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Contributor
Beta Skull
32,419,181 BP
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Posted on June 30th, 2016 at 11:15pm #3581
@T-RexNaffects : I think it's fine.
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 30th, 2016 at 11:09pm #3582
Hey, guys! I have decided to convert the sets into Pastebins. All the Pastebins are currently incomplete, but here's the list of the first Pastebins:

Dr. Light Starter Set
Dr. Wily Starter Set
Dr. Cossack Starter Set
Mega Man Killer Starter Set 1
Mega Man Killer Starter Set 2
Genesis Unit Starter Set
MMK/Genesis Unit Collision Starter Set
Slur Starter Set
Mecha Starter Set
Undertale Set

If you wanna buy from these sets, or at least take a more detailed look, peek inside your desired Pastebin! And with there being more sets, there's more where that came from!
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 30th, 2016 at 7:39pm #3583
@Mettaur Man : Yeah, but where would anyone even put this?

I like Red and Black (and kinda Purple) because they are cool colors.
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 30th, 2016 at 5:59pm #3584 ( Edited : 2016/06/30 at 6:05pm )
@Crimson : I'm sorry, but since Recovery and Attack aren't attack cores, you can't use them as increases or decreases. Also, pretty sure Grillby's is not a Special Card, so reduce the Grillby's Field Card's Increase of Flame and Decrease of Water to a 30, please.

Also, everyone, apparently Crimson claimed to make all the Undertale Field Cards. So eh, let him. More trouble for him, less trouble for us. :P

EDIT: Wait. Whoops, failed to realize SSN already beat you to the chase. Sorry, Crimson.
Now, where were we?

Name: Copy Robot
Core: Copy
Health: 150
Power: Copy Ability
Power Description: When hit with an attack, Copy Robot will copy it and will have the availability to use it on it's next turn. The attack will be lost the turn after.
Attack 2: Replica Buster*
Attack 2 Description: A replica of one of MegaBoy's* old busters. This can be used to attack for 30 Damage, or charged to do 50 Damage.
Attack 3: Weapons Archive*
Attack 3 Description: Roll a dice. The number it lands on is the attack Copy Robot uses. 1. Atomic Fire- Copy Robot launches flames at the target to deal 30 Flame-Core Damage. 2. Metal Blade- Copy Robot throws a sharp blade at the target to deal 30 Cutter-Core Damage. 3. Jewel Satellite- Copy Robot is protected for a turn from all Flame-, Nature-, Electric-, and Water-Core attacks. The next turn, Copy Robot throws the shield to deal 30 Crystal- and Shield-Core Damage. 4. Hornet Chaser- A hornet chases after the target and deals 20 Nature-Core Damage. 5. Rolling Cutter- Copy Robot throws a boomerang-like cutter at the target to deal 30 Cutter-Core Damage. 6. Gemini Laser- Copy Robot fires a laser at the target to deal 10 Crystal- and Laser-Core Damage.
Resistance: Shadow
Weakness: Electric

...You thought we were done here? Behold, the two Special Cards of the set! You should know who they are. ;)

Name: Yellow Devil
Core: Impact and Laser
Health: 250
Power: Glitch Manipulation**
Power Description: If hit by an Empty-Core attack, Yellow Devil looses a turn. Body Split is also disabled for 3 turns.
Attack 2: Body Split
Attack 2 Description: Yellow Devil spits his body apart. This attack lasts for 5 turns. Flip a coin each turn. If heads, the target is damaged for 10 Damage. For the duration of the attack, Yellow Devil can't be harmed.
Attack 3: Devil Laser
Attack 3 Description: Yellow Devil fires a laser from his eye to deal 70 Damage.
Resistance: Impact
Weakness: Electric

Name: Wily Card Machine
Core: Shadow
Health: 300
Power: Card Master
Power Description: If Wily Card Machine manages to survive for 10 turns, it can have a one-turn use of a chosen attack from the player's deck.
Attack 2: Card Launchers
Attack 2 Description: Wily launches a giant card at the target like a blade, dealing 50 Damage.
Attack 3: Card Bomb
Attack 3 Description: Wily launches a bomb made of cards at the target to deal 70 Damage.
Resistance: Shadow
Weakness: Flame

And once Musical creates Mettaton, I shall finish off the Undertale Character Cards.

