[Core]
Upgraded to Zandronum 1.1.1
Added Co-operative to the game mode drop down list (for custom mods).
[Weapons]
- Danger Wrap in team game modes fixed
- Sakugarne - sv_fast weapons 1/2 crashing issue fixed.
- Search Snakes are no longer effected by moving floors. (Mostly)
- Centaur Flash has correct colors.
- Homing Sniper no longer fires a projectile before starting to charge. Homing buff ~33%
- +WEAPON.NOAUTOAIM added to Super Arm
- Duo Arm initial fire delay halved
- Laser Buster damage buffed 4 -> 5
- Oil Slider now uses flags instead of Ammo2. Also changed to use IsUnderWater inventory item
- removed +2 weapon energy gain on Hyper Bomb and Atomic Fire
- Added +4 energy gain to Time Slow
- Cut Time Slow's time that the player is frozen when it is activated
- Fixed Sakugarne in sink terrain (snow, water etc)
- Proto Buster shots no longer hit its own shield
- Busters now have their own damage types (Ex. BassBuster, ArrowBuster etc)
- Mirror Buster and Scorch Wheel now here meters (like Oil slider) to show how much time is left before a forced action
- Altered Slash Claw's SFX
- Wind Storm projectile revamp
[Maps]
All maps in general were edited in some way shape or form, even if it's so minor that it wasn't listed here.
All deep water maps: Trasparent water
MAP01 - Auto's Truck and Beat Cage added to Light's labs
MM1OIL - Swapped Pharaoh Shot and Flash Bomb
MM1DW1 - Replaced Wind Storm with Search Snake
MM2BUB/MM4DIV - Now uses the proper water map low gravity item.
MM2QUI - New safe paths added to the center areas. Quick Beams now only fire 2 at a time. (by Ivory)
MM2WOO - Aired out the stage, added a new way into caves. (by Ivory)
MM2DW1 - Added more small health to the map.
MM3MAG - Overhauled layout (by Ivory)
MM3GEM - Overhauled layout(by Ivory)
MM3TOP - New Map (by Copy Robot)
MM3SHA - New Map (by Copy Robot)
MM4TOA - Replaced Crystal Eye with Rolling Cutter and the old spots with Gemini Laser. Slight level expansion. (by Ivory)
MM4SKU - Swapped Yamato Spear and Metal Blade. Second Metal Blade is now a Bubble Lead
MM5CHA - The real chargeman rails are implimented and various other proper textures in place. You can now go onto the roof of the cars.(by Ivory)
MM5STO - Wall fixed
MM5WAV - New Map (by Beed28)
MM6YAM - Fixed a missed impassible wall.
MM6MRX - Swapped Laser and Super Adaptor locations
MM7JUN - Deathpit fixed
MM7BUR - New map (by Mendez)
MM7SPR - New Map (by Shade Guy)
MM7TUR - Spot of Shame gone. Again.
MM8CLO - Fixed tile exploits.
MM8DUO - Made it more beachy
MM8DW1 - safe spots removed
MMCTF02 - Mag Flies Added
MMCTF08 - Replaced Flame Sword
MMCTF09 - Death pit fixed, various locations blocked.
MMCTF10 - More thunder claw pegs added
MMCTF11 - Block Monsters added
MMCTF15 - Fixed base spawns
MMCTF16 - Added boss music
[Script Changes]
- Tweaks to wcolors and Global
- Reworked Bot ammo give script to give from NoAmmo script instead of every freaking tic
- Added new IsBot item ....pretty self explanitory
- IsUnderWater Inventory item added (Self explanitory)
- Rewrote most underwater scripts
- Sniper joe TID changed from 5000 to 1001 in Lights Lab
- Changed all charging weapons to use IsBot to randomly release shots when full charge release. This works online unlike the old 974 method
- Added FORCEYBILLBOARD to the bomb pillars ...finally
- Added CANTSEEK to the ThunderClaw Pegs and Junk Pillars
- Removed the possession artifact....I think
- LMS/TLMS boss / victory music
- support for up to 64 players (Scripts only, maps still only have 32 players starts at most)
[Random Things]
- Herobrine Mike Added
- Wood man chat script updated
- All wily stage and Dr. Cossack music codes changed #DW#MUS to match up with MM8's new standard.
