Mega Man 8-Bit Deathmatch Forum
Stardust Motion
User Info
November. 28, 2025, 8:49 AM (Edited by Stardust Motion)
Xover Weapons

Combine weapons into new ones
>>> Download v3.2.0 <<< 「2025-06-04 (latest) ~ v6b」
>> Download database <<「Required - contains ingredient data for all weapons」
v3.1.0 「2024-11-24 ~ v6b」
v3.0.0 「2024-10-20 ~ v6b」
v2.1.0 「2021-12-26 ~ v6a」
Discord (creative zone => projects)
「Changelog」
「v3.2.0」

########################################################
<< Details >>
「v3.1.0」

- 4 new Xover Weapons
- Detect fusions by simple weapon selection !
- Queued fusions now additionally unlock over time
- Balance / tweaks, some Mega Man X weapons moved to higher tiers
Details
「v3.0.0」
- Now playable in MM8BDM v6b!
- 14 new Xover Weapons!
- Fusion table redesigned! Ingredient information is now visible
- Screws replaced by a new, damage-based system
- Can use custom weapons as ingredients
- Added support for modding!
Details
「v2.1.0」
Xover Weapons changelogs are inspired by Keep a changelog
guidelines and adheres to semantic versioning
「Modding」
########################################################
- 6 new Xover Weapons of tier 3+
- Fusions can now be stored in queue for future unlock
- And they will not be destroyed anymore on death!
- Fusions balance out their ingredient bars' evenly
- Ingredient-less abstract Xover Weapons are now possible
- Some extra rules when playing LMS
<< Details >>
General / System
- Now keep queued fusions on death
- Unlock damage required 60 => 100, auto-unlock over time 4.0/s => 6.0/s
- When the bar is full, queued fusions now become ready to unlock, claim it with 「uncombine」 button hold
- Removed ammo refill on unlock
- Now on unlock, the fusion redistributes all ammos so bars are even (and with consideration to ammo factor, i.e Time Stopper)
- Now Eddie drops XoverWeps instead with 1/8 chance
- XoverWeps without ingredients (i.e Eddie's) are now abstract :
- Added rules in LMS
- Removed weapons' icons on automap「Because MM8BDM v6c is expected to bring this feature ' ^'」
- Energy Balancer and custom ammo pickups now work properly with XoverWeps
- Weapon description button now usable on any weapon
- Fusion table will not flash anymore when a weapon which can mix is selected, but is already inserted in the current chain (big QoL)
- Multi-fusion selection key: 「combine into uncombine」 --> simplified to just 「tap combine」
「 Settings 」menu
- Updated all custom weapon ingredients keywords, incl. recent packs like Dubious Deeds and VileWeps
Technical
- Split the mod into a xover-weapons-db file which contains keyword data for weapon packs. It is a lightweight file which makes Xover compatibility easier to maintain when modders update their weapon packs. The game will yell a message at you if it's not loaded
- XOVER.acs API
Weapons
- Added 6 new Xover Weapons of tier 3+
- Ethereal/Antinomic weapon now requires full ammo to destroy
- 「Noticeable」per-weapon changes
- When dieing in Co-op, Xover Weapons' ingredients bar often broke by losing track of their ingredients. This is fixed.
- Fixed "Xover is loaded" on-connect message not displaying
- Unlock bar now properly fills while dead
- Fusion table won't insert 0 keyword ingredients anymore
- 「Cactus Ball」Fixed crazy speed on occasion
- 「Energy Chain」Fixed stuck in "drain" state
- 「Triad Thunder」Fixed Infinite electricity on death
- Now keep queued fusions on death
- Unlock damage required 60 => 100, auto-unlock over time 4.0/s => 6.0/s
- When the bar is full, queued fusions now become ready to unlock, claim it with 「uncombine」 button hold
- Removed ammo refill on unlock
- Now on unlock, the fusion redistributes all ammos so bars are even (and with consideration to ammo factor, i.e Time Stopper)
- Now Eddie drops XoverWeps instead with 1/8 chance
- XoverWeps without ingredients (i.e Eddie's) are now abstract :
- They can not be (un)combined with
- They have a dedicated ammo, shared among all abstract fusions
- Their bars will appear as:
- Added rules in LMS- Instant fusion unlock
- Keep fusions combined on respawn
- Can only create tier 3+ fusions through chaining,. Uncombining reverts the whole chain
- Limited to 2 fusion chains
- Removed weapons' icons on automap「Because MM8BDM v6c is expected to bring this feature ' ^'」
- Energy Balancer and custom ammo pickups now work properly with XoverWeps
- Weapon description button now usable on any weapon
- Fusion table will not flash anymore when a weapon which can mix is selected, but is already inserted in the current chain (big QoL)
- Multi-fusion selection key: 「combine into uncombine」 --> simplified to just 「tap combine」
「 Settings 」menu
- Removed 「hold duration」
- 「Unlock vs monster/player」 simplified into one setting: 「Unlock damage」
- Added back 「auto-switch to fusion」setting
- Added a setting to randomize all weapons into (abstract) XoverWeps. 「In LMS, this also grants up to 3 W-Tanks (based on loadout size) to compensate from abstract fusions sharing the same ammo bars」
- Updated all custom weapon ingredients keywords, incl. recent packs like Dubious Deeds and VileWeps
Technical
- Split the mod into a xover-weapons-db file which contains keyword data for weapon packs. It is a lightweight file which makes Xover compatibility easier to maintain when modders update their weapon packs. The game will yell a message at you if it's not loaded
- XOVER.acs API
- Changed defineXoverWeapon signature
- Added a getXoverTier method
- Removed keyword KW_GLOW ==> unified with KW_ENERGY
- Now defineXoverWeapon calls defineWeapon internally
Weapons
- Added 6 new Xover Weapons of tier 3+
- Ethereal/Antinomic weapon now requires full ammo to destroy
- They produce (1 big or 2 small) ==> 1 mega weapon energy
- 「Noticeable」per-weapon changes
- Astrasphere
- Slows user by 0 => 30%
- Damage reduction 25% => 40%
- Boomerang Cutter
- Speed 18 => 24, RoF 2.3/s => 2.7/s
- Cactus Ball
- Damage 18 => 20
- Glue Shot
- Slow strength reduced
- Klageharnisch
- Damage 18 => 21
- Libra Judgment 「Mini rework」
- Now locks your sight to the attacker so the beam can't miss.
- Beam charge rate greatly reduced
- Damage reduction when active 60% => 40%
- Melt Creeper
- Reverted 3.1 changes ; charged sends 2 => 4 waves, ammo cost 1x => 2x uncharged's
- Poltergeist 「Actions simplified」
- Mainfire will only grab/toss
- Altfire will only summon the cube
- Raikousen
- Mainfire / altfire swapped
- Thousand Spears
- Slot 4 => 3
- V-Shot
- Damage 8 => 11, enhanced shot 15 => 16
- Virus Outbreak
- Recipe: status+safety => body+status
- When dieing in Co-op, Xover Weapons' ingredients bar often broke by losing track of their ingredients. This is fixed.
- Fixed "Xover is loaded" on-connect message not displaying
- Unlock bar now properly fills while dead
- Fusion table won't insert 0 keyword ingredients anymore
- 「Cactus Ball」Fixed crazy speed on occasion
- 「Energy Chain」Fixed stuck in "drain" state
- 「Triad Thunder」Fixed Infinite electricity on death

- 4 new Xover Weapons
- Detect fusions by simple weapon selection !
- Queued fusions now additionally unlock over time
- Balance / tweaks, some Mega Man X weapons moved to higher tiers
Details
System
- Added 4 new Xover Weapons
- Unlock damage 40 / 85 / 140 / 210 -> 60 / 120 / 180 / 240
- Now auto-unlocks 4 damage per second (customizable)
- Now keywords check and fusion detection can be done simply by scrolling through weapons
- Removed Xover Weapon autoswitch
- Now displays weapon slot on "Get equipped with" message
- Now non-secret keywords are public (see /acs_source/db_public.acs)
- Added support for Megaman X SP, Mega Man World, and Future Fury
Technical
- Ingredients don't require anymore a bunch of DECORATE actors to work with Xover (thanks Trillster)
- Xover API library updated :
> defineXoverWeapon signature now takes weapon slot as argument
> defineXoverN can now be used additively on a same weapon
Weapons
- Note : the below only represent noticeable weapon changes or reworks.
Aiming Laser
- Tier 2 -> 4
- Cursor now automatically sweeps
- Damage 2 (x11 hits) -> 4 (x9 hits), increased by 100% for each extra target
- Range limit removed
- Charged attack is now a double range toggle for the cursor
Boomerang Cutter
- Tier 3 -> 4, enhanced accordingly
Countershading Tracer
- Now +125% damage versus non-players
Doppler Attack
- Recipe modified
Go Getter Right
- Damage 24 -> 30
Ground Dash
- Tier 4 -> 5
- Now uncharged attack can be aimed and bounces on the ground
- Charged boulder HP 275 to 1137 -> 800 to 2250
Hit Shot
- +~35% bullets (max. amount unchanged)
Ice Gatling
- Damage 1 -> 3 and can now damage frozen victims
Libra Judgment
- Damage reduction while active 40% -> 60%
Lunch Rush
- Longer cooldown, but can be quick-switched
- Summon 36 -> 54 servbots
Melt Creeper
- Charged attack sends 4 -> 2 waves
- Ammo cost 3x -> 1x uncharged attack's cost
MetGuards
- MetGuard1 can now be rotated
- MetGuard3 and 3EX send 1 -> 2 waves with reduced damage
Meteor Tackle
- Now burst all unused debris on impact
Midnight Bliss
- Now is reusable after 10s
- "No invulnerability vs monsters" replaced by -> "25% Heal vs monsters"
Poltergeist
- Grab/toss now costs no ammo
- Summon block at random angle -> at your aim
Rakukoujin
- Now pulls the sword immediately upon undigging
- Now uses your current velocity
Scarlet Magic
- Orb damage 30 -> 44
Splash Laser
- Tier 2 -> 3, buffed accordingly
- Drains water meter faster
- Uncharged water speed 30 -> 0 to 64
Thousand Spears
- V2/V3/V5 fire rate x1.25 -> x1.65 of V1's fire rate
- Lateral stabs appear after 0.9s -> 0.1s
- Stabbing doesn't thrust anymore. Final stab lunges more noticeably
Wing Spiral
- Tier 2 -> 3, buffed accordingly
- Charged reworked into an aura. Duration 6 -> 8s, cost 1/4 -> 1/2 bar
Bug fixes
- Fixed a major issue which erased other players' fusion ingredients when certain players respawned
- Xover keybinds do not interfer anymore with other mods
- Fixed "SFX state not found..." error spam occuring online
- Fixed compatibility with Campaign Co-op mod
- Lunch Rush : fixed airwalking servbots ' u'
- Meteor Tackle : fixed user turning invisible on occasion
- Midnight Bliss : fixed the girl not disappearing on occasion
- Poltergeist : fixed an issue which changed actor colors
- Brandishing Blade/Red Hot Kick : fixed the deflect effect which glitched some monsters' health
Known bugs
- In PvM (survival/coop/invasion) :
- On occasion Triad Thunder releases electricity endlessly until respawn
- On occasion (online?) Meteor Tackle's formation phase can be held infinitely
- Energy Balancer doesn’t work properly with Xover Weapons for now
- This mod edits weapon energy and M/WTanks : a) ammo pickups can break with other mods editing them b) there is a small warning on game bootup.
- Added 4 new Xover Weapons
- Unlock damage 40 / 85 / 140 / 210 -> 60 / 120 / 180 / 240
- Now auto-unlocks 4 damage per second (customizable)
- Now keywords check and fusion detection can be done simply by scrolling through weapons
- Removed Xover Weapon autoswitch
- Now displays weapon slot on "Get equipped with" message
- Now non-secret keywords are public (see /acs_source/db_public.acs)
- Added support for Megaman X SP, Mega Man World, and Future Fury
Technical
- Ingredients don't require anymore a bunch of DECORATE actors to work with Xover (thanks Trillster)
- Xover API library updated :
> defineXoverWeapon signature now takes weapon slot as argument
> defineXoverN can now be used additively on a same weapon
Weapons
- Note : the below only represent noticeable weapon changes or reworks.
Aiming Laser
- Tier 2 -> 4
- Cursor now automatically sweeps
- Damage 2 (x11 hits) -> 4 (x9 hits), increased by 100% for each extra target
- Range limit removed
- Charged attack is now a double range toggle for the cursor
Boomerang Cutter
- Tier 3 -> 4, enhanced accordingly
