April. 1, 2025, 7:52 PM (Edited by ThéophileCaceres) Copy Link
Wow, new forum:
Allanx isn't available right now so I'm gonna just wait for him to wake up to put his own Allanx Inc content (I'm talking about UBS/Coop Mania+ specficially) (+ discord invite link maybe) here.
Also no images and videos here yet literally 95% of the stuff I post about this mod are devlog videos that are only available in the discord server.
CursedCBM is an edit of Class Based Modification (CBM) from 2020 (using v9eh then a mix of v9eh/v9fh, aiming to make a chaotic but fun (and fair) experience, editing every CBM class to make them more meme-y, or make them more referential, or make them more just-like-they-were-4-years-ago-because-some-stuff-gets-stuck-and-I-don't-really-like-removing-stuff. It even has it's own classes, It can be literally anything I want!
v3: The "Recursed" Update (Part 1)
CursedCBM is going through a revamp, being ported to MM8BDM V6B, built from the ground up using v9gh as a base, it's going to be sorta more "combo" oriented, all (almost all currently) classes have something that either deals Half-Shock or Shock damage, some might just slow while adding more moves and overall improving on what was done in the previous versions.
Movesets can be HUGE in this mod for some classes, I recommand using console class helps for more information for these classes, I think most of them can be understood easily, but there's B+? moves that are executed by holding backwards. (or "S" in some other... weird language)
V2.9: The "Alright fine a hotfix before leaving v6a" Update Here's some bold text to remind you that this is for V6A, not V6B, heh. TSPG: Quick Download TSPG: Wad Info
It has been 5 years since the project started, and now 8 classes have been ported with many changes, there's also many balance changes and new mechanics!
CursedCBM v3 Public Beta 6 (02/01/2024 05:21)
in The "Recursed" Update (Part 1)
THE 5 YEAR ANNIVERSARY UPDATE.
Brings multiple classes back to the game, with many other balance changes and new mechanics!
General:
% New System: Auto Cancels, certain damagetypes lets the user activate additional A_WeaponReady usages during the move they're using, replacement for older endlag-reduction like Bass' Kick moves or auto combos like
^ Tomahawkman's Tomahawk Jab or Goku/Vegeta's M moves.
^ (Only Megaman/Protoman are using this for testing purposes!)
% New Shock Type: Chain Shock, they're used for short multi-hits and will be on cooldown if they haven't received damage from the damagetype.
^ (Very few moves are using this for testing purposes right now!)
% New Shock Type: Freeze Shocks, they're like normal shocks, but actually FREEZES you which means you CANNOT FIRE AT ALL WHILE BEING FREEZE SHOCKED.
^ (Testing this with Impostor)
% DrWily_Ice damagetype no longer stops opponents completely but instead makes them slide on the floor.
% LauncherHighJumpGiver jump 2x > 1.66x (user jumps WAY too high)
% LMSGas is now ported from Saxton Hale: Arcade.
^ CBM_LMSGas_Time default 480 > 180 (6 mins > 3 mins), "CBM_LMSGas_EXTime" stays the same (120, 5 minute rounds overall)
^ (BF) Fixes behavior regarding the gas using a pit damagetype.
Megaman:
+ Mega Slide can now Auto Cancel into anything upon hit during SlideSlide tics 9-20.
+ MegaSlideAttack/W NOEXPLODEFLOOR
>Jet-Megaman:
- Jet Dash's distance has been reduced by 25%. (speed/hpspeed 45/22.5 > 33.75/16.875)
>Power-Megaman:
- PowerM_CounterTime_P's A_Blast w/ BeatSupportTrailFX, PowerM_BeatSupportProjectile and item/beat SFX are cooldowned by 1.5s.
