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Competitive Playable Bosses 1.0.0 - 2.0.4

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@NemesisSSBU NemesisSSBU released this 25 Jul 17:00
· 91 commits to main since this release
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Competitive Playable Bosses!

Boss Stats

ALL BOSSES HAVE ONE(1) LIFE
- Master Hand: 400 HP
- Crazy Hand: 400 HP
- Dharkon: 400 HP (Rage at 220 HP)
- Galeem: 400 HP (Rage at 220 HP)
- Marx: 400 HP
- Giga Bowser 600 HP (No Knockback)
- Ganon: 600 HP
- Dracula: 660 HP (Phase 1 dies at 160 HP, Phase 2 dies at 500 HP. If you want to play Dracula in Stamina mode, always play Dracula with above 200 HP, or else he won't reach Phase 2)
- Rathalos: 600 HP
- Galleom: 700 HP (Rage at 220 HP)
- WOL Master Hand: 400 HP

ISSUES THAT WILL ALWAYS BE HERE DUE TO THE NATURE OF THE GAME:

  • If the msg_name.msbt file that comes with this mod fails to execute (that means you have conflicting msg_name.msbt files from other mods) and have another language other than English, you run the risk of the game crashing when selecting Dharkon, Galeem, or Dracula (having Spanish as your main language in SSBU is the largest example of this).

In short: Make sure your msg_name.msbt file is working or you have your language set to English. If your msg_name.msbt file is installed properly you can use any language you want without the risk of a crash!

  • The person within the Player 1 slot has the potential to control WOL Master Hand while he's within an attack animation regardless of whoever selected him (only other real players, not CPU, it is recommended that the person in the Player 1 position is the one who plays as WOL Master Hand)
  • Many bosses will not be able to properly play on maps that aren't flat and aren't around the size of a battlefield stage (flying bosses such as Master Hand, Crazy Hand, Dharkon, Galeem, Marx, and Rathalos are better for these more complex stages)
  • Dharkon and Galeem crashing the game when attempting to open the training mode pause menu. It is best to avoid using them within training mode as they're programmed specifically for combat which confuses the game immensely.
  • The game does not end naturally if Dharkon or Galeem are in a match with no time limit.
  • CPU Dharkon or Galeem crash the game if the game naturally ends (the only possible way for this to happen is a time limit)
  • In Squad Strike, if Dharkon or Galeem dies, the other selected fighter will not spawn in. Be sure to have selected Dharkon and/or Galeem towards the end of your fighter selections.
  • WOL Master Hand and Dracula not respawning if their character is removed during training mode or them not spawning in when it's their turn after the first selected fighter.
  • If Giga Bowser in Stamina Mode loses a stock and the stock is only set on one(1), the game will freeze.
  • Upwards scrolling stages cannot be accommodated for bosses, even flying bosses (sorry but Nintendo put these stages at the last minute resulting in dead_zone not being updated, that's on them for rushing the development of these stages).

Changes from beta

  • Reworked Master Hand and Crazy Hand's code
  • Master Hand and Crazy Hand have updated team moves (only when they are on the same team and facing the correct way) (Jump button on Crazy Hand = team punch, Jump button on Master Hand = stage shock, DPAD UP on Master Hand = bark attack, DPAD UP on Crazy Hand = laser duet, DPAD DOWN on Master Hand = Scratch Attack)
  • Master Hand and Crazy Hand's AI now initiate their team moves on their own (only when they are on the same team and facing the correct way)
  • Master Hand and Crazy Hand now have different spawns in animations depending on if they're on the same team or independent.
  • Dharkon and Galeem's inputs now properly disable until they are within the idle animation
  • Dharkon and Galeem both have their "vanish" ability removed as to not create extremely unfair situations
  • Dharkon and Galeem have different targeting flags for CPU fighters
  • Dharkon and Galeem no longer have sped up animations
  • Dharkon and Galeem have had their AI random wait times adjusted to become more unrelenting (shorter, is 59 random, was 200 random)
  • Better CPU Targeting of Dharkon and Galeem
  • Flying bosses now start off with an invisible falling animation on the fighter’s side rather than being put into standby
  • Flying bosses (except Rathalos) have a more "floaty" feel when controlling their movement
  • Master Hand and Crazy Hand position oriented attacks now go by distance from the ground for better functionality
  • Crazy Hand’s Fire Chariot attack no longer gets stuck infinitely on uneven surfaces
  • Ganon has a new move on the down DPAD button
  • Ganon has a new move on the left DPAD button
  • Ganon have a new double thunder attack on the down Attack button
  • Master Hand haystack needles are now fixed
  • Marx AI has been properly stubbed
  • Marx Black Hole attack has been adjusted to eject the player and then spawn Marx back in
  • Bosses are now put into maximum (10.0) AI intensity
  • Damage multipliers within the code have been removed
  • Bosses can now attack other bosses and correctly apply damage
  • Crashes on Rathalos have been addressed
  • Crashes in team battle have been addressed
  • Team battle stock issues have been addressed
  • Stunned bosses now recover instantly
  • Galleom now has a new move on the left DPAD button
  • Damage modules have been completely reworked so bosses no longer take damage on a preset value but rather what the character's damage output truly deals.
  • Master Hand and Crazy Hand now have a specific variation set of each other
  • Dharkon and Galeem now have a specific variation set of each other
  • Galleom properly plays his death animation upon dying at the same time the game ends.
  • WOL Master Hand no longer has spawning issues
  • WOL Master Hand is now able to be controlled by the intended player most of the time
  • WOL Spawn in issues addressed
  • Flying bosses can now reach to edges of the stages rather than being within a restrictive pre-determined range
  • Dharkon, Galeem, and Galleom’s rage values have been adjusted to 220 HP from 200 HP to not create Stamina battle issues.
  • Dracula’s transition HP value has been increased to 220 HP from 200 HP
  • Mario's voice audio no longer plays during the result screen when a boss wins
  • Secret maps are now available to be picked on the stage select screen
  • Squad Strike CSS is now fixed
  • Squad Strike/Training mode spawn in system fixed
  • Peach/Daisy will no longer be able to use their final smash when facing Dracula or WOL Master Hand, instead they'll get a passive healing ability (this prevents their final smashes from erasing the bosses)

