File released August 01, 2017 Version: classes-v8e ================ classes-v8E Total Changelog ================ -Basic Class help menu added. -Menu titles changed from Red to Blue -Loadout menus added to Player Setup and Options menus. --From here you can change your Copy Weapon Loudout, if its enabled. -YD_NoPitProtect added, enable to disable pit protection for everything~ -YD_NoHealingScale added, enable to disable classes getting more/less health from health pickups based on their max health. -Gemini stage joke reduced to one single explosion -Pirate stage mines now go through each other. -Astro flight (and other classes that use it) now checks for MM7DW4's 'pit' and MM9MAG's lava. --Now uses GetActorFloorTexture rather than CheckActorFloorTexture. --Extra checks for Rock Force map pits added. -Resolidier now has THRUGHOST so shootable non solid objects doesn't proc it. (Such as ProtoShield) -A large amount of weapons now have special checks for RageRune_ST only, not the original Ragerune. -All shields changed to a more accurate method of using smaller hitboxes --This change allows for more accurate blocking from the front and prevents certain angles from protecting your back. --General shield radius 25>8, height 32>42 ==Shield list --Protoman/SniperJoe, blocks perfectly in front with 5 hitboxes. --Knightman, blocks in an L shape to the right of the player with 7 hitboxes. --King, same size as Protoman shield (radius 42>54, spawn height 8>2), but held way to the left of the player. Blocking centers the shield and increases the hitboxes by 2. --BusterRogG, same size as Protoman shield, but held slightly to the left of the player. Clones spawn old shield hitboxes for online ease. --MegaWaterBarrier, same size as Protoman shield (radius 42>56, spawn height 8>0) -TimeBender poses added to: Cutman, Gutsman, Iceman, Bombman, Fireman, Elecman, Oilman, EvilRobot, and Coldman. . ================ ==Copy Weapons== ================ =TimeBender -No longer is removed on use. -Refills ammo at a 1 to 4 rate like TimeStopperWep. =TopSpin -Removed from LMS weapons =TopTwist NEW -Made by CutmanMike -This weapon replaces Topspin for Topman -Throw a top that spins around on the ground --Enemies hit are spun in place -Is a rapid weapon for LMS =FlashBulb -Ammo cost 6>5, total fire delay 46>36. =GravitySphere -Obit fixed =DarkShield -Now get 130% speed while using it. =DynamoTendril -Direct hit damage 10>12 ==Megaman -Updated slide frames added. (by Blaze Yeager) -Updated Power Megaman skin. (by DarkAura) -New Flight Megaman skin. (by DarkAura) -PowerAdaptor/SuperAdaptor can now autofire basic shots via hitting altfire. -PowerAdaptor basic shots radius/height 5>8, medium shots radius/height 10>12, big shots speed 12>50 --Durations/Animations of all 3 shots adjusted, they should be similar to before except big shots. ==Protoman -Shieldless Protoman skin added that is displayed when using ProtoBuster (by DarkAura) -Due to the above, Proto-Hair skin removed. ==Bass -Treble Boost only works for Bass players ==Duo -Speed 0.7/0.68 > 0.73/0.71 -DuoMeteorWepC tweaked to possibly fix desync. --Explosion damage 25>30. -DuoMeteorItem max amount 2>3. ==Rockman > Maestro -Base buster sprite changed . ================= ==Other Classes== ================= ==Rock -Now only starts with MegaBall, other balls must be collected from Copy Weapons. -Spawns with a random ball in T/LMS -Cut, Guts, Time, and Oil balls added. -Now has infinite ammo -Ball jumping is now managed through Stamina due to infinite ammo. -Weapons standardized, some were missing states. -Megaball speed 35>40, kicked 45>50, NOGRAVITY removed -IceBall damage 16>17, kicked 17>18. -BombBall explosion damage 18>20, kicked 19>21. -FireBall damage 4>15, afterburn only triggers if covered in OilBall, afterburn damage 2>3, duration 4>3 seconds. -Main + alt delay removed -Dropped ball duration 150 > 75 tics ==Roll -Bonus classic/mobile skin added thanks to insert name here doing dash frames for those skins. -Adjustments to water blobs to fix infinite duration issues. --Blobs only spawn a new blob when BLASTED --Blobs correctly ignore Roll Swing's hitbox now. --Blob fire offset 8>0. ==Dr. Light NEW =Class designed by Yellow Devil (Max) and polished to her liking by Celebi ==Dr. Wily -Skins adjusted to use walking frames in 'wily cooking' cutscene. -Eyebrow idle added. -Shot 1 damage 30>24 -Capsule fire damage 6>4. -After unfreezing from capsule ice, players now take 50% reduced damage from everything for 20 duration. -Wily foot form no longer automatically goes to Suit form. You need to use your suit item to change. --Frying pan no longer takes suit ammo. ==SniperJoe -Scoreballs dropped by enemies have random velocity like screws/junk. --Sparkling fx added to make scoreballs more noticable. -Hud cleanup for shield mainfire. -Upgrade ammo passive regen 1 ammo every 6 tics > 1 ammo every 4 tics. --In T/LMS, this is 1 ammo every 7 tics. -Ammo restore for MachineGun ammo is now dynamic. --1 ammo per 2 upgrade ammo. -Normal shield shot damage 14>13, speed 26>29 -MachineGun shot speed 55>51 -Truck is no longer NONSHOOTABLE, instead it spawns with 100, 90% armor. (Same amount as Enker) --Truck now has SemiStunArmor -Apache now spawns with 100, 45% armor. --Bomb drop fling adjusted, explosion damage 25>30, set explosion size 12>16. . ============= ==Megaman 1== ============= ==Cutman -One slice attack removed from altfire. ==Gutsman -Weapon stats --Total rock summon delay 23>13 tics, frozen duration 15>9 tics. --Throwing rock