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Messages - Celebi

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61
Projects & Creative / Re: Class based modification (6E balance v3)
« on: October 09, 2012, 12:08:41 AM »
Well then he is probably right, the robot killer weapon gets forced into your inventory so Plantman and other robot masters who can swap weapons, are probably able to use these weapons.  This is a small hindsight, thanks for reporting it.  Sorry I didn't get it at first.

62
Projects & Creative / Re: Class based modification (6E balance v3)
« on: October 08, 2012, 06:12:21 PM »
Quote from: "sipfried"
i have found a bug
you need :
plantman
a weapon what you win bij beat enker punk or ballade (aka the megaman killers)

use the plantman shield until its emty
when its fire the shield use normal fire (or first attack)
then you gonna get the weapon you got by beat the megaman killers (ballade,s weapon)
you can fire it entil its emty and cant refull
if you want go back to plantman,s weapon just do next weapon

Plantman shouldn't be able to pick up any copy weapons.  Are you using an older version of classes?  Because Plantman was one of the several able to "rapid" fire copy weapons.

63
Projects & Creative / Re: Class based modification (6E balance v3)
« on: October 05, 2012, 02:47:03 AM »
Quote from: "Hunter_orion"
Doom didn't seem to like this version.

Quote
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 1:
Parent type 'MegamanC' not found in RockmanC
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
"player.startitem" requires an actor of type "PlayerPawn"


Execution could not continue.

Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
Unexpected 'GlassHealthBar' in definition of 'RockmanC'

You need to add Classesv6e first THEN the balance patch.

64
Projects & Creative / Re: Class based modification (6E)
« on: September 24, 2012, 08:43:39 PM »
Quote from: "Korby"
it would help if celebi would host the patch
I did before, very few actually got into the server, there were a ton of people joining without the correct things. (Was only hosting classes/patch)  EVEN when I provided as much help as a server can in directing players to where the patch was, I will host it later once I get home.
If I get home

Also Gyroman should jump lower since he can fly and maybe have a smaller movement speed in general. Sort of like how Bass is going to made a little slower than Megaman/Protoman.

65
MM8BDM Discussion / Re: OH GOD WHATS GOING... WHA!!!!!!!!!!!!
« on: August 16, 2012, 05:05:32 PM »
This is good to a point...however, this had to happen when my main computer is out of commission for quite some time. (The one that hosts)

66
Projects & Creative / Re: Class based modification (6E)
« on: August 04, 2012, 09:34:50 PM »
Hey hey I made stuff.

Jax made Toadman taunt, I tweaked it a little.
Metalman taunt is a mystery, bonus points if you know where its from.
Hardman taunt is an edit of taunt.
Gemini taunt is part of several taunts me and Mush made, its my favorite one.
Moltres is also part of Gemini taunts, but edited down to the best ever.
And finally ITSTIME, was made by Mush, I tweaked it ever so slightly and made it louder.

That is all.

I should make a tutorial on how to edit taunts, maybe because some don't understand how.

67
Projects & Creative / Re: Class based modification (6E)
« on: August 01, 2012, 01:12:46 AM »
Quote from: "Kackebango"
Oh lord, please fix the Windman thing in the next update!! Every single flying class except his can move up and down by flying using the actual Fly Up/Down commands.
I've told you many times about it in the past and you just keep ignoring it.
Code: [Select]
WINB A 1 A_ChangeFlag("NOGRAVITY",1)He uses NOGRAVITY, which isn't the same as flight, the creator of Windman wanted this, ie King Yamato.

68
Projects & Creative / Re: Class based modification (6E)
« on: July 31, 2012, 08:49:55 AM »
Details details

Nerfs: Star, Blizzard, Fire, Knight, Guts
Changed: Dark3 (minor alt rage), Dark4, Gravitymanhold, Magnet alt, Wily, Enker

Star, hug does less damage than previous version but is way more consistent.  Main fire throw actually throws the shield, so it does a rather small amount of damage, but it stuns hard.

Blizzard, mainfire damage reduced, but the shots keep going and home much better than before.  Blizzard bowl has a "ping" sound when used and a half a second startup.

Fire, his alt charges slower, that is it.

Knight, shield bash does a wee less damage, mainfire ripping from 17 to 14.

Guts, he is ever so slightly slower, slower rate of fire on mainfire, and punch is different and not so powerful.

Dark3's rage for altfire is so tiny, you won't notice it.

Dark4's mainfire shots do a little more damage with distance (like 6ish more), and his rage is, the lower his health the faster his rate of fire with main when the shield is up.

Gravityman, his gravity hold does damage based on height now, it does less damage in light gravity, and more damage in heavy gravity.  It also does super less damage on Springs.

Magnet alt, hold alt to charge it!  Holding it makes it do more damage, reach out further, and fling harder.  However, "monster block" was added so one cannot be flung into pits, unless the map maker didn't put monster block or put it in strange places.

Wily Capsule was changed. He can scroll between two weapons in capsule form.  Red buttons is flame thrower mode, short range powerful.  Blue buttons are ice shots, where he fires out four ice shots that bounce around and freeze.

Enker absorbs ammo based on damage now.

There are tons of other small things, graphic, sounds, and small changes.  (Such as Hardman unable to use his alt on ladders.)

EDIT: Derp I forgot DOC DOC DOC and Weapon Archives.

Docrobot, is a copy class who can use most copy weapons.  However, he uses these weapons at twice the ammo, but slowly regenerates ammo for every weapon he has.  Docrobot also adapts to certain weapons, increasing or decreasing his armor/speed/jump height.  (One does not need to use the weapon, but instead slam altfire with the weapon you want to have the bonuses off, except for charge kick.)

