One Step From Eden

One Step From Eden

78 ratings
Flashman.exe
   
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File Size
Posted
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717.975 KB
30 Apr, 2020 @ 1:09pm
3 May, 2020 @ 2:10pm
10 Change Notes ( view )

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Flashman.exe

Description
---THIS MOD REQUIRES WILLFLAME'S CUSTOM LUA EFFECTS MOD IN ORDER TO WORK PROPELY---
GET IT FROM THIS LINK HERE: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2063268758



Playable Flashman.exe from Battle Network 3, complete with a custom artifact and base spell



Version history:
2.0.0 - Current
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-Massive overhaul to Flashman.exe:
-'Flash Crusher' has been removed and replaced with 'Flash Bolt', a StepDash style move meant to imitate Flashman's areagrab + crossbolt combo from his Battle Network 3 fights.
-'High Output Transformer' has been removed and replaced with the 'High Output Bulb'. Instead of giving you spell power for a successful stun, all spells now have a 4% chance of stopping an enemy dead in their tracks.
-Updated the splash art to better reflect his Battle Network 3 design
-Added an extra casting animation that plays during 'Flash Bolt'.


1.0.1
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-Increased cost of Flash Crusher from 0 to 1 mana.
-Added a damage profile to Flash Crusher, now it's impossible to spam to rack up free Spell Power
-Decreased Stun window from 3 seconds to 2 seconds


1.0.0
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-Initial release



To-Do list:
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-Work on transitional animation for moving between battle screens
-Work on custom FX animation for base spell

I'll add more to this list as I continue to work on this mod.



Credits:
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Willflame - Creating the Custom Lua Effects mod that allows the 'Stun' status to work in the first place
SchyzrSlyzr - Writing the base code for the 'Stun' status
Shenanigans - Writing the base code for the StepCast function
20 Comments
Mannerek 8 Nov, 2021 @ 11:15am 
Never mind! When using the battle network custom zone mod, the thunder ball overrides flashman's weapon making it become the thunder ball instead of the cone!

fascinating interaction
Mannerek 8 Nov, 2021 @ 9:53am 
Question!

The description of flashmans base weapon states its a cone effect like his area grab attack (Hated it so much but he couldnt just be a pushover XD)

however, it appears to just be casting the random thunder attack instead. (He still jumps forward.)

was there something else on my end im missing or or are things still WIP?
Dboy501110 30 Jun, 2021 @ 1:40pm 
True dat dude
ledbullet1 30 Jun, 2021 @ 11:49am 
i agree id love to see more navi masters
Michelin Mayn  [author] 30 Jun, 2021 @ 8:42am 
I don't have anything planned right now, but someone suggested alpha to me on the serenade mod and that gave me a few ideas.
Dboy501110 29 Jun, 2021 @ 7:02pm 
Could you make heatman or do you already have another netnavi in the works?
ledbullet1 5 Jan, 2021 @ 12:16am 
his lightning strike is pretty good and dispite serenade's weapon being tricky to use im happy to see people making navis on here in fact you should make more if you can because Mega Man Battle Network’s 20th Anniversary is coming up
Michelin Mayn  [author] 15 May, 2020 @ 9:30pm 
The channelling animation does actually exist, I just think that there's an error with the AnimInfo file that I have which causes the frames not to be parsed correctly.

Unfortunately, implementing a stun effect visual the way that it's done in MMBN3 would require creating custom animation states and sprites for every single entity in the game, and while it's not actually hard to make each sprite, implementing the custom animation and getting it to recognize all of the custom sprites properly would probably end up quadrupling the filesize for the mod.

Honestly, it would work better if the stun status was implemented as it's own modpack, then it would be a simple case of just altering the code of this mod to make sure it properly references. the stun.
deemo 13 May, 2020 @ 7:21pm 
I mean, a mod doesn't have to be perfectly balanced. But at the same time, I don't want to literally fall asleep while playing because it's so easy.

Anyway, after a lot more testing, I have to say that I like it a lot more now. He's still on the stronger end, but not so much that it makes the game trivial.

The only suggestions I have to make at this point are to add a channeling animation (he disappears when using a spell like Tractor Beam), and perhaps add a more eye-catching visual to the stun effect. For all I know this might be impractical or impossible. Either way the current implementation is pretty good, just not technically perfect.

Anyway, congratulations on creating an MMBN character that stays true to the original design but also feels properly ported. Looking forward to any future mods you might make.
TB Ninja 11 May, 2020 @ 9:47pm 
Balance? Balllannncee? Screw that. Have you seen how powerful these guys get later on? Could use all the power you can get lol