duration 36>24. --During rock place, the rock can be immediately punched, but it does no punch damage. --Rock place duration 25>17 -Projectiles --Thrown rock damage 55>25 ---Rock bits damage 12>8 --Placed rock's states have been adjusted to possibly better sync online. ---Direct damage 50>30, Health 60>75, duration 220>500, punch check range 108>96, punched bits use a more closer shot pattern. --Punch damage 60>55. ==Iceman -Ammo regen, 2 ammo every 11 tics > 1 ammo every 4 tics. -Mainfire no longer costs ammo. -Ice slasher damage 11>10 -Altfire is now an icy laser from the Power Battle games! --Use all of your ammo to fire a laser that causes either an ice statue or collection of clouds to spawn ---Clouds are spawned if high enough of the ground or if a ceiling/sky is hit. Every other scenario attempts to spawn an ice statue. --Spawning a statue refunds 3/4 the ammo cost. -Cloud spawns rain down a short barrage of icicles that do light damage and slow enemies. -Ice statues are solid blocks that Iceman can shoot that causes them to explode, slowing nearby enemies. ==Bombman -Bomb holding skin frames by Dimpsy added. -Weapon adjusted to remove flash state usage. -Max 'ammo' 85>77 -Pickup bomb delay 20>15 tics. -Mainfire throw delay 24>20 tics. -Altfire throw delay 25>20 tics. -Delayed explosion damage 60>55. ==Fireman -Mainfire shot damage starts at 10 and becomes 13 again after 3 tics. --Bit drop won't die within NORIPPER actors. -Mainfire spin explosion damage 5>4 ==Elecman -Mainfire hud animation tweaked to use the frames differently. -ThunderBeam side shot spawns adjusted. -ThunderBeam shots no longer start off weaker, height 6>12. -Altfire skin sprites by FTX added. ==Oilman -Health 85>90 -OilSpill blob damage 5>6 -OilSled shot damage 14>18. . . ============= ==Megaman 2== ============= ==Airman -Skin frames by Dimpsy (and 'Max') added. ==Bubbleman -Swimming ammo regen moved to ACS. (Rate restored 8>5 every tic) ==Quickman -Health 65>75 (Glass>Proto) -Jump height 10>11 -Max ammo 400>100 -Starting ammo 3>50. -Ammo regen, 4 ammo every tic > 2 ammo every 2 tics. -Shot radius 6>7 -Mainfire now fires spread boomerangs and rapid boomerangs during speed boost. --Rapid fire no longer gives ammo, spread now gives some ammo. -Altifre now activates your speed boost, otherwise it uses mainfire when you don't have enough ammo. -Item removed -Speed boost now increases your jump/walljump height greatly. --Speed boost 1.7x > 1.5x, duration 55>100. ==Heatman -Atomic shots fixed to light oil pits. -Is no longer invulnerable during the dash. -Slowdown during altfire removed ==Woodman *YellowDevil (Max) -Speed 0.6/0.58 > 0.65/0.63 -Bonus sprites by FTX added. -Leaf shield is no longer an active skill - it will activate passively when Woodman has full ammo --Woodman gets ammo equal to how much HP he loses - 50 activates a shield. --The ammo decays if he doesn't reach full ammo after a delay, getting hit again will reset the drain. --You are able to still use alt and main during the shield, however leaf rain waves are done with mainfire when the shield is up. --While the shield is up, Woodman will regain health at a rate of 2 ammo to 1 health. --Getting hit during the shield will charge the shield more and continue the regeneration, but he will always lose HP overall. --Leaf Shield is auto thrown when the ammo is depleted, damage 35>25 -Shield protection, invulnerable > 25% less damage. -Wood slam explosion radius 168>136, range FX added. ==Alien -Updated Boobeam sprites by Molly added. -Rare death added, always show up from something specific. . . ============= ==Megaman 3== ============= ==Needleman -Speed 0.65/0.63>0.75/0.73 -Max ammo 35>56 -Ammo regen 2 ammo every 7 tics > 2 ammo every 4 tics. -Total delay to wind up 30>27 tics. -Reved delay after letting go of main or alt, 15>10 tics. -Mainfire ammo cost, 1 ammo per 2 needles > 1 ammo per needle. --Occasionally Needles are fired perfectly straight. --Needles are still fired when out of ammo, but are poor in general. -Needle shot speed 50>52 -Revved ammo regen 1 ammo every 18 tics > 1 ammo every 9 tics -Un-rev total delay 25>20 tics. --Mainfire/altfire can be pressed during un-revving to begin revving again. -Movement speed is now restored when you begin un-revving, rather than at the end. -Melee attack always displays the hit effects. -Stab slow 80%>70% ==Magnetman -Starting magnet damage 9>13. -HeHasMyPowerPower duration 80>90 ==Hardman -Rotated boosting upward frame by Dimpsy added. ==Topman -Speed changes adjusted to a new method. -After spin speed 25%>50% --TopmanTimer2 after spin 27>21. -Charged needed to dodge damage, 50%>75% -Spinning explosions now get weaker with less speed (stopping on walls) ==Snakeman -Climbing altfire changed to Snake Command. --Commands all snakes to a set location with increased speed. ---Snakes can only be commanded one. -All damage lowered to 18. ==Sparkman -Additional skin frames by Dimpsy added. ==Shadowman -Throws a spread of Kunai rather than Shadow blades, these do not rip, but do slightly more damage. -Now gains DONTSPLASH when invisible. This only works on surfaces like MM4TOA water. ==DocRobot -Ammo regen cut in half for non-LMS gamemodes. -Mainfire total duration 15>14. . . ============= ==Megaman 4== ============= ==Brightman -New FlashStopper skin frames by FTX added. -Weapon cleaned up in the flash state area, ammo regen is unchanged. -Buster damage 15>12, speed 40>42 -Bulb throw speed 25>32, spawn thrust up 30>34 ==Toadman -Mainfire must now be held during