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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1477941 times)

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September 14, 2016, 11:06:30 PM
Reply #7140

Offline GameAndWatcher

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Re: Class based modification (v8c)
« Reply #7140 on: September 14, 2016, 11:06:30 PM »
https://www.sendspace.com/file/7j3rsa

So, something I hacked together in a few hours. This makes it so that each character has their own "designated theme", so to speak. For example, playing as Cut Man plays the Cut Man stage theme, playing as Dive Man plays the Dive Man stage theme, playing as Evil Robot plays the music for when you face him in the campaign, and so on.

The cvar YD_NoCharacterThemes will prevent the character themes from overriding the stage music.

Don't know how well it'll play if hosted online, though.
What if you decide to play as Mega Man (and his variant classes), Proto Man, Roll, Dr. Wily and the Alien?

September 14, 2016, 11:17:00 PM
Reply #7141

Offline Beed28

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Re: Class based modification (v8c)
« Reply #7141 on: September 14, 2016, 11:17:00 PM »
What if you decide to play as Mega Man (and his variant classes), Proto Man, Roll, Dr. Wily and the Alien?
I gave Mega Man/Rockman the MM7 Ruined Street music, Rock the music from the Wood Man's Revenge CTF map, Proto Man his boss theme from the campaign, Roll the Dr. Light's Lab music, Dr. Wily the music from the Edge of the Dam CTF map, and the Alien the MM2 Wily Castle interior.

September 14, 2016, 11:28:27 PM
Reply #7142

Offline GameAndWatcher

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Re: Class based modification (v8c)
« Reply #7142 on: September 14, 2016, 11:28:27 PM »
I gave Mega Man/Rockman the MM7 Ruined Street music, Rock the music from the Wood Man's Revenge CTF map, Proto Man his boss theme from the campaign, Roll the Dr. Light's Lab music, Dr. Wily the music from the Edge of the Dam CTF map, and the Alien the MM2 Wily Castle interior.
Two other things:
1.) Which themes did you give Tengu Man and Astro Man?
2.) Do Remodeled Duo and Original Duo share the same theme?

September 14, 2016, 11:51:08 PM
Reply #7143

Offline Beed28

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Re: Class based modification (v8c)
« Reply #7143 on: September 14, 2016, 11:51:08 PM »
Two other things:
1.) Which themes did you give Tengu Man and Astro Man?
2.) Do Remodeled Duo and Original Duo share the same theme?
For Tengu Man, I used his MM8 Saturn theme. For Astro Man, I used his MM&B stage theme. For Duo, his remodelled form uses the MM8 intro/middle stage music, while his original form is his theme.

September 15, 2016, 02:33:23 PM
Reply #7144

Offline ice

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Re: Class based modification (v8c)
« Reply #7144 on: September 15, 2016, 02:33:23 PM »
Not really a major bug, but might want to change the name of Protoman's sliding sprite, well, unless you like seeing him doing the Cancan dance after defeating him in single player

September 15, 2016, 11:05:37 PM
Reply #7145

Offline GameAndWatcher

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Re: Class based modification (v8c)
« Reply #7145 on: September 15, 2016, 11:05:37 PM »
I honestly have no clue who's weak to Black Hole Bomb in this mod aside from the upcoming Jewel Man.

Shouldn't it be considered a "Space Weapon?"

Also, still wondering why Star Man isn't weak to WAVE Burner.

September 15, 2016, 11:39:55 PM
Reply #7146

Offline fortegigasgospel

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Re: Class based modification (v8c)
« Reply #7146 on: September 15, 2016, 11:39:55 PM »
Because WATER Wave was his original weakness, so look at other water weapons.

September 15, 2016, 11:47:24 PM
Reply #7147

Offline MusashiAA

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Re: Class based modification (v8c)
« Reply #7147 on: September 15, 2016, 11:47:24 PM »
Quote
player.startitem "WaterWaveWeakness2", 1

//player.startitem "DustCrusherWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "NoiseCrushWeakness", 1
player.startitem "IceWaveWeakness", 1

Quote
Celebi - Today at 7:25 PM
Starman is weak to wave burner and protoman slide sprites renamed to Y from I

Celebi - Today at 7:28 PM
The point is who else in mm5 would be weak to wave burner
I'm not seeing anyone else
So its fine for Starman to be weak to it since it doesn't break the weakness rules

September 15, 2016, 11:50:25 PM
Reply #7148

Offline GameAndWatcher

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Re: Class based modification (v8c)
« Reply #7148 on: September 15, 2016, 11:50:25 PM »
Because WATER Wave was his original weakness, so look at other water weapons.
He's not weak to water weapons, he's weak to Waves, like Ice Wave and Noise Crush (a sound wave).
snip
Wait, Star Man was weak to Dust Crusher?

September 15, 2016, 11:58:21 PM
Reply #7149

Offline LemonPig

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Re: Class based modification (v8c)
« Reply #7149 on: September 15, 2016, 11:58:21 PM »
How about enemy/sub-boss classes?

September 15, 2016, 11:59:21 PM
Reply #7150

Offline LemonPig

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Re: Class based modification (v8c)
« Reply #7150 on: September 15, 2016, 11:59:21 PM »
I honestly have no clue who's weak to Black Hole Bomb in this mod aside from the upcoming Jewel Man.

Shouldn't it be considered a "Space Weapon?"


I think aqua man, since he's weak to astro crush.

September 16, 2016, 12:09:05 AM
Reply #7151

Offline GameAndWatcher

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Re: Class based modification (v8c)
« Reply #7151 on: September 16, 2016, 12:09:05 AM »
I think aqua man, since he's weak to astro crush.
I tried that. It didn't work.

September 16, 2016, 12:19:30 AM
Reply #7152

Offline LemonPig

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Re: Class based modification (v8c)
« Reply #7152 on: September 16, 2016, 12:19:30 AM »
Ok.

September 16, 2016, 12:33:39 AM
Reply #7153

Offline Bikdark

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Re: Class based modification (v8c)
« Reply #7153 on: September 16, 2016, 12:33:39 AM »
or i dunno pop open the goddam pk3 and check manually

September 16, 2016, 12:45:29 AM
Reply #7154

Offline GameAndWatcher

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Re: Class based modification (v8c)
« Reply #7154 on: September 16, 2016, 12:45:29 AM »
Just checked. It seems that only Jewel Man will be weak to BHB...

Odd, because Black Holes would seem plenty space-related for Gravity Man to be weak to it...

Also, why is Drill Man's potential weakness to Magnet Missile turned off?

EDIT:
Apparently, Spring Man is weak to Black Hole Bomb for whatever reason.