
- -MirrorBuster, +THRUGHOST > +THRUSPECIES
- =Armor values have been removed from the classes, and have instead been converted into raw health.
- --Here is a basic conversion list.
- HardClassBase 0.5x > 200 hp
- HeavyClassBase 0.55x > 185 hp
- ToadClassBase 0.65x > 155 hp
- DocToadClassBase 0.728x > 135 hp
- SturdyClassBase 0.8x > 125 hp
- DuoClassBase 0.896x > 115 hp
- ClassBase 1.0x > 100 hp
- MegaClassBase 1.12x > 90 hp
- Light 1.2x > 85 hp
- ProtoClassBase 1.333x > 75 hp
- Glass 1.5x > 65 hp
- -Due to the above health changes, small/big health on a map give a percentage (15%/40%) of your max health rather than raw health (15/40)
- ==Vanilla related
- -EnergyBalancer no longer does bonus effects for DocRobot, instead it just heals him 10% health like a Robot Master would get.
- -Due to the Atomicfire change, DocRobot and EvilRobot were unable to fire a full charge shot.
- --Atomicfire full shot ammo cost 15>14, damage 130>100 (this was increased to 130 for CBM due to armor)
- -Atomicfire damage reduction after first hit 0.0x > 0.1x
- -SkullBarrier, swap delay when shield is up removed.
- -CentaurFlash has been added to the LMS weapons.
- -The following classes have a 50/50 chance of dropping either of their 'two' weapons.
- --Skullman
- --Centaurman
- --Tenguman
- -Ice death sound re-replaced with the original sound
- ==CBM weapons
- =BusterRodGWep
- -Damage 7>8
- =RainbowGalaxyWep
- -New weapon to replace Galaxyman's drop.
- -Rapid fires a rainbow of shots that cause hitstun similar to Needle Cannon
- -Each shot has a small difference between other shots, such as damage and speed.
- ==New Classes
- ==OriginalDuo
- -DocToad health (135), speed 0.76/0.74
- -Mainfire fires a quick short range fist that does a small explosion
- --Charging mainfire fires a larger fist with more range/damage than the short range version.
- -Altfire does a very short range punch.
- --Charging altfire causes the player to charge forward ramming players.
- ---During the ram, the player has armor and can easily be slowed down by hitstun.
- ---Players hit are immune to further rams for a decent duration.
- -Item use at full ammo begins the meteor attack, which lasts as long as you have ammo.
- --Mainfire during the meteor causes the meteor to explode.
- --Altfire during the meteor cancels the meteor and causes the player to charge at the ground.
- ---The player does damage during the fall and does a shockwave attack upon landing that travels further the longer the player falls.
- --Using the item again during the meteor does a basic cancel.
- ==EvilRobot
- -Has the same stats as the Duo Class.
- -Is able to use Copy Weapons. (Deals less damage due to Copy Nerf)
- -Gets half ammo similar to DocRobot.
- --Is unable to pick up ammo to refill the weapons.
- -A seperate ammo bar is constantly filling up, which can be used with altfire when its full.
- --Once activated, all collected weapons have their ammo refilled, a spreadrune is gained, and the player takes 1.5x more damage.
- --The spreadrune and lowered armor last as long as you have ammo.
- --During this enraged stated, the player can then hit altfire with different weapons to do different Giga attacks.
- ---These attacks are mostly similar to the EvilRobot boss fight.
- -The Giga Attack performed with the base weapon fires an Evil Laser that causes a debuff to enemies, lowering their damage by 75%.
- -Team checking based stuff now works for Teamgame(ACS)
- -Loadout shouldn't disable items for classes who can't even use them.
- --Updated for new Megaman 9 weapons and adjusted for core weapon changes. (CopyVision moved from shield > ranged as an example)
- ==Protoman
- -Speed 0.8/0.78 > 0.83/0.81
- -Armor Proto>Light (75>85)
- -Doesn't accidently get StunArmor with their generic upgrade.
- -Basic buster shot damage 15>16 (Copy nerf makes it 13>14)
- -Full charged shot damage 35>39 (Copy nerf makes it 31>35)
- ==Bass
- -Doesn't accidently get StunArmor with their generic upgrade.
- -Auto aim works with Treble Boost now.
- ==Duo
- -Dash sprites added, made by "Bonglorio"
- -Hud adjusted to match core changes.