the windup to begin the rainflush. --Canceling early croaks the charge. --Hold rain now doesn't last forever. -During RainFlush, you slide on the ground. -Leap attack radius 15>24 -Leap attack should now be able to do a boost jump off players easier when holding jump. -Bonus for 9 successful stomps in a row. ==Drillman -Max ammo 18>28 -Ammo regen every 3>4 tics -Mainfire total drill barrage 9>4, firing delay 18>14, after fire delay (8 or 9)>0 --DrillBomb speed 25>34, direct damage 0>6, explosion damage 30>24 -Starting dig ammo use 20>8, ending dig ammo use 100>40. --You are not stopped upon beginning digging. --Speed boost during digging 130% > 200% --Digging rate 3>2, ammo use 5>8 --Now gain 1 ammo every 2 tics during digging. -Drill dig end duration 22/16 (depending on ammo) >> 14 tics. -Digout damage spawn is closer to Drill's head --Damage 6>5 (total 30>25) ==Pharaohman -Frames renamed for skin people. ==Ringman -Bonus hud added. -Weapon redone to be more controllable. -It should now be easier to rapid fire Rings along with recalling them. --This also includes the ability to throw a ring while one is being thrown. -Weapon 2 removed due to above. -Bug fixed with thrown Ring2 giving you Ring1 flags. -Stopping return removed. -Rings no longer cause hitstun/recoil. -Empowered Ring damage 16>13 . ==Diveman *RockForce -Mainfire now behaves similar to RockForce Classes Diveman --Hold mainfire to launch a volley of missiles. --If a missile hits an enemy, you will lock-on to them. ---This causes all your red missiles to home at that enemy. -Using your item, the enemy dying, or yourself dying ends the lock-on. -Dive mines use DiveMissile ammo > DiveTackle ammo. --Altfire total delay 27>22. --Several issues on mines fixed, one that caused a double explosion to happen. -Dive tackle no longer homes at enemies. --The tackle is now controllable. --Ammo adjustments made due to the above. --Tackle ammo regen cooldown, 20 tics > 35 tics. ==Skullman *Muzaru -Forward speed 0.85>0.8 -Health 100>85 (Normal>Light) -Ammo regen delay 6>4 -Buster regen 4>3, shield regen is still 2 -When firing non-rage buster, shield regen is 1 -Mainfire shots lose damage as they travel, from 10 to 3. This does not apply to rage shots. --Shots have Skull effects to show when the shot loses power. -Rage duration 85>56, speed duration 85>35 -Missing a counter causes the remaining SkullBarrier duration to block one hit. . ============= ==Megaman 5== ============= ==Gravityman -Skin frames by Dimpsy and ZDagger added. -Actor states redone to use Melee states. --Rare crash fixed due to the above. ==Waveman -Skin frame by Dimpsy added. -Second weapon removed. -Hookshot moved to the item slot. ==Stoneman *CutmanMike -Jump cancel mainfire issue fixed. -Upon hitting 1 hp, Stoneman is restored to 55 hp and flies forward as his core. --If the core is destroyed, then Stoneman is completely dead. --If the core survives for 5 seconds (9 in T/LMS), Stoneman rebuilds back up to 85 hp. ---This revival can keep happening as long as the core survives. -Quake attack now only stuns if you were in the air long enough. The stun is shown via screen shaking. -Stone stomp now causes stone to bounce off players --Stomp damage 2>15 (Single hit) --If an enemy is in the air the stomp will send them crushing to the ground (Gravityman style) ==Gyroman -All Gyros always do 15 damage (13>15 for floor/ceiling) -Gyros that hit a wall, bounce back to the user ==Starman -Health 100>115 -Protection during shield 50%>25% -Mainfire shield throw ammo use 14>7, half ammo is still needed to start the shield. -Altfire ammo use 6>9 -All damage accidently caused Recoil, fixed. -StarFlurry spawner is removed on death. ==Chargeman -Skins frames by Dimpsy added. (With the legendary ripped frame being fixed by Celebi) -Weapon tweaked to display the above skin frames correctly. -Main projectile now bounces like other melee projectiles (Roll Swing) ==Napalmman -Total mainfire duration 14>11. -Napalm radius 10>11, speed 28>29, bouncefactor 0.6>0.7 (floor/ceiling), explosion damage 11>14 -Missile explosion damage 18>22, speed 32>36 ==Darkman3 -New second weapon added. --Mainfire uses all your ammo to fire a railgun shot. -New item that allows you to instantly zoom in/out. . . ============= ==Megaman 6== ============= ==Blizzardman -Weapon 2 projectile delay 12 tics > 6 tics. ==Centaurman -Mainfire total delay 16 tics > 17 tics. -Flash explosion split into two explosions, you must be close to an enemy in order to stun them now. --Explosion 1 set explosion size 32>48, damage unchanged (10). --Explosion 2 always does 2 damage/stuns. ==Flameman -Skin frames by Dimpsy added. -Mainfire shot direct damage 20>17. -Altfire total duration, 11 tics > 14 tics. ==Knightman -Skin frames by FTX added. -Health 100>115 -0.6x reduction from explosions removed. -Attempted cleanup to the weapon to fix desync. -Returning flag method changed, crusher might 'return' faster if lost. -KnightCrushDamager radius/height 10>12. ==Plantman -Bonus skin frame by Z-Dagger added. -Barrier Explosion 1, damage 6>4, set explosion size 160>96 -Barrier Explosion 2, damage 5>7 -An OR check was added to Plantman's regen for Buckshot. (This disables passive healing) ==Tomahawkman -Tomahawk starting damage 12>11, scale damage 7>8. ==Windman -Mainfire ammo cost 4>0 -Altfire ammo cost 4>14 -WindGyro damage 10>15, speed 20>26 --Side Gyro damage, start at 6 damage and scales up to 10 > starts at 15 damage. --Getting hit by a Gyro reduces damage from future Gyros for 3 