As a quick note, I want you to know that I'm not that good in programming... so sorry if there are mistakes in the code... Thanks
This is what I got so far
JkS= Junk Shield
T= Damage
U= Projectiles (Based on the numbers of V)
V= Junk Shield state (3=Full Shield/2=Damaged Shield/1=Worn Shield/0=No shield)
W= Hits (How many hits until shield is fully destroyed)
If (shoot button) is pressed
JkS=true
W=5
V=3
Shield Attack
While JkS=true
If enemy hp <=4
W=W-1
T=4
Else
T=4
Shield state Animation
If W>=3
V=2
Else
V=3
If W>=1
V=1
Else
V=2
If W=0
V=0
Else
V=1
I found how could Junk Shield work
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I found how could Junk Shield work
I'm only a guy who wants to see Junk Shield in Mega Man Maker... that's it.
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- DestroyerOfDestruction
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Re: I found how could Junk Shield work
I thought that the Junk Shield should be more complex; each part of the shield should have its own code.
Crossing a dangerous river
Re: I found how could Junk Shield work
iirc, the Junk Shield would stay on the player character even when going through a screen transition, which is something no other shield currently does. How do you suppose a feature like that could be implemented?
- Bean man
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Re: I found how could Junk Shield work
If we're going off actual changes we'd like, then make it slower. The way the splitting effect works is that there's 3 large pieces that orbit you followed by smaller pieces, and when you fire wherever those pieces are facing go in that direction. Problem is- the thing goes way too fast to determine where the pieces are to get an accurate shot in. Slowing its orbiting speed is really the only change it needs.

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