*Since MegaBoy (more specifically, the character) is the Original Copy Robot, Copy Robot's moveset is based off of the original MegaBoy card.
**Based on the famous way to beat the Yellow Devil, the pause glitch.
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 30th, 2016 at 3:40pm #3585
@RotomSlashBlast : There actually ARE Player Cards, they just seem to either make no sense or they are something I kinda disagree with.
Also, in the poll, it seems the top 3 are:
1. Fake Man
2. Dark Man 4
3. A tie between all the other Dark Men

Regardless, I'm going to do Copy Robot anyways because now that I think about it, it's kinda interesting.

Name: Fake Man
Core: Neutral
Health: 170
Power: False Law
Power Description: Unless Justice*, Quick Man, Phoenix Wright, Maya Fey, Apollo Justice, Fire Man, Terri, MegaBossMan, and/or Undyne is on the same field as Fake Man, Hero's Light* will work on him.
Attack 2: Fake Buster
Attack 2 Description: Fake Man fires his buster at the target. Flip 3 coins. For each set of heads, this attack does 20 Damage.
Attack 3: Fake Grenade
Attack 3 Description: Fake Man throws a grenade at the target, dealing 50 Damage.
Resistance: Flame
Weakness: Crystal

Name: Dark Man 1
Core: Shadow
Health: 100
Power: Dampened Treads**
Power Description: If hit with a Pure Water-Core attack, flip a coin. If tails, the next attack will miss.
Attack 2: Dark Buster
Attack 2 Description: Dark Man 1 shoots the target with his buster to deal 20 Damage.
Attack 3: Speeding Tackle
Attack 3 Description: Dark Man 1 tackles the target to deal 30 Damage
Resistance: Impact
Weakness: Water

Name: Dark Man 2
Core: Shadow and Shield
Health: 120
Power: Electrical Charge
Power Description: If hit by an Electric-Core attack, Dark Man 2's next attack is increased by +20 Damage. If it is a Pure Electric-Core attack, he will also gain +10 Health.
Attack 2: Dark Barrier
Attack 2 Description: Dark Man 2 raises a Electromagnetic Barrier to protect him from all attacks. Crystal-Core attacks, even if dual-core, don't seem to be affected by the barrier, however.
Attack 3: Barrier Tackle
Attack 3 Description: Dark Man 2 rams into the player with his barrier up to deal 30 Damage.
Resistance: Electric
Weakness: Crystal

Name: Dark Man 3
Core: Shadow and Laser
Health: 150
Power: Quick Shooting
Power Description: Dark Man 3's quick shooting unallows him to lose a turn! He is also immune to Flinch***.
Attack 2: Dark Cannon
Attack 2 Description: Dark Man 3 fires a beam from his buster to deal 30 Damage. Flip a coin. If heads, the target is Paralyzed!
Attack 3: Rapid-Fire
Attack 3 Description: Dark Man 3 fires 5 beams at the target. Flip 5 coins. For each set of heads, this attack does 10 Damage.
Resistance: Time
Weakness: Wind

...You think Dark Man 4 is next? Heh. Well, I recently thought of an interesting idea...

Name: Proto Man?
Core: Shadow and Shield
Health: 180
Power: The Grand Reveal!
Power Description: If Proto Man is on the same field as Proto Man?, search your deck for a Dark Man 4 card. If Dark Man 4 is in your deck and alive, Proto Man? and Dark Man 4 will switch places.
Attack 2: Dark Strike
Attack 2 Description: Proto Man? fires a big blast from his buster, dealing 60 Damage!
Attack 3: Copy Shield
Attack 3 Description: The damage of the next attack is decreased by -30 Damage.
Resistance: Laser
Weakness: Shield

Name: Dark Man 4
Core: Shadow
Health: 200
Power: TV Executive
Power Description: If Cut Man or the other Doc Robots are on the same field as Dark Man 4, his attack will be increased by +10 Damage.
Attack 2: Dark Barrier
Attack 2 Description: Dark Man 4 raises a Electromagnetic Barrier to protect him from all attacks. Crystal-Core attacks, even if dual-core, don't seem to be affected by the barrier, however.
Attack 3: Dark Cannon
Attack 3 Description: Dark Man 4 fires a beam from his buster to deal 30 Damage. Flip a coin. If heads, the target is Paralyzed!
Resistance: Water
Weakness: Space

More on my next post!

*See Page 1, Post #14.
**As they are called.
***Unless it's already made, I might end up making a Flinch status.
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 29th, 2016 at 11:39pm #3586 ( Edited : 2016/06/29 at 11:42pm )
@Mettaur Man : Eh, I'm kinda weak. It MIGHT just change after my battle with Retro when I edit my original Beta Man Set cards, but I digress.

@T-RexNaffects : ...It wouldn't work, considering Beta Man is MY card.
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 29th, 2016 at 11:35pm #3587
@Mettaur Man : I wasn't talking about everyone else, just you and Chaos.
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 29th, 2016 at 11:23pm #3588
@RotomSlashBlast :
A mischievous, new person of some sorts? Hey, maybe we can be-
Yeah, yeah, go back to the RP world, Bt Ghost.
But isn't this technically-
Get out!
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 29th, 2016 at 11:20pm #3589
@T-RexNaffects : Actually, I think those two cards MIGHT just be able to take all of Mettaur's cards down.
Then again, what do I know?
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 29th, 2016 at 10:53pm #3590
Have some more Field Cards, because this is something I want to do:

Name: Beta Man's House
Core: Shadow
Increases: Shadow +30 Flame +30 Missile +10
Decreases: Explode -30 Crystal -10

Name: Cerulean Cave
Core: Water and Crystal
Increases: Crystal +30 Water +20 Impact +10
Decreases: Shadow -10

I'll put Beta Man's House in my deck after my battle with Retro. Speaking of, who's turn is it, anyway?
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 29th, 2016 at 9:58pm #3591
ATTENTION, EVERYONE! I have decided to change the weaknesses of my Undertale Cards. They will now be based on what weapon is the strongest when you reach them in the Genocide Run.

Papyrus: Impact (Tough Glove)
Muffet: Impact (Frying Pan, or as SSN thinks of it, stomping on a spider)
Gaster: Flame (He fell in the Core, so...)

I also reduced at what damage Toriel's "A Mother's Love" Power begins at.

Also, Here's a poll, have fun.

Also, I have decided to make a new type of card: The Field Card. *Distant Megalovania* Ok, ok, it was SSN's idea. *Megalovania stops* But yes, it's a thing now. Here's how it works: If activated in battle, Field Cards will increase the damage of certain types, as well as decrease the damage of a few other types. These effects would be permanent. ...They WOULD, unless, of course, someone else uses ANOTHER Field Card. Yes, if a player uses a Field Card in battle, and if there's a Field Card already in use, then the player's Field Card would cancel the other one. Now, it doesn't have to do BOTH. It can ALSO do only an Increase or only a Decrease, but there HAS to be one of these two effects. Also, the attack increase limit is 30, or 50 for Special Field Cards, and the decrease limit is the same. Also, there is no limit of how many increases and decreases there can be, so go nuts, but also reasonable at the same time please. Here's the blank Card Maker for a Field Card:

Name:
Core:
Increases:
Decreases:

I shall make the first few of these cards. These will be in the Starter Sets:

Name: Light Labs
Core: Defense
Increases: Neutral +10 Crystal +10
Decreases: Shadow -10

Name: Wily Castle
Core: Attack
Increases: Neutral +10 Shadow +10
Decreases: Shield -10

Name: Cossack Citadel
Core: Speed
Increases: Neutral +10 Shield +10
Decreases: Crystal -10

Name: Prototype Subspace
Core: Empty
Increases: Space +10 Neutral +10
Decreases: Water -10

Name: Wily Battleship
Core: Attack and Wind
Increases: Shield +10 Cutter +10 Wind +10
Decreases: Shadow -10

Name: Wily Star
Core: Attack and Space
Increases: Swift +10 Explode +10 Space +10
Decreases: Shadow -10

Name: Wily Tower
Core: Attack
Increases: Swift +10 Water +10
Decreases: Nature -10 Flame -10

Name: Symphony City*
Core: Neutral
Increases: Shadow +10 Wind +10
Decreases: Impact

Name: Intro Field
Core: Neutral
Increases: Neutral +10 Shield +10
Decreases: None

*The name of the city Rockman Shadow attacks at the beginning of Rockman and Forte: Challenger from the Future.
And here's the first Special Field Card as thanks to SSN for coming up with the idea:

Name: Castle StupidStudios
Core: Shadow and Crystal
Increases: Shadow +50 Time +30 Crystal +10
Decreases: Space -30

Expect it in your storage, SSN. Oh, and thanks again for the great idea. ;)
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 29th, 2016 at 4:12pm #3592
@Brimstone : You have reached the limit! Here's what goes in your storage:
-Firebomb
-Baptism by Fire
-Haunt
-Shadow Core
-Another Shadow Core
-Flame Core
@CrimsonBomb : ...Oh. Yikes. This is awkward, but uh... I didn't accept QuickLikeQuickMan or MegaProtoBassMan because I believe you said they were based on MMRPG Users, and I had no idea who they are/were. Sorry!
@Retro Pikachu : ...Uh... Well, while I can accept Countershade, mind tuning Aim and Fire's attack damage to a 100? And no, a charge and loss of defense does NOT justify the 120 damage, however if it done recoil (which might make no sense) of at least 70 damage, then I can allow it. Thank you. (Oh! Speaking of, I think you can restore the recoil damage of Pikachu's Volt Tackle now, if you haven't. As LONG as it follows the recoil rule, that is. I'd suggest you read the rules list until you, at the most, read the damage limit rule to know what I mean.)
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 25th, 2016 at 10:53pm #3593
@MegaBoyX7 : "Ah, I see. Thanks anyways, Mega Man avatar!"

Before Beta Man continued, however, he spots a "color" button on the CRDS. Curious, he presses it.
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 25th, 2016 at 10:03pm #3594
@MegaBoyX7 : "Huh, this is kinda cool. Sure, I'd like to look at the latest card."
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 25th, 2016 at 9:18pm #3595 ( Edited : 2016/06/25 at 9:27pm )
Alright, Sunstar, let's take down the LifeAura and, if there is any chance you are still alive afterwards, which I doubt, do some actual damage to Bass.EXE!

Sunstar uses Sunstar Supernova! *Flips coins* ...Only one set of heads AGAIN!? *Sigh* Fine, LifeAura is down anyways. Not sure if the leftover 20 Damage does anything.

Sunstar
20/150
Status: Surprisingly still alive, but not for long!

Bass.exe
140/160
Status: Defenseless! The tables may just turn!

While I continue to wait, I present to you the Fortress Set!

Name: Mega Man?
Core: Copy and Shadow
Health: 120
Power: Copy Chip
Power Description: When Copy Shot is used, the attack does the full damage of the original.
Attack 2: Variable Weapons System
Attack 2 Description: Roll a dice. Mega Man? uses one of these moves this turn depending on what number it landed on. 1. Rolling Cutter- Mega Man? throws scissor-like blades at the target like a boomerang to deal 10 Cutter-Core Damage. 2. Super Arm/Hyper Bomb- Flip a coin. If heads, Mega Man? throws a huge block at the target, dealing 30 Impact-Core Damage. If tails, Mega Man? throws a bomb at the target, dealing 20 Explode-Core Damage. 3. Ice Slasher- Mega Man? shoots out a sharp shard of ice at the target to deal 30 Freeze- and Cutter-Core Damage. 4. Fire Storm- Mega Man? shoots out a small flame at the target to deal 10 Flame-Core Damage. 5. Thunder Beam- Mega Man? fires electricity at the target to deal 20 Electric- and Laser-Core Damage. 6. Time Slow/Oil Slider- Flip a coin. If heads, the target looses a turn unless it is Swift-Core. If the target is weak to Time-Core attacks, then it will be dealt with 10 Time-Core Damage. If tails, Mega Man? slides on oil and rams into the target to deal 20 Earth-Core Damage.
Attack 3: Copy Buster
Attack 3 Description: Mega Man? charges his buster for a turn, then releases it on the next to deal 40 Damage.
Resistance: Shadow
Weakness: Electric

Name: Doc Robot
Core: Copy
Health: 120
Power: Copy Chip
Power Description: When Copy Shot is used, the attack does the full damage of the original.
Attack 2: Weapons Archive #1
Attack 2 Description: Doc Robot uses one of four moves. The attack chosen replaces Attack 2 until the opponent's current card is defeated. Metal Blade- Doc Robot throws a sharp blade at the target to deal 20 Cutter-Core Damage. Air Shooter- Doc Robot shoots out three gusts of wind. Flip 3 coins. For each set of heads, this attack does 10 Wind-Core Damage. Flash Stopper- Doc Robot freezes time, dealing 30 Time and Crystal-Core Damage and making the target lose a turn. Leaf Shield- Doc Robot protects himself from all Buster-based attacks, as well as Nature- and Water-Core attacks, for two turns. On the second turn, Doc Robot has the option to throw the shield and deal 30 Nature- and Shield-Core Damage, but the defense will be lost.
Attack 3: Weapons Archive #2
Attack 3 Description: Doc Robot uses one of four moves. The attack chosen replaces Attack 3 until the opponent's current card is defeated. Bubble Lead- Doc Robot shoots out a bubble filled with a harmful acid, dealing 30 Water- and Earth-Core Damage. Quick Boomerang- Doc Robot throws a boomerang at the target to deal 10 Swift- and Cutter-Core Damage. Crash Bomber- Doc Robot launches an explosive weapon at the target's feet. The target is inflicted with Crash. Atomic Fire- Doc Robot launches a ball of fire to deal 10 Flame-Core Damage. The attack can be charged for a turn to do 30 Flame-Core Damage. If so, flip a coin. If heads, the target is also Burned.
Resistance: Water
Weakness: Cutter