- MegaM_PowerFist knockback 32/16 > 32/13 (12.8 (50% > 40%))
Protoman:
%/+ AltfireRS A_Recoil 30 > 25, ThrustThingZ zthrust 70 > 50, A_ChangeVelocity x/z cos(pitch)*40 > [...]50 (this move is way tighter, offering better aim and distance)
Mi% Proto Slide and Proto Spray now have seperated damagetypes (previously MegaSlide and ProtoM_Shot)
+ Proto Strike can now Auto Cancel into anything upon hit during Fire4 tics 7-21
+ Proto Slide can now Auto Cancel into anything upon hit during SlideSlide tics 11-24.
+ Rolling Sweep and Proto Spray now deals Half-Shock with a 2.5s cooldown.
+ AltfireRS tics 2x4>5 (13) > 2x2>1x2>3 (9)
+ ProtoSlideAttack NOEXPLODEFLOOR
- ProtoM_Strike's Shock damage now has a cooldown of 3 seconds.
- ProtoM_ShotProtection powerup.duration 17 > 20
- ProtoM_ShotProtection damagefactor 0.45 > 0.26 (ProtoM_Shot damage 100/44 > 100/25)
- ProtoShot2C Damage 150 > 125
- ProtoShot3C Damage 180 > 150
- ProtoStrikeShot A_Explode damage (180+(Args[0]<=3)*50-Args[0]*10*(Args[0]>3))*Spread > 160[...] (60~230 > 40~210)
Bass:
+ BassDashAssKick A_Explode damage 80 > 90
>Treble Booster:
%/(BF) Treble Rain has been recoded to be like Comhotel Fishing's Wolf Seahorse, should fix behavior with BassTrebleRain exploding on floors online.
Dr. Wily:
% Dr. Wily has different max healths depending on his forms: 850 > 750 (Feet), 1250 (Suit), 1550 (Capsule)
% WiltCapuleAmmo need/take 28 > 84 (x3), makes Wily Capsule lasts three times longer, but takes longer to change forms in general.
% Wily Gun is now side-directional, always shoot left when moving left and vice versa on right.
%/- Wily Pan's hitbox has been replaced to no longer spawn multiple times on WilyShotX's Death state but rather lasts longer, though instead of lasting for 13 tics it lasts for 11 tics.
+/- Wily Pan now deals weak knockback with Shock damage, but it's damagetype's Shock becomes unavailable and deals half damage for 4 seconds on hit, the shock cooldown resets too, Wily Pan
^ also reduces it's damage by 0.1x upon hit for 4 seconds, however it doesn't reset like the shock cooldown.
- WilyNoShot Damage 12 > 60
- WilyShotX Damage 25 > 220
>Wily Feet: Coin Toss, Escape Run
% B+M Now does Coin Toss, toss a coin in the air that deals Shock damage with slight knockback, the coins are from Magicode and Another Mayday.
% Directional+I uses Escape Run, a short directional dash that can be used to gain height in mid-air, you can use up to three Escape Run in a full bar.
>Wily Suit: Toxic Bowl (Saxton Hale), Fake Decoy, Jet Boots (Unused CBM)
% B+M is Toxic Bowl, set yourself one and use Mainfire or Altfire (changes projectile speed) to shoot it, bouncing off opponents with Half-Shock damage, can also be redirected via Frying Pan, which makes it explode
^ instantly, when it explodes it lets out long-lasting AoE damage, you can only have 1 at a time. (10 second cooldown max)
% B+A is Fake Decoy, puts an explosive fake decoy in front of you that explodes when shot, it can also be detonated by doing B+A again, The explosion when it gets detonated deals Shock damage but it's second explosion
^ deals knockback.
% Brought back from being unused in CoreCBM, Jet Boots! When holding Jump, you can now float in the air, you need atleast 1/3 WilyAlwaysWins ammo to use this move.
% I is now Frying Pan, can only be swing once compared to Feet Wily's holding, B+I to use Capsule Transformation.
% Skull Shot (4th) can be redirected via Frying Pan.