- -Basic DuoFist fire return adjusted.
- -Charge time for charge shot reduced by 4 tics.
- -Giga fist damage 65>61. (Copy nerf makes it 59>55 damage)
- ==Rock
- -Updated skin based on the updated Megaman skin added. (Updated by Dimpsy)
- -Jump 10>11
- -Main+Altfire kick
- --Can be done after 14>7 tics of charging
- --Ball kicked is at -16>0 height.
- ---MegaBall specifically can be charged faster 56>48 tics.
- -Slight ammo regen added while doing basic kicks.
- --MegaBall uses less ammo on everything except midair hops.
- -Due to request, bomb ball does not bounce off shootable actors...hopefully. (Such as WilyBarrels)
- -Megaball +1 damage +1 bounce
- -Iceball +3 speed
- -Fireball +1 bounce +10 speed
- ==Roll
- -Armor Proto>Light (1.33>1.2) [75hp>85hp]
- -Speed 0.8/0.78>0.825/0.805
- -Jump 10>11
- -Megaman 8 style hud by Frags added. (Edited by Celebi)
- -Pit protection added to knockback.
- -Mainfire first swing total duration tics 27>25 tics, second swing total duration 26>25 tics.
- -Roll swing direct hit damage 10>0, explosion damage 14>18, explosion set size 20>24, missed hit explosion damage 12>14
- --Only the second swing causes knockback.
- --Due the above damage changes, knockback/ammo gain only happens once rather than twice on direct hit.
- --Second swing speed 32>36
- -Health pickup changed to percent health rather than raw health.
- -Health summon in teamgames heals roll 20>17 health.
- --Players can now steal enemy roll health to gain 5% health.
- -Ammo get on kill 4>6.
- -Altfire dash now goes at a set velocity
- --General speed lowered, less in the air.
- --Midair dashes boost you upwards a bit.
- ==SniperJoe
- -Duration for dropping a scoreball on damage 5>8 seconds.
- -Machine gun shot damage 5>6
- -Truck direct hit damage 4>3, back up direct hit damage 2>4.
- -Apache now has bonus 25% speed.
- -Apache flight height 300>320
- -Vehicle explosions do light explosion damage.
- ==Cutman
- -Slice slides on floors and bounces off walls once.
- -Slice attack total duration 23>16 tics.
- -Slice explosion damage 5/5 > 4/3
- ==Gutsman
- -Placed rock duration 5>6 seconds
- ==Fireman
- -Fire shield damage changed to the method in vanilla
- ==Elecman
- -Armor Glass>Proto (1.5>1.33) [65hp>75hp]
- ==Timeman
- -Timeman sprites by FTX6004 added for altfire, even if its super brief.
- -Speed boost 2.0x>2.5x
- ==Oilman
- -Sliding method changed to core OilSlider method.
- -Weapon cleaned up.
- --Easier to charge shots and let go.
- --Delay getting stamina back instant>32 tics.
- ==Metalman
- -Altfire stamina use 4>3.
- ==Crashman
- -Speed 1.0/0.98>0.95/0.93
- -Max ammo 16>28
- -Ammo regen via flash state removed.
- -Ammo regen, 1 ammo every 11 tics > 1 ammo every 3 tics
- -All explosions, set explosion size 0>8.
- -Main direct hit explosion, first explosion damage 18>16.
- --As a note, past direct hit explosions usually did 15 damage on the first hit, or 16 if the bomb was fired in the enemy's face at point blank.
- -Altfire detonate moved to item use.
- -New/Old altfire added, fire the original ClashTimer bomb.
- --This bomb behaves like vanilla CrashBomb but has no hitstun and can be detonated right away for reduced explosion damage.
- --Direct hit/detonated explosion damage 12, full delay explosion damage 15.
- --As a note, this bomb does 2 damage on direct hit and has 50 speed. (Mainfire bombs have 60 speed)
- --Altfire bombs do not interfere with the four mines limit.
- ==Heatman
- -Now has two weapons
- --Weapon 1 uncharged now fires buster sized shots that do 11 damage.
- --Weapon 2 fires heat pillars all the time.
- -Now starts with half ammo.
- -Falling heat pillar damage 2>6.
- -Heat Pillar duration +9 tics.
