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Just suggesting some things: Morshu MUST be changed. I propose this: Attack "Rope" is pretty much a whip that has longer range but way narrower radius if compared to a normal hale attack; Super Jump "Bomb" makes a bomb explode under him, causing 25 damage at most and sending him in the air (won't get hurt from his own bombs); Rage "Lamp Oil" could either create a "Ice Wave" flame attack in 8 directions (using F. Blast's flame) or throw a blob of oil that splashes in a wide area, burning afterwards for about ten seconds (the blob won't bounce off walls, but the splashing will).Captain Falcon's Falcon Kick needs to go. Either that or make it behave more like a Flame Sword that stops him for a while if he is on ground or doesn't stop him if he is doing it midair. Falcon Punch could allow him to move and aim while saying "Falcon", but fly off in a locked direction and completely unable to control when he says "Punch!", which should also give him invulnerability during the flight.Scrooge's Super Jump should cause 1 damage at most but cause "shock" damage (stun) rather than opkilling. And the whales are way bad. So, instead, give him something more useful and less "area denial", like perhaps shooting rocks with his cane (Main = rock goes in arc, useful for enemies blocked from your sight. Alt = rock goes in straight line, good to hit campers.) for 15 seconds.Roll needs a nerf in the rage. And a HUGE one at it. If Flash Bombarded, she can gain more health than she lost by CONSTANTLY STACKING RAGES. You could also put a "rage lock" that prevents activation if she is currently in rage.Overall, Melee attacker bosses needs some check up. Roll and Oppan Ninja Spah seems to have a range 50% longer.I... don't think Ninja Spah needs two lives. Take one and buff the health of the only one he is left with.Please consider doing my "Lu Bu" Hale idea.
Quote from: "tsukiyomaru0"Just suggesting some things: Morshu MUST be changed. I propose this: Attack "Rope" is pretty much a whip that has longer range but way narrower radius if compared to a normal hale attack; Super Jump "Bomb" makes a bomb explode under him, causing 25 damage at most and sending him in the air (won't get hurt from his own bombs); Rage "Lamp Oil" could either create a "Ice Wave" flame attack in 8 directions (using F. Blast's flame) or throw a blob of oil that splashes in a wide area, burning afterwards for about ten seconds (the blob won't bounce off walls, but the splashing will).1. Tell me how to make a Thunder Claw rope not look incredibly stupid.
Just suggesting some things: Morshu MUST be changed. I propose this: Attack "Rope" is pretty much a whip that has longer range but way narrower radius if compared to a normal hale attack; Super Jump "Bomb" makes a bomb explode under him, causing 25 damage at most and sending him in the air (won't get hurt from his own bombs); Rage "Lamp Oil" could either create a "Ice Wave" flame attack in 8 directions (using F. Blast's flame) or throw a blob of oil that splashes in a wide area, burning afterwards for about ten seconds (the blob won't bounce off walls, but the splashing will).
actor TheWhip0 //This is the actor that is fired by the weapon.{PROJECTILE+FORCEXYBILLBOARD+SKYEXPLODE+DONTBLAST+NOTIMEFREEZE+NOINTERACTION //If you don't want it to work through walls, replace this with +RIPPERdamagetype "Whip"Speed 1 //You can use any speed, but don't go beyond 16 unless you want to give it an ABSURD range and sacrifice the visual effectDamage (25)radius 5height 5scale 2.5States{Spawn:AHPG L 1 //replace any AHPG L with the name of the sprite you will use.AHPG L 0 A_SpawnItemEx("TheWhip1",momx*24,momy*24,momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION) //Divide 24 by the speed propertyAHPG L 0 A_SpawnItemEx("TheWhipDamager",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) //If using +NOINTERACTION, keep this line. Else, remove it.AHPG L 0 A_ChangeFlag("NOTIMEFREEZE",0) //Duplicate this command, but for " "NOINTERACTION",1 " in the case you use it as a RIPPER rather than a non-interactive.AHPG L 1 A_StopstopDeath: //This was used in testing phase of the whip gimmick.TNT1 A 0 A_StopMMFX E 1 A_ChangeFlag("NOTIMEFREEZE",0)MMFX EDDCC 1stop}}actor TheWhip1 : TheWhip0 //Rules for TheWhip0 should be applied on these. these numbers represents its segments, I just started from "Segment 0" just because I felt like it.