+ Skull Shot (4th) tics 3x2>2 (8) > 2x2>1 (5)
- Skull Shot ammo usage 4/2/1/0 > 8/4/2/0
- WilyShot1/2/3/4 Damage 150/100/50/20 > 135/80/50/20
>Wily Capsule:
(BF) Fixed Random Capsule Orb-related actors having useammo on during Wily Capsule's Mainfire attacks. (How long has that been there?)
+ Wily Capsule Flash tics 1x2 > 1>3 (Wily Capsule now drains it's ammo 3x slower)
- CapsuleFireX Damage 150 > 80
- CapsuleFireB Damage 20 > 5
- WilyCapsuleGroundSplitX Damage 100 > 50
- WilyCapsuleGroundLitX Damage 30 > 20
Gutsman:
Mi% Guts Punch now spawns a Guts Block FX every time the user obtains (GutsArmAmmo%4), only visible when punching terrain.
+ Altfire tics 3x10 > 3x8 (24), this only happens when using Guts Punch against terrain.
-/(BF) GutPunch Damage/A_Explode damage 190/220 > 175
- GutsFlashBombExplosion A_Explode damage 50/35/20/15 > 40/25/10/5 (-10 flat, susceptible to do 500s)
- GutsM_Shock now has a 2 second cooldown.
Iceman:
- IceBaFLaser A_Explode damage 40 > 20
Oilman:
(BF) OilmanSpillBlob/X now gets destroyed via an A_CountdownArg(3) when calling OilmanSpillBlob_Func (SlideWait state, giving size to other spill blobs), goes straight to XDeath state, overall
^ fixing the behavior of Spill Blob actors growing in size all the time, GIVING OILMAN SUPER HUGE 1K+ DAMAGE AOES.
+ OilmanSpillBlob_Func2 A_SetScale +0.25,+0.1 > +0.31,+0.13 (+15% increase, remembers this increases radius/damage of their A_Explode)
Airman:
(BF) Forgot to rename the second OB_AIRGIGA_TORNADOHOLD to "OB_AIRTORNADOCIRCLE".
Woodman: Wood Tower
% WoodmanLeafFallLine recoded, now spawns Leaf every 4 tics three times in a horizontal line and a single LeafTrap2 every 12 tics.
Mi% Fire tics 6x2>20>4x2>6 > 3x2>30>3x2>4
+ Fragging with a damagetype that has Drain will give the user double the health.
+ Leaf Trap can be cancelled to non-M moves from tics 43-48.
+ Body Slam can be cancelled to non-A moves from SlamEnd tics 17-24 and SlamEnd2 tics 9-14
+ LeafTrap is overall a tiny bigger compared to it's counterparts, Radius/Height 8 > 11, Scale 2.5 > 3
+ LeafTrapSet reactiontime 3 > 6
- WoodM_SeedTrap damagetype now gives 25 invul tics to WoodM_SeedStun. (Removes stunlock when using knockback-related stuff)
- LeafTrap damage 40 > 30 (max: 200 > 150)
- LeafTrapSet Damage 20 > 10
- LeafTrapSetBoom A_Explode damage 20 > 10
- WoodmanLeafFall Damage 30 > 25
Sparkman:
%/+ SparkM_ShockLobW THRUACTORS (stun for longer)
(BF) Fixed SparkM_ShockLob actors not spawning SparkM_ShockLobGround actors properly online.
- ShockBurst-type actors now have 30% A_Explode damage off their Shock actor. (130/170/230 > 52/68/92, Spark Shock max damage: 130/340/460 > 130/238/322)
Skullman: Skull Soul (RMM (Lost Soul)), Skele-Toot (Tooter from Boneman (DI-Classes), Skeleton Bone (Final Joedown)
% Reworked Skull Buster and the ways it's Commando Wave stuff works, now looks like the core projectile but makes a Commando Waveball on terrain (different trajectories depending on Floor/Wall/Ceiling), for SkullShotRage
^ it's Commando Waveball makes a wave that also spawns a Giga Tornado Hold with the trail.