- New Music for Time/Oil by OrangeMario
- Death.Telefrag added to the player class
- Proto Man & Break Man have new skins (Copy Robot)
- Magflys (credits: Ukiyama for coding base)
- Fixed a bug in light labs which caused certain weapons to freeze the player.
- Clown Man trains now use A_Recoil instead of ChangeVelocity
- Jump Canceling glitch in Gyro Man fixed
- Added obituary to Mega Buster projectile
- All items that were specifically removed in duel are now returned. (Fix for duel crashing)
- Duo Boss chat color fixed, then broken, then fixed, broken, ....it's possibly fixed now?
- Bots no longer pick up items in unkown map
- Treble no longer breaks when the user spectates after Treble lands.
- MM8BDM.pk3's sprite section entirely reorganized to make finding sprites easier.
- Added Tilde and apostrophe to the ingame font. 'C' has been revised to look less like '('
- Party Ball assist weapons drop are now weighted (Tango, Treble and Beat Support).
- 300Watt and Dompan no longer drop Large Health
- Bots can now use Time Stopper, Skull Barrier and Plant Barrier properly.
- Hard Man Skin now uses new shoulders (by YD)
- Herobrine Mike Removed
- MM8BDM.pk3 botchats organized by game.
- MM8BDM.pk3 Graphics reorganized
- MM8BDM.pk3 sounds reorganized
If it fixes the crashing, that's nice and all, but those items were removed for a very good reason.
Code: [Select][Core]
- Added Tilde and apostrophe to the ingame font. 'C' has been revised to look less like '('
Woo! I'll give it a spin when i get home from Summer School.I feel sorry for you, I know how Summer School feels.
Okay, don't know if this is just me, but...
I was using chasecam in front of the mirror by Roll. I was firing off the Mega Buster while the frame of the skin in the mirror sprite was at sideframe, when the skin disappeared completely. It did that on several frames, but only when the mirror was in view. Weird.
Media fire?
Since 3b doesn't add alot of anything to the weapons, I'll assume all mods should work.
Ever since I managed to update, I noticed that the small text spacing has increased vertically. How do I fix this?
It's also messed up the credits slightly:Quote from: "Beed28"Ever since I managed to update, I noticed that the small text spacing has increased vertically. How do I fix this?
Yeah pretty much this. Before I updated from v3a to v3b the text was normal even in 1.1.1. Posting some photos to show this. These photos were taken while testing a wad for changes between v3a and v3b sorry not trying to advertise it. It's just when I happened to take the photos.... >_>
Old(click to show/hide)
New(click to show/hide)
Anyways if there is a way to tweak this, that'd be wonderful.
I'll gladly explain.
One of the biggest offenders in terms of map design is Topman. It just seems like a huge box with weapons scattered around, and it has very little sense of direction. Yes, it looks nice and pretty, but I don't feel enough effort was put into thinking "Hmm, how does the map flow with the current weapon selection, and how can I improve it? Where do I want most of the action to take place, and how can I make that happen? Is the whole idea of platforms moving up and down a good idea, or am I just throwing it in because it thematically fits?". The whole idea of map design principles have been thrown out the door in favor of gimmicks and pretty textures. Another map, while not exactly recent that fits the bill for being extremely clunky and frustrating to fight on is mm5gyr. It's difficult to navigate especially in the heat of battle, and it's overall sloppy and still has the issues the old mm5gyr had (impossible to not fall a few times per game, too open, too restricting)
On a side note, I'm sure most will agree that mm2dw1 and mm5dar have too many damn weapons just piled up together. mm2dw1 having 16 and mm5dar having 18(?). That's plain unacceptable. Either remove most of the overly similar weapons and space the others out more, or remove a few weapons and repeat others, keeping the general spawns the same.
Tried and true excellent maps like mm6fla, mm4sku, mm4dc1, mm7jun, mm6kni and mm5sto should be the standard for maps today, not maps like mm8fro that completely break the flow of gameplay with ridiculous gimmicks.
Jump Canceling glitch in Gyro Man fixed
WAIT WAIT WAAAIT! I found a HUGE problem with the campaign. Who in the DEV team thought it was a good idea to change Pharaoh's MAPINFO back to what it was in v2c? Cause now after you beat MM4PHA during the campaign, it sends you to MM4BRI, supposedly the last RM map in the campaign. Which means, after you beat MM4BRI it leads into MM4DC1, which also leads to the chapter boss. Just pointing this out so newcomers would be able to experience the 6 other RM maps other than just Pharaoh and Bright.
