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It's hard for me to point out the issue without seeing the code you have to display the assists for the copywep classes. Can you post the code here or PM me what you have? That way I can point out where you went wrong and help you from there.
I can't seem to get the file through best-ever.Can someone upload a download link from some other place? Like mediafire or mega.co?
Quote from: "GunstarSign"I can't seem to get the file through best-ever.Can someone upload a download link from some other place? Like mediafire or mega.co?Here you go, let me know if it helps.https://www.dropbox.com/s/manvt5ff24rkg ... H.zip?dl=0
It doesn't seem like Mega Man's Time Stopper (so timestopperwepm) works. It won't fire.
Great to see another version of the mod, and with so many changes too!I agree with most of them wholeheartly, but allow me to comment on those I do not (and of course I'll explain why):Napalm Man: (click to show/hide)Item Now gives Napalmman a rocket jump which damages in an AoE around him upon launch. Refreshes with every kill but cannot be stacked.While this seems to be well within the realm of possibility for Napalm Man, and I realize 100% canonicity can be impractical, I think it is important to stress that Napalm Man does nothing of the sort in the game (unless this idea came out of power fighters, or something).That said, I can appreciate this adds some much needed differentiation between Napalm Man and other explosive bosses.
In Mega Man 5, Napalm Man would often leap across the entire distance of the arena. That's where this attack comes from. The explosive property is to both give it a use as an attack, and comes from the fact he had rocket boosters in Power Fighters.