ProfLexicovermis

Megaman Battle Network L

Jun 4th, 2018
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  1. Lanternman.EXE
  2.  
  3. Element: Fire
  4. Weakness: Aqua
  5.  
  6. Special: FloatShoes
  7.  
  8. Lanternman.EXE is the mascot Navi of a world famous candy corporation. His cheerful demeanor and lighthearted "spooky" design have endeared him to children across the nations, and he appears on tons of merchandise. With the advent of Copybot technology, Lanternman now makes physical appearances in public, much to the delight of his young (and young-at-heart) fans. Interestingly, Lanternman has multiple operators, each one merely a staff member of his parent corporation selected at random. Staff members are given extensive background checks and rigorous training before they can work as one of his operators, to prevent any potential misconduct. Lanternman encounters Megaman and Lan at one of his public appearances, and challenges the famed Netbattlers to a friendly match. Upon his loss, the mascot gracefully offers to grant them the ability to use him as a LinkNavi as well as Lantern Cross... provided they can pass his company's mandatory training regimen.
  9.  
  10. Charge Shot: Trigger Treat
  11. -Fairly long charge time. Locks on to the nearest enemy in Lanternman/Megaman's lane and fires off a barrage of 3 candy corn-shaped missiles. These missiles are fired up into the air, and so will arc over obstacles. Each missile deals (20 + 20*Buster Rank) damage, potentially dealing some ridiculous damage if they all connect. Foes can move away from the targeted panel if they act quickly and avoid the missiles. Null element.
  12.  
  13. NaviChip: Wicked Lantern
  14. -Creates a WckdLant in the farthest allied panel in Lanternman/Megaman's lane. WckdLants have (30 + 10*Buster Rank) HP and create a 2*3 area of effect ahead of them. Any foe inside this area takes constant damage similar to the GunDelSol chip family. Every 50 damage this causes heals the user for 30 HP. WckdLants take double damage from Aqua attacks and deal Null element damage.
  15.  
  16. LanternCross:
  17.  
  18. -FloatShoes
  19. -Fire element chips heal Megaman for half the damage they dealt.
  20. -Charge shot becomes Trigger Treat.
  21. -Charge non-dimming Fire chips to deal +20 damage and create an extra hitbox across the foes' rear column.
  22. -Weak to Aqua attacks.
  23.  
  24. Boss Moves:
  25.  
  26. •Movement Pattern
  27. -Lanternman smoothly glides from panel to panel, no teleporting. He moves fairly slowly, and drifts in a sort of figure eight pattern through all 9 of his panels. He begins in the center panel, then moves right until hitting the wall; he then goes down and drifts to the front of his playfield, where he goes up to the middle row and glides back right. Upon hitting the back wall, he goes to the top row and glides forward, where the cycle repeats itself as he reaches the leftmost column. If an obstacle impedes his normal pattern, he will reverse his direction of travel. He stops moving every few seconds to launch an attack.
  28.  
  29. •Trigger Treat Deluxe
  30. -Used liberally; Lanternman fires off 3-6 candy corn missiles with a momentary delay between each one. These missiles target Megaman's current panel when fired. They are lobbed, and so ignore any obstructions in their path. Null element.
  31.  
  32. •Wicked Lantern Deluxe
  33. -Used when Megaman is in range. Lanternman raises his lamp for a short delay, then fires a sustained 1*3 beam of purple light across the second column away from him, basically mimicking the GunDelSol chips. This rapidly drains Megaman's health, deals no flinching, and heals Lanternman for 10% of the damage he dealt. Null element.
  34.  
  35. •Beaming Grin
  36. -Used randomly in place of either of the prior attacks. Lanternman cackles, then blows a gout of purple flame forward, covering the entire lane ahead and flaring out to fill the rear column. Very fast. Fire element.
  37.  
  38. •No Fair!
  39. -Used in response to AreaGrab or similar chips. Lanternman instantaneously warps to the middle panel of his rear column, then charges for a moment before releasing a 4*3 burst of purple light. This light reclaims the stolen panels and steals what is ordinarily Megaman's rightmost column. Only used by Lanternman versions past the original fight.
  40.  
  41.  
  42. Weatherman.EXE
  43.  
  44. Element: Aqua/Elec/Wind
  45. Weakness: Wood
  46.  
  47. Special: N/A
  48.  