- -Lvl 1 atomic tackle shot, radius/height 7>8
- ==Woodman
- -Ammo regen, 2 ammo every 3 tics > 2 ammo every 4 tics
- -Plantman/Shademan can't heal off the counter
- -Players now take 25% damage from further leaf rain hits for a short duration after being hit by one.
- ==Dr. Wily
- -Drops a CopyClassUpgrade as his WeaponDrop object.
- ==Alien
- -Trap shots now slide on floors like Gyroman's attack (These deal less damage)
- ==Magnetman
- -Jump 10>12
- -Ammo regen 2 ammo every 5 tics > 1 ammo every 4 tics.
- -Mainfire redone. (Borrowed from a different project ~Celebi)
- -After firing a magnet, holding mainfire will prevent the magnet from homing.
- --Releasing mainfire will cause the magnet to attempt to home at the closest enemies.
- -Mainfire ammo cost 3>4.
- -Magnet damage 15 > 9+duration before homing, speed 47>36, duration of projectile 170 tics > 20 tics after homing starts.
- --If the magnet finds no target on homing command, it will continue forward, but no longer gain damage.
- --Homing strength increases in relation to damage.
- -Ammo regen during altfire cut in half
- -Jump reduced to 10 while using altfire
- ==Geminiman
- -Clone weakness sound fixed
- -Clone stops firing at enemies who have the following flags set to true.
- --CANTSEEK
- --INVULNERABLE
- --NONSHOOTABLE
- ==Hardman
- -Delay before actually firing 9>8.
- -Total firing duration 31>27.
- -Altfire delay before allowing more altfire 5>4 tics.
- -Infinite loop point blank fist crash fixed. (Roll over from changes)
- -Fist projectile radius/height 8/8>10/10, speed 38>40
- --Fist projectile now has DONTBLAST for a short duration upon firing.
- -Returning fist uses a mix of cutman cutter return and old custommissile method.
- --Returning fist has its own obituary due to players getting confused on what killed them.
- -Missing frames added to altfire.
- ==Topman
- -Speed 1.2/1.18 > 1.1/1.08
- -Mainfire redone.
- -Charge up mainfire to spin faster and faster, slowing down and doing constant nearby damage.
- --The more charge you have on release, the further you travel and the longer you spin.
- --No matter the charge, the total delay is the same.
- --If above half charge, released spins allow you to avoid all damage similar to Truck Joe and Timeman.
- -Damage adjusted due to above changes.
- ==Snakeman
- -New item toggle added.
- --When toggled on, Snakeman is able to climb walls/ceilings freely. (This does not work on shootable actors)
- --Speed is reduced by 80% while climbing walls/ceilings and stamina drains during this time.
- -Altfire climb thrust 26>40, stamina use 3>2.
- -Stamina regen, 20 every tic > 4 every tic.
- ==Sparkman
- -Big shot now does a small explosion on non-direct hits that causes half stun.
- ==Shadowman
- -Returning blade damage 16>15.
- ==DocRobot
- -RingBoomerangWepC is a "Jump" weapon
- ==Toadman
- -While using altfire, players are able to 'jump' off of enemies heads.
- -Due to armor removal, RainFlush damage adjusted.
- ==D# = Damage, EX# = explosion size, SET# = set explosion size.
- --First hit, D# 15>12, EX# 500>480, SET# 96>112
- --Second hit, D# 15>12, EX# 500>488, SET# 64>80
- --Third/Fourth hit, D# unchange(10), EX# 500>496, SET# 32>48
- --Constant rain, D# 8>9, EX# 500>512, SET# 0>8
- -Rain droplets, spawn range and total spawned increased.
- ==Drillman
- -Digout damage fixed.
- ==Ringman
- -Second weapon has different colored hands.
- -Strong returning ring damage when stopping, 16>5.
- ==Dustman
- -First weapon has a slightly different color.
- -DustBit shots no longer have random spread.
- -Pit protection on suction and suction power 4>3.
- ==Diveman
- -Now has two ammobars
- -Ammo1 regen, 10 ammo every 2 tics > 9 ammo every 2 tics
- -Ammo2 regen, 10 ammo every 2 tics > 6 ammo every 2 tics
- -Dive mines use 1/3 of your Dive Missile ammo.
- --Mines almost always blow up if near other dive mine explosions
- --Mine sprite offset adjusted upwards.
- --Mine height 20>24
- ---Dive Mine protection duration 3>12
- -Dive Tackle uses the second ammobar.
