Oh no! Wily has escaped from prison again, and this time he's managed to recreate some of his fiercest Robot Masters in yet another attempt at world domination! Worse yet, Mega Man is absolutely nowhere to be found! With no other option, Dr. Light spends day and night in his lab, working on a squad of fighting robots to counter Wily's army...
Hey everyone, and welcome to the first non-Paper Mario RPG forum game since Amalgamation! This is an RPG-based Mega Man game, with focus on the classic series in particular. You'll be faced off against quite a few of the Robot Master roster from Mega Man 1-6, as well as even more bosses afterwards.
Anyways, in this game, there are 5 starting classes: Mega Man, Proto Man, Bass, Zero, and Axl.
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There are two different stats for attacks, Weapon Power (WP), which applies to the attacks a class starts with (Buster, Z-Saber), and Subweapon Power (SP), which applies to subweapons you use. There will be opportunities to level up each one after a fight with a Robot Master. - Mega Man Starting Energy: 15 Starting Subweapon Energy: 20 Normal Attack: Mega Buster. Fires 3+[current WP] shots for 1 damage each. You can only hit the the closest ground enemy or closest flying enemy with this move. The shots don't do any extra damage against enemies with negative defense. Special Ability: Buster Charge. Makes the Mega Buster attack fire 1 shot for 6+[current WP] damage that breaks Guards. Special Ability II: Rush Assist. Rush drops in and gives a random item to Mega Man. Can only be used once per battle. Special Ability III: Power Form. Mega Man fuses with Rush. Adds 1 defense and allows Mega Man to do two different moves: -Rapid Punch. Replaces Mega Buster. Fire 3+[current WP] punches for 1 damage each at the first ground or flying enemy. Each punch pierces defense. The punches don't do any extra damage against enemies with negative defense. -Punch Charge. Replaces Buster Charge. Charge a punch that hits the first ground enemy for 7+[current WP] damage and knocks them into the next ground enemy, dealing an extra 3+[current WP] damage to both of them. Breaks Guards for both enemies. Using any other move, attack, or Subweapon will automatically make Mega Man unfuse. Staying in this form drains 5 Subweapon Energy per turn. Overdrive Attack: Wish Star. Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage. Costs 10 Subweapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row. Gets a base damage boost of 2 when used when under 10% Energy. Passive Ability: Helmet. All attacks aimed at Rockman have a 25% chance of having the damage reduced by 1. ---------------------------- Protoman Starting Energy: 10 Starting Subweapon Energy: 15 Normal Attack: Proto Buster. Fire 3 shots for 1+[current WP÷3] damage each. You can only hit the closest ground enemy or closest flying enemy with this move. The shots don't do any extra damage against enemies with negative defense. Special Ability: Charge. Makes the next Proto Buster shot do 6+[current WP] damage that Breaks Guards. Special Ability II: Proto Shield. Takes 1 turn. Raise your shield to raise your defense by 2 and deflect small projectiles. You can use Proto Buster or Charge with the shield raised on following turns, but using a subweapon automatically lowers your shield. Special Ability III: Shot Spray. Jump into the air and fire 5 shots at 5 different enemies for 1+[current WP÷5] damage each. The shots don't do any extra damage against enemies with negative defense. Overdrive Attack: Big Bang Strike. Does 15+[current WP] damage to any one enemy. Costs 12 Weapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row. Passive Ability: Deflect. Small projectiles have a 25% of being deflected entirely off of Protoman normally. ---------------------------- Bass Starting Energy: 15 Starting Subweapon Energy: 20 Normal Attack: Bass Buster. Fires 3+[current WP] shots for 1 damage each. The first shot has a 10% Guard Break chance, and the chance for one raises 10% for each shot fired at the same enemy. You can only hit the closest ground enemy or closest flying enemy with this move. The shots don't do any extra damage against enemies with negative defense. Special Ability: Weapon Charge. Doubles Subweapon Power for the next Subweapon Attack. Special Ability II: Treble Assist. Treble