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- YouDieunit explosion damage increased from 800>850
- Marksman dude projectile size increased greatly, rate of fire adjusted (increased), damage lowered, and speed???
- All vanilla weapons/items on maps have turned into health. (Except item1/2/rushcoil/beatcall/wireadaptor due to being mobility)
- This in turn has technically removed all vanilla weapons from the game and can never be used.
- Purple health replaces the rarer items/weapons, it heals 250.
- Health can now be grabbed at any health rather than only when you're under 600 health.
- Suddenly buffed vanilla weapons for Megaman!
- Megaman uses his vanilla lms rotation, but also has an extra weapon slot where he gets weapons he usually didn't get in lms!
- Suddenly Pokemon Trainer?!
- Lucky Lass always does her death explosion if she has a fully charged mainfire.
- Max health you can boost to is now 30000 from 20000...Blue napalmman hp buffed to 30000....
- On the topic of health, True BusterMistress's pirate E tank can overheal to 30000 rather than just heal her base hp.
- IDS for instruction messages for bosses have been changed from 50 to 59 to prevent vanilla conflictions.
- ShinHellbot has damagetypes on all his projectiles now
- DLC coins cannot buy gothic ballons anymore, instead it rerolls your chance for an item!
- Color system redone for rageunit/captain rage, small buffs to both of them as well
- Rageunit used to take 1.4x damage from needle, this damagetype doesn't exist, changed to "NeedleCannon" and to 7.0x.
- Captain rage had the same thing, but it was snake at 15x, it is now "SearchSnake"and still at 15x
- Rageunit skin added.
- Tangos melee scales with speed? This is an extreme test
- Springhat demoneyes are now chucked! They now have a working obit. In a sense, you can easily throw demoneye downwards to have it
- instantly spring you, rather than waiting for it to comedown/getting stuck on 3d floors.
- ShinBanish item changed up! Now causes an explosion where you point that teleexits everyone! You need to aim at solid objects and not
- players!
- Boss rage has changed to the method Lim uses so that bosses can get rage after restoring a large amount of health via items.
- TTank direct damage 10>15, explosion damage 100>125
- Balloon explosion size increased 60>66
- Loliballoon has a damagetype
- Gothic Balloon damage normalized, was 35/30 explosions, now its 35/35 explosions
- Gothic Balloon reactiontime lowered 35>30 (this shortens how long it lasts, loliballoon is 25 reactiontime
- Darkman toys now do their full damage.
- Classes now take .75 damage from darkman toys since their extra damage was fixed.
- Demoneyetoy now does a solid 666 direct damage and 666 explosion
- Tornados from tornado demoneyes do 1 more explosion damage 10>11
- Oops! Players were not being protected from the right damagetype from the stone item, players correctly take 0.5x damage from the stone.
- When bosses use survivor items, they fire special projectiles that ignore survivor protections.
- Gutman's ass shows up on NSFWStone, which only happens when the boss throws the stone
- Sampi boss successfully ported over, has new placeholder music, unless this music is liked, tweaked alot of him.
- Pokeball wep for Qwant set up, no ball effects yet.
- DecoyBot magic fire now does 55 on hit, along with the already 20 damage floor flames.
- RedWarrior, all axe damage increased by 5/10, except the ripping/homing axes.
- JesterGelato, slight damage increases, +30 health a player, his rage shot fires red mines he can only see, he can grab them for 500
- rage. (1000 rage for a a rage shot)
- ----------
- Heavygunner now fires little shots when out of ammo, these do 43 damage and are smaller than his normal shots.
- Big shots recoil a little more, little shots have no recoil.
- Stealth Sniper can now only go up to 12 stealth stacks rather than 15, 0.25>0.40 transparent.
- Stealth Sniper can now change his color freely to try to better blend in with his surroundings.
- All explosion type weapons like Jugger tackle/Cent Flash/Explosive eye/Star crash explosion, should now be more reliable in hitting when
- near targets/walls.
- Explosive eyes, health lowered from 1001>751, damage to self lowered from 500>250, explosion damage lowered from 2500>1500
- Explosive eyes now take 25% less damage from instagib damagetypes, rather than 50% (this is the damagetype of their attack)
- Bomberman eyes, 700>750 health, bomb direct damage increased.
- Slashing projectile for demoneyes are faster, bigger, and last a little longer
- Quickeye, hp lowered, damage lowered, regeneration lowered.
- //Survivor item is now removed upon death of the class internally rather than through scripts.
- //Nope this didn't work well, so it went back to scripts.
- New inventory item is given to players upon death which forces them to drop all their items.
- Seperate ammos have been given to every class so that changing "uberenergyammo" doesn't change a large amount of classes.
- BusterExpert's mainfire is now a little weaker, a little faster, a little bigger, and has better rate of fire.