- --Ammo gain on hit 0>35.
- --The Tackle has a 20 degree upward limit (similar to Tenguman's dash)
- --Due to the above, ammo regen is no longer disabled until landing.
- ==Waveman
- -Now has two weapons, the second weapon fires normal harpoons constantly.
- -Mainfire boosting on certain walls fixed?
- --Air thrust 16>10.
- -Ammo regen delay after mainfire 18>14 tics.
- -Hookshot has some tiny delay before traveling to allow for close range wall hooks.
- -While using the hookshot, ammo regens at a rate of 1 ammo every 14 tics.
- --This stops when altfire is let go.
- ==Gyroman
- -Ammo regen when firing, 1 ammo every gyro > half ammo regen.
- -Ammo regen canceling flight 1 ammo every 4 tics > 1 ammo every 8 tics.
- -Ammo regen when holding altfire 1 ammo every 6 tics (new)
- --Hud shows a fist when holding altfire.
- -Gyro's that hit the floor/ceiling do less damage, 15>13
- ==Chargeman
- -Weapon slightly cleaned up
- -Midair charge velocity 1>1.5
- -Coal shot does less damage when it spawns and scales back up to its old damage as it travels.
- -Altfire instant explosion damage 9>11.
- ==Napalmman
- -Ammo delay after mainfire 6>4.
- ==Crystalman
- -Slight randomness added to big crystal splitting.
- ==Darkman1
- -Altfire boost has been moved to the flash state, use jump to boost!
- -Now has a new altfire that fires shots that fall with gravity and do mini explosions.
- ==Darkman4
- -Mainfire with shield up now starts at 15 damage and scales up to 20. (It did 20 all the time before.)
- ==Centaur
- -Ammo regen, 2 ammo every 10 tics > 1 ammo every 5 tics.
- -Split shots duration infinite>14 tics
- ==Plantman
- -Hud adjusted for shield throw.
- -Plant Buster thrustZ 0>8.
- -Complete(?) PlantBarrier sprites added.
- --Due to the above, shield duration adjusted, damage every 9>8 tics.
- -Due to above, second shield explosion damage 6>5, set explosion size 0>20.
- ==Windman
- -Ammo regen every 7>6 tics
- -Flight ammo regen during mainfire adjusted
- -Mainfire total duration 22>18 tics.
- ==Yamatoman
- -Max ammo 27>28
- -Stock needed to restore 1 ammo 20>19
- -Dropped spear duration 275 tics > 300 tics
- -Altfire set explosion size 0>16
- ==Junkman
- -Starting ammo 200>350
- -Hud/animations adjusted.
- -JunkCube death bits don't fly so far.
- ==Cloudman
- -Bonus bar animation to show if flight is on/off
- ==Springman
- -Springs can now bounce on water
- -Direct hit WildCoil damage 40>35, speed 18>21
- -SpringPunch explosion damage 45>40, set explosion size 32>16
- ==Turboman
- -Fixed an error with death states.
- -Flung scorch wheel explosion damage 12>10.
- -Ground scorch wheel explosion damage 12>11.
- ==Tenguman
- -Dash speed 21>24
- -TenguSmash second/third explosion set size 0>8.
- -Kamaitachi explosion damage 14>12, set explosion size 0>8.
- ==Swordman
- -FlameSword damage adjusted due to armor removal. Ground swing 18>15, air swing 19>16.
- ==Clownman
- -Players are immune to returning claw for 3 tics upon being hit by it.
- ==Searchman
- -Horizontal SBARINFO adjusted
- -Search Bush height 12>42
- -Same target lock-on delay 20>22
- ==Frostman
- -Altfire IceWave radius/height 12>14, bouncecount +2, speed 20>21.
- ==Grenademan
- -'Steam' is shown when at full rage
- ==Aquaman
- -Water Balloon direct hit explosion damage 7>6, indirect hit explosion 16>15
- -WaterCannon/Tower balloons, direct explosion damage 4>2, indirect explosion damage 6>4.
- -Delay after ending altfire 4>10 tics.
- ==Hornetman
- -Hovering sprites added
- ==Galaxyman
- -Drops RainbowGalaxyWep
- -Color madness added.
- -Weapon redone due to core blackholebomb existing.