tics. ---Simple terms, meatshot damage with all three gyros, damage 22>28 -Windstorm explosion damage 5>8, set explosion size 8>57. --You are now protected from wind storm pulls for 10 tics on hit. --Wind pull power 8>16 and resets velocity on pull. -Altfire during flight performs the Wind Stomp. ==Yamatoman -One spear during mainfire will always go straight. . . ============= ==Megaman 7== ============= ==Freezeman -Mainfire shots have SKYEXPLODE -Altfire falling icicles have random angles. ==Junkman -JunkCube damage 12 > 4 scaling back up to 12 during the spawning phase. --Pushed JunkCube damage 18>21, speed 20>36 ==Burstman Altfire bubble fast projectile now uses similar flags/states to Clownman altfire, radius 32>8, height 32>16. --DangerTrap bubble now attempts to spawn about 60 units back from where it spawned. (It spawns on walls better) ==Cloudman -Flying altfire skin sprites by Z-Dagger added. ==Springman *YellowDevil (Max) -Mainfire spring damage 35>24, speed 21>34, bounces 0>1. -Mainfire split spring damage 15>10 --DeathFX colors are team colored. -Tapping altfire now fires a weaker, shorter range fist. --During this, the player can move freely, but doesn't get any bonus ammo regen. -Holding altfire performs the older freeze in air attack. --Gravtiy Sphere and friends correctly slams Springman during his punching attack. -Altfire fist explosion damage 40>35, explosion size 128>96, set explosion size 16>32 --Weaker altfire fist explosion damage 25, explosion size 80, set explosion size 24 ==Slashman -Slash claw projectile doesn't use RIPPER but rather THRUACTORS --Explosion size increase with charge 3>2, set explosion size increase with charge 0>1. --Speed 18>20 -Altfire dash rules changed up. --Dashing on the ground is still the same. --Dashing in the air no longer resets momentum and is overall weaker than before. ---However dashing in the same direction will maintain velocity allowing the player to cover the same distance as before. --Dashing near a wall uses the same power as before, rather than the above. -SlashClaw no longer causes hitstun/recoil. -SlashGoop no longer shocks, instead midair/ground goop both cause Concrete heaviness. --Spawning goop adjusted. . ==Shademan *CutmanMike -Additional Shademan sprites by Yellow Devil (Max) and DarkAura. -Ammo regen, 1 ammo every tic > 1 ammo every 4 tics. -Now regenerates 1 ammo every 8 tics when charged. -Swoop fail cannot be jump cancelled. -Issue with Shademan not having to land after a swoop and ammo regen restarting fixed. -Shademan is no long invun during the swoop. -Altfire swoop changed up. --During the swoop, it will cause Shademan to latch onto nearby enemys. --Once latched to an enemy, Shademan will lift them into the air while periodically sucking out health. --Shademan can hit altfire to let go earlier or be knocked off the enemy when they are injured too much. -The swoop is also able to grab allies in team games. --Allies are able to cancel the grab via attempting to jump. ==Turboman -Mainfire can now be held forever, however the speed boost ends at max charge. --Speed boost 145%>140% --Max charge throws an empowered scorchwheel. -Thrown wheel explosion damage 10>9 -Floor wheel explosion damage 11>10, charged is 11. -Adjustments done to ScorchWheel to use NOEXPLODEFLOOR. It can now climb up small stairs/slopes. --Side effects include, not lighting oil unless direct throw/wall hit. --Initial speed 20>16, empowered shot speed is 22. ---The empowered shot travels faster and leaves a trail of fire. -Altfire no longer uses ammo. --Can now be charged up to increase the duration of the dash. -While driving, mainfire can be pressed to honk your horn, blasting enemys away from you. -Ramming damage happens every 2>3 tics, damage 8>4, explosion size 160>128, set explosion size 24. --During the cooldown of honking, ram damage is cut in half. . ============= ==Megaman 8== ============= ==Tenguman -Altfire skin sprites by FTX added. -Tornado hold lifts Tenguman faster, thrust 20>28 ==Astroman -Speed 0.7/0.68 > 0.75/0.73 ==Swordman -A warning now appears if you're legs are injured while using your sword camera. -Altfire camera re-enabled for Duel due to Zandronum fixing the crash issue. ==Searchman -Mainfire ending delay 22>12 tics in every gamemode except T/LMS. -Mainfire missiles DeathFX are team colored. -Altfire skin sprites by Z-Dagger added. ==Frostman -Updated HUD sprites by LordSmash/Pegg. --Weapon animations updated to better fit new HUD options. -Main+Alt IceWave radius/height 14>15, speed 21>28. -Mainfire can now be held for an extra second once fully charged to time your Ice wave release. -A cosmetic ice ball appears above Frostman to show his current charge. -Frost Punch centered, speed 75>80, explosion size 48>52, set explosion size 0>4. ==Aquaman -WaterBalloon pain correctly uses FlashBomb hitstun rather than normal hitstun. --Balloon direct damage 8>4, direct explosion damage 6>10, indirect explosion damage 15>10, explosion size 64>85. -Uses 50% > 75% ammo for water cannon . ==OriginalDuo *YellowDevil -Mainfire auto fires fists all the time. --Rate of fire delayed by 3 tics. --Charged fist removed. -Slowdown on charging altfire removed. --Giga fist removed -Using the Giga Tackle will take 1/4 of Duo Prime's meteor ammo -Giga Tackle armour 70% defence > 33% defence -Ammo use on Meteor Start and passive end removed. -Double ammo usage during travel with the meteor -Colliding with the meteor uses 1/2 ammo. -Adjustments done to meteor alt slam to fix desync. -Fists no longer