I think the only weapon that doesn't really benefit from Top's layout is probably Top Spin, which is somewhat dissapointing, but one weapon not fitting does not give much reason to bash the rest.
Did you make a Capital Science based map yet?
Hotfixes would require people to download all 80mb of data again which isn't very hot at all. Could have patch wads true, but I don't like having to rely on users to add everything correctly just to play the damn game.Hotfix is just a single PK3 file containing all files needed to overwrite the problematic ones in their rightful folder and subfolder.
I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man. I wasn't involved in any of that, but it was certainly strange to see something like that.Kinda strange considering popular vote was for that map. But then I did notice some people in the servers today who were just plain allergic to change so you may be thinking of them.
Aside from Burst Man, I like the new changes, though I disliked having to go find the new damagetypes and put them in so people do not TK in mods. I can understand why it happened, though. As usual, the new updates are worth the wait.Welcome to the world of being a modder. :ugeek:
Hotfix is just a single PK3 file containing all files needed to overwrite the problematic ones in their rightful folder and subfolder.Isn't that what a patch is? MM8BDMv2b was a hotfix.
Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.Probably won't be a 3c now. The problem was resolved in another method that doesn't require forcing a new version. So unless something else that does require a new version comes along, all updates will wait until v4a. v3c wouldn't have been anything more than a bug/etc fix up version anyways and would little or no radically new content to enjoy.
Quote from: "tsukiyomaru0"Hotfix is just a single PK3 file containing all files needed to overwrite the problematic ones in their rightful folder and subfolder.Isn't that what a patch is? MM8BDMv2b was a hotfix.
Hate to burst your bubble here, but it's time for a little cross-ex.
Oh noooooooooo
MM5GYR pre-v3 was WAY worse than it is now. The map was always held up by stalling Leaf Shielders who found it enjoyable to fly around on gyro pads and make all but three weapons on the entire map useless (maybe 4, it's been a while), one of which was Leaf Shield itself and all of which sucked ass at long range. While your claim is somewhat reasonable since there still certainly are problems with falling off the map, I would rather take that than the former alternative. MM5GYR has become a respectable map after its retool from its "shit not here again" status.
Again, like I just said, it fixed almost none of the issues the previous version had. Just because it's different doesn't mean it's necessarily better. Leaf shield had actual counterplay, that being fire storm/metal blade. What's the point of revamping a map if it doesn't make it better?
At least in old Gyro you knew where you were going at all times, rather than trying to navigate through a mm2dw1 clone with pillars and pits.
Oh, and FYI, it still has that "shit not here again" status.
In response to Top Man, I do believe you are mistaken. The weapons currently in the map were carefully picked in order to use the layout as an advantage. Water Wave is present due to the long flat surfaces across the map, Yamato Spear is useful because of the openness and long stretches (and both of these warrant Skull Barrier's presence). I think the only weapon that doesn't really benefit from Top's layout is probably Top Spin, which is somewhat dissapointing, but one weapon not fitting does not give much reason to bash the rest. Top's current layout emphasizes open brawling, which the current weapon selection caters to. However, it's interesting to note that this map was supposed to fix that problem, due to it being the emphasis of the old map... Hmm I'm sorry, what was that about not fixing issues found on the previous map?
It's very easy to figure out that Water Wave generally works on flat land, Yamato is literally a weapon you can splash anywhere and it'll be used, due to its' insane dps, Metal is another dps weapon, Drill is for power and zoning, and Knuckle is just there as damage. Half the time knuckle isn't worth getting anyway, since it's out of the way, and the map is too open to take advantage of it. Skull Barrier is way too out of the way, and not worth getting, especially in a duel when your opponent will generally know where you are a lot of the time.
As to your weapon overload complaint, it is difficult to use MM5DAR and MM2DW1 as valid examples. Both maps have a large enough size to warrant the large number of weapons present.
mm2dw1 is a box with a tower on one side, 16 weapons is way too many, and needs to be toned down. Trying to manage 18 weapons at one time may seem easy in your head, but in practice is a complete nightmare, even for a seasoned player.