- -Max ammo 28>56, ammo regen 2 ammo every 4 tics > 1 ammo every 4 tics, altfire/portal ammo usage doubled.
- -BlackHoleBomb costs no ammo.
- -Altfire does not detonate BlackHoleBomb
- --During Galaxy ramming, mainfire can be pressed to detonate BlackHoleBomb.
- -BlackHoleBomb speed 10>11, projectile updating rate 2/6/2/6 > 2/2/2/2 (this means it is consistant)
- --Explosion suction changed to core strength.
- ---Due to core suction change and armor removal, explosion damage 8>4.
- ==Dynamoman
- -MaxAmmo 240>720
- -Most ammo use/gains tripled due to the above.
- -Firing Dynamo orbs and not having enough ammo to fire anymore doesn't drain the remaining ammo.
- -Basic lightning, set explosion size 0>8, OLDRADIUSDAMAGE removed, random angle of 45 degrees on first strike.
- -Targeted lightning, damage 16>15, set explosion size 0>4/8/12/16, scaling explosion size adjusted.
- ==Groundman
- -Item use makes a sound
- -Now has StunArmor during tank form
- -Big shots split on touching the floor/ceiling.
- -Exiting ground max possible damage 16>25, ceiling undig fires two of these rather than 1.
- ==Pirateman
- -Ammo regen 2 ammo every 7 tics > 1 ammo every 5 tics
- --While the bubble is active, the ammo regen is still 2 ammo every 7 tics.
- -Altfire water does not cost any ammo, damage 2>8
- --Water can now be used during the bubble if you don't have max ammo.
- ---Enemies can only be pushed once every second, being hit by further water delays this.
- ---During this delay enemies take reduced damage (2) from water pushing.
- -RemoteMine direct hit damage 4/18>6, radius/height 8>12
- -Set mine explosion damage 10>9, set mine direct hit damage 18>2.
- --Only the set mine stops a player when ran into.
- -Fall off mine explosion damage 8/7/6/5 > 7/6/5/4.
- -RemoteMine protection changed 100%>50%, duration 10>16.
- --Due to the above change, both mine's set explosion sizes 80>16.
- ==Burnerman
- -Trap sprites fixed.
- ==Magicman
- -Hitting a Starman with MagicCard when his shield is up gives half health.
- -Hitting a class who is weak to MagicCard gives bonus health due to bonus damage.
- --Due to the armor removal, MagicCard gives 9 health almost all the time.
- --Additional checks added for increased damage taking (Dynamo/Dr.Wily/EvilRobot)
- ---Old rules still apply to DocRobot
- -Health on kill 10>6.
- -Magic birds speed 16>19, homing power 1/8 > 1/4.
- -An emergency escape was added to MagicBall to prevent a sky wall issue.
- ==BusterRodG
- -Mainfire explosion damage 7>6
- -Altfire spin does not cause hitstun/recoil
- -Altfire spin damage 4>3, explosion size 156>128. (This was 6 bigger than Yamato's spin AND spawns ahead of BRG)
- ==MegaWaterS
- -Max ammo 30>28
- -Now has a seperate ammobar for the shield
- -Fixed ammo regen when you have enough ammo for an altfire.
- -Begining MWS Spout damage 15>8, explosion size 64>48, set explosion size 32>48
- --Constant spout damage 8>5, explosion size 64>48, set explosion size 32>48
- --You now take half damage from further spout damage within a short time.
- -Once you reach max charge during your shield, you will start to build up too much pressure.
- --Your shield ammo will then begin to drain, if you run out, the shield pops.
- -Shield pop when losing all your armor, damage > no damage. (This applies to the above as well)
- ==HyperStormH
- -Due to the armor changes, sucking attack now happens twice as often but deals less damage 9>5.
- ==Enker
- -Speed 1.0/0.9 > 0.94/0.92
- -Starts with 11 ammo.
- -Max ammo 44>55
- -Big mirror no longer rips, damage 30>35, radius 10>14, height 14>18.
- ==Punk
- -Melee dash ever so slightly thrusts Punk forward
- --Now stops upon damaging a player.
- -Melee explosion damage 12>10.
- ==Quint
- -Uses boss fight sprites.
- -Weapon clean up.
- -Bug with rocks spawning from after a big hop and swapping weapons fixed.
- -Slight bot work done.
- ==BearerClass
- -ToadClass > HardClass
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