For those who want a clean to read changelog ================ Version 9 - G H ================ ==General -Added +FORCEALLYCOLLISION to team tricks --Rock/Doc/Wave/Charge/Shade/Plug/Venus -Added +DONTREFLECT to several class attacks -Fixed Class Info menu jump not working -Added/changed sounds for the following --Crystalman big fire/bounce --Dustman big shot death --Springman firing --Turboman wheel toss -Added flight disables to the following --Tengu alt, Bright Item, Burst Alt ==Maestro -Fixed mugshot not showing on the scoreboard ==Roll -Swing set explosion size 24->32 --This applies to copy version -Health shot speed 50->41 ==Auto -Starting healing ammo 42->14 -Starting crafting ammo 120->190 ==Fireman -Health 850->1000 ==Needleman -Needle shot speed 52->60 ==Geminiman -Fixed a crash involving GeminiClone ==Darkman3 -Sniper ring speed 120->180, damage 150->90 ==Darkman4 -JumpZ 10->11 ==Yamatoman -Fired spear radius/height 5->8 ==Pirateman -Reload animation duration 35->24 ==Magmaman -Large shot ammo use 12->8 ==Commandoman -Invisible wave damagers for missiles 7->5 ==Solarman -Max power suction, passive->during altfire ==Terra -Spark Chaser hold duration halved --Explosive damage 56->43 ==Mercury -Added missing TimeStopper pain frames ==MegaWaterS -Starting shield ammo 4->14 ==RaThor -Grab slam now disables flight right away --This fixes flying up to avoid the snare ================ Version 9 - G ================ ==MM8BDM Related Changes -All of the SBARINFO was converted to ACS -Recolored sprites for cores teamcolor system -Removed HP respawn cvars and related ACS -Removed pickups being enabled in LMS --Core has an option to re-enable the above -CBM Training map removed --Helper actor added to TRAINING instead -Buster like shots now have a bigger hitbox --This is due to core MegaBuster radius 5->10 -Replaced ACTRUTIL with a future fixed one for v6c -Replaced PUAPROP with a future fixed one for v6c ==General -Players can now move instantly upon spawning -Grabs/snares now prevent constant dashes --Example, Tengu escaping Shade grab -Pit teleport disabled when holding CTFlags -Pit protection from flings has been removed -Increased damage from weaknesses removed -Adjusted movement check ACS method --Fixes controller issues for Pluto/Enker/Etc -RageRune now adds 50% damage to boomerang attacks --Cutman, Hardman, Ringman, Knightman, Pumpman -SpreadRune works with more attacks, such as quakes -Classes can now use all support items like RushJet -SCORINFO has been adjusted, if on Zand 3.2+ --Removed handicap/playercolor/countryflag --Added team logos to TEAMINFO for the ScoreBoard ==Copy Classes -WepC has been removed -Buster upgrades are usable for all copy classes --Tweaked colors for Arrow/Laser/MegaArm -Jet/Power Adaptor adjusted -All Purpose Upgrade removed --Protoman/Bass/Duo gained their upgrade -Custom weapons are now supported --Requires prior setup to do x10 damage --Added support for interacting with Rock/Doc/ER -Removed all loadout related actors/scripts ==Megaman -Health 900->1000 -Charge shot damage 400->350, speed 26->40 -Total slide bars 5->3 -Now spawns with infinite use adaptors --Use item to swap between modes ==Protoman -Changed hud color to not match core ProtoBuster -Can now do a boosted jump during slide --Even when sliding off ledges -Proto Strike no longer requires upgrade --Strike no longer rips, damages once --Does more damage at long range ==Bass -Changed hud color to not match core BassBuster -Removed unique TrebleBoost weapon -Air dash no longer requires upgrade -Can now kick upwards during a dash ==Duo -Now resists half hitstun like Hardman -Tackle dash is now limited to 3 uses --Can be freely aimed and usable in the air -Meteor replacement item now permanent --Requires 2/3 dash ammo to be used ==Maestro -Health 750->800 ==Auto -Added BeatCall to creation list --Costs 60 ammo to create ==SniperJoe -Apache skin updated by FTX6004 ==Timeman -No longer immune to