% B+M uses Skull Soul, a fast projectile that deals Wind Storm-like damage, with Shock and Cursed Ammo Drainer alongside it, can't use two quickly.
% B+A uses Skele-Toot, a melee move that deals upwards knockback, gives the user Super Jump.
% A (not FAA) uses Skeleton Bone, a bouncer projectile that deals Half-Shock damage, with Skull Barrier this becomes a homing move that bounces off terrain a LOT, deals weak damage but it's extremely unlikely that it won't
^ deal damage to anyone at all.
Mi%/? Skull Buster's Giga Tornado Hold when using it with Skull Barrier are pink now?
+ Skull Barrier now deals Shock damage and also gives CBM_HealThing70_PU to the user per hit.
- Health 850 > 750
- SkullShot Damage 100-user_POWER > 90[...]
- SkullShotRage Damage 120 > 110
Starman: Star Meteor (Starwatcher (UBS)), Star Crash (Stop, based off Starwatcher from UBS too)
% Pressing B+1/2AmA will do Star Meteor, one of Starwatcher's attacks from UBS, a pinpoint attack with a big meteor doing a big explosion, radius/damage severly reduced, different spawnofs_horz and it's pinpoint
^ has a warning before spawning the meteor, however the pinpoint is no longer a RIPPER and stops after it's Spawn state ends.
^ meteor deals knockback and shock damage with a 3 second protection for the shock yes yes
% Star Crash + Altfire uses Star Crash (Stop), a faster Star Crash that stops after a short distance to be used as a trap, it's animated faster but deals less damage, it's direct damage is absent, deals light knockback
^ and a 2.5s cooldowned half-shock damage.
% StarFlurryLauncher now spawns StarFlurryShot for every second loop.
Mi% Updated StarShieldExplosion's Damagetype to redirect to StarCrash_Weakness1.
(BF) Fixed OB_STARFLURRY doing "\" instead of "\c". (?)
(BF) Fixed StarShieldExplosion not being able to do anything because of it's A_Explode being on tic 0.
+ SuperStarPowerAmmo Regen tics 12 > 6
+ StarArmorPower Normal protection 0.75x > 0.66x
+ Star Buster now deals Half-Trip Shock damage with a 2.5s cooldown.
+ StarShieldExplosion A_Explode radius/fulldmgradius 5 > 48 (yikes)
+ StarCrashBomb Radius/Height 6 > 12 (yikess)
+ StarCrashBomb A_Explode radius 2 > 32 (yikesss)
- Star Flurry ammo cost 6 > 14
- StarM_HugExplosion A_Explode damage 80 > 20
- StarFlurryShot Damage 50 > 15
- StarmanShieldBoom A_Explode damage 120 > 30
- StarShieldExplosion A_Explode damage 5 > 15
- StarCrashBomb Damage/A_Explode damage 20 > 10
- StarmanBuster Damage 8 > 45
Blizzardman: Sonic Wave, Spin Bowl (moves taken from Sonic UBS (same name/Spin Kick))
% B+A uses Sonic Wave, firing a crawler projectile that deals Trip Half-Shock damage, it's way faster charged here.
% B+A2 uses Spin Bowl, you spin in place, giving you invulnerability while doing contact damage, here it deals cooldowned shock damage with very slight reverse knockback to make sure opponents get danced at a lot.
% Blizzard Bowl (Aerial Homing) JumpRollingSlam ThrustThing/Z force 35/40 > 20/25
(BF) Fixed Aerial Blizzard Bowl moves
(BF) Fixed Blizzard Bowl (Aerial Rapid)'s HUD using the wrong colors.
+ player.jumpz 10 > 11
+ Ground Blizzard Bowl moves now deal full shock damage, Aerial ones deal Half-Shock damage.