Crash is an effect that lasts 3 turns. On the 3rd turn, the target will be damaged by 20 explode-core damage. The effect can be passed on to other robots if the target switches out with another robot.
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 25th, 2016 at 7:41pm #3596 ( Edited : 2016/06/25 at 7:53pm )
Hm... I need to come up with a strategy.
...Alas, I'm not good at coming up with them, so I'm just going to hope for the best. Alright, Sunstar, let's do this.

Sunstar uses Sunstar Supernova! *Flips coins* ...Only one set of heads? *Sigh* Fine. 30 Damage to LifeAura.

Sunstar
150/150
Status: I'm about to die. Calling it right now.

Bass.exe
160/160
Status: LifeAura (170/200)

While I wait, I have an announcement: I have decided to revamp some of the starter pack cards! Here are the changes:
Mega Man
-HP: 100 -> 120

Roll
-HP: 150 -> 130
-Broom Smack has been changed to Roll Swing, based on MMRPG World.
-Roll Swing's description is better.
-Since even I must follow the rules, Energy Boost was turned into a Neutral-Core attack.

Mega Buster
-Better description, lol.

Copy Shot
-Better description, lol.

Bass
-HP: 100 -> 150
-Changed Rapid-Fire so it requires a coin flip to determine damage. (30 full damage -> 10 damage per set of heads)
-Changed Bass Buster to do higher damage. (30 Damage -> 50 Damage)

Disco
-Since even I must follow the rules, Attack Break was turned into a Neutral-Core attack.

Bass Buster
-Since Bass Buster's attack was increased on the Bass card, it also increased on this card.
-Better description, lol.

Evil Energy
-Recoil from usage of this card is increased. (-10 HP -> -30 HP)

Proto Man
-HP: 100 -> 180
-Proto Shield's description is better.

Rhythm
-Energy Shuffle has changed to where Rhythm gains HP and the opponent looses HP if the coin lands on heads, and vice-versa if it lands on tails.
-Blah blah blah, Attack Shuffle is now Neutral-Core.
-Attack Shuffle also gains the same changes Energy Shuffle did, but similar.

Proto Buster
-Attack Damage: 40 Damage -> 70 Damage
-Better description, lol.

Enker
-Mirror Buster used to only reflect Buster Shot. Now it reflects ALL buster-based attacks at half damage for recoil!

Punk
-Shell Tackle's description is better.

Mirror Buster
-Better description, lol.

Sakugarne Boost
-In addition to halving the damage of the next opponent's attack, it also makes your next attack Swift-Core!
-Better description, lol.

Sniper Joe
-Shield Block is no longer able to block Explode-Core attacks. It's duration is also increased to 3 turns.

Buster Rod G
-HP: 115 -> 120
-Spinning Rod now blocks off all buster-based attacks!

Mega Water S
HP: 115 -> 110

Rockman Shadow
-Core has changed from Shadow-Core to Shadow- and Copy-Core.

Hyper Storm H
-HP: 115 -> 200. This is based on Hyper Storm H's bigger health.

I'll probably revamp the original cards from the Beta Man after fighting Retro.
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 25th, 2016 at 7:18pm #3597
@MegaBoyX7 : Hm... Well, let's experiment with this thing. *Places in Mega Man, then looks at the shop button. Interested, he taps on/presses it.*
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 25th, 2016 at 7:12pm #3598
1. In the MMRPG Battlefield RPG (AKA RPG-ception), there was a hole in the chat. Who exactly made the hole? (My bet is on Ender.)
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Contributor
Beta Skull
32,419,181 BP
42 TP | 4758 PP
Posted on June 25th, 2016 at 5:48pm #3599
@MegaBoyX7 : Ok! You get:
-Earth Core (S)
-W-Tank (S)
-E-Tank (S)
-Oil Man (RM)
-Mega Man (RM)
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