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