1.0.1:

  • Ganon, Galleom, and Dracula no longer lose stocks when out of bounds.
  • Master Hand and Crazy Hand's team moves are forced into sync rather than being split sometimes.
  • Crazy Hand no longer becomes lifeless during complex moves
  • Master Hand and Crazy Hand's turn animations have been adjusted
  • Crazy Hand's speed no longer becomes doubled while turning

1.0.2:

  • Galleom has a new move on the Jump Button
  • Galleom has a new move on the Right DPAD Button
  • Rathalos can no longer land mid-air
  • Rathalos' ground attacks properly stay grounded
  • Rathalos' air attacks properly stay air-bound
  • Rathalos now has proper animation speeds

1.0.3:

  • Master Hand and Crazy Hand turning while activating a team attack no longer causes issues
  • Galleom, Ganon, and Dracula now have proper spawn in locations when it's their turn to spawn in Squad Strike
  • Adjusted the starting position of Crazy Hand's hand-flop move in order to not clip into the stage as much
  • Fixed an AI stub on Crazy Hand's second throw animation

1.0.4:

  • Master Hand and Crazy Hand no longer can perform their duet attacks on their own
  • Master Hand's rings toss move now goes by his position

1.0.5:

  • Master Hand and Crazy Hand's team moves no longer can be triggered if they're not on the same team
  • Crazy Hand's invisible fighter character no longer drops out of bounds mid-fight
  • All bosses (except Giga Bowser) have a new death effect
  • Dracula's "anger" status now starts once he's been dealt at least 100 damage

1.0.6:

  • Ganon's laser attack now activates when facing the CPU version of him
  • Master Hand and Crazy Hand's intro animation correctly plays
  • Marx' death animation no longer plays a continuous death effect after death
  • Marx' death camera is no longer locked in a fixed position after his death

1.0.7:

  • Dharkon no longer deletes Master Hand within Classic Mode
  • Galeem no longer deletes Master Hand within Classic Mode
  • Dharkon has a new targeting object
  • Galeem has a new targeting object

1.0.7b: PRC Changes

  • Changed the final stage of Dharkon in Classic mode
  • Changed the final stage of Galeem in Classic mode

1.0.8:

  • Master Hand's bullet attack properly shoots 3 bullets when fully charged

1.0.9:

  • Master Hand, Crazy Hand, Marx, Dharkon, and Galeem no longer subtly move up or down when idle while a player is controlling them.
  • Some adjustments to force the boss into their death animation when they reach the proper HP threshold
  • Ganon and Galleom's duplicate death code has been removed
  • PRC Edit: Galeem’s Classic Route was changed

1.1.0:

  • Ganon's CPU AI levels have been adjusted to better match how he behaves in regular gameplay
  • Ganon's AI adjusts with HP, meaning at 300 damage, regardless of gamemode, he will be put into "anger" mode (just as in the regular boss battle)
  • Dracula's phase HP healing abilities have been slightly adjusted

1.1.1:

  • Fixed an issue where "floaty" bosses would continue to slowly move upwards
  • Adjusted the speed at which some bosses move during their attack animations
  • PRC Change: Rathalos' Classic Mode route has been changed

1.1.2:

  • All boss death animations have been reworked to better fit how they're defeated in regular gameplay
  • Boss death animations once the game ends has been fixed
  • Master Hand and or Crazy Hand when controlled by AI properly go to their intended positions when doing a slap attack