TimeSlow/TimeStopper ==Metalman -Blade radius 3->4, height 4->5 -Removed invisible blade to spawn floor shot --Always spawns floor shot now ==Airman -Item ammo drain when on the ground removed ==Bubbleman -Alt attack is now more aimable vertically ==Flashman -No longer immune to TimeSlow/TimeStopper ==Heatman -Minor HUD animation changes -Atomic Fire delay before firing 13->7 -Atomic Pillar delay before firing 12->8 -Tackle is now done via Altfire->Mainfire --Can tackle on both weapons ==Woodman -Slam set explosion size 8->24 ==Hardman -Altfire boost ammo use 3->2 ==Topman -All jump reductions during mainfire removed ==Snakeman -Created a new SearchSnake for teamcolor --This snake cannot climb actors ==DocRobot -Scanner moved from altfire to item use -Altfire on buster does nothing -Stats applied to buster upgrades ==Pharaohman -Shot3 fixed to not use shot2 damage --Set explosion size 16->24 ==Diveman -Missiles now aim like Airman altfire --Adjusted initial thrust for better aiming -The first missile fired is now centered -Smoke FX removed from basic missiles ==Gravityman -Gravity Well base delay 24->12 --Delay per 256 units 8->4 --Maximum delay distance 1280->1536 ==Darkman1 -Mainfire damage is correctly x10 ==Blizzardman -Can now look around during the bowl --Due to above, can also jump during bowl ==Centaurman -Lowered the amount alpha on CentaurFlash -Now maintains velocity after warp ==Turboman -Weapon states cleaned up to fix desync -Altfire can now be used in the air --Charges even faster on solid ground ==EvilRobot -Rage shifted from altfire to item use -During rage, item use will swap to base weapon -Base weapon still performs giga attacks -Rage drain per tic 4->3 ==Dynamoman -Hud updated by Pegg ==Groundman -Attempted to better sync weapon states -Removed using altfire before full ammo ==Concreteman -Air tackle speed matches ground speed -Tackle can now push PirateMines ==Magmaman -Item removed, ammo regens when not moving -Large shot ammo use 8->12 ==Blademan -Adjusted animations to 2 tic -Holding altfire now prevents clinging -Cling floor check limit 32->16 -Removed instant dash from wall to ground ==Commandoman -Missile now goes to the floor on direct hits --Direct damage 50->10, explosion damage 100->190 -Wave invisible damagers spawned 5->7 ==Nitroman -Ramming explosion size 36->48 --Ram now flings away based on velocity --Re-hit protection 35->28 ==Mercury -Item changed to a second weapon like Mars -Can stay in blob form when out of ammo -Blob return height 13->32 ==Mars -Firing bloom pattern offsetted -> angled -Missile explosion does 50 more on time out ==Uranus -Speed 0.6->0.69 -Speed increase based on rage removed ==Pluto -Ammo drain is now delayed by 9 tics ==BusterRodG -Redid mainfire to work with core team colors -Hud animations adjusted ==HyperStormH -Added colorful sprites for mainfire ==Punk -Rapid shot now fires like core's ScrewCrusher --Damage 190->140 ==Modding Notes (not shown internally) -Protoman's Buster infinite shield spawning fixed -Fixed Auto and DocRobot not working with lowered MaxHealth (Fishy) //-Fixed CBM_TEST giving core E/MTanks //-Fixed several healing cases that weren't x10 if scaling health was disabled -Heatman pillar weapon frame name HEAA to HEAB -Adjusted all pain effects to not use team colors (floor freeze/burning) -Fixed 1/256 chance of ignoring pain (PlayerPawn default issue) -Added cvar YD_Chaos_StartWithRune -Adjusted A_WeaponReady on Blademan to fix weapon swap issues...again? -FlagBearer speed increased like Hardman and friends (9-FH) -Fakeman SBAR 'Fan The Hammer' icon added -Timeman firing offset for fast/slow shots 8 -> -8 -Wily Capsule Ice Wep regen matches Fire Wep -Clownman spread peg issue fixed -"cbm_FetchMovementInput" instances changed to "cbm_IsInputingMovement"/"cbm_FetchInputDir" --Except Solarman if that old style is ever used -TenguIsHovering/HornetIsHovering renamed to CBM_IsHovering -CountBomb 6/10 versions beefed up -Removed old BreakDash copywep sprites -Shifted Magic confetti from PCNF to MGB8 (MagicMDeath_Confetti) //-C_CHECK_SINGLE_INPUT Cases: changed to match order of BT_ ids //--Added a MODINPUT_BUTTONS check as an option (Mars altfire) -MagicCard sprite offsets adjusted -Venus bubble desync online fixed -Crash with Darkman2 spreadrune mainfire shield fixed -Added items AirJumpster and WallJumpster -Adjusted ClassBase over to v6b methods -Renamed all class weapon files/actors from RollingCutterBoss to Cutman_W -DONTDRAIN actors removed due to core applying the flag -Tweaked Telefog and removed edited core actors for painstates (FirePillar/TeruTeru) --Added fire/freeze/elec/etc damagers to all related classes -Added and removed copywep damagers -Removed sounds/renamed SNDINFO that core is now using -Several class flag inventory were changed to ammo for bar ACS -GravitySlammer/BubbleFlood now use core aprop_powers for gravity changes --Shifted slam actors to their weapon files -Removed mugshots that are now in core -Removed invis team icons for Shadow/Drill/Search/Ground -Changed Swordman/BusterRodG user_variable use to Args -Somehow edited Iceman alt to match changed skin -Added pixel to Flameman's pain frame -Woodman idle frames made to match adjusted skin -Groundman walk frames updated. (Thanks Pegg!) -Changed all instances of sqrt8 usage in ACS to VectorLength -Almost every class projectile sprite is colored normally --Removed unneeded Cyan/Blue sprites due to above -Removed StaminaFlag and Resolidifier actors due to core using them --Adjusted all uses of resolid to use core's scripts -Adjusted death states of the classbase due to core changes --Adjusted class death states and attempted fixes to make them work -Removed hop on spawn user cvar due to core copying NOGRAVITY on spawn -Fixed -1 dimamount in menu due to Zand menu logic changes (cannot manually do -1) -"PITFIND.acs" has been removed. Long live "core_checkPit" -Adjusted JupiterBeam due to it relying on desync to fire online (color issue) -Removed Chillman's shield ACS and replaced it with 99% armor. ---Dev note: It was possible to keep it working, however due to possible increased healing via ---new things and the hit sounds, it would just lead to more confusion to both the user and foes. -Added Massacre damagetype to the pit teleports -Removed Chillman's 99% armor and replaced it with an EVENT script -Increased the radius of many buster like projectiles due to core changing MegaBuster shot radius 5->10 --Full list of every exact change at the bottom of the internal changelog -"C_CHECK_TARGET_OOC" and friends removed, "use cbm_PointerExists instead" (core version is different!) -Added Trillster's FAKEWEP wrapper ACS (For Snatcher classes and RockClass) -Added a weapon define system for Rock/DocRobot/Evilrobot's systems -Proto/Bass rush actors are no longer seperate items --They will still show up when rush coil/jet/marine is used by them -Plantman drain changed to use the drainrune stacker -Shademan changed to use drainrune stacker rather than flat heals --However since drain is 75%, Shade always heals at least 10hp per hit -FlagBearer no longer uses clearinventory so everything in core doesn't break -Replaced several class flags to use Vivify flags if possible (Bearer) -Adjusted all instances of Rage/Spread rune checks to core flags/scripts --Fixed several instances of old rage/spread checks being swapped --Added more checks for spread on many instances of single damaging actors -Added copies of ArrowBuster/LaserBuster/MegaArm to tweak their hud frames from basic buster colors -Adjusted core BassBuster's spread, removed the refire delay, and added a proper cooldown -Added the TargetMarker changes from core -Added missing blink frames to Power/Jet Mega skins -Suffered adjusting Shadowman's skin, nothing can be done for fire frames -Stoneman skin colors adjusted back to core colors and 'core' to skin colors -Applied similar flag