As I stated before in Top's defense, the weapons all have purpose- I'll use MM5DAR as an example. Fun fact, the areas you find those weapons are usually where they're most effective. Water Wave is found on a long, wide, and empty wall- it's useful for long stretches with little cover. Crystal Eye is found in a tight corridor- use it in spaces with little breathing room. Flame Sword is next to a teleporter, and it's a brilliant weapon for ambushes. Power Stone can be located in the courtyard area which is sunk in the ground, and it's good in wide open spaces- or at least where it has enough breathing room. Star Crash is found in a room with only two narrow escape routes- and it's a good cornering weapon. These are only a few examples- all of the weapons serve a purpose on that map,
So you basically just listed how a bunch of weapons work? That's cool, now talk about something relevant. Throwing a bunch of random weapons into a map for variety is unprofessional. Darkman isn't as big as you think, there are maps like mm8dw1/2 and mm8duo that are just as big, and iirc contain fewer weapons.
the devs know what they're doing. hue
I find it difficult to believe that the game as a whole is weighed down by one or two maps that feature gimmicks that break from the norm. Really, the only one I could think of was old Wave Man and how it depended so much on the bikes. Frost Man doesn't nearly have that much emphasis on the snowboards- they're shoved into two corner sections, so it's hard to see how they literally break tbe game.
>one or two
Haven't you noticed the general quality of maps declining? If this continues, they'll be revamping maps like Flash and Shade if this keeps up.
One final note- last time I checked, MM6FLA and MM7JUN have gimmicks that cover 1/3 of their maps.
Good gimmicks vs bad gimmicks. Dicey territory.
V3b was fun and all while it lasted.It's funny, because he's right.
I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
V3b was fun and all while it lasted.
I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
It's funny, because he's right.He is absolutely right, no wonder most of don't seem to be on doomseeker.
Please, for the love of everything that people worship, can we maybe just stop the whole "Saxton Hale mod is the cancer that is killing MM8BDM" meme?Quote from: "Airman.Tengu"V3b was fun and all while it lasted.
I'm already seeing Saxton Hale with more popularity, so it was fun for the few hours I was able to play it online. Maybe when 3c comes out I can have that fun again. That mod is causing this game to wither and die. Have fun, kids.
It's funny, because he's right.
Doesn't really matter though, the matter was resolved. If anyone wants to actually play single player, then redownload v3b. Otherwise your version is fine.Well, just mind this for the future. In case anything goes wrong, it's possible to create a 100kb fix for it.
Please, for the love of everything that people worship, can we maybe just stop the whole "Saxton Hale mod is the cancer that is killing MM8BDM" meme?
People play something == MM8BDM is alive. And it does not matter what it is.
If you want to complain about the choice of wads, just make another dumb topic about it but do not poison this thread with it.
Thanks.
[Weapons]May want to double check this list
I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man.And by "a lot of people" you mean "Lobsters", right? He was the only one adamantly bemoaning the change, and the only one I ever saw in the "Burst Man Funeral" server. Of course there's bound to be a whiner for everything, but with a universally bad map like old Burst Man I'm honestly surprised anyone preferred the core version.
So to you, anyone who disagrees with the popular opinion is a whiner?Quote from: "TailsMK4"I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man.And by "a lot of people" you mean "Lobsters", right? He was the only one adamantly bemoaning the change, and the only one I ever saw in the "Burst Man Funeral" server. Of course there's bound to be a whiner for everything, but with a universally bad map like old Burst Man I'm honestly surprised anyone preferred the core version.
They went and did it!? I must get this right this minute... :shock:Quote from: "CutmanMike"[Weapons]May want to double check this list
Forgot to mention how Rain flush hits multiple times now.
To be fair, I joined just to bash the old Burst Man for my amusement.
Quote from: "SmashBroPlusB"So to you, anyone who disagrees with the popular opinion is a whiner?Quote from: "TailsMK4"I didn't care much for Mendez's Burst Man map at all during the competition, but I figure I would just mention that a lot of the people I played with today disliked the new Burst Man map. There is even something going on like a funeral or something like that for Burst Man.And by "a lot of people" you mean "Lobsters", right? He was the only one adamantly bemoaning the change, and the only one I ever saw in the "Burst Man Funeral" server. Of course there's bound to be a whiner for everything, but with a universally bad map like old Burst Man I'm honestly surprised anyone preferred the core version.