- Removed Pluto's Speed Up gimmick here, also removed Blizzardman's Item. (didn't felt like it, jank)
- player.forward/sidemove 1.6/1.58 > 1.4>1.38
- BlizzardAttackAim Damage 4 > 35 (max: 160 > 132)
- BlizzardBossAttack Damage 6 > 45
- BlizzardBallBox(aka RapidBlizzardBallBox) Damage 350 > 300
- BlizzardBallJumpBox Damage 150 > 120
Tomahawkman:
(BF) Fixed Bot crashing the game with BotFire sending into an infinite loop with itself.
Slashman:
- ClawmanSlash Mass 130 > 90, Mass reduction during Spawn 10 > 5 (from 90 to 45) (All ClawmanSlash actors are also affected with the according -50 nerf (ex: ClawmanSlash1 is 60~15))
- SlashGoop/2 Damage 50 > 40 (i don't like it)
- SlashLungeShockwave SlashLungeFX A_SIEX xoffset 0 > 4 (less projs hits on point blank)
- SlashLungeFX Damage 110 > 80 (+250 off point blank hell no before above nerf)
Shademan:
- ShademanGaze reactiontime unused > 30 (prevents an infinite number of projs used as traps, the user can have 3 at the same time.)
Searchman:
+ SearchM_LockShot now uses Chain Shock, with a cooldown of 5 seconds after not receiving any subsequent damage from it in 5 tics.
+ SearchM_Disc now uses Trip Half-Shock with a cooldown of 2 seconds.
+ Fire0 tics 2x7 > 2x6
Original Duo:
% Swapped Midfist/GigaFist projectiles between weapons. (Fist has the uncursed projs, Meteor has the cursed projs)
+ ODuo_Punch and Purify Beam now deals Half-Shock damage with a 3 second cooldown.
+ ODuo_MeteorPush now deals Shock damage.
+ ODuo_Wave now deals Trip-Half Shock damage.
+ ODuoMidFist2 Speed 20 > 30 (sleepishly slow)
+ ODuoGigaFist2 Damage 1 > 20 (inconsistent with MidFist2 which still dealt 2 damage)
+ ODuoGigaFist2 Speed 25 > 40
- ODuoMeteorExplosion afterburn units 5 > 3
- ODuoMeteorCrush Damage 40 > 30
- ODuoRamDamage/2 A_Explode damage 210 > 140
- ODuoMidFist A_Explode damage 120 > 100 (max: 140 > 120)
- ODuoPunch Damage 160 > 135 (opponents against walls)
- ODuoGigaFist A_Explode damage 160 > 140 (max: 180 > 160)
Evilrobot:
- TrioTornado now does A_CountDown twice if it's a directional one. (lame)
- TrioThunderClawBit Damage 20+(user_D/8)) > 15[...]
Splash Woman: Mini-Rework !
% M2 is Trident Stab, a fast melee move that deals Half-Shock, powering it up with Sinewy Etude makes it deal Shock damage.
% M3 is Ink Blob, fires a blob of ink that makes opponents' screen darker for a bit, powering it up with Sinewy Etude gives it 4 additional bullets and fires it like Sludge Burst from MMDWeps.
% B+M is Rising Swipe, a melee uppercut move that deals Half-Shock damage, using it again will use the AimDJ+B+M, Falling Stab, making the user go downwards dealing Half-Shock damage again.
% Splash Woman's summoned fishes are now onto a B+A, consuming 1/2 ammo.
- SplashLaserT_0 Damage 70 > 42
- SplashLaserTSE_0 Damage 90 > 44 (Literally deals more hits than without Sinewy Etude I could've just made it use the same damage number)
Terra:
+ Terra_AltBoostCheck_P ChiaPetAmmo give 8 > 12 (idea was to make Terra Dash make getting ammo faster)
Pluto:
Mi% Revisualized Fury Swipes, swipes are now smaller but with 2 FX swipes on the sides, making use of Pluto's three claws instead of... one claw?
- PlutoFurySwipes/2 A_Explode damage 40/30 > 25/15
- PlutoBreakDashDamager A_Explode damage 80/40 > 60/30
Quint: Giant Shot, Mini-Rework !