cleanup from CTF morph to possession pickup -Added check to prevent flash state disable in possession for select classes -Search hud updated by Pegg (tweaked hold/fire frames [Cel]) -DocRobot's class scanner and DocScannerWep is now dynamic --Custom weapons/classes can be added to the array to hand out the weapons ---Check "CBM_DEFS.acs" to see how they are added -Set up a copynerf stacker for modders to add their own damage reductions for their copy weapons -"cbm_sv_allowsnatching" and related actors removed. (It was a good attempt) -Replaced FAKEWEP acs with different Rock ball tricks. -Health/Ammo can be snatched again -Doc/ER ammo tricks now work with ammo2 on custom weapons -Swapped DocScanner actors so DocScannerWep is the original -Further tweaks to FAKEWEP to prevent ItemFog on pickup -Removed all old bar/var TEXTURES/ANIMDEFS that are in the new system -Adjusted several CBM acs to Core acs. They are within "LEGACY.acs" -All classes now [player.startitem "CBM_BaseFlagPack"] due to the ENTER script being delayed with lag -Rearranged ClassBase so Weakness damagetypes are at the start --This allows for custom weapons to 'goto' specific damagetypes for weakness sounds -Removed increased damage weaknesses, sounds are still there -Changed poison (afterburn) methods to a different style (DrLight/DrWily/Rock) -Updated floor quakes to an adjusted method from Unholy --Copied Unholy Handyman's quake FX tricks //-Attempted redoing EvilRobot laser to be more precise //--...ACS cannot handle it, clientside fade issues -Adjusted most? TID uses to use negative TID (Sword camera/Magicman warp) --Added CBM's used TIDs to Core reserve TID tricks -After several days, fixed EvilRobot's laser to work online -For some reason changing Gemini Clone ACS to use similar core ACS completely broke it --Cleaned Gemini Clone decorate/ACS due to above -Added additional flag resets to after FlagBearer demorph -Adjusted the join game menu. Modders don't need to change it anymore -Added 'HasSemiStunArmor' to all classes that spawn with it for morph/demorph take/give -Adjusted core Beef actors to have +SKYEXPLODE and use Args[] for explosions --Most core projectiles should now properly interact with the sky -Applied +SKYEXPLODE to most projectiles that explode/bounce/special death tricks --This is done so they work on the sky. Such as Ballade's shot VS a Gravityman on the sky -Fixed a strange issue where Roll's bucket shots caused severe FPS lag??? -Fixed SniperJoe going into the 4th dimension with multiple crates -Added "cbm_aimattargetcursor", an edit of core's to allow negative TIDs -Further sweep through so more attacks work with SpreadRune, such as PlugDrain or DocScanner -Adjusted similar attacks to use cores new sounds, such as FreezeCracker and FlashBomb -Added "cbm_knockback", edit of core's to allow ThrustThingZ to not reset velocity -Adjusted all pain fling aways to above script -Removed redundancy for give enemy item on pain --Moved pain gives/flings from "ClassBaseTID.txt" to their respective class weapons -Removed 'BossFlashStopperedStop', use 'EternalPainFlag' instead -Added "cbm_countinv_acs_ptr", to check a pointer's pointer -Fixed "HealThingMod.txt" actors not healing properly -Ported Trillster's "Hero Megaman" with adjustments -Removed Bass TrebleBooster actors -Moved all class bar actors from "ClassBarZone.txt" to the bottom of their weapon files -Fixed Chillman ACS not loading properly and the watcher stacking in CTF/Skulltag (ACS File names) -Shifted over all 'classhelp' ACS strings to LANGUAGE.TIPS --Updated tips and removed outdated notes -Renamed Semi/StunArmor to 'HalfHitStunFlag'/'NoHitStunFlag' -Added 'HalfPushFlag' to match cores 'NoPushFlag' --Changed all use of Semi/StunArmor to ACS calls like PROPUTIL -Most pain flings now respect 'HalfPushFlag' and 'NoPushFlag' -Fixed several special death states for classes -Shifted files around/renamed, such as ClassBaseFlags -Reorganized Graphics folder -'NoPushFlag' added to SniperJoe crate/Drillman alt/Groundman alt -Fixed a strange case where players always gibbed on unknown death states -Further work on CTF morph and demorph -Tweaked "HITSOUND.acs" to limit crits to 500 damage at most -Added 4 tic delay Alpha fix to Possession script (Galaxy?) -Added "sv_weapondrop = true" to GAMEMODE... --Removed the above, causes issues for hosts -Removed Timeman alt powerup icon, tweaked hud/bar color -Pirateman's face is team colored -Applied several white/black color suggestions/fixes from Trillster -Replaced TimeStop frames for a few classes -Added "CBMTUTOR.ACS", a copy of CBM_TEST ACS with improvements --Spawns an actor on TRAINING to execute everything -Added several debuff/buffs to PowerAprop systems for morphes --This includes copies of core TimeSlow/SparkShock -Fixed pain conflict issues for wait until hit tricks (Burst bubble) --Fixed classes with alternate ClassPain states not breaking free from TimeBender on hit -IsInPain repurposed for delayed pain FX. Use EternalPainFlag instead -Updated GoldenNapalmBombWep [For campaign's MM6 Boss fight] -Removed "0.001" from SavePercent on all armor pickups -Fixed Auto's ETank healing less than intended -Added something more fitting to weapon despawn -The following files had projectiles changed from ThrustThingZ to A_ChangeVelocity on spawn --FragBomber, FlashBulb, PlantTrapper, Rock, Roll, SniperJoe, Guts, Ice, Bomb, -- Oil, Bubble, Heat, Wood, Alien, Needle, Spark, Shadow, Bright, Charge, Napalm, -- Darkman1, Plant, Junk, Spring, Slash, Tengu, Frost, Grenade, Aqua, Burner, Magic, -- Concrete, Splash*, Hornet, Commando, Chill, Nitro, Solar, Mercury, Uranus, YellowDevil -"core_checkPit" -> "cbm_checkDamagingPit" to allow flying over dynamic pits -Added attempted failsafe for pit teleport, teleporting you into a pit --It will call core's ExitUnit script to teleport back to spawn -Shadowman can use Crypt Blocks in Rock Force pack -Changed GeminiClone double damage damagefactor to a pickup -Cleaned up "cbm_legacyDustPull" to remove redundancy -Renamed ACS "C_DIVELOCKDISPLAY" [4407] to "cbm_DiveLockDisplay" -Removed scripts 522, 4004, and 4707. Use "cbm_GetPlayerButtonInput" or "cbm_GetPointerButtonInput" --"C_JAX_CHECK_JUMP", "C_CHECK_SINGLE_INPUT", "C_CHECK_TID_JUMP" -Shifted Splashwoman's buffs to the assist display system -CBM_GENERAL.acs shifted to CBMACSHR.acs and CBM_TOOLS.acs -CBM_SPECIFIC.acs split apart into seperate CBMACS_#.acs -Script 812 renamed to "cbm_GradualAngleTurn" --Improved the angle precision so its not solid angle integers -Removed C_JAX_SPECTRUM scripts 444/445/446 -"C_JAX_SUCKRECODE" [422] renamed to "cbm_ConedPushPull" -Renamed "cbm_legacyDustPull" to "cbm_ThrustNearbyPlayers" -Added 'CBM_ShootableActor' and slots like core ClassBase --Modders can add DamageFactors they want shootable objects to resist/ignore -Fixed Joe colors for crate->apache --Joe has NOGRAV during Crate Menu --Cleaned up flag management, removed some flags -$$$ Beginning going through every class to adjust infinite ammo/missed rage/spread -Fixed pixels on several Auto Hud frames --Combined hud sprites so right arm isn't displayed via Flash state -Changed DrLight stamina management to match Mega/Proto/etc -Extra infinite ammo adjustments done to the following classes --DrWily, SniperJoe, Bubble/Splash, Flash, Drill, Gravity, --Tengu, Ground, Splash, Nitro, Venus, RaThor -Junkman hud combined and flash state animations removed -Adjusted Mercury from item -> weapon swap, uses PreferredSkin now -$$$ Finished going through every class to adjust infinite ammo/missed rage/spread -Changed Crystalman secondary color cyan->white due to skin changes -Changed BBA's teamcolors and corpse colors and fixed DYE numbers -Changed Doom 1 chat sound from Temmie voice to MM7/MMB chatter sounds -Shifted several class specific hud icons to the top right corner -Added 'DefaultPropertiesSet_F' to help support "PUAPROP.acs" fixes