Weapon Archives, only appears when you grab the TERMINATOR, a FLAG, or the peltstone? in possession.  (Can't do anything with peltstone? so remember that).  This is a MORPH class, so no taunts.  His main ability is the ability to pick up any weapons that is found on the MAP, not on the ground, but the MAP.  He uses the weapon normally, but can only carry one weapon at a time.  Pressing the item button will discard the current weapon.  At anytime with any weapon, Weapon Archive can fire his buster via altfire or without a weapon.

69
Projects & Creative / Re: Class based modification (6D)
« on: July 23, 2012, 07:51:31 PM »
Hi here are some future stuff.

Gravityman's g hold is using something Jax made, it does damage based on height.  Example, Megaman jumps to full height, the g hold is used, 30 damage around.  Another example, in low gravity in Diveman's map, a Megaman jumps to max height in the lower gravity, g hold is used, it does around 30 damage.  So plainly, does less damage in low gravity, more damage in high gravity, and severely reduced damage on springs.

Starman's shield was changed and does less but more consistent damage.  The shield toss itself also does less damage but now stuns as much as skull shots do.  This in turn saves people from "running with" the shield for massive damage.

Magnetman, possible changes include something with charging alt to fling further, doesn't exist yet.  Other than that, play smart with Magnet.  See a Magnetman running for you? Probably trying to alt you into a pit.

Woodman, my god people it is pretty damn easy to fight him.  Wait until you see a shield thrown at you, then fire.  Once Woodman "shoots" again, thus another shield, stop shooting and wait.

Roll is what now?

70
Projects & Creative / Re: Class based modification (6D)
« on: July 17, 2012, 12:11:47 AM »
Quote from: "SmashBroPlusB"
Can we PLEASE call Junk Man's blocks "RockCube"? :lol:

Also, I'm still a bit cheesed about Proto Man's lowered health values. In comparison to Mega Man and Bass, his mobility values are lower (Bass can double jump and Mega's slide is more effective) and his buster is harder to use than both the Charge Mega Buster and the Bass Buster (Mega's projectile is easier to land a hit with and Bass has rapid fire with spread). Sure, he gets a shield, but if Proto Man's whole bread and butter is supposed to be his arsenal of copy weapons, the shield's sort of a moot point.

I'm suggesting either an increase in health to put him on par with Mega Man and Bass, the ability to carry the shield when using copy weapons and neither firing or charging (to prevent shield abuse with things like Atomic Fire or Wild Coil), or gaining slight armor through PowerProtection while the buster is equipped.
What.

Protoman has his advantages and disadvantages, so do the other thrtwo copies classes.  His buster is a direct copy of the vanilla proto upgrade, but with a small changes. (Proto's shield can block proto shots, etc.)
Actually let's look at the things Protoman can do.
    He has a more powerful buster than Megaman's, small shots 20/10, I don't remember on mini charge shots and both shots doing 50 on full charge.
    His buster charges faster than Megaman's buster, AND his charge shot is faster.
    His dash goes FURTHER than Bass/Megaman's dash can, so he can move around faster.
    Shields shields shields.
You need to look at the bigger picture rather than one specific thing, that being his lower armor and his assumed "lower" mobility.
God if Protoman could use his shield with any weapon...he already can do insane damage fast.

tl;dr Protoman is dangerously fine, best look at what you said again.

-Side edit due to other posts, for the guides on classes, I could do them later if needed.

71
Projects & Creative / Re: Class based modification (6D)
« on: July 06, 2012, 10:20:43 PM »
Quote from: "FiniteZero"
Hmm. I've been playin' classes with the Chaos Generator's Zombie mode, just seeing how long I can survive as each class. I think I'll put here the scores I'd give each class on Zombie-Killin'-Effectiveness.

For this, I am doing Shade Man's stage, with the modifiers Zombie (Of course), Reflect (Doesn't affect anything for this), and Explosion Armor (I'm assuming this doesn't effect Zombies.), and with Buckshot mode.

That entire post made me "what" so hard.

72
Projects & Creative / Re: Class based modification (6D)
« on: July 06, 2012, 05:46:30 PM »
Let me make a giant list of stuff that was changed, because some classes haven't changed at all and people are whining about them "changing."

(click to show/hide)

I probably missed something.

73
Projects & Creative / Re: Class based modification (6D)
« on: July 06, 2012, 03:24:32 AM »
People bugged me about this, here are Gemini taunts me and Mush made.

Clicky


Enjoy the changes.

74
Projects & Creative / Re: Class based modification (6C)
« on: April 25, 2012, 07:20:43 AM »
Quote from: "Gumballtoid"
Oh, that reminds me! When Gyro Man spawns for the first time in a match, his alt doesn't function properly. He is unable to fly until he suicides, or someone kills him.

Surprised it took someone THIS long to find the deathmatch bug.  Most classes have some crazy thing that breaks on them when they start of in a deathmatch. (Gyroman can't fly, Flashman starts off will full ammo, Plantman rage buster, ect.)  If I remember correctly, this is a Skulltag related problem with scripts or something, I'm not positively sure.  In general, it isn't a huge thing since one death isn't going to ruin you in deathmatch, neither is spectating and rejoining.

Also, making suggestions is cool, show and tell things you would like to see. IE Taunts.

75
Projects & Creative / Re: Class based modification (6B-Fix)
« on: March 10, 2012, 01:27:12 AM »
It would help if some of you came up with obituaries for certain weapons without them.

Examples, Springman's fist, Flashman's Flash, *Brightman's incoming flash in the next version, and several others.

(click to show/hide)

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