1.1.3:

  • Crazy Hand and Dharkon no longer slowly move left or right when the joystick isn't pressed
  • If the game ends and a boss is doing an attack and is controlled by someone, they will now complete their intended attack.
  • Better effects on boss death

1.1.3b PRC Change:

  • Marx Classic mode route has been adjusted

1.1.4:

  • Required files are now located on this release page. They are needed in order for the mod to run.
  • Dracula's transition phase now ends sooner, giving leniency for a duplicate Dracula to no longer spawn in
  • Giga Bowser's HP has been raised to 600 HP (was 500)
  • Rathalos' Classic mode route has been changed (PRC Edit)
  • Master Hand's Classic mode route has been changed (PRC Edit)
  • Crazy Hand's Classic mode route has been changed (PRC Edit)

1.1.5:

  • Giga Bowser's size has been adjusted back to his usual size (was too big)
  • Giga Bowser's way of death has been adjusted
  • Giga Bowser's Classic Mode route has been changed (PRC Edit)
  • Master Hand's Classic Mode route has been changed (PRC Edit)
  • WOL Master Hand's Classic Mode route has been changed (PRC Edit)
  • Dracula's Classic Mode route has been changed (PRC Edit)
  • Galleom's Classic Mode route has been changed (PRC Edit)
  • Ganon's Classic Mode route has been changed (PRC Edit)

1.1.6:

  • When bosses spawn in there's no longer an "Item gained" sound effect
  • Dracula no longer spawns a duplicate of himself at the second phase
  • Ganon no longer gets stun-locked for the remainder of the game
  • Ganon's stun animation now lasts for the entire regular stun duration
  • Ganon's HP has been increased to 750 HP (was 600 HP)
  • Rathalos now recovers instantly from a tail stun
  • Giga Bowser's "winning" result screen is no longer a T-Pose
  • Zero Suit Samus will no longer be able to use her final smash when facing Ganon, instead she'll get a passive healing ability (this prevents her final smash from crashing the game)
  • WOL Master Hand classic mode route, when facing King Dedede, the Battle Music has been changed (PRC Edit)
  • Added a "FULL STUN DURATION" download option. This option allows you to download a version of this mod that retains the bosses normal stun animation duration.

1.1.7:

  • Ganon now recovers instantly when he's stunned
  • Ganon's HP has been decreased to 600 (was 750 HP)
  • Ganon's permanent stun bug has finally been fixed!
  • Dracula's spawn in within second form now starts 10 frames later for a smoother visual appearance
  • Dharkon duplicate stun code has been removed (no gameplay effect)
  • Galeem duplicate stun code has been removed (no gameplay effect)

2.0.0:

  • Migrated from ACMD to Smashline 2.0. (This means most mods are compatible with this mod!)

2.0.1:

  • Dracula's first phase HP has been reduced from 220 HP to 160 HP
  • Dracula's no longer invisible in his second phase
  • Giga Bowser no longer crashes the game in Stamina Mode (must have more than one stock)
  • Giga Bowser no longer crashes the game sometimes during the end-game results
  • Dharkon and Galeem no longer crash the game during the end-game results

2.0.2:

  • WOL Master Hand no longer crashes the game

2.0.3:

  • Updated Support to Version 13.0.2
  • Included more alternative downloads

2.0.4:

  • Dharkon and Galeem will no longer crash World Of Light
  • Display Order of bosses are now put towards the end if other character expansion mods are installed

Requirements

ARCropolis

Skyline

NRO Hook

(FOR NEWEST MOD VERSION, 2.0.0 AND AFTER):
SMASHLINE 2.0

(FOR OLDER VERSIONS, BEFORE OR EQUAL TO 1.1.7 MOD VERSION):
ACMD Hook

Trouble Shooting

  • Q: I have duplicate bosses, why?
    A: You most likely have a duplicate libcomp_boss.nro file in your skyline plugins folder. Delete it and re-download and see if that fixed your problem
  • Q: Dharkon and Galeem sometimes crash my game, anything I can do about it?
    A: Unfortunately no, Dharkon and Galeem are unique cases and sometimes they crash the game for no reason at all. When the game is meant to properly end it’s up to the user to back out manually and go to the results screen.
  • Q: I want to play online with this mod, do you know how?
    A: Please don't... Just don't... Instead, you should play with your friends who have this mod installed on a safe LAN connection. Chances are high that you'll get banned if you appear as Giga Bowser or any boss UI in an online lobby (plus the bosses don't actually load in on the other person's screen, you get desynced and disconnected).

Credit

Credit for Giga Bowser CSS

Thank you for downloading!

Check out the GameBanana page!

Full Changelog: 1.0.0-BETA...1.0.0