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Arrow Buster

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WepIconArrowBuster Arrow Buster Megamanarrowsprite
File:ArrowBusterWepGif.gif
Weapon code ArrowBuster
Comes from Mega Man 8
Weapon color scheme Blue on cyan
Fire rate 0,17 seconds/fire (Fast-Very Fast) (Mega buster pellet or Mid-charged shot firing)

0,51 seconds/fire (Medium) (Arrow Shot firing)

Missile speed 27 (Slow-Medium) (Mega buster pellet)

26 (Slow-Medium) (Mid-charged shot)
54 (Fast) (Arrow shot)

Capacity Infinite
Weapon hotkey/type [1] Buster
Damage 10 (One mega buster pellet)

20 (One mid-shot)
30 (One arrow shot)
12 (One arrow shot particle)

Appears in
these maps
MM7BurstMM5ChargeMM8ClownMM8DuoMM1ElecMM1OilMM2WilyMM8Wily1MM3SnakeMM4ToadMM3Top

The Arrow Buster is a new buster upgrade introduced in V3, along with its counterpart, the Laser Buster upgrade. It gives the ability to charge the Mega Buster to fire a fast and destructive blast that deals decent damage. On contact, it splits into a spread of four short ranged bullets, causing extra damage and a wide area of effect. This shrapnel can sometimes be enough to frag a player in one hit! You can also fire a mid-charged shot that deals twice the damage and is larger, but is otherwise unremarkable.

Tactics

Using Arrow Buster

As with all charging weapons, timing your shot is key. Try to hit your opponent as the land from a jump, as a shot near the ground has the potential to rack up additional damage with the shrapnel. Even if you miss, you'll be sure to get some chip damage. If you know you've damaged your foe extensively, consider surprising your opponent with a barrage of uncharged shots.

Vs. Arrow Buster

Because of Arrow Buster's wide area of effect, strafing is largely useless. Jumping is the only way to completely avoid the blast. Just don't be jumping constantly, or you'll make an easy target. Counter with an overwhelming rapid fire weapon like Yamato Spear or just keep your distance.

Code

actor ArrowBuster : LaserBuster
{
Obituary "%o was the bulls-eye of %k's Arrow Buster."
Inventory.Pickupmessage "You got the Arrow Buster!"
States
{
Spawn:
WEA4 L 1
stop
BotCheck:
BUST B 0 A_Jump(224, "Charge2")
BUST B 0 ACS_ExecuteAlways(974,0)
Goto Charge2
Fire3:
BUST B 0 A_TakeInventory("WeaponCharge",999)
BUST B 0 A_PlaySoundEx("weapon/cfire","Weapon")
BUST B 0 
BUST C 0 ACS_ExecuteAlways(991,0,0)
BUST C 0 A_FireCustomMissile("ArrowShot",0,0,8,0)
BUST CD 3 
BUST C 9
BUST B 0 A_Refire
goto Ready2+2
Charge1:
BUST B 0 A_JumpIfInventory("WeaponCharge",34,"Charge2")
CHBU H 1 ACS_ExecuteAlways(991,0,92)
BUST B 1 ACS_ExecuteAlways(991,0,0)
BUST B 0 A_GiveInventory("WeaponCharge",1)
CHBU H 0 A_Refire
Goto Fire2
Charge2:
BUST B 1 ACS_ExecuteAlways(991,0,93)
CHBU I 1 ACS_ExecuteAlways(991,0,94)
CHBU J 1 ACS_ExecuteAlways(991,0,0)
BUST B 0 A_JumpIfInventory("WeaponCharge", 35, 3)
BUST B 0 A_GiveInventory("WeaponCharge",1)
BUST B 0 A_GunFlash
BUST B 0 A_Refire
Goto Fire3
}
}

actor MidShot
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
damagetype "Buster"
//seesound "weapon/mbuster"
Speed 26
Damage (20)
radius 20
height 20
scale 2.5
States
{
Spawn:
TNT1 A 2
MBUS AB 2
Goto Spawn+1
}
}


actor ArrowShot
{
PROJECTILE
+FORCEXYBILLBOARD
+DONTBLAST
damagetype "Buster"
Speed 54
Damage (30)
radius 20
height 16
scale 2.5
//Obituary "%o was destroyed by %k's Arrow Shot."
States
{
Spawn:
ARRS ABACAD 1
Loop
Death:
ARRS F 0 A_PlaySoundEx("weapon/napalm", "Weapon")
ARRS F 0 A_SpawnItemEx ("ArrowFrag1",0,0,0,cos(-pitch)*54,0,sin(-pitch)*54,165,0,0)
ARRS F 0 A_SpawnItemEx ("ArrowFrag1",0,0,0,cos(-pitch)*54,0,sin(-pitch)*54,-165,0,0)
ARRS F 0 A_SpawnItemEx ("ArrowFrag1",0,0,0,cos(-pitch)*54,0,sin(-pitch)*54,155,0,0)
ARRS F 0 A_SpawnItemEx ("ArrowFrag1",0,0,0,cos(-pitch)*54,0,sin(-pitch)*54,-155,0,0)
ARRS F 0 A_SpawnItemEx ("ArrowFrag1",0,0,0,cos(-pitch)*54,0,sin(-pitch)*54,135,0,0)
ARRS F 0 A_SpawnItemEx ("ArrowFrag1",0,0,0,cos(-pitch)*54,0,sin(-pitch)*54,-135,0,0)
stop
}
}

actor ArrowFrag1
{
PROJECTILE
+FORCEXYBILLBOARD
+DONTBLAST
+NOCLIP
damagetype "Buster"
Damage (12)
radius 5
height 5
scale 2.5
//Obituary "%o was destroyed by %k's Arrow Shot."
States
{
Spawn:
ARRS G 1
ARRS G 1 A_ChangeFlag("NOCLIP", 0)
ARRS G 0 A_Stop
ARRS G 4
ARRS G 0 A_SpawnItemEx("ArrowFrag2",0,0,0,cos(-pitch)*54,0,sin(-pitch)*54,180,0,0)
Stop
Death:
TNT1 A 0 
TNT1 A 0
stop
}
}

actor ArrowFrag2 : ArrowFrag1
{
-NOCLIP
//Obituary "%o was destroyed by %k's Arrow Shot."
States
{
Spawn:
ARRS G 3
ARRS H 1
Goto Spawn+1
}
}

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