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Author Topic: Class based modification (v9fh)  (Read 1342815 times)

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February 22, 2011, 08:35:21 PM
Reply #105

Offline Myroc

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #105 on: February 22, 2011, 08:35:21 PM »
Quote from: "Yellow Devil"
I have a good idea for Charge : He can only move forward.
'Cause he's a train, get it?
While suitable, this would most likely only become annoying.

February 22, 2011, 08:45:57 PM
Reply #106

Offline Max

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #106 on: February 22, 2011, 08:45:57 PM »
My current plan of action seems to be do MM1, then catch up with Ivory and Korby on MM5. Any last minute fixes for MM3? Any objections on my course of action? V1B should be released soon.

February 22, 2011, 08:47:53 PM
Reply #107

Offline Korby

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #107 on: February 22, 2011, 08:47:53 PM »
Alright, with us doing those 6, that leaves Gravity and Stone. I have a faint idea for Gravity, so I'll do him later.

February 22, 2011, 08:48:49 PM
Reply #108

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #108 on: February 22, 2011, 08:48:49 PM »
I'll go ahead and do Stone too then.

February 22, 2011, 08:53:15 PM
Reply #109

Offline TheBladeRoden

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #109 on: February 22, 2011, 08:53:15 PM »
trains can move backward

February 22, 2011, 08:59:02 PM
Reply #110

Offline Max

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #110 on: February 22, 2011, 08:59:02 PM »
Yup.

Anyway it seems setting the maxamount on health items made every class able to overheal! I'll either have to make every class have 100 hp but different damagefactors, or just plain make Hardman not be able to refill his health.

February 22, 2011, 09:03:05 PM
Reply #111

Offline arkman

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #111 on: February 22, 2011, 09:03:05 PM »
This is what happens while I sleep?

sorry about the script number being 2, I just picked a number at random.

and heck, it looks like all the classes are taken.

*cough fireman cough*

and of course you are forgeting a key mm5 robot master,
DARKMAN

February 22, 2011, 09:04:06 PM
Reply #112

Offline Korby

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #112 on: February 22, 2011, 09:04:06 PM »
...More classes!

February 22, 2011, 09:04:24 PM
Reply #113

Offline Max

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #113 on: February 22, 2011, 09:04:24 PM »
Darkman was already a campaign boss, so adding him as a class is kind of... meh.

February 22, 2011, 09:06:45 PM
Reply #114

Offline arkman

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #114 on: February 22, 2011, 09:06:45 PM »
how about if i model him off of the tv show darkman? besides, I thought only darkman 4 was a boss. (2 is my fav, hands ftw)

futility vote! mm6 :geek:

February 22, 2011, 09:11:14 PM
Reply #115

Offline Korby

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #115 on: February 22, 2011, 09:11:14 PM »
Yeah, I agree. Darkmen shouldn't be classes.

February 22, 2011, 09:16:36 PM
Reply #116

Offline arkman

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #116 on: February 22, 2011, 09:16:36 PM »
fine no darkman class :cry:
begins writing new darkman monster

just for safeties sake, I am reserving crashman, He was my fav from megaman 2 and I have a few Ideas to keep him balanced. :mrgreen:  

oh and as for magnet man causing lag, his magnetpull works by firing a heck of a lot of projectiles. that could be cluttering up the server. but if the touhou mods aren't causing crashes, I don't see why this should.

February 22, 2011, 09:23:26 PM
Reply #117

Offline Max

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #117 on: February 22, 2011, 09:23:26 PM »
V1B RELEASED!

Changelog!

[*]All classes have 100 health and cannot overheal. However, they have damagefactors to match so you shouldn't notice much difference!
[*]Script is a more... random number, you shouldn't be able to pick up other weapons and other scripts should be fine. (Mega and Break are the only ones able to pick up weapons)
[*]SGC NeedleCannon
[*]Smokebomb removed... for now.
[*]A few frame fixes.
[*]Murumasa's low damage projectile can be fired at full health!

Again, I'll be hosting! 188.221.207.112!

February 22, 2011, 09:42:40 PM
Reply #118

Offline Mr. X

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #118 on: February 22, 2011, 09:42:40 PM »
Is there any class I can help make?  I'd like to try.  I would've preferred MM5 since that was my first game, but my so called "friends" already grabbed them (thanks a lot, guys) so I'll settle for anything.

Just kidding, guys/genderless people

February 22, 2011, 09:43:54 PM
Reply #119

Offline Kapus

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #119 on: February 22, 2011, 09:43:54 PM »
Umm..I hope you don't mind me asking, but..

How hard is it to make a class? I've never done such a thing before, but I am extremely fascinated with this project. I kinda want to contribute.