  49. A Navi created with data from Sky Town's Mr. Weather. Weatherman was designed to educate children about meteorology and weather technology; he also provides extremely accurate forecasts courtesy of an array of radars and satellites he can interface with. Because of his accuracy, his forecasts are often pushed to every PET around Cyber City, with his broadcasts taking the form of a short livestream mimicking a televised weather report. He is extremely knowledgeable and passionate about meteorological events, and makes frequent PSAs about natural disasters and dangerous weather. His operator, Sonny Raines, is a young, fiery storm chaser who bears great synergy with her more levelheaded Navi. Despite her exuberance and youth, she's nearly as knowledgeable about weather as Weatherman himself. Sonny and Weatherman encounter Lan and Megaman when the latter attend a virtual seminar on tornados and hurricanes; sensing potential in the duo, Weatherman offered a class in handling meteorological data. Once Megaman passed the course, Weatherman challenged him to a duel, then offered his services as a LinkNavi, also granting Megaman the Weather Cross.
  50.  
  51. Charge Shot: Downpour
  52. -Fast charge speed. Creates a raincloud above the third panel ahead of the user. This raincloud, after a delay, pours damaging rain down on the target for 3 hits of (10 + 5*Buster Rank). This converts the target panel into a Sea Panel. Once the rain stops, there's another delay as the cloud darkens and fires a lightning bolt at the target panel for (25 + 10*Buster Rank), dealing double damage due to the Sea Panel. Only two clouds can exist at a time. Aqua, then Elec element.
  53.  
  54. NaviChip: Weather Forecast
  55. -Targets the entire enemy field, including stolen panels. A large hurricane brews over the enemy field, then begins swirling around madly, randomly shuffling enemies and obstacles around. Enemies take 6 hits, 2 each of Aqua, Elec, and Wind damage. Damage is unusually low for a NaviChip to compensate for 3 elements and massive reach.
  56.  
  57. WeatherCross:
  58.  
  59. -Charge non-dimming Null element chips to imbue them with Elec, Aqua, or Wind; the charge can be held indefinitely and Megaman's aura changes color as you charge to show which one it will have when released.
  60. -Press Up+B to force every Sea Panel within a LifeSword (2*3) range ahead of Megaman to erupt into a waterspout, dealing (20 + 10*Buster Rank) and destroying the Sea Panel. This can hit flying enemies. Deals both Aqua and Wind damage simultaneously.
  61. -Charge a Wind chip to become an invulnerable tornado and charge forwards down the entire lane, dealing the same damage as the charged chip.
  62. -Charge Shot becomes Downpour.
  63. -Weak to Wood attacks.
  64.  
  65. Boss Attacks:
  66.  
  67. •Movement Pattern
  68. -Weatherman teleports from panel to panel. He spawns in the center panel, then teleports to each corner in an "N" shape; bottom left -> top left -> bottom right -> top right -> center. Upon reaching center, he now warps to each of the four cardinal directions in a diamond pattern; left -> top > right -> down -> center. Once he reaches the center, he repeats the pattern, alternating between the N and diamond patterns. If his destination panel is stolen or broken, he simply skips to the next panel in his schedule.
  69.  
  70. •Downpour Deluxe
  71. -Weatherman pauses his movement and summons three rain clouds above Megaman's field, one targeting Megaman and two in random panels. They then pour down rain, converting those panels to Sea Panels. If Megaman is caught in the rain, the cloud that hit him releases a lightning bolt that is almost certain to hit unless he has flinch resistance. The bolt only strikes the cloud's targeted panel. Deals Aqua, then Elec damage.
  72.  
  73. •Weather Forecast Junior
  74. -Weatherman looks alarmed for a moment, then warps to the next panel on his schedule as a 2*2 hurricane appears, its top-left panel being the one he stood upon when summoning it. This hurricane lazily floats forward until it hits Megaman's back column, where it then floats down and offscreen. This hurricane will drag Megaman and any obstacles along with it and damage them. He can only have one hurricane out at once. Deals both Wind and Elec damage simultaneously.
  75.  
  76. •Waterspout
  77. -Weatherman raises his arms, and all Sea Panels onscreen erupt into waterspouts. These waterspouts stay out for a moment, then vanish, destroying the Sea Panel. Deals Aqua and Wind damage simultaneously.
  78.  
  79. •Tornado Alley
  80. -Used at low health. Weatherman, obviously angered, spins around rapidly, becoming a tornado that ricochets around the battlefield like an AirHoc chip, bouncing 4 times before warping to his next scheduled panel. Later versions of Weatherman move faster and bounce more times. Renders Weatherman invulnerable. Deals Wind damage.
  81.  
  82.  
  83. Flyman.EXE
  84.  
  85. Element: Wood/Aqua
  86. Weakness: Fire
  87.  
  88. Special: FloatShoes
  89.  
