I had a simple goal with making this:
"When adding weapons, minimize the need for compat files."
I believe I have accomplished this.
There are 3 main features enclosed within this, some may win people over easier than others.
Modular ammo/lms defining.
Works very similar to defining weapon color translations. Will require a #import though.
Pretty easy sell.
Ammo bar tied to translation.
Basically, the weapon translation script also modifies an "AmmoBarFlag" inventory, which the sbarinfo checks to display the appropriate bar.
All weapon modders gotta do is define a bar for the translation. (Or don't define a bar if it's a buster)
I personally find tying bar to translation pretty clever as that's kind of how NES Megaman actually worked.
Also added more general support for overlaying the flashing bar. You will need to modify your weapons to use it though.
Side effect1: Weapons that make you glow colors have really cool and canon looking bars.
Side effect2: Your bar might take an extra tic to change color?
As flexible as this is, Skull Barrier and Plant Barrier over the health bar remain hardcoded. I don't think I'd be able to predict all the crazy stuff people would want to do to the health bar.
Megaman "pain slots".
There are several MegamanPain# 's in .txt files that the base Megaman class inherits from.
One of the .txt files can be replaced with a .txt file of your own pain states.
Thus, we have sidestepped the need for a keyconf and adding a new Megaman class for each weapon pack.
As powerful as this is, this feature may be the hardest sell, as it is highly unusual.
The files themselves
Add ExpandWeapons2 first as it is the actual feature.
However, the addweapon's afterwards are optional and can be added in any order. Which was kinda the whole point of this.
http://allfearthesentinel.net/download?file=expandweapons2.pk3http://allfearthesentinel.net/download?file=expandweaponaddcircuitbreaker.pk3http://allfearthesentinel.net/download?file=expandweaponaddnitroblast.pk3