Countershading Tracer
- Now +125% damage versus non-players
Doppler Attack
- Recipe modified
Go Getter Right
- Damage 24 -> 30
Ground Dash
- Tier 4 -> 5
- Now uncharged attack can be aimed and bounces on the ground
- Charged boulder HP 275 to 1137 -> 800 to 2250
Hit Shot
- +~35% bullets (max. amount unchanged)
Ice Gatling
- Damage 1 -> 3 and can now damage frozen victims
Libra Judgment
- Damage reduction while active 40% -> 60%
Lunch Rush
- Longer cooldown, but can be quick-switched
- Summon 36 -> 54 servbots
Melt Creeper
- Charged attack sends 4 -> 2 waves
- Ammo cost 3x -> 1x uncharged attack's cost
MetGuards
- MetGuard1 can now be rotated
- MetGuard3 and 3EX send 1 -> 2 waves with reduced damage
Meteor Tackle
- Now burst all unused debris on impact
Midnight Bliss
- Now is reusable after 10s
- "No invulnerability vs monsters" replaced by -> "25% Heal vs monsters"
Poltergeist
- Grab/toss now costs no ammo
- Summon block at random angle -> at your aim
Rakukoujin
- Now pulls the sword immediately upon undigging
- Now uses your current velocity
Scarlet Magic
- Orb damage 30 -> 44
Splash Laser
- Tier 2 -> 3, buffed accordingly
- Drains water meter faster
- Uncharged water speed 30 -> 0 to 64
Thousand Spears
- V2/V3/V5 fire rate x1.25 -> x1.65 of V1's fire rate
- Lateral stabs appear after 0.9s -> 0.1s
- Stabbing doesn't thrust anymore. Final stab lunges more noticeably
Wing Spiral
- Tier 2 -> 3, buffed accordingly
- Charged reworked into an aura. Duration 6 -> 8s, cost 1/4 -> 1/2 bar
Bug fixes
- Fixed a major issue which erased other players' fusion ingredients when certain players respawned
- Xover keybinds do not interfer anymore with other mods
- Fixed "SFX state not found..." error spam occuring online
- Fixed compatibility with Campaign Co-op mod
- Lunch Rush : fixed airwalking servbots ' u'
- Meteor Tackle : fixed user turning invisible on occasion
- Midnight Bliss : fixed the girl not disappearing on occasion
- Poltergeist : fixed an issue which changed actor colors
- Brandishing Blade/Red Hot Kick : fixed the deflect effect which glitched some monsters' health
Known bugs
- In PvM (survival/coop/invasion) :
- - If sv_coop_loseinventory and sv_coop_loseweapons are false, upon respawning, queued fusions get corrupted (lose track of their ingredients). If in addition xw_restore_ingredients is false, unlocked (owned) fusions get corrupted too.
- If sv_coop_loseinventory = false but sv_coop_loseweapons = true, queued fusions will not be cancelled. And they will be corrupted.
- In short to minimize these bugs until fixed, I recommand (in PvM) enabling restoring ingredients on death, sv_coop_loseweapons, and sv_coop_loseingredients
- On occasion Triad Thunder releases electricity endlessly until respawn
- On occasion (online?) Meteor Tackle's formation phase can be held infinitely
- Energy Balancer doesn’t work properly with Xover Weapons for now
- This mod edits weapon energy and M/WTanks : a) ammo pickups can break with other mods editing them b) there is a small warning on game bootup.
- Now playable in MM8BDM v6b!
- 14 new Xover Weapons!
- Fusion table redesigned! Ingredient information is now visible
- Screws replaced by a new, damage-based system
- Can use custom weapons as ingredients
- Added support for modding!
Details
System
- Ported to MM8BDM v6b
- Added 14 new Xover Weapons
- Removed screws
- Removed random weapon dropping when killed by a Xover Weapon
- Removed Weapon Mix ("Recipe bag") pickup
- Now upon combining, the fusion is queued. Players must deal damage to unlock it.
- Now Xover Weapons refill some ammo for their ingredients, upon obtention
- Added a new pickup "Mystery Weapons"
- Max fusions per player 20 => 256
- Added ingredient weapons' icon on their bar
- Ammo consumption is now multiplied by ingredient's ammo refill rate (i.e Time Stopper consumes 25% as much ammo when used as an ingredient)
Fusion table
- Redesigned
- Now displays weapon tag
- Now displays ingredients' traits (keywords), which were hidden to players until now
- Now displays the fusion icon as darkened if owned
- Now can select among 4 fusions if a combination yields several
Main menu
- Redesigned
- Now accessed via XW command instead
- Added Library submenu
- Added setting for automap icons
- Added setting for autoswitching to a Xover
- Removed the LMS, coop weapons, and autoclose table settings
- Merged add/remove/info hold duration settings into a single one
Information button
- Bottom right tooltip redesigned to be less intrusive
- Changed some weapon descriptions
- In LMS, now displays the weapons on map instead of the loadout
Technical
- Now is compatible with all v6b-ported weapon packs. To owners of these packs : if you want to pick the keywords yourself, contact me and I'll remove the definitions from core Xover