- BusterExpert old alt removed, now he can press altfire at any time to fire an alt shot. This will not disrupt his mainfire shot. It
- costs 35 ammo to fire an alt shot, has 140 max ammo.
- ShadowForce now shows an ammo bar to show how long until ShadowForce blows up
- Rageunit colors adjusted.
- Higlur has some more obits and his sprite was lowered to better match his hitbox.
- ShinyBusterMistress Added and tweaked
- FakeBusterExpert is now ShinyBusterExpert
- In the future, fake classes are now ShinyClasses, differently colored buffed up versions of the class to be suitable for bosshood.
- Rogue doesn't have 0.8x damage resist, rogue isn't stopped for most of his attacks, some still do like the kicks of death.
- SpringDemoneye lasts longer, can now spring multiple times!
- Meteor replaces YOUDIE on 999 coins, meteor in rng 25 coins is now pony cannon shot.
- Railgun status is back for stealth sniper (meaning it pierces!)
- Railgun puffs fixed up
- Armor for Eye major now reduces damage by 75% rather than 100%, health/armor adjusted.
- Armor for Dixieandoff increased 2500>4000, health increased, armor reduction reduced 75%>50%
- Jax suggested HandyMan added, missing sprites, balancing, and other things.
- Yellow wizard added to a degree, weapon is not completely balanced yet, but should be fully functional
- The wizard has 9 weapons, current weapon is the green highlighted potion, hitting altfire selects your second potion. Try different
- combinations!
- Placeholder Green elf and Blue Valk exist
- Event delay is now set to 8, everytime an event happens, it sets the event delay from a number between 0-4
- Clone event added. It is similar to demoneye parade, consider it an EX version of it.
- ==========================
- Renamed Sonic death sound because of Gizmo skin conflictions
- //Attempted to fix the leaving corpses or allowing classes to shoot after dying as a morph (Morphme cheat will still cause corpses!)
- //While this worked and REALLY helped with the multi bosses leaving corpses, this prevent bosses from doing their death scripts.
- //In simple terms, ??? wouldn't spawn Blue napalm.
- Instead, I'm putting this work around on specific controlled morphs only.
- Decoy/Archive, weapon swapping sound is now only heard by the user and not by everyone.
- Luckylass charging colors fixed up, ammo regen is now consistent when charging rather than giving more ammo regen when 'fully' charged.
- Luckylass charged sound no longer loops due to possible problems, sound loop moved to flash state, its not as accurate as perfect loops,
- but it gets the job done.
- NoYouDieItem removed, Super Guhu has taken its place.
- This is a delayed GUHU with a bigger explosion and WAY more damage. A noticable sound plays when this is used and a timer within your
- inventory shows how long you have to live.
- Rogue and Vlad have been removed, Sampi has taken Rogues place, AirmanCX has taken Vlads place.
- 10 lms kills are needed for Sampi.
- Reattempt to make Marksman gain 'ammo' by landing shots, it had problems depending on the method, if painstates were used, morphs for
- some reason were not able to tell 'who' hit them.
- If crash states were used, Marksman could gain ammo by shooting allies, even though they are immune to the shot.
- So instead, Marksman now has dive missile delayed shots, landing shots reduces the delay and allows for another shot, damage adjusted
- for this method.
- TrueExit Changed up, might work better now!
- TimeStop restrictions have been put on every item, no item can be used when you are using time stopper (except items that generate
- items, pandora/mystic/doom
- Taunt for GloryGuster changed at request of the original idea creator.
- Skin also changed from Tengu to Cloudman at request
- Pik has provided new Demoneye tips! On death, there is rng roll of 0-999 to be done, specific numbers can make special tips appear, if a
- special tip isn't selected, 0-499 = new tips and 500+ are the old tips.
- Pik has also editted some of the older demoneye tips!
- ??? hud updated to be a little more fluid.
- subchattank renamed to "Tank of wonders."
- OnFire, Ztar, and Candy now go away on death/spec rather than sitting there for the rest of their timelimit.
- Zomo's rogue boss, subchat items, and Glory Guster class have been removed due to demands and threats of preventing this mod from ever
- being hosted. (Why I don't know ~Celebi)
- Shadowman has been completely removed due to request from the creator. A boss made by Fr3ak has taken his place so that the code doesn't
- go insane from Shadowman missing in action. (Completely busted not added yet)
- Badz has politely requested that Vladimir be removed (he made him!), it was bound to happen. AirmanCX has taken over Vladimir's spot.
- Trapist hud updated by frags, ammo cost to fire a shot down, 25>20
- Clashman boss also got a hud (along with Meguhman/Ignite boss), clashman's ammo regen was doubled and rate of fire tweaked to fit
- changed hud.
- Yellow Wizard is ready to go! (I think)
- Green Elf is also ready to go!
- Blue Valk is not ready to go! Placeholders in place.
