Uploaded December 2016 | Updated September 2026, 2 weeks ago
Back again this time with a request from a friend for FlameMan.EXE to be remixed! Flameman took some time to remix because by default he relies on his candles. The way his flame attacks choose where to spawn is unbelievably confusing so I didn't have much to work with either.
On the bright side I figured out tons of new shared methods and lots of new values that will be incredibly valuable for the next enemies I edit. Him being able to spawn a fireratton was very useful in understanding how to properly spawn an object.
Flameman has evolved:
- Flameman's candles have moved up to partially mitigate arealock and varsword usage
- Flame Spirits will follow the player if they are in the column (or less) or their row (or less). They will follow players to any point on the field instead of the left 3x3. This fixes areagrab completely defeating his AI
- Candles light up a tad bit faster across all versions
- Flameman's Fire Tower can be spawned over a hole. Due to an oversight they can't travel over holes beyond the first one (I'm fixing this)
- A new candle state has been added that changes lots of things:
---- While active the level of flameman goes up (beta to omega, omega to omega+1). With this his attack strength goes up, movement speed goes up, etc. Omega + 1 and Omega + 2 are insanely dangerous
--- While active the other candle's effect will strengthen if it is red (faster HP restore) and on lighting yellow will load at the next highest level.
--- While Active the "Wide Flame" attack will travel all the way down the field rather than just 3
--- While active, any flame attack Flame Man uses will heal him a slight bit. The higher the level he currently is, the more it heals. The higher the level, the faster he moves, so the faster he regains HP.
--- While Active he can spawn a FireRatton instead of a flame tower sometimes. This item can then be ignited (which he will do semi-intelligently rather than randomly) which does a whopping 230 damage like your version of the chip. It is nearly impossible to dodge if it makes it to your column.
--- Level Up Candle's spawn with 2x as much HP to extinguish. At Omega + 1 this can be about 50HP.
--- The effects of the level up candle stack, so you can go from Alpha to Omega, Omega to Omega+2, etc. When the candle goes out, the level goes back down.
Learn how to mod at the Rockman EXE Zone: trezforums.com
Back again this time with a request from a friend for FlameMan.EXE to be remixed! Flameman took some time to remix because by default he relies on his candles. The way his flame attacks choose where to spawn is unbelievably confusing so I didn't have much to work with either.
On the bright side I figured out tons of new shared methods and lots of new values that will be incredibly valuable for the next enemies I edit. Him being able to spawn a fireratton was very useful in understanding how to properly spawn an object.
Flameman has evolved:
- Flameman's candles have moved up to partially mitigate arealock and varsword usage
- Flame Spirits will follow the player if they are in the column (or less) or their row (or less). They will follow players to any point on the field instead of the left 3x3. This fixes areagrab completely defeating his AI
- Candles light up a tad bit faster across all versions
- Flameman's Fire Tower can be spawned over a hole. Due to an oversight they can't travel over holes beyond the first one (I'm fixing this)
- A new candle state has been added that changes lots of things:
---- While active the level of flameman goes up (beta to omega, omega to omega+1). With this his attack strength goes up, movement speed goes up, etc. Omega + 1 and Omega + 2 are insanely dangerous
--- While active the other candle's effect will strengthen if it is red (faster HP restore) and on lighting yellow will load at the next highest level.
--- While Active the "Wide Flame" attack will travel all the way down the field rather than just 3
--- While active, any flame attack Flame Man uses will heal him a slight bit. The higher the level he currently is, the more it heals. The higher the level, the faster he moves, so the faster he regains HP.
--- While Active he can spawn a FireRatton instead of a flame tower sometimes. This item can then be ignited (which he will do semi-intelligently rather than randomly) which does a whopping 230 damage like your version of the chip. It is nearly impossible to dodge if it makes it to your column.
--- Level Up Candle's spawn with 2x as much HP to extinguish. At Omega + 1 this can be about 50HP.
--- The effects of the level up candle stack, so you can go from Alpha to Omega, Omega to Omega+2, etc. When the candle goes out, the level goes back down.
Learn how to mod at the Rockman EXE Zone: trezforums.com