- Added a XOVER.acs library to allow modders to interact with Xover Weapons
- ACS engine completely recoded from scratch, for healthier development
- Now supports decimal/accurate ammo calculation, and does not hard edit vanilla's actors anymore
Weapons
- Changed some Xover Weapon recipes
- Mega Man X weapons now have different charging times
- All weapons now work with spread rune, and support team colors
- Added grayed out HUDs for weapons on cooldown (i.e Photon Flare)
- Slight balance changes (mainly, buffs) were applied to most weapons. The below are only noticeable edits.
Aiming Laser
- Charged Beam is now continuous/drain ammo over time. Damage/blind intensity reduced
Countershading Tracer
- Fire rate 0.37/s => 0.26/s
- Now can be quick swapped
Falling Steel Sword
- Renamed to Rakukoujin, its japanese name
- Removed halved ammo cost in PvM
- Now gives some ammo on monster kill
- Now untrackable/unseekable while underground
Forest Whip
- Removed quick swap
- Whip damage ~(24 to 40) => ~(26 to 48)
Ground Dash
- Tier 2 => 4
- Slot 5 => 7
- Fires faster
- Uncharged rock health 135 => 210
- Charged boulder :
> Grows twice as fast
> Is now translucent when user is nearby
Ice Gatling
- Removed fire/ice-elemental damage alterations while frozen
Jawz Hunters
- Slot 2 => 7
Leaf Boomerang
- Ammo refund on catch 50% => 75%
- Damage method changed
Melt Creeper
- Pillar height ~69 => 120
Recycle Inhaler
- Removed Pirate Mines sucking
- [eddie] replaced by [a random weapon]
- Now monsters can drop weapon/assist (with low chance)
Splash Laser
- Charged attack :
> Shoot 20 => 12 bubbles
> Bubble damage (8+28) => (5+22)
> Now additionally pumps the uncharged attack meter to the maximum when finished
Super Arrow
- Health 160 => 80
Thousand Knives
- Tier 4 => 3
- Ammo cost 1.32 bars => 2 bars
Triad Thunder
- Tier 2 => 3
- Damage +25%
Virus Outbreak
- Damage/heal vs monsters 100% => 50%
- Now lands more consistenly (hitbox increased)
Bug fixes
- Fixed performance drops on certain weapons like Ice Javelin or Boomerang Cutter
- Ice Gatling : (vs monsters) now negate their damage instead of breaking their state
- Rakukoujin : fixed camera clipping through walls
- Red Hot Kick : fixed every player’s screen going on fire in PvM
- Scatter Ring : fixed a sprite conflict with Yoga Inferno HUD
- Super Arrow : fixed ride randomly dropping you online
- Triad Thunder : fixed uncharged attack melee hitting inconsistently near walls
- Wing Spiral : fixed charged attack not checking for ammo
- Virus Outbreak : now deals actual damage instead of “modifying health”
Known bugs
- Energy Balancer doesn’t work properly with Xover Weapons for now
- This mod edits weapon energy and M/WTanks : a) ammo pickups can break with other mods editing them b) there is a small warning on game bootup.
> Will be fixed next version :
- A) There is currently an issue with combining if the Campaign mod is loaded
- B) There is currently an issue where players respawning might erase the ingredients registered (ammos) on other players's xover weapons
- Ported to MM8BDM v6b
- Added 14 new Xover Weapons
- Removed screws
- Removed random weapon dropping when killed by a Xover Weapon
- Removed Weapon Mix ("Recipe bag") pickup
- Now upon combining, the fusion is queued. Players must deal damage to unlock it.
- Now Xover Weapons refill some ammo for their ingredients, upon obtention
- Added a new pickup "Mystery Weapons"
- Max fusions per player 20 => 256
- Added ingredient weapons' icon on their bar
- Ammo consumption is now multiplied by ingredient's ammo refill rate (i.e Time Stopper consumes 25% as much ammo when used as an ingredient)
Fusion table
- Redesigned
- Now displays weapon tag
- Now displays ingredients' traits (keywords), which were hidden to players until now
- Now displays the fusion icon as darkened if owned
- Now can select among 4 fusions if a combination yields several
Main menu
- Redesigned
- Now accessed via XW command instead
- Added Library submenu
- Added setting for automap icons
- Added setting for autoswitching to a Xover
- Removed the LMS, coop weapons, and autoclose table settings
- Merged add/remove/info hold duration settings into a single one
Information button
- Bottom right tooltip redesigned to be less intrusive
- Changed some weapon descriptions
- In LMS, now displays the weapons on map instead of the loadout
Technical
- Now is compatible with all v6b-ported weapon packs. To owners of these packs : if you want to pick the keywords yourself, contact me and I'll remove the definitions from core Xover
Anonymous said:
Rock Force/No Constancy/Dos Reborn expansions
Basin of Weapons
Experimental Weapons
UkiWeps
Encore Weps
Allanx Weps
Vile Weps
Touhou Gensokyo Weps
Inspired Burst
Basin of Weapons
Experimental Weapons
UkiWeps
Encore Weps
Allanx Weps
Vile Weps
Touhou Gensokyo Weps
Inspired Burst
- Added a XOVER.acs library to allow modders to interact with Xover Weapons
- ACS engine completely recoded from scratch, for healthier development
- Now supports decimal/accurate ammo calculation, and does not hard edit vanilla's actors anymore
Weapons
- Changed some Xover Weapon recipes
- Mega Man X weapons now have different charging times
- All weapons now work with spread rune, and support team colors
- Added grayed out HUDs for weapons on cooldown (i.e Photon Flare)
- Slight balance changes (mainly, buffs) were applied to most weapons. The below are only noticeable edits.
Aiming Laser
- Charged Beam is now continuous/drain ammo over time. Damage/blind intensity reduced
Countershading Tracer
- Fire rate 0.37/s => 0.26/s
- Now can be quick swapped
Falling Steel Sword
- Renamed to Rakukoujin, its japanese name
- Removed halved ammo cost in PvM
- Now gives some ammo on monster kill
- Now untrackable/unseekable while underground
Forest Whip
- Removed quick swap
- Whip damage ~(24 to 40) => ~(26 to 48)
Ground Dash
- Tier 2 => 4
- Slot 5 => 7
- Fires faster
- Uncharged rock health 135 => 210
- Charged boulder :
> Grows twice as fast
> Is now translucent when user is nearby
Ice Gatling
- Removed fire/ice-elemental damage alterations while frozen
Jawz Hunters
- Slot 2 => 7
Leaf Boomerang
- Ammo refund on catch 50% => 75%
- Damage method changed
Melt Creeper
- Pillar height ~69 => 120
Recycle Inhaler
- Removed Pirate Mines sucking
- [eddie] replaced by [a random weapon]
- Now monsters can drop weapon/assist (with low chance)
Splash Laser
- Charged attack :
> Shoot 20 => 12 bubbles
> Bubble damage (8+28) => (5+22)
> Now additionally pumps the uncharged attack meter to the maximum when finished
Super Arrow
- Health 160 => 80
Thousand Knives
- Tier 4 => 3
- Ammo cost 1.32 bars => 2 bars
Triad Thunder
- Tier 2 => 3
- Damage +25%
Virus Outbreak
- Damage/heal vs monsters 100% => 50%
- Now lands more consistenly (hitbox increased)
Bug fixes
- Fixed performance drops on certain weapons like Ice Javelin or Boomerang Cutter
- Ice Gatling : (vs monsters) now negate their damage instead of breaking their state
- Rakukoujin : fixed camera clipping through walls
- Red Hot Kick : fixed every player’s screen going on fire in PvM
- Scatter Ring : fixed a sprite conflict with Yoga Inferno HUD
- Super Arrow : fixed ride randomly dropping you online
- Triad Thunder : fixed uncharged attack melee hitting inconsistently near walls
- Wing Spiral : fixed charged attack not checking for ammo
- Virus Outbreak : now deals actual damage instead of “modifying health”
Known bugs
- Energy Balancer doesn’t work properly with Xover Weapons for now
- This mod edits weapon energy and M/WTanks : a) ammo pickups can break with other mods editing them b) there is a small warning on game bootup.
> Will be fixed next version :
- A) There is currently an issue with combining if the Campaign mod is loaded
- B) There is currently an issue where players respawning might erase the ingredients registered (ammos) on other players's xover weapons
Xover Weapons changelogs are inspired by Keep a changelog
guidelines and adheres to semantic versioning
- 【Class base slot】 used : 4
- 【Translation】 ID used : 6735 to 6817
- 【HudMessage】 IDs used : 6905 to 7509
- 【Coopmania】 level IDs used : 256
- Note 1 : this mod alters bot behavior, by having them cycle their weapons frequently (this also indirectly makes them more dangerous)
- Note 2 : this mod overwrites MM8BDM's WEPACS.acs and amochec.acs
You can interact with this mod if you're a modder, include this XOVER.acs library in your project and you can use the below functions.
Scroll down to Resources for an example/implementation guide.
Keywords
void defineXoverKeyword(int kwId, str label, str icon)
void defineXoverSecretKeyword(int kwId)
Example
defineXoverKeyword(KW_CRAWL, “CRWL”, “XWKWTYP4”);
Fusions
void defineXoverWeapon(str wepTag, str wepActor, str wepIcon, int wepSlot, int tier, int kw1, int kw2)
Example
defineXoverWeapon("TAG_XWSONICSLICER", "XWSonicSlicerWep", "XWAEZ0", DTADD_SLOT_RANGED, 2, KW_CUTTER, KW_CHARGE);They also have a special way to handle ammo, in DECORATE
select: // Must be called in Select state
TNT1 A 0 ACS_NamedExecuteWithResult(“XW Ammo”)
fire: // To check ammo
TNT1 0 A_JumpIf(!CallACS(“XW Ammo Check”, <amount>), “noAmmo”)
TNT1 0 ACS_NamedExecuteWithResult(“XW Ammo Use”, <amount>) // To consume ammo
Ingredients
void defineXover1(str wepActor, int kw1)
void defineXover2(str wepActor, int kw1, int kw2)
void defineXover3(str wepActor, int kw1, int kw2, int kw3)
…
Example
defineXover3("XWSonicSlicerWep",KW_BOUNCE,KW_CUTTER,KW_CHARGE);
Also,
void getXoverTier(int wepId)
Example
getXoverTier(findWeaponByActor("XWSonicSlicerWep")); // => 2Resources
>> Download modding example <<
This minimal mod adds 2 regular "ingredient" weapons, 2 keywords (one of them is secret) and 5 Xover.

Testers
Blews, Binary, Heelnavi, IamaMedalHunter, NeoElectrivan, PinkRoboBlaster, ThéophileCaceres
Spritework
- Sprites INC
- HUDs edits from other mods : V-Classes, Non Canon Classes, Mega Man X Mission Mode, MMX Classes, YD Classes
- fortegigasgospel, tsukiyomaru0, Dimpsy, Grundle, Heelnavi, TheBladeRoden, Geno, Flame-ful Justice, A-Chan, Magnet Dood, Chimera Man, IamaMedalHunter, Ze Robotico, Interessant, Dio-ZX, Chimmii, Russel
- The Sprite Cemetery
- Spriters Resource
- A few textures from SRB2 v2.1
- /zachd.com/ MVC rips
- MUGEN rips : Amaterachu1, simon99514
- SpritersBlock (reddit) mystery data sprites
Weapons
- ThéophileCaceres (Cactus Ball)
- Many of the Xover Weapons are references to other productions, so original design/base sprite goes to them :
Maps featured on game start
>>> v3 Pressure Trench (KNDM09) by Extus, A bout de bras (BUR17) by me, Shiver Peak (DRSG10) by Duora Super Gyro
>>> v2.1 Star Crator (DRSG16) by Duora Super Gyro
>>> v2.0 Decommissioning Plant (IDM06) by Ivory
Audio
- SFX mixed from various sources (Credits to The Sounds resource for the rips)
- v3.0.0 trailer BGM
- Game startup music
- Some SFX from Doom/Strife
- Open Net Battle rips
Special thanks
- CutmanMike and the MM8BDM devteam for the best Mega Man fan-game and engine, and v6b in particular which recently made this mod possible (Trillster/Russel)
- Capcom for Mega Man
- You for playing the megamens!
Blews, Binary, Heelnavi, IamaMedalHunter, NeoElectrivan, PinkRoboBlaster, ThéophileCaceres
Spritework
- Sprites INC
- HUDs edits from other mods : V-Classes, Non Canon Classes, Mega Man X Mission Mode, MMX Classes, YD Classes
- fortegigasgospel, tsukiyomaru0, Dimpsy, Grundle, Heelnavi, TheBladeRoden, Geno, Flame-ful Justice, A-Chan, Magnet Dood, Chimera Man, IamaMedalHunter, Ze Robotico, Interessant, Dio-ZX, Chimmii, Russel
- The Sprite Cemetery
- Spriters Resource
Anonymous said:
King Kirby, Dolphman, Friesnchip, Dazz, Hansungkee, Silverbolt, Random Talking Bush, Mr. C, WhatsTheMatterScared?, TheHoodedTurtle, Ploaj, Amyd, Lendel, TomGuycott, Sir Hoopsalot, SoniKast, Neslug, Unknowni123, Bean, BarylTDF, White-Jet, Felineki, Rasgar, Davias, ThisNameIsTakenByMe, Hoeloe, kindlypatrick, JuggaloManX, audino, Barack Obama
- A few textures from SRB2 v2.1
- /zachd.com/ MVC rips
- MUGEN rips : Amaterachu1, simon99514
- SpritersBlock (reddit) mystery data sprites
Weapons
- ThéophileCaceres (Cactus Ball)
- Many of the Xover Weapons are references to other productions, so original design/base sprite goes to them :
Anonymous said:
Mega Man X/Zero/Battle Network/Legends series, Mega Man Rock n Roll, Mighty number 9, Rockman no Constancy, MegaMari, Mega Man Four Hounds, Mega Man Rocks, Mega Man Unlimited, Mega Man Super Fighting Robot, Mega Man Rock Force, Rokko Chan, Rockman 4 Minus Infinity, Darkstalkers, Sonic Robo Blast 2, SRB2Kart, Viewtiful Joe, Rosenkreuzstilette, Azure Striker Gunvolt, Skullgirls
Maps featured on game start
>>> v3 Pressure Trench (KNDM09) by Extus, A bout de bras (BUR17) by me, Shiver Peak (DRSG10) by Duora Super Gyro
>>> v2.1 Star Crator (DRSG16) by Duora Super Gyro
>>> v2.0 Decommissioning Plant (IDM06) by Ivory
Audio
- SFX mixed from various sources (Credits to The Sounds resource for the rips)
Anonymous said:
Mighty gunvolt burst, Pokemon (game boy), Sonic (Game gear), Gunsight (NES), Gunnac (NES), Mega Man Four Hounds, Gozonji: Yaji Kita Chin Douchuu, Mega Man series, Kage (NES), Kattobi Douji (NES), Kirby Adventure (NES), Kyuukyoku Harikiri (NES)
- v3.0.0 trailer BGM
- Game startup music
- Some SFX from Doom/Strife
- Open Net Battle rips
Special thanks
- CutmanMike and the MM8BDM devteam for the best Mega Man fan-game and engine, and v6b in particular which recently made this mod possible (Trillster/Russel)
- Capcom for Mega Man
- You for playing the megamens!