- PokeBall wep for Qwant is about complete, needs testing.
- False LuckyLass/TacticalBomber have become shinified by Pik (Thanks!)
- Exploding eye taunt changed
- ////////////////////////////////////////////
- Beer fling lowered a little
- JohnMadden replaces Shadowman now, code cleaned up so it even works
- Elemental Specialist has been replaced by ArchArcanist (made by Pik)
- AirmanCX updated by Pik
- Ancient Wizard is ready for testing!
- Dentist bot fixed due to Dentists weapons changing in the past.
- Class color numbers moved to the 300 region so that future vanilla colors won't clash, I believe I updated all the weapons/things that
- used these numbers. (IE, # DEFINE BUSTEREXPERT 124 >>> # DEFINE BUSTEREXPERT 324)
- JesterGelato, 205>305 health per player.
- TankEye event added, now with more colors.
- TankEye added to moneybomb as sorta common, and very rare on normal money.
- Two more class morphes added, amber item now randomly changes you into the 3 morphs.
- Amber Icon changed
- The offensive morph is rather similar to marksman, you also revert to your class death on death.
- The defensive morph can fling people with altfire and has a random chance to revert you back to your class on death! (Meaning you can
- survive a wishing star or meteor if lucky!)
- The support morph, tiny tiny rate of fire buff, less delay in the beginning of your shot.
- GloryGuster removed, Smoke Bandit replaces him
- Handyman has a hud now, what a familiar alt attack.
- Item Help menu updated, now includes rune icons so players know.
- Alpha boss added! He is with the rare boss bunch like Red napalmman
- I'm forgetting things, I think there was something with taunts
- /////////////////////////////////
- The gauntlet classes now have a dying beep.
- Johnson hp buffed since he lost his armor (both his base and scaling, his hp is rather large now, but not having 0.8x armor won't make
- it insane.)
- Johnson's shield does not deflect/reflect anymore (because this doesn't work well online!)
- RageUnit sprites fixed (there was a dark blue dot on one of his back sprites and different colored blacks on his side frames)
- Attempt at preventing demoneyes/class morphes from leaving corpses, if success could apply to bosses for future ease but would require a
- complete change up of how bosses are handled in acs.
- TripleMorph item now over/heals bosses/demoneyes 250 hp upon use.
- DamageBuffs for Tidalman in general, for being low hp he should be able to output this kind of damage.
- GemBanker small gems now have SKYEXPLODE to bounce on skies
- At request of Acid (original creator of unholy water), unholy water has been changed to sit in a water fountain!
- Acid said mountain dew can stay the same way old unholy water used to behave.
- Finished Blue Valk it seems
- Arcanist has been voted to be replaced with Ancient Wizard (name is still arcanist)
- Tweaks to Arcanist's Damage
- QuickEye's slowed down a tiny bit, health regen lowered a little.
- Attempted to fix SiteWorker's ammo desync on altfire.
- Special event if Sampi gets Shadow'd
- Abe Penny is now Shadowman
- ======================================================
- Amber Death fixed
- Megaman weapons updated with V4b vanilla changes
- JohnMadden removed, replaced with a strange blue train
- Abe Penny now has OPNapalm bombs rather than OPshadowblade.
- Due to changes to how boss music is handled in the core vanilla, global scripts have to be redefined to disable the boss music scripts.
- Arcanist smoke magic tweaked due to overspamming of projectiles
- Shadow magic straight up buffed, also works on ceilings.
- Blood magic +1 more blood, works on ceilings
- Ice Magic, damage buff
- Some classes damagetype weaknesses adjusted, such as Lucky Lass being immune to Lim's alt flash (now its 0.4x) or Buster Mistress having
- a 1.2x normal damagetype!
- Soviet Frostbite's last shot in his mainfire is way more accurate than the rest.
- Altfire fires a plus sign of shots rather than a vertical line of shots to give him the same amount of power that the Soviet Igniter
- has.
- Tidal has a new hud that hasn't been added for so long.
- FlightUnit has a new hud that hasn't been added for so long...so long that it didn't look good so I had to tweak the sprites to look
- good. (Also HeavyBomber is also using the same hud since they are the same in a sense.)
- GenericBoss's mass is now 25 instead of 9999, meaning explosions really fling him around, hp per player buffed and rate of fire buffed.
- Train seems to be done
- Alpha damages tweaked here and there, his slashing rage charge now stops on hit and retains all the rage ammo he still has.
- Event added, a bonus to the free for all event.
- Basic demoneye events have been moved to one script for ease of use.
- Ass pirate changed, mines stick to sufaces, altfire detonates all mines, altfire only uses 1/4 ammo, altfire dash time shortened, sound
- split in half, alt has more delay in the end. Mainfire bombs explode less on direct hits and when they time out. They explode for
- longer when blown up for alt and do more damage.