cause hitstun. -Ram protection duration 30>25 tics. -Meteor direct hit explosion damage 28>35. ==EvilRobot -Speed 0.7/0.68 > 0.73/0.71 -Exodia pickups now show on the HUD -Chance of dropping an Exodia piece, 12.5%/25% >> 100%. -GigaAstroCrush explosion damage 20>24 -GigaFlameSword duration 27>18 -GigaThunderClaw was missing THRUGHOST like most of the other Giga attacks, damage now scales up as it travels (max, starting damage 5>4, duration 17>24 tics, radius 40>32, height 55>46. --Now does a small explosion upon hitting a wall. Damage is based on distance. -GigaIceWave spawning projectile is now visible and features some particles. --Spawning projectile radius/height 64>16 ---Spawned Ice now attempts to 'bounce' into a valid spot, it will fail after 20 bounces. -GigaFlashBomb direct damage 10>3, explosion protect percent 0.125>0.25, beginning explosion damage 22>23, set explosion size for first two explosions 0>16 -GigaWaterBalloon, split balloons now have gravity, random durations adjusted. (Sometimes longer, sometimes shorter) --2nd balloon spawns 4>6 balloons ---3rd balloon damage 6>8. -Issue with GigaHomingSniper on skywalls fixed. . ============= ==Megaman B== ============= ==Dynamoman -Dynamo skin frames by FTX added. -Fixed Lightning not even appearing if it hits a DONTRIP actor. -Targeted lightning now does a single strike of damage. --Damage is now 14/27/39/50 from 15 damage per strike. --Explosion size unchanged, set explosion size 4/8/12/16 > 16/24/32/48. -Altfire total delay 28>25 tics. -Item team healing range 208>240 ==Coldman -Speed 0.6/0.58 > 0.62/0.60 -Max ammo 30>240 -Weapon ready states adjusted. -Ammo regen 1 ammo every 8 TOTAL tics > 1 ammo every tic. --Item ammo regen 1 ammo every 12 tics > 1 ammo every 11 tics. -Mainfire Ammo cost 5>40 --Altfire can be hit faster after mainfire. -Shoulder bash damage 25>30. -Ice wall can now only carry the user and allies. -Cold field shot speed 1000>800, now leaves a trail particles, and uses SKYEXPLODE correctly now. -Cold field explosion damage 3>2 (max damage 18>12), explosion size 98>80, set explosion size 32>80, now ignores actors. --Cold field has more delay to the explosion the further away it spawns. ---Delay is lowered on direct hits and spawns within enemies ==Groundman -Health 125>115 -Now has an ammobar for mainfire -Digging Ammo regen is not stopped during mainfire -Dig up total hits 5>4 (damage 25>20) ==Pirateman -Altfire water spray start up delay 8 tics > 4 tics, refire delay 2 tics > 1 tic, end delay 6 tics > 4 tics. -Remotemine radius/height 12>14 --Should now blow up correctly online. --Mine uses blackholebomb controls and no longer bounces. -Placed remote mine is now shootable and can be pushed by anything that pushes Pirate stage mines. --Mines pushed by enemies/allies will become their projectile! ---The owner self detonating the mine takes priority over everything. -Water spray damage 8>2, is no longer a ripper, and no longer pushes enemies. -Bubble dash now requires jump to be held so that water spray can be used at full ammo. . ==Magicman -Health 100>85 -Zombie Magicman fixed. -Special healing FX that never spawned, correctly spawns now. -Magic ball emergency fix should now fix within one second. -Card throw ammo cost, 150>125 -Magic Ball explosion damage 10>18, speed 20>22. ==King NEW =Class designed by MusashiAA and Celebi. =Changes after release -Speed 0.7/0.68 > 0.73/0.71 (Duo Speed) -Axe swing ground speed 60>85, explosion damage 3>4, explosion size 64>70 --Air speed 40>46, delay of 1 tic before doing damage, death explosion is always done ---Death explosion does less as it travels -Axe altfire ammo cost 4>3. -One of the mainfire shield blockers should be able to react to explosions. -Stamina added to shield mainfire. If max is reached, you lose your shield for a while! -Shield counter shot ammo use doubled, damage 3>5, speed 25>35, reationtime 3>2 (duration is 2/3 as long) . ============= ==Megaman 9== ============= ==Concreteman NEW =Class designed by Yellow Devil (Max) and polished to her liking by Celebi =Changes after release -Tackle attack wall checker speed 30>20. This should make dashing up stairs/slopes easier. -Tackle does only 4% damage (1) to several shootable objects such as IceWall and JunkCube. -Charging Concrete throw reduces speed to 75% -Basic Concrete throw damage 25>30 -Strong concrete throw bits are now cosmetic --Direct hit will stun, the explosion will not. --Direct hit damage 10>5, set explosion size 0>16. ==Tornadoman NEW =Class designed by SonicFam for RockForce Classes =Changes after release -Health 100>85 -Speed 0.8/0.78 > 0.76/0.74 -Mainfire ammo regen, 1 ammo every 2 tics > 1 ammo every 3 tics. -Mainfire shots redone -Altfire is shorter, can be held, does not cost ammo, but adjusted in damage/thrust. -Wall shot, push 96>64, damage 6>2, no scale, damage-delay 8>2 tics. -Ceiling shot, does GravitySlam on hit -Stomp damage 20>25. -Floor/Wall/Ceiling tornados now use a protection pickup to make damage consistent. --This means that 4 floor tornados will not hit 4 times, but only once. -Wall tornado explosion damage 2>3, push strength 64>18, push radius 196>160. -Speedup changed to PowerSpeed (speed bug fix) ==Splashwoman NEW =Class designed by Celebi and Mush =Changes after release -Health 100>90 -Healing ammo doubled, ammo costs doubled -Aura ranges 256>288 ==Plugman NEW =Class designed by CutmanMike with RageRune support by Celebi =Changes after release -Enemy plug in --Enemy is no longer slowed --Plugman is slowed instead ==Jewelman NEW =Class designed by CutmanMike =Changes after release -All damage causes no hitstun or recoil ==Hornetman -Mainfire duration until hold phase, 30>18 -Shot offsets/angles adjusted -Bonus ammo given during altfire use. ==Galaxyman -CBM_OldGalaxyHud added, set to true for a non-flashing hud -Extra fix put in place if BlackHoleBomb is lost due to strangeness. -BlackHoleBomb's that die from touching a surface explode for a short time. -Ram hits 1>3 times per dash, explosion damage 12>4, set explosion size 0>16. . . ============== ==Megaman 10== ============== ==Nitroman NEW =Class designed by CutmanMike for RockForce Classes and adjusted by Celebi to work in CBM =Changes after release -Single wheel cutter damage 20>18, radius/height 4/5 > 10/12 -Triple wheel cutter radius/height 4/5 > 12/14, is now a fast projectile before landing. -Bike startup delay 9>6 tics -Now gains 8 ammo on hitting an enemy, even if enemies don't get hurt . . ================ ==Megaman WT/K== ================ ==MegaWaterS -Shield pop was using old ammo values, 21>28 ammo taken on pop. -Infinite item use fixed. ==HyperStormH -Weapon readjusted to use different flag managements in hope of fixing desync. ==Enker -Shots adjusted to match v5b's mirror buster shots. -Altfire can now be held forever. ==Punk -Straight screw damage 20>16, radius/height 13/16 > 10/12 -Bounce screw damage 19>16, radius/height 15/16 > 12/12 -Can now look around during the dash ram. -A_Recoil of -1 added on successful dash hits. ==Ballade -'Updated' hud by Crashman added. -Ammobar updated due to below changes. -Mainfire no longer uses ammo --However, Ballade now has a focus bar that fills up quickly when not pressing mainfire. --The more focused you are, the faster your Ballade is fired. -BalladeCracker direct damage 15>12, radius/height 6/7 > 8/9, explosion damage 15>16, explosion size 128>96, set explosion size 0>10. -Altfire once again has its thrust upwards. --Use altfire to hop across the sky! ==Quint -Big attempt at changing up Sakugarne! -An ammobar was added. -Main/Alt cannot be use when swapping to Sakugarne until you successfully 'land.' -Sakugarne constant crush changed to a consistent damage method similar to Toadman Leap. -Mainfire no longer does a larger jump, instead you can now hold your jump button upon landing to do the bigger jump. -Mainfire now thrustS forward/downward to land with a shockwave! -Using altfire at full ammo thrusts you upward and forward, slamming into the ground causing rocks to fly everywhere! -Buster rate of fire 8>9. Buster shots are always fired straight now. -Altfire added to the buster, which does a midair dash! . ================ ================ ================ Beta Specific changes as history ================ ================ ================ ================ Beta 1 > 2 specific changes ================ -Removed unused sprites with no future use, such as old ammo bars. -TimeBender poses added to: Cutman, Gutsman, Iceman, Bombman, Fireman, Elecman, Oilman, and EvilRobot. ==Rock -preparing for Zand 3.0 done. -Now has infinite ammo -Ball jumping is now managed through Stamina due to infinite ammo. ==Dr. Wily -Shot 1 damage 30>24 -Capsule fire damage 6>4. -After unfreezing from capsule ice, players now take 50% reduced damage from everything for 20 duration. ==Cutman -One slice attack removed from altfire. ==Gutsman -Weapon stats --Total rock summon delay 23>13 tics, frozen duration 15>9 tics. --Throwing rock duration 36>24. --During rock place, the rock can be immediately punched, but it does no punch damage. --Rock place duration 25>17 -Projectiles --Thrown rock damage 55>25 ---Rock bits damage 12>8 --Placed rock's states have been adjusted to possibly better sync online. ---Direct damage 50>30, Health 60>75, duration 220>500, punch check range 108>96, punched bits use a more closer shot pattern. --Punch damage 60>55. ==Iceman -Ammo gain 1 every 5 to 1 every 4 -Ammo regain on ice block 14>21 -Ice slasher damage 11>10 -Laser now does light damage during its travel ==Bombman -Weapon adjusted to remove flash state usage. -Max 'ammo' 85>77 -Pickup bomb delay 20>15 tics. -Mainfire throw delay 24>20 tics. -Altfire throw delay 25>20 tics. -Delayed explosion damage 60>55. ==Oilman -Health 85>90 -OilSpill blob damage 5>6 -OilSled shot damage 14>18. ==Woodman -Mainfire made to look 'pretty', no longer rips, damage 2>4, can now bounce off walls/ceilings. -Trap does damage constantly but you're protected every 10 tics. ==Snakeman -Climb checker height 88>16, upward spawn 0>34. --The above should fix climbing on skies. . ==Toadman -Stomp radius 15>24 ==Drillman -Explosion damage 35>30 ==Pharaohman -Frames renamed for skin people. ==Ringman -Bonus hud added. -Stopping return removed. -Rings no longer cause hitstun/recoil. -Empowered Ring damage 16>13 ==Stoneman -Jump cancel mainfire issue fixed. ==Starman -Health 100>115 -Protection during shield 50%>25% -Mainfire shield throw ammo use 14>7, half ammo is still needed to start the shield. -Altfire ammo use 6>9 ==Darkman3 -Global jingle set up for a multi kill railgun shot. ==Darkman4 -A past issue returns in sound form, HONK HONK. ==Flameman -Mainfire shot direct damage 20>17. ==Tomahawkman -Tomahawk starting damage 12>11, scale damage 7>8. ==Slashman -Alt floor jump adjusted to match wall jump thrust ==Shademan -ammo regen, 1 ammo every tic > 1 ammo every 4 tics. -Swoop fail cannot be jump cancelled. -Issue with shademan not having to land after a swoop and ammo regen restarting fixed. -Enemies/Allies released