drops in and gives a random item to Bass. Can only be used once per battle. Special Ability III: Treble Boost. Makes Bass fuse with Treble. Adds Flying status and makes Bass capable of using two different moves: -Forte Laser. Replaces Bass Buster. Does 3+[current WP] damage and can be aimed at any enemy. -Laser Charge. Replaces Weapon Charge. Charge the Forte Laser to do 7+[current WP] damage to any enemy on the next turn, and Break Guards. You can fuse and still use an attack on the same turn. Using any other attacks, moves, or Subweapons will automatically make Bass unfuse. Staying in form drains 5 Subweapon Energy every turn. Overdrive Attack: Treble Cannon. Load Treble into your arm cannon and fire him at any enemy to do 10+[current WP] damage. Does 2+[current WP] blast damage to enemies adjacent to the target. Costs 10 Subweapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row. Passive Ability: Ammo Saver. Subweapon costs are lowered by 1. ---------------------------- Zero Starting Energy: 20 Starting Subweapon Energy: 5 Normal Attack: Z-Saber. Does 3+[current WP] damage. You can only hit the closest enemy with this move. Z-Saber Charge. Charge the Z-Saber once to increase the damage of the normal Z-Saber attack to 6+[current WP] damage, with an added Guard Break and a 50% chance of getting a critical hit for 2.5x the damage. Charge it twice to add a shockwave that hits all other enemies in a single row for 3+[current WP] damage. Special Ability II: Defense Breaker. Does 2 damage and lowers the enemy's defense by 1. Can only be used on the closest enemy. Special Ability III: Element Infuse: Infuse the Z-Saber with Fire, Ice, or Electric element. Changes all Z-Saber attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively. Costs 5 Subweapon Energy to use, and can be used on the same turn as an attack. (Each element can only be used after you beat the respective boss) Overdrive Attack: Zero's Fury. Slash at any one enemy for 2+2+2+2+2 damage. The final hit has [current WP] damage added to it and lowers defense by 2. Costs 11 Subweapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row. Passive Ability: Parry. All physical attacks aimed at Zero have a 25% chance of Zero attacking the enemy back for [current WP] damage. ---------------------------- Axl Starting Energy: 15 Starting Subweapon Energy: 15 Axl can't wield Robot Master subweapons normally like the other classes can, but he can transform into any defeated Robot Master and use ALL of that Robot Master's attacks. Subweapons that don't come from Robot Masters may be used normally, though. Normal Attack: Axl Gun. Fires 2+[current WP] shots for 1 damage each. Every 4th shot lowers enemy defense by 1 and has a base 50% chance of breaking a Guard. This chance increases for every time you fail to Guard Break when shooting at the same enemy. You can only hit the closest ground enemy or closest flying enemy with this move. The shots don't do any extra damage to enemies with negative defense. Special Ability: Transform. Takes 1 turn. Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons. Staying in form drains 5 Subweapon Energy per turn. Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used. Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage that Breaks Guards. Uses 6 Subweapon Energy. No Overdrive Attack. No Passive Ability. ---- A Guard Break removes any extra defense an enemy may have (for example, a Sniper Joe's shield) for 2 turns. A Guard Break does not lower an enemy's Base Defense, however. Note: All uncharged buster shots count as Small Projectiles, and can be deflected by certain enemies.
Major thanks to Giga for helping me learn about Axl's moves, making these amazing energy bars, and so much more!
Anyways, this is my first forum game, and it's certainly evolved past my original plan to make a Mega Man moveset for Amalgamation. Now there's boss movesets, item plans, assets, and everything! Hopefully this goes well, I put a lot of thought into making this game.
I think I'll allow 12 slots for players, any more and this might be a too easy and a pain. Signups end a week from from the day this is posted, but feel free to join in as long as there is extra space for players! I'll do my best to update everyday (things may slow down a bit, as soon I will have to get a job and won't have as much free time to update).