- 10 minute invisible timer has been added, once 10 mins have past, something will happen to prevent the stalling!
- =====================
- All explosion like damage is now managed under one projectile within the class file for ease of fixing possible explosion problems.
- Oldish igniter/frostbite hud added
- Matching color hud for rage unit added.
- EX bosses fixed and now have their own counters! (Meaning, before if Devileye appeared 3 times before, and dickster was going to spawn,
- it would make prickster appear since the counter hit 3. Now Dickster needs to appear 3 times for prickster to appear.)
- New EX boss added for Meguhman
- Jester Gelato rage redone again, this time he fires an aimable ballade pickup (thats invisible to everyone but Jester Gelato) that stops
- shortly after shooting, after stopping, it spawns a fake pickup to look like a real item! If a player other than Jester Gelato picks it
- up, they will be warned that they are about to blow up! The bombs that explode on the player have a MUCH GREATER chance of hitting the
- player than before.
- Lim's temp armor when using the beginning part of his alt has been buffed to 5000 from 1000, this is the total damage he can take, he
- takes only 1% damage while he has this armor. This 1% damage is unchanged from previous versions.
- TrueBusterMistress hp per player lowered, 650>450.
- Tweaks to Sourett shot, uses explosions for the after damage rather than big hitboxes.
- Some of Sinful buster experts projectiles didn't have damagetypes.
- None of ClashmanRNC's projectiles had damagetypes.
- Dickster/Prickster now have damagetypes on their tackles.
- Damagetypes added to several other bosses I can't remember
- Decoybot's arcane weapon has been changed to use new Arcane's ice magic.
- Rameses ammo/rate of ammo gain fixed for a synced up pharaoh shot.
- Almost every class has a special death now! Only a select few do not have one due to being generally average dudes, such as
- Megaman/Qwant/BusterExpert and so on.
- Most deaths don't do more than 450 damage at most, some can do quite a bit if the person stands in it for too long, such as
- TacticalBomber's flash bomb like death.
- Found some projectiles that couldn't bounce in water, fixed. (Both classes/bosses)
- Colored DeathFx explosions moved from boss file to class file, classes now use this for colored deaths, mainly noticable with
- Megaman/Qwant.
- Money bomb has been changed to explosive morphing since it suddenly works! The money sprite for money bomb was provided by SJB and is
- now ClientSided.
- Money bomb explodes for longer and the money sprites show the general range of the explosion!
- General fixies in RC1 were done
- Nazi Dentist has a different hud
- Flying duo classes, altfires fixed.
- All sin bosses do not have extra armor/less armor, this armor has been calculated into health (IE, have 2500 health and 1.25x armor is
- now 2000 health and 1.0x armor.)
- Rich demoneye, jumpz 10>12
- BlueBlack Shadowman boss is +.05 faster and has a little more power on shots and less rate of fire on all his shots.
- StealthSniper taunt changed due to SJB complaining about it, it is now quiet mode.
- ============================================
- Fixed a problem with multibosses and "Shadowman"
- Attempted to fix "Shadowman" script in general, I'm still unsure why it broke at times.
- HUGE CHANGE, THE SCRIPT FOR STARTING BOSS SELECTION IS NOW AN "OPEN" SCRIPT RATHER THAN AN "ENTER"
- IF AT ANY POINT SOMETHING COMPLETELY BREAKS BECAUSE OF THIS, WE ARE TO HEAD BACK TO "ENTER" POST HASTE.
- Demoneye skins (in general) editted due to some specific sprites being in bad positions/wierdness.
- I believe Demoneyes cannot hold Rameses shots anymore
- Bunch of Contra sounds added used on the flying duo shooting and MLG shooting.
- MLG eyes now fire rapid short range bullets from their fingers, so pro.
- New Pickup sound for items
- If you somehow get multiple gold wasps before using them, they will work. (You will lose golden wasps if you grab a golden wasp while using them)
- A skin exists (After notes, was removed)
- Decoybot delayed bomb doesn't have wind, and the explosion radius is bigger.
- General damage buff and small changes done to Qwant's pokeballs. Special ball renamed from ???? to Mystery Ball.
- Gelato mines tinkered with more.
- =============================
- TrueBusterMistress altfire crash fixed.
- Altfire now has 75% armor while in use.
- BlueBlack Shadowman's blades are now colored like him.
- pharaoh for megaman on morphes fixed up, method for Megaman's pharaohshot cleaned up
- Death damage for Arcanist/CloseCombat fixed up
- Arcane Shadowdamage does a more upfront explosion damage so that it is the go to magic for solid instant damage
- THE STRONGMAN/EVENT SOUND ARE ONLY PLAYED DURING COUNTDOWN, AFTER THE COUNTDOWN IS OVER, THE BOSS/EVENT WILL APPEAR IN 1 SECOND.
- Bunch of last minute fixes done.
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