Author Topic: Boss Rotation  (Read 132971 times)

Offline VoiDeD

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Re: Boss Rotation
« Reply #285 on: November 03, 2013, 07:06:12 pm »
Changes:
  • Fixed Meet the Pyro's flamethrower being useless.
  • Fixed Meet the Pyro's uber texture.
  • Hopefully reverted SCP 173 to it's old version.

Offline BoBoBo-Bo Bo-BoBoBo

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Re: Boss Rotation
« Reply #286 on: November 16, 2013, 09:14:42 pm »
is it me or does dark link have low hp cause i thought of it and cause i joined a ff2 server with him in it and he has low hp but i thought shouldn't he have atleast have 2 lifes like panis cupcake and bonk boy.


Offline VoiDeD

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Re: Boss Rotation
« Reply #287 on: November 17, 2013, 01:18:04 am »
Changes:
  • Removed Halloween set, the bosses from the set will now be randomly sorted into sets.
  • Randomly sorted all bosses into new sets. The new sets are visible on the OP of this thread.
  • Reverted the SCP 173 revert.

Offline VoiDeD

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Re: Boss Rotation
« Reply #288 on: December 10, 2013, 11:56:41 pm »
Changes:
  • Added the following bosses:
    • Viewtiful Joe (Set 1)
    • Robo-Mario (Set2)
    • Metal Mecha Bowser (Set 3)
    • MeeM Swarm (Set 4)
    • Mega Man X7 (Set 5)
    • Happy Mask Salesman (Set 6)

Offline VoiDeD

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Re: Boss Rotation
« Reply #289 on: December 14, 2013, 05:49:47 pm »
Changes:
  • Removed double jump from Mega Man X7.

Offline VoiDeD

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Re: Boss Rotation
« Reply #290 on: December 22, 2013, 03:07:14 am »
Changes:
  • Reduced the health of the MeeM Swarm.

Offline Turret

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Re: Boss Rotation
« Reply #291 on: December 31, 2013, 11:18:50 am »
MeeM Swarm uses the queue points of all 9 bosses rather than just the first one. Also, MeeM Swarm should not be made playable with 9 people or less because it broke the round when it did happen. (There was 1 person hale, Weapons with crits didn't have crits, I was using the kritzkreig?,Hale couldn't attack, Everyone lost their queue points,etc.)

Offline VoiDeD

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Re: Boss Rotation
« Reply #292 on: December 31, 2013, 01:47:01 pm »
MeeM Swarm uses the queue points of all 9 bosses rather than just the first one.

Do you mean that the queue points of all 9 players are reset to 0?

Offline Turret

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Re: Boss Rotation
« Reply #293 on: December 31, 2013, 02:24:54 pm »
I'm almost certain that is what happened yes.

Offline VoiDeD

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Re: Boss Rotation
« Reply #294 on: December 31, 2013, 04:34:36 pm »
Okay well after trudging through the awful FF2 code, I've added some checks to prevent bosses with many companions being picked if there aren't enough players.

As for queue point resetting, I'm still not sure how it can reset the points of any companions, as the plugin only resets them for the main boss. :S

Offline VoiDeD

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Re: Boss Rotation
« Reply #295 on: January 08, 2014, 03:13:19 pm »
Okay I think I've finally discovered the bit of code that was resetting the queue points of companions. It should no longer do that.

Offline Sakuya

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Re: Boss Rotation
« Reply #296 on: January 09, 2014, 02:10:54 pm »
evil pumpkin bleed is way too much

Offline Sakuya

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Re: Boss Rotation
« Reply #297 on: January 10, 2014, 06:39:17 pm »
I noticed that mario/luigi's flaregun does like 12 damage afterburn isn't that a little too much?

Offline Sakuya

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Re: Boss Rotation
« Reply #298 on: January 11, 2014, 03:22:52 pm »
demo saturday's teleportation needs a nerf

Offline Sakuya

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Re: Boss Rotation
« Reply #299 on: January 11, 2014, 03:36:42 pm »
Meem swarm, they all do more than 202 damage. fix please