by ShadeGrab via altfire or Shademan losing his armor now gain a very short burst of speed. -Shademan is no long invun during the swoop. -Total armor during shadeGrab, 70>40. ==Turboman -Honk damage 22>14. . ==Searchman -Mainfire ending delay 22>12 tics in every gamemode except T/LMS. ==DuoPrime -Now can autofire fists when holding altfire without max ammo. -Fists no longer cause hitstun. ==EvilRobot -Issue with GigaHomingSniper on skywalls fixed. ==Coldman -Speed 0.6/0.58 > 0.62/0.60 -Weapon ready states adjusted. -Cold field distance checks adjusted. ==Pirateman -Mines fixed to not damage Pirateman if an enemy damaged his mine and didn't fling it. -Bubble dash now requires jump to be held so that water spray can be used at full ammo. ==Magicman -Health 100>85 -Health given via magic cards fixed. Special healing FX that never spawned, correctly spawns now. -Card throw ammo cost, 150>125 -Magic Ball explosion damage 10>18, speed 20>22. ==King -Additional delay to using mainfire on wep swap to shield -One of the mainfire shield blockers should be able to react to explosions. -Stamina added to shield mainfire. If max is reached, you lose your shield for a while! ==Concreteman -Tackle attack wall checker speed 30>20. This should make dashing up stairs/slopes easier. -Charging Concrete throw reduces speed to 75% -Basic Concrete throw damage 25>30 -Strong concrete throw spawns cosmetic bits on direct hit, similar to SuperArm --Direct hit will stun, the explosion will not. --Direct hit damage 10>5, set explosion size 0>16. ==Tornadoman -Health 100>85 -Speed 0.8/0.78 > 0.76/0.74 -Mainfire ammo regen, 1 ammo every 2 tics > 1 ammo every 4 tics. -Mainfire shots redone -Altfire is shorter, can be held, does not cost ammo, but adjusted in damage/thrust. -Wall shot, push 96>64, damage 6>2, no scale, damage-delay 8>2 tics. -Ceiling shot, does GravitySlam on hit -Stomp damage 20>25. ==Hornetman -Bonus ammo given during altfire use. . ==Galaxyman -BlackHoleBomb's that die from touching a surface explode for a short time. ==Nitro -Speed up bug fixed. -Single wheel cutter damage 20>18, radius/height 4/5 > 10/12 -Triple wheel cutter radius/height 4/5 > 12/14, is now a fast projectile before landing. ==Ballade -Hud shifted down by 16. ==Quint -Altfire dash doesn't have as much fling. . ================ Beta 2 > 3 specific changes ================ ==Iceman -Altfire delay before firing 4>2 tics, delay after firing 20>18 tics. -Statues now explode from other statue explosions and icicle rain. --Statue explosion size 160>196, set explosion size 64>80. ==Bombman -Spawning misfire fixed. ==Elecman -Altfire skin sprites by FTX added. ==Woodman -Speed 0.64/0.62 > 0.65/0.63 -Bonus sprites by FTX added. -Bouncecount 6 added to leaf traps. ==Drillman -A refire state was added to the end of Drill digging. --Drill digging ending duration 16>12 tics. ==Waveman -Waterwave fixed to not use stepmissile. ==Starman -Star armor was accidently set to 0.25 rather than 0.75. ==Napalmman -Ammo regen reverted. ==Darkman5 -A past issue has left...again. ==Cloudman -Flying altfire skin sprites by Z-Dagger added. ==Shademan -Now regenerates 1 ammo every 8 tics when charged. ==Tenguman -Tengu dash now does a constant damager similar to copy wep TenguBlade. --Explosion damage 2, explosion size 24, set explosion size 24, x-offset 8, z-offset 28. -Altfire skin sprites by FTX added. -Slamming fixed. ==Swordman -A warning now appears if you're legs are injured while using your torso camera. ==Searchman -Altfire skin sprites by Z-Dagger added. ==OriginDuo -Mainfire auto fires all the time. --Rate of fire delayed by 3 tics. -Altfire is the charge tackle -Meteor moved back to item uses. -Adjustments done to meteor alt slam to fix desync. ==Groundman -Health 125>115 -Ammo regen is not stopped during mainfire. ==Tornadoman -Extra obits added. -Floor/Wall/Ceiling tornados now use a protection pickup to make damage consistent. --This means that 4 floor tornados will not hit 4 times, but only once. -Wall tornado explosion damage 2>3, push strength 64>18, push radius 196>160. ==Nitroman -Yet another speed boost issue fixed. ==MegaWaterS -Shield pop was using old ammo values, 21>28 ammo taken on pop. . . . ================ Beta 3 > 4 specific changes ================ ==Sprites -Updated sprites for the following. -Cutman, Gutsman, Bombman, Magnetman, Blizzardman, Tornadoman, Enker, Punk. ==Menu -Basic Class help menu added. -Menu titles changed from Red to Blue -Loadout menus added to Player Setup and Options menus. --From here you can change your Copy Weapon Loudout, if its enabled. ==Ragerune_st -A large amount of weapons now have special checks for RageRune_ST only, not the original Ragerune. ==PitChecker -Now uses GetActorFloorTexture rather than CheckActorFloorTexture. (More accurate checking for certain maps.) -Resolidier now has THRUGHOST so shootable non solid objects doesn't proc it. =TimeBender -No longer is removed on use. -Refills ammo at a 1 to 4 rate like TimeStopperWep. =DarkShield -Now get 130% speed while using it. ==Bass -Treble Boost only works for Bass players ==Rockman > Maestro -Base buster sprite changed ==Rock -Megaball kicked NOGRAVITY removed. -IceBall damage 16>17, kicked 17>18. -BombBall explosion damage 18>20, kicked 19>21. -FireBall damage 4>15, afterburn only triggers if covered in OilBall, afterburn damage 2>3, duration 4>3 seconds. -Now only starts with MegaBall, other balls must be collected from Copy Weapons. -Cut, Guts, Time, and Oil balls added. ==Bubbleman -Swimming