{States{Spawn:AHPG L 1AHPG L 0 A_SpawnItemEx("TheWhip2",momx*24,momy*24,momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)AHPG L 0 A_SpawnItemEx("TheWhipDamager",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)AHPG L 0 A_ChangeFlag("NOTIMEFREEZE",0)AHPG L 1 A_Stopstop}}actor TheWhip2 : TheWhip0{States{Spawn:AHPG L 1AHPG L 0 A_SpawnItemEx("TheWhip3",momx*24,momy*24,momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)AHPG L 0 A_SpawnItemEx("TheWhipDamager",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)AHPG L 0 A_ChangeFlag("NOTIMEFREEZE",0)AHPG L 1 A_Stopstop}}actor TheWhip3 : TheWhip0{States{Spawn:AHPG L 1AHPG L 0 A_SpawnItemEx("TheWhip4",momx*24,momy*24,momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)AHPG L 0 A_SpawnItemEx("TheWhipDamager",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)AHPG L 0 A_ChangeFlag("NOTIMEFREEZE",0)AHPG L 1 A_Stopstop}}actor TheWhip4 : TheWhip0{States{Spawn:AHPG L 1AHPG L 0 A_SpawnItemEx("TheWhip5",momx*24,momy*24,momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)AHPG L 0 A_SpawnItemEx("TheWhipDamager",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)AHPG L 0 A_ChangeFlag("NOTIMEFREEZE",0)AHPG L 1 A_Stopstop}}actor TheWhip5 : TheWhip0{States{Spawn:AHPG L 1AHPG L 0 A_SpawnItemEx("TheWhip6",momx*24,momy*24,momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)AHPG L 0 A_SpawnItemEx("TheWhipDamager",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)AHPG L 0 A_ChangeFlag("NOTIMEFREEZE",0)AHPG L 1 A_Stopstop}}actor TheWhip6 : TheWhip0{States{Spawn:AHPG L 1AHPG L 0 A_SpawnItemEx("TheWhip7",momx*24,momy*24,momz*24,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)AHPG L 0 A_SpawnItemEx("TheWhipDamager",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)AHPG L 0 A_ChangeFlag("NOTIMEFREEZE",0)AHPG L 1 A_Stopstop}}actor TheWhip7 : TheWhip0{States{Spawn:AHPG L 1AHPG L 0 A_SpawnItemEx("TheWhipDamager",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)AHPG L 0 A_ChangeFlag("NOTIMEFREEZE",0)AHPG L 1 A_Stopstop}}actor TheWhipDamager : TheWhip0{-NOINTERACTION+RIPPERStates{Spawn:AHPG L 1stopDeath:TNT1 A 0stop}}
BUST BBB 1 A_FireCustomMissile("TheWhip0",0,0,8)
Dear Balrog,You could should probably create those Morshu changes I sent you like 2 months ago.It'd look pretty.With many thanks, Uncle Rozark
Quote from: "Balrog"Quote from: "tsukiyomaru0"Just suggesting some things: Morshu MUST be changed. I propose this: Attack "Rope" is pretty much a whip that has longer range but way narrower radius if compared to a normal hale attack; Super Jump "Bomb" makes a bomb explode under him, causing 25 damage at most and sending him in the air (won't get hurt from his own bombs); Rage "Lamp Oil" could either create a "Ice Wave" flame attack in 8 directions (using F. Blast's flame) or throw a blob of oil that splashes in a wide area, burning afterwards for about ten seconds (the blob won't bounce off walls, but the splashing will).1. Tell me how to make a Thunder Claw rope not look incredibly stupid.hey not so fast captain pantaloneswhat happened to this right here HMMMMMMMQuote from: "Rozark"Dear Balrog,You could should probably create those Morshu changes I sent you like 2 months ago.It'd look pretty.With many thanks, Uncle RozarkI'd appreciate if you didn't automatically listen to someone who only complains when he plays this mod (Tsuki) and instead heed the warning of people who are actually doing work on the mod (DarkAura, Gizmo, Rozark). We've been asking for the same fixes over and over but getting ignored, yet a guy who literally ragequits on a regular basis MAGICALLY manages to get your attention on the first try? What?In essence, you should already have Gilgamesh AND Morshu fixes, people love the Mobies, and Falcon Kick is fine (though it could use a tad bit more cooldown if you ask me).
All right, here's what's up. I've been feeling reaally screwed up recently thanks to RL issues, so that's why I haven't been working on this. Morshu, when reworked, will have Rope as a regular attack that is weak, but slows players hit by it. (This is because Wire Adaptor-like abilities are going to be broken in some way on maps that aren't designed with Wire Adaptor in mind.) Secondary is Lamp Oil, which is an Oil Slider that does big damage. Rage is the same bomb as it is now.
I'm not sure how it's going to work, but if that rape slider doesn't have delays or anything, make Morshu slower.