  90. A bug-themed Navi designed to collect and dispose of obstructive junk data. Flyman's appearance was based upon the common housefly due to his operator, Nigel Sectile, having an affinity for entomology as well as networking. Despite working with and being heavily associated with garbage, Flyman is a very fastidious neat freak, tending to get anxious if he accumulates any dust or other foreign contaminants on his body. Thankfully he has ways of cleansing himself quickly. This clean freak nature is in stark contrast with Nigel, who despite his well-dressed and scholarly appearance has no qualms with getting dirty in the line of research. Flyman encounters Megaman by chance when he accidentally drops some junk data on the latter's head. After apologizing profusely, he sheepishly asks if Megaman and Lan are interested in learning proper junk data disposal techniques. Once they agree to help, Flyman eventually panics when Megaman ends up coated in filth; he drags Megaman into a Netbattle in an effort to aggressively clean the blue Navi. Upon losing said battle, Nigel offers Flyman's services as a LinkNavi and the Fly Cross as an apology for his Navi's aggressive cleanliness. Flyman remains apprehensive of Lan and Megaman even after this incident.
  91.  
  92. Charge Shot: Cleaning Spray
  93. -Slow charge speed. The user fires a T-shaped (1*1, 1*1, 1*3 in a row) spray of cleansing chemicals that deals (25 + 15*Buster Rank) damage. This cleansing spray turns all stricken panels back into blank panels; it also scrubs positive status effects from any struck foes. Aqua damage.
  94.  
  95. NaviChip: Fly Swarm
  96. -A 1*3 swarm of fly-like drones appears in the farthest column. This swarm slowly drifts to the left, eventually vanishing upon hitting the user's playfield. The swarm deals constant damage to any enemy standing inside it, and cleanses all panels it crosses, returning them to blank panels. This can of course backfire if the user relies on panel effects. Wood damage.
  97.  
  98. FlyCross:
  99.  
  100. -FloatShoes.
  101. -Slow health regen on blank panels.
  102. -Take 1.5* damage from status effect moves; immune to status effects.
  103. -Charge Shot becomes Cleaning Spray.
  104. -Charge any non-dimming Null element chip to destroy it and create a Fly Drone in front of you. Fly Drones pursue the nearest enemy like a Spidy virus, exploding into a blast that hits behind the target and deals the same damage as the sacrificed chip on contact. This converts the damage to Wood element.
  105. -Weak to Fire damage.
  106.  
  107. Boss Moves:
  108.  
  109. •Movement Pattern
  110. -Flyman smoothly glides from panel to panel, and occasionally teleports. He spawns in the center panel of his playfield, then flies down before performing a backwards L shaped swoop that takes him to the top right panel. Once there, he lingers for a moment, then flies down and left to the bottom left panel, up to the top right, then warps to a random panel. From there, he warps randomly for 5 panels, lingering on each for a moment. After these 6 warps, he flies around all the outer 8 panels of his field, then returns to his center panel, where he begins his pattern from the start. If any of his panels are stolen, he will enter a frantic state where he warps around rapidly and randomly until the panels become his again. If any of his panels are changed from their blank states, he will immediately beeline to a position that will let him use Cleaning Spray Deluxe on them.
  111.  
  112. •Cleaning Spray Deluxe
  113. -Flyman uses this while in either the leftmost or middle column of his field, unless provoked to use it from the back column via terraforming. He charges for a moment, then fires off a four-column long, T shaped spray (1*1, 1*1, 1*1, 1*3) forwards. This spray removes any positive status (except Crosses) that Megaman has, and also returns any struck panels to their blank state. Aqua damage.
  114.  
  115. •Fly Drone Deluxe
  116. -Flyman buzzes loudly, summoning two Fly Drones in random corners of his playfield. These Drones lazily waft forward until attacked, after which they relentlessly pursue Megaman like a Spidy virus. If allowed to do so, they'll fly offscreen altogether if not provoked. Fly Drones have 30 HP and FloatShoes. Up to four can exist at once. Wood damage.
  117.  
  118. •Fly Swarm Junior
  119. -Flyman shudders for a moment before summoning a 1*2 swarm of flies in Megaman's back column. This swarm will slowly drift towards Flyman's field, vanishing on contact with his panels. The swarm deals constant, nonflinching damage to Megaman if he stands inside it. The swarm cannot be destroyed, but vanishes if it strikes a hole in the floor (...somehow). Wood damage.
  120.  
  121. •Neat Freak
  122. -Triggered if a status effect move is used on Flyman. He will instantaneously appear one panel ahead of Megaman, then attempt to douse the latter with harsh cleaning chemicals, rotating in place to hit the 8 surrounding panels. He spins slow enough for Megaman to circle him. This removes any positive status effects on hit and cleanses any struck panels. This attack is mixed in without provocation once Flyman hits low health. Aqua damage.
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