% B+M makes Giant Shot, a simple, slow version of the older Curse Buster shots that Quint/Astroman used, it deals Half-Shock.
% Quint Dash is now CURSED, can be held to make the dash longer but no longer makes you float in the air and drains ammo, use B+A to use the uncursed one.
%/+ SakuShockwaveSpawner now spawns both SakuShockwaveBit AND QuintHyberBomb, same for SakuRockCrusher with SakuRockCrush/FX
%/+ SakuRockCrusher QuintFragBomber Spawn2/Death A_SpawnItemEx 0,0,5,random(4,16),random(2,8),random(5,10),random(0,360),1 > [...]random(-16,16),random(-8,8),random(-10,10),0[...], Spawn2 failchance 128 > 0
Mi% QuintSakuBlastLand now spawns both QuintSakuBlastLandFX and QuintHyberBomb.
+ QuintFragBomber Species N/A > DumbQuintRock, THRUSPECIES
- SakuShockwaveSpawner A_Explode damage 120 > 90
- SakuShockwaveBit Damage 60 > 30
- QuintLeapCrush Damage 160 > 110
- QuintSakuBlastLand A_Explode damage 80/120 > 40/80
- QuintSakuAltSpin A_Explode damage 40 > 15
- SakuRockCrusher A_Explode damage 80 > 50
- SakuRockCrush Damage 120 > 30
- QShot Damage 100 > 80
- QuintHyberBomb A_Explode damage 15 > 25
- QuintFragBomber A_Explode damage 10 > 15
Goku:
% Kamehameha now produces more KamehamehaPart actors alongside it's path, and has been recoded to be die when the attack is finished, also produces smoke-like effects on it's explosion.
% Spirit Bomb now goes upwards on XDeath, dealing upwards knockback alongside it.
%/+ Kamehameha/Part Radius/Height 40 > 20 (finally way less harder to use lol)
(BF) Fixed first Spawn tic issue with GokuKamehamehaPart/Start
+ GokuJab projectiles DONTBLAST DONTREFLECT
- GokuKiBlast/_Death Damage/A_Explode damage 40/30 > 35/25 (Ki Blast max damage w/ full bar: 840 > 720)
Impostor: Mini-Rework !
%/+ Ready2 state now gives a SussyAmmo every 9 tics, this is of course the ammo used when charging Mainfire.
%/+ Sus Gun now starts with a melee hitbox, then 3 tics after shoots the projectile, the melee hitbox has a Freeze Half-Shock while the projectile now deals tight diagonal knockback with a Freeze Shock.
^ the cooldowns for the melee is a short 1.5s while the projectile itself is 3s.
% Sus Vent's Vent state ThrustThingZ force 50 > 38, SusStart A_ChangeVelocity x/z cos(pitch)*1000/-sin(pitch)*1000 > [...]*600/[...]*600, the player no longer becomes unsolidified during Sussy Vent,
^ but when teleporting, there's an A_Explode hitbox that sends opponents a bit forward but certainly upwards too with a Freeze Shock.
Mi% Fire animation IMPS ABCCBA > BCB
(BF) Fixed Impostor_Knife using the older cooldown method, no longer dealing Shock on every hit. :p
(BF) Fixed SabotageLightE state having TNT1A0 on tic 10.
+ Just like Impostor's other moves, Sus Knife now has a Freeze Shock.
MemeMasterThree:
Mi% FakeDeathFX, MemeDeath and MemeTeleportFX now has their translations transferred from the user. (And the latter two's TeleportFogRed spawns)
Tango:
(BF) Fixed TangoRollBox2W not inheriting from TangoRollBox2 instead of TangoRollBox.
(BF)/- Fixed Tango_Claws using the older cooldown method, no longer dealing Half-Shock on every hit. :)
+ Added Tango_Roll/Tango_DropRoll, they both deal Half-Shock with a cooldown of 2 seconds and resets on subsequent hits.
+ Tango_Claws Half-Shock cooldown 4 seconds > 3.5 seconds (122 tics)