There's still more old maps that I feel need a good kick in the butt for a rework. Expect more to happen in V4 (hopefully with my blessing).Including MM4DRI?
Bright Man and Centaur Man's maps are on the chopping block for v4 as well as others, not Drill Man though. We can't kill off all the small maps.
Bright Man and Centaur Man's maps are on the chopping block for v4 as well as others, not Drill Man though. We can't kill off all the small maps.
New Music for Time/Oil by OrangeMarioI'm sort of neutral on TImeman's new theme. The new ticking at the beginning is much better, but the rest IMO seems too advanced for something the original Mega Man [1] was able to do. As for Oil Man... I can't really say I'm enjoying it.
But I don't see it.Use Doomseeker, Deathwind's Vanilla is ALWAYS up.
Okay.Quote from: "beta"But I don't see it.Use Doomseeker, Deathwind's Vanilla is ALWAYS up.
I don't want to seem an "anoying orange" but...
We have maps for DM, TDM, DUEL, CTF, OF, and etc.... but...where are the invasion maps??
Just think about it, people that doesn't have DOOM2, can't experience what in the world means invasion.
I know this would be bad for the filesize of the MM8BDM core but just make 1 and only a good 1 map, just to play invasion in MM8BDM, someone tried to do invasion maps before, but He/She failed. So just that, a "sugestion", If can be done awesome if not MM8BDM will still be the BEST game for me.
I don't want to seem an "anoying orange" but...Also don't forget DOOM has Domination, a Node control game mode, which 8bdm doesn't support either. Though Domination would be much simpler to implement (Douro has done so actually if I remember correctly), invasion is not. Invasion requires not only specially made maps, but monster actors to be made as well.
We have maps for DM, TDM, DUEL, CTF, OF, and etc.... but...where are the invasion maps??
Just think about it, people that doesn't have DOOM2, can't experience what in the world means invasion.
I know this would be bad for the filesize of the MM8BDM core but just make 1 and only a good 1 map, just to play invasion in MM8BDM, someone tried to do invasion maps before, but He/She failed. So just that, a "sugestion", If can be done awesome if not MM8BDM will still be the BEST game for me.
that's a pain to position.Not...really. It's pretty easy to aim Super Arm for an OHKO.
Sakugarne is a dumb weapon that is basically just for trolling.I disagree. Aside from being useful for simple mobility, Sakugarne can be very dangerous if you repeatedly cancel its jumps into short hops.
You're saying that Super Arm is overpowered, huh?
Yes.
So that means Atomic Fire is overpowered.
Atomic fire has ridiculous charge up time, is slow and easy to juke.
It must also mean Astro Crush, which is almost always set in places hard to get to, overpowered.
Astro Crush is a strange weapon. I consider it more "broken" than overpowered. (note: broken != overpowered, broken in this context generally means something is simply /wrong/ with the weapon, or the weapon is just stupidly designed (in this case, both are true))
Is Hard Knuckle overpowered? According to you, yes, it deals near the same amount of damage Super Arm can.
Oh I'm sorry, I didn't know 70(?) damage was equal to 130(?) damage.
Looks like you didn't read what I wrote, either, considering I was pissed with its ohko potential, not huge damage in general.
Sakugarne must be overpowered because it can easily kill people it gets close to. It makes you really easy to hit once you land.
God man, have you ever USED Sakugarne? Learn to jump cancel and use it properly and the whole idea of being hit when you land is thrown out the window.
They're all power weapons, I don't see the problem.
Power is ok, low risk for high reward is stupid.
Super Arm can score an OHKO, sure, but that's a pain to position.
Yeah no. It's extremely easy to 100-0 someone at close range, and even easier at mid range if you've used it more than twice in your life.
I suppose we should give Super arm 8 second air time until it hits the ground, nerf it's damage to 10, make it drain all of your ammo to empty by one single use with a full bar, and make it fall on you and crush you if you hold it with 1/4 of your health.
Stop blowing things out of proportion. I'm certain you've been in a situation where you're stacked to the brim with weapons, have a plan to kill someone that only has super arm, then get unfairly 100-0'd out of nowhere just because of the insane damage.
You shouldn't be seeking a nerf, you should be seeking balance.
...And a nerf to how easy it is to ohko with super arm would balance it.
You shouldn't be seeking a nerf, you should be seeking balance.
...And a nerf to how easy it is to ohko with super arm would balance it.
LOLOL not gonna argue w/ my other points zero? that's cool.
Zerokk you're missing the point entirely here. I'm not concerned with big damage in general, I'm concerned with how easy super arm is to use combined with its ridiculous damage.
It's not as hard to aim as people think. All you need to do is get used to the angle, and you immediately can start instagibbing people with little to no effort.
Reducing the hitbox to anything that can be noticed would mean we should just have a smaller rock, because the hitbox is similar to the rock size as it is.Do you mind actually addressing my point instead of changing the subject to something completely different?
You haven't even said what should be changed yet. Why not go ahead and say it yourself?
By the way, dodging isn't that bad if you're not Super Mega Ultra Deathrush Man with the most obvious movement patterns.My movement patterns are too obvious.
And not every skinmaker gets critics unless they have Loads And Loads Of Skins (http://tvtropes.org/pmwiki/pmwiki.php/Main/LoadsAndLoadsOfCharacters).what
I figured I kept to it. We are on the subject of Super Arm's problems, and I see no way to expand upon what you are saying. Hitbox reduction is one of the options, but seems rediculous.I'm pretty sure (but not certain), but I think that the reason why S. Arm can OHKO is because of the bits hitting you in addition to the S. Arm itself. Kinda like D. Crusher where if the bits hit you it does more than half damage or possibly OHKO(?) (which is done by aiming slightly below the player). Simply reducing the damage of the bits or changing where they are spawned could remove the OHKO chance.
Also, this pretty much a general 8BDM discussion as far as I see, because we don't have any threads with that labeled on it.
Quote from: "Zerokk"I figured I kept to it. We are on the subject of Super Arm's problems, and I see no way to expand upon what you are saying. Hitbox reduction is one of the options, but seems rediculous.I'm pretty sure (but not certain), but I think that the reason why S. Arm can OHKO is because of the bits hitting you in addition to the S. Arm itself. Kinda like D. Crusher where if the bits hit you it does more than half damage or possibly OHKO(?) (which is done by aiming slightly below the player). Simply reducing the damage of the bits or changing where they are spawned could remove the OHKO chance.
Also, this pretty much a general 8BDM discussion as far as I see, because we don't have any threads with that labeled on it.The old laser buster could already OHKO if you hit someone just right, but now it's even easier to do. Also M. Ball can OHKO as well if it lands right on top of you which is just funny. R. Boomerang can also be shot once and can kill you if it rips you three times in a row (can be done in a corner in a cramped area since the bounce is there.)
Or just make it so the bits don't spawn when it hits the player (DeathX, XDeath, forgot which one it was.)
You know uh
that's actually a pretty good idea
However, the rocks shattered upon hitting Megaman in MM1, didn't it?
If you don't want your health bar down there, move it to the side by hitting the "-" key.The health bar is always in that position while the automap is up.
MM5WAV - Completely remade from scratch.I love the hindsight and irony behind this. (http://tvtropes.org/pmwiki/pmwiki.php/Main/HilariousInHindsight)
Damage handling on FastProjectile is kind of weird...Mirror Buster's highest level shot instagibs you in deathmatch...so it probably does here, too.It's not just FastProjectile, but also A_Stop and A_Recoil in the victim, remember? I think a possible fix for that could be adding an A_GiveInventory in the very first moment of a pain state related to that, which would give PowerProtection against that damage type for 2 to 3 tics. Perhaps only one tic would be enough, have to test it myself.
Honestly not sure if it was intended
Ahem...Tsuki. A_Stop wasn't used in Pain states since v3a.I haven't touched megaman.txt much, so how the hell am I to know? Besides, A_Recoil is STILL being used, so my point is 50% or more accurate. Plus another correction: Damage handling on +RIPPER (ripping projectiles) is the odd one, not FastProjectiles.
It has been this way for ever a year.
Please do everyone a favor and stop posting unless you know what the fuck you're talking about for a change.
This is getting reported, isn't it?
Don't care, it needed to be said.
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