FANDOM


WepIconMKN003-Ballade Ballade Cracker Balladesprite
BalladeCrackerWepGif
Weapon code BalladeCrackerwep
Comes from Mega Man IV
Weapon color scheme Purple-on-Lavender
Fire rate Slow-Medium
Missile speed Medium-Fast
Capacity 7 uses
Weapon hotkey/type [5] Power weapon
Damage 48 <*> (96) (Ballade Cracker explosion)
Appears in
these maps
MM8DuoMM8FrostMM2WilyMM7Wily3MM4SkullMM8TenguMM5WaveMM1Wily2MM6WindAlloutassaultClashinthestreet

Ballade Cracker hurls a purple explosive forward that travels at a great speed before exploding on any solid surface. It is one of the most powerful weapons in MM8BDM thanks to combining explosive force with a fairly fast fire rate. Its one weakness is its low ammo count.

Tactics

Using Ballade Cracker

Ballade cracker is an all-purpose weapon that works as well fighting up close as it does sniping from afar. It is fast and powerful, but watch your ammo. At closer range don't aim straight at an enemy, aim at their feet. Even if they manage to avoid the projectile they will be stunned by the explosion's blast radius.


Vs. Ballade Cracker

Not many weapons can really outclass the Ballade Cracker overall, but strong powerweapons like Super Arm or rapid fire weapons like Yamato Spear can keep you from being Crackered to pieces. If you can't out power your enemy try running away using Charge Kick, or taking cover. Distance is your friend in this fight. Keep track of the enemy's shots and know when to counterattack.

Code

actor BalladeCrackerWep : MegaBuster 10076
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was blown apart by %k's Ballade Cracker."
Inventory.Pickupmessage "Power up! Ballade Cracker!"
weapon.ammotype "BalladeCrackerAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "BALLSI"
Scale 2.0
States
{
Spawn:
WEA3 C 1
loop
Ready:
BHND A 0 ACS_ExecuteAlways(998,0,47)
BHND A 0 A_JumpIfNoAmmo("NoAmmo")
BHND A 1 A_WeaponReady
Goto Ready+1
ReadyNoAmmo:
BHND J 1 A_WeaponReady
BHND J 0 A_JumpIfNoAmmo("ReadyNoAmmo")
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BHND A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BHND A 1 A_Raise
Loop
Fire:
BHND A 0 A_JumpIfNoAmmo("NoAmmo")
BHND A 0 A_PlaySoundEx("weapon/crackerthrow","Weapon")
BHND A 0 A_FireCustomMissile("BalladeCracker",0,1,8,0)
BHND BCDEFG 2
BHND HI 2
BHND A 0 A_JumpIfNoAmmo("NoAmmoDelay")
BHND A 13
BHND A 0 A_Refire
Goto Ready+1
NoAmmoDelay:
BHND J 13
Goto NoAmmo
NoAmmo:
BHND J 1 ACS_Execute(979,0)
Goto ReadyNoAmmo
}
}

actor BalladeCrackerAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}


actor BalladeCracker
{
PROJECTILE
Radius 6
Height 7
scale 2.5
damagetype "BalladeCracker"
speed 55
damage (0)
speed 50
+EXPLODEONWATER
States
{
Spawn:
BALA ABCD 3
loop
Death:
BALA A 0 A_Stop
BALA A 0 A_PlaySoundEx("weapon/crackerexplode", "Weapon")
BALA A 0 A_Explode(48, 96, 0)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}

actor BalladeCrackerWepBoss : MegaBuster
{
Weapon.AmmoUse 0
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was blown up by %k's Ballade Cracker"
Inventory.Pickupmessage "Power up! Ballade Cracker!"
weapon.ammotype "BalladeCrackerAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.CHEATNOTWEAPON
inventory.icon "BALLSI"
Scale 2.0
States
{
Spawn:
WEA3 C 1
loop
Ready:
BHND A 0 ACS_ExecuteAlways(998,0,53)
BHND A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BHND A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BHND A 1 A_Raise
Loop
Fire:
BHND A 0 A_JumpIfInventory("Clip",2,"Attack")
BHND A 0 A_JumpIfInventory("Clip",1,"Charge")
BHND A 0 SetPlayerProperty(0,1,0)
Goto Jump1
Jump1:
BHND A 0 A_SpawnItemEx("BalladeMine",0,0,16)
BHND A 0 ACS_Execute(5,0,6)
BHND A 0 ThrustThingZ(0,50,0,0)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 0  A_JumpIf(z-floorz==0,"Jump2")
Goto Jump1+13
Jump2:
BHND A 0 A_SpawnItemEx("BalladeMine",0,0,16)
BHND A 0 ACS_Execute(5,0,6)
BHND A 0 ThrustThingZ(0,50,0,0)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 0 A_JumpIