X Arsenal

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Author: BBAPepsiMann

Last revision: 17 Apr, 2023 at 23:27 UTC (1)

File size: 1.59 MB

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Description:

The year is… well, very far into the future. Scavengers are attempting to salvage whatever technology they may find left on Earth’s moon before it too is laid to waste by the grip of the Ruin. One digger comes across an unusual piece of technology in particular. A capsule with the hologram of an elderly human scientist built into it. Believing it to be a novelty, the scavenger sought any passing merchant that would trade for it. Fortunately for him, the capsule caught the eye of one traveler in particular; one dealing in treasures. With an exchange for a couple of diamonds, each party had received what they desired. Now the Treasured Trophies merchant seeks a new hand to place the capsule into.


Welcome to X Arsenal, a mod aiming to bring some much needed Mega Man X goodness into Starbound.


Version 1.1.0
The Buster Update!

Now featuring the armor X Busters from the Mega Man X games!


Included within are 40 new weapons, some based on boss weapons X would receive upon defeating its coresponding Maverick. Others based his armored forms.
The weapons come from:
Mega Man X
Mega Man X2
Mega Man X3
Mega Man X4
Mega Man X5
Mega Man X6
Mega Man X7
Mega Man X8
Mega Man X: Command Mission

To obtain these mechanical marvels, you must first seek out the Traveling Trophies merchant in the Outpost (Koichi must be recruited). There, he will be offering Dr. Light’s Capsule in exchange for a few gizmo goodies. Once acquired, place the capsule anywhere it will fit, then interact with it. Should you have enough of the materials required, you’ll then have yourself a shiny new Maverick busting buster!


Now for a few notes.

Dual Wielding!
– That’s right, each of these weapons are 1-hand only. Mix and match your preferred combination!

Changes.
– Given how Starbound has certain limitations here and there, a number of differences from the source material will be present.

No charging.
– A number of charged weapons in the Mega Man X franchise are not exactly easy to replicate, even by a fraction of accuracy. (ex. Chameleon Sting’s invincibility)

Electric Spark:
– In order to allow it to aim anywhere, the sparks that split from the original will have no terrain collision. This will result in some interesting angles as well.

Rolling Shield:
– Since I cannot make the shield both roll across the ground and bounce off walls, I only programmed the projectile to do the latter. I figured the bouncing part was the more important of the two.

Boomerang Cutter:
– Unable to pull collected items through walls. Made to pierce through enemies to compensate for this.

Strike Chain:
– This weapon is now a whip.

Spin Wheel:
– Probably the biggest deviation from the original. In order to replicate any sort of climbing it would do, after a certain amount of time since the projectile was launched, the wheel will have its gravity reversed. There was nothing else I could think of.

Silk Shot:
– The shrapnel that breaks off have its angles set to randomize to an extent, since I can’t force them to be 45, 135, 225, and 315 degrees 100% of the time.
– Projectile design does not change with environment.

Magnet Mine:
– The projectile cannot be controlled by the cursor. This might be looked into later, but for now I don’t know how to do it.

Crystal Hunter:
– The crystal block cannot be stood on or dashed through. Apologies.

Tunnel Fang:
– Added a bit of utility to the projectile, allowing it to break through most, if not all walls upon impact.

Triad Thunder:
– Redesigned the sprite a little bit.
– The third shock it provides launches as projectiles rather than beams of lightning.
– Changing triad direction is based on where you aim.

Spinning Blade:
– Since I am unable to make the projectiles move in a sideways arc, the arm rotation has been locked, and the turnaround for the projectiles instantly levels them flat.

Gravity Well:
– Arm rotation has been locked. Projectile curves upward when launched, stopping and unleashing its crushing force shortly afterwards.
– Range of force has been greatly increased.

Parasitic Bomb:
– After seeing how homing projectiles work with vacuumed enemies, it was clear I had to deviate. Instead of seeking another enemy after ensnaring a host, the projectile lifts the captured enemy/enemies into the air and explodes.

Giga Buster:
– Both final charge shots shoot at the same time.

Max Buster:
– No extra input required for best final charge shot (sorry, no Z-Saber).

Blade Buster:
– A better final charge shot.

Ultimate Buster:
– Changed final charge shot to be worthy of the Buster’s name.


For the /admin’ers out there, here is a full list of /spawnitem commands:

Light’s Capsule: drlightcapsule

(X1)
X Buster: xabuster
Light Buster: xabuster1
Shotgun Ice: shotgunice
Electric Spark: electricspark
Rolling Shield: rollingshield
Homing Torpedo: homingtorpedo
Boomerang Cutter: boomerangcutter
Chameleon Sting: chameleonsting
Storm Tornado: stormtornado
Fire Wave: firewave

(X2)
Giga Buster: xabuster2
Strike Chain: strikechain
Spin Wheel: spinwheel
Bubble Splash: bubblesplash
Speed Burner: speedburner
Silk Shot: silkshot
Magnet Mine: magnetmine
Crystal Hunter: crystalhunter
Sonic Slicer: sonicslicer

(X3)
Max Buster: xabuster3
Frost Shield: frostshieldx (there was already a frostshield)
Acid Burst: acidburst
Tunnel Fang: tunnelfang
Triad Thunder: triadthunder
Spinning Blade: spinningblade
Ray Splasher: raysplasher
Gravity Well: gravitywell
Parasitic Bomb: parasiticbomb

(X4)
Force Buster: xabuster4
Ultimate Buster: xabusterultimate

(X5)
Falcon Buster: xabuster5f
Gaea Buster: xabuster5g

(X6)
Blade Buster: xabuster6b
Shadow Buster: xabuster6s

(X7)
Glide Buster: xabuster7

(X8)
Neutral Buster: xabuster8
Hermes Buster: xabuster8h
Icarus Buster: xabuster8i

(Command Mission)
Impact Cannon Buster: xabustercmic
Strike Bullet Buster: xabustercmsb


Questions that will come up, and their answers.

Q: What about X4 – X8 boss weapons?
A: I wouldn’t have an easy time translating Jet Stingray’s Ground Hunter, Duff McWhalen’s Goo Shaver, Izzy Glow’s Flash Laser, Dark Dizzy’s Dark Hold, and so-on.

Q: Why are they all default blue?
A: If anything, consistency. I may uniquely color them later on, but for now I am satisfied with this release.

Q: Hadouken? Shoryuken? Z-Saber???
A: It wouldn’t feel right unless there were inputs involved. I could make them ridiculously expensive with materials required, but I ain’t too familiar with the ingame economics.

Q: Balance?
A: What’s that?

Q: Are those enemies from Enter the Gungeon?
A: Yes they are. Another mod I made that is incomplete. Currently on hiatus.


Special thanks to:

projectmayhem (Steam)
For helping me out when I was just starting out in the modding scene.

Rezetrx (Chucklefish forums)
For setting up a .lua script to get a couple of the weapons to properly wrap around the hand.

Crystan & Dragonith (Chucklefish forums)
For inspiring me to develop this mod with their discontinued Mega Man X x Starbound project.

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Revisions:

Old revisions of this mod are available below. Click the link to download.