April. 20, 2025, 6:00 PM (Edited by Stardust Motion)
Mod-based modification
A lightweight tool to alter general game settings
Download v1.0.0 (2023-12-05)
-------------------------------------------------------------
In the console, type
- modbm to open the main menu below
- mbm to view all active settings

Settings can be modified from modbm menu or via console variables
By default, every setting is turned off
-------------------------------------------------------------
------------ PARAMS--------------
------------ OBJECTS --------------
------------ INFO --------------
Note : with TSPG hosting, you can configure settings directly on the "additional parameters" section
Download v1.0.0 (2023-12-05)
-------------------------------------------------------------
In the console, type
- modbm to open the main menu below
- mbm to view all active settings

Settings can be modified from modbm menu or via console variables
By default, every setting is turned off
-------------------------------------------------------------
------------ PARAMS--------------
General game settings

Server settings
Non-player refers to <anything which is not a player>, so that includes monsters and hazards.
- Damage : multiplier (in percentage) of damage dealt
- Drain : heal source of a percentage of damage dealt
- Hp regen : Heal a percentage of source's max health per second. For players it can be negative. For non-players, only monsters can be affected, and it can not be negative
- Move / Jump : Multiplier (in percentage) of running speed / jump height
- Spread / Double fire rate : Get a spread rune / rage rune
- Flight : Permanent flying
- Floor crawling : Ignore sector height collision/climb any sector (flag +FLOORHUGGER)
- Extra jump/wall jumps : Add extra air jumps/jumps against a wall
- Allowed classes : Switch the player's class to one from this list, if it's not one of them
- Fog color/density : Adds a fog effect to the entire map
------------ CVARs / example --------------

Server settings
Non-player refers to <anything which is not a player>, so that includes monsters and hazards.
- Damage : multiplier (in percentage) of damage dealt
- Drain : heal source of a percentage of damage dealt
- Hp regen : Heal a percentage of source's max health per second. For players it can be negative. For non-players, only monsters can be affected, and it can not be negative
- Move / Jump : Multiplier (in percentage) of running speed / jump height
- Spread / Double fire rate : Get a spread rune / rage rune
- Flight : Permanent flying
- Floor crawling : Ignore sector height collision/climb any sector (flag +FLOORHUGGER)
- Extra jump/wall jumps : Add extra air jumps/jumps against a wall
- Allowed classes : Switch the player's class to one from this list, if it's not one of them
- Fog color/density : Adds a fog effect to the entire map
------------ CVARs / example --------------
mbm_dmgplayer 50 // players deal half damage
mbm_dmgnonplayer 150 // non-players deal 150% of their damage
mbm_drainplayer 200 // players heal for 200% of their damage
mbm_drainnonplayer 10 // non-players heal for 10% of their damage
mbm_regenplayer -2.5 // players lose 2.5% hp per second
mbm_regenmonster 20.0 // monsters heal 20% hp per second
mbm_movespeed 200 // players speed is doubled (note it can be negative! mbm_movespeed -200 will double speed and reverse controls)
mbm_jumpheight 50 // player jump height halved
mbm_powerspread 1 // enable spread
mbm_powerrage 1 // enable double fire rate
mbm_powerflight 1 // enable flight
mbm_floorcrawler 1 // enable the floorhugger setting
mbm_airjumps 4 // get +4 extra air jumps
mbm_walljumps 2 // +2 wall jumps
// a list of up to 16 comma-separated (no space) values
// The values to enter here are the "class = xxx" values you
// see with the "playerclasses" console command
mbm_classes darkman4,sniperjoe,drwily
mbm_fogcolor "FF 00 00" // a red fog (hex color code)
mbm_fogdensity 20 // a value between 0 and 100. The bigger, the more important the fog------------ OBJECTS --------------
Spawn game objects
DECORATE game objects to spawn on certain events. Items will be given, projectiles will be shot.
Some presets are provided, but any DECORATE actor can be spawned, similar to sv_cheats. As such be cautious.
Actor list are defined as a list of comma-separated names (no space)
Summons

- On spawn : objects when the player spawns
- Summon a : objects to spawn at regular intervals
- Every : their amount and frequency
------------ CVARs / example --------------
Drops

- Drops : objects when the source dies
- Rates : their respective drop rate, in percentage
- Selection : One = pick a random one from the list ; All = attempt to spawn all of them
- Species/rate : When you select a preset, use this to choose the species/rate that will drop the preset
------------ CVARs / example --------------
DECORATE game objects to spawn on certain events. Items will be given, projectiles will be shot.
Some presets are provided, but any DECORATE actor can be spawned, similar to sv_cheats. As such be cautious.
Actor list are defined as a list of comma-separated names (no space)
Summons

- On spawn : objects when the player spawns
- Summon a : objects to spawn at regular intervals
- Every : their amount and frequency
------------ CVARs / example --------------
// example 1, players get 2 W-Tank when they spawn
mbm_onspawn wtank,wtank
// example 2, when players spawn, astro crush meteors fall,
// bass buster is equipped, and a toy decoration spawns
mbm_onspawn AstroCrushSpawner,BassBuster,ToyGutsManG
// ---------------------------------------
// mbm_every is a list of <"tics of successive summons", "tics without summoning"> pairs
// (one second = 35 tics)
// example 1, the belows shoots 1 lightning bolt,
// then wait 69 tics before repeating
mbm_summon LightningBoltTracer
mbm_every 1,69
// example 2, this gives a small hp pickup every 10 seconds,
// a small ammo pickup every 5,
// and shoot a air shooter tornado every 1 second
mbm_summon smallhealth,weaponenergy,airshooter
mbm_every 1,349,1,174,1,34
// example 3, this shoots 5 homing
// snipers (with some shell decoration) every 3 seconds
mbm_summon homingsniper,MediumDrillShell
mbm_every 5,100,10,95
// example 4, this summons the contact
// damager from MM8CLO's trains every other tic,
// and 1 decoration trail every 4 tic
mbm_summon TrainWind,ThunderBoltFX
mbm_every 1,1,1,3
Drops

- Drops : objects when the source dies
- Rates : their respective drop rate, in percentage
- Selection : One = pick a random one from the list ; All = attempt to spawn all of them
- Species/rate : When you select a preset, use this to choose the species/rate that will drop the preset
------------ CVARs / example --------------
// example 1, on player death, drop a random weapon with 100% chance
mbm_pdrop randomweapon
mbm_prate 100
// example 2, on player death, spawn :
// (tengu blade with 50% chance) OR (tornado hold with 35% chance)
// OR (copy vision with 40% chance) OR (astro crush with 15% chance)
mbm_pdrop tengubladewep,tornadoholdwep,copyvisionwep,astrocrushwep
mbm_pdrop 50,35,40,15
mbm_ptype 1
// If you switch _type to 0, the "OR" become "AND"
// example 3, on player death, spawn:
// (a flash stopper attack with 100% chance) AND
// (ra thor's super spirit bomb attack with 20% chance) AND
// (a random weapon with 50% chance)
mbm_pdrop FlashStopper,RaThorBomb,randomweapon
mbm_prate 100,20,50
mbm_ptype 0
// note: if only one rate is specified, it will be used for every item of the list.
// example 4, on player death, spawn:
// (a random weapon with 50% chance) AND
// (a random weapon with 50% chance) AND
// (a surprise box attack with 50% chance)
mbm_pdrop randomweapon,randomweapon,SpringBoxTrap
mbm_prate 50
mbm_ptype 0
// for monster drops, replace _p by _m
// example 5, on monster death, spawn:
// (a small health with 50% chance) OR
// (... a mettaur enemy with 10% chance)
mbm_mdrop smallhealth,chasemet
mbm_mrate 50,10
mbm_mtype 1
// example 6, on monster death, spawn:
// (a dove decoration with 25% chance) AND
// (a bat decoration with 25% chance) AND
// (a hyper bomb with 25% chance)
mbm_mdrop dove,BubbleBat,hyperbomb
mbm_mrate 25
mbm_mtype 0
------------ INFO --------------
Damage-related information display


Server settings
- Enabled? : Allow players to use Player settings options below
- (Enemy) scan hp enabled ? : Additionally allow players to use (Enemy) scan hp below
Player settings
Damage can be displayed as "flat" or "percentage".
"flat" is the unaltered value, "percentage" is as percentage of the target's max health.
- Popup : a damage popup
- (Ally) scan hp : ally health is visible
- (Enemy) scan hp : enemy player/monster health is visible. Monsters show it when damaged. (Enemy) scan hp enabled ? must be enabled
- Font : the font to use for popup/scan above
- Damage : track damage dealt with your current life, and separately - the total of past lives, on screen.
> PvP (deathmatch, duel...) : track damage dealt to players
> PvM (survival, invasion...) track damage dealt to monsters which count toward kill percentage (flag +COUNTKILL)
- Hits : track number of hits landed
- Combo : display a combo counter for successive hits (within 0.6s)
- X/Y-pos : damage, hits and combos' position on the screen
------------ CVARs --------------


Server settings
- Enabled? : Allow players to use Player settings options below
- (Enemy) scan hp enabled ? : Additionally allow players to use (Enemy) scan hp below
Player settings
Damage can be displayed as "flat" or "percentage".
"flat" is the unaltered value, "percentage" is as percentage of the target's max health.
- Popup : a damage popup
- (Ally) scan hp : ally health is visible
- (Enemy) scan hp : enemy player/monster health is visible. Monsters show it when damaged. (Enemy) scan hp enabled ? must be enabled
- Font : the font to use for popup/scan above
- Damage : track damage dealt with your current life, and separately - the total of past lives, on screen.
> PvP (deathmatch, duel...) : track damage dealt to players
> PvM (survival, invasion...) track damage dealt to monsters which count toward kill percentage (flag +COUNTKILL)
- Hits : track number of hits landed
- Combo : display a combo counter for successive hits (within 0.6s)
- X/Y-pos : damage, hits and combos' position on the screen
------------ CVARs --------------
mbm_information 1 // to turn on "Enabled?" option
mbm_enemy_scan 1 // to turn on "(Enemy) scan hp enabled ?" option
mbm_popup 1 // 0 = off, 1 = flat, 2 = percentage
mbm_ally_scan 1 // same as mbm_popup, but also 3 = display as a hp bar
mbm_enemy_scan_user 1 // same values as mbm_ally_scan
mbm_font 1 // 0 = classic, 1 = classic (alt.), 2 = battle network, 3 = Megaman X6
mbm_damage_counter 1 // same as mbm_popup
mbm_hit_counter 1 // 0 = off, 1 = on
mbm_hud_x 11
mbm_hud_y 52 // position on the screen
mbm_combo 1 // 0 = disable combo counter, 1 = enable
mbm_hud_combo 11 // combo counter Y position (is centered on X)
Note : with TSPG hosting, you can configure settings directly on the "additional parameters" section