ammo regen moved to ACS. (Rate restored 8>5 every tic) ==Quickman -Shot radius 6>7 ==Heatman -Is no longer invulnerable during the dash. ==Needleman -Needle shot speed 50>52 ==Snakeman -Climbing altfire changed to Snake Command. -Item climbing works on skies again. --Commands all snakes to a set location with increased speed. ---Snakes can only be commanded once. -All damage lowered to 18. ==DocRobot -Mainfire total duration 15>14. ==Toadman -Weak rain usage, 1>2 ammo. -Stunarmor obtained during RainFlush, at the start of weak rain > at the start of channeling rain flush. -You now slide on the ground during RainFlush . ==Drillman reverted to v8d -Max ammo 18>28 -Ammo regen every 3>4 tics -Mainfire total drill barrage 9>4, firing delay 18>14, after fire delay (8 or 9)>0 --DrillBomb speed 25>34 -Starting dig ammo use 20>8, ending dig ammo use 100>40. --You are not stopped upon beginning digging. --Speed boost during digging 130% > 200% --Digging rate 3>2, ammo use 5>8 --Now gain 1 ammo every 2 tics during digging. -Drill dig end duration 22/16 (depending on ammo) >> 14 tics. ==Skullman -Ammo regen from flash state removed. (Flash is a state that is constantly running) -Ammo regen delay 6>4 -Buster regen 4>3, shield regen is still 2 -When firing non-rage buster, shield regen is 1 -Raging Haste duration 32>35 -Raging fire duration 32>56 ==Waveman -Second weapon removed. -Hookshot moved to the item slot. ==Knightman -Health 100>115 -0.6x reduction from explosions removed ==Windman -Mainfire ammo cost 4>0 -Altfire ammo cost 4>14 -Altfire during flight performs the Wind Stomp. ==Turboman -Thrown wheel explosion damage 10>9 -Floor wheel explosion damage 11>10, charged is still 11. ==Tenguman -Dash damage removed. -Tornado hold lifts Tenguman faster, thrust 20>28 ==Swordman -Altfire camera re-enabled for Duel due to Zandronum fixing the crash issue. ==Frostman -Updated HUD sprites by LordSmash/Pegg. --Weapon animations updated to better fit new HUD options. -Frost Punch centered, speed 75>80, explosion size 48>52, set explosion size 0>4. ==Aquaman -Balloon direct damage 8>4, direct explosion damage 6>11, indirect explosion damage 15>18, explosion size 64>85. ==EvilRobot -GigaFlameSword duration 27>18. -Exodia pickups now show on the HUD -Chance of dropping an Exodia piece, 12.5%/25% >> 100%. . ==King -Speed 0.7/0.68 > 0.73/0.71 (Duo Speed) -Axe swing ground speed 60>85, explosion damage 3>4, explosion size 64>70 --Air speed 40>46, delay of 1 tic before doing damage, death explosion is always done ---Death explosion does less as it travels -Axe altfire ammo cost 4>3. -Shield stamina fills up faster all around. -Shield counter shot ammo use doubled, damage 3>5, speed 25>35, reationtime 3>2 (duration is 2/3 as long) ==Concreteman -Tackle does only 4% damage (1) to several shootable objects such as IceWall and JunkCube. -Bits from charged throw concrete no longer do damage. ==Splashwoman NEW =Class designed by Celebi and Mush ==Plugman NEW -Class designed by CutmanMike with RageRune support by Celebi ==Jewelman NEW -Class designed by CutmanMike ==Hornetman -Mainfire duration until hold phase, 30>18 -Shot offsets/angles adjusted ==Galaxyman -CBM_OldGalaxyHud added, set to true for a non-flashing hud -Ram hits 1>3 times per dash, explosion damage 12>4, set explosion size 0>16. ==MegaWaterS -Infinite item use fixed. ==Enker -Shots adjusted to match v5b's mirror buster shots. -Altfire can now be held forever. ================ Beta 4 > 5 specific changes ================ =TopSpin -Removed from LMS weapons =TopTwist NEW -Made by CutmanMike -This weapon replaces Topspin for Topman -Throw a top that spins around on the ground --Enemies hit are spun in place -Is a rapid weapon for LMS ==Rock -Spawns with a random ball in T/LMS -Main + alt delay removed -Dropped ball duration 150 > 75 tics ==Dr. Light NEW =Class designed by Yellow Devil (Max) and polished to her liking by Celebi ==Oilman -Attempt at fixing desync ==Heatman -Slowdown during altfire removed ==Woodman -Ammo drain rate 1 every 5 tics > 1 every 8 tics -Duration till drain begins 4>6 seconds ==Needleman -Speed 0.65/0.63>0.75/0.73 -Rev slow 55%>50% -Stab slow 80%>70% ==Topman -Spinning explosions now get weaker with less speed (stopping on walls) ==Drillman -DrillBomb direct damage 0>6 --Explosion damage 30>24 -Digout damage spawn is closer to Drill's head --Damage 6>5 (total 30>25) ==Stoneman -Stone stomp now causes stone to bounce off players --Stomp damage 2>15 (Single hit) --If an enemy is in the air the stomp will send them crushing to the ground (Gravityman style) ==Gyroman -All Gyros always do 15 damage (13>15 for floor/ceiling) -Gyros that hit a wall, bounce back to the user ==Aquaman -Balloon direct explosion damage 11>10, indirect explosion damage 15>10. ==Dynamoman -Team healing fixed --Healing range 208>240 ==Coldman -Cold field has lowered delay on direct hits and spawns within enemies ==Groundman -Now has an ammobar for mainfire -Dig up total hits 5>4 (damage 25>20) ==Burnerman -Underwater error message fixed ==Tornadoman -Ammo regen 1 every 4 tics > 1 every 3 tics -Speedup changed to PowerSpeed (speed bug fix) ==Splashwoman -Health 100>90 -Healing ammo doubled, ammo costs doubled -Aura ranges 256>288 ==Plugman -Enemy plug in --Enemy is no longer slowed --Plugman is slowed instead ==Jewelman -All damage causes no hitstun or recoil . ==Fakeman NEW =Class designed by CutmanMike ==Nitroman -Bike startup delay 9>6 tics -Now gains 8 ammo on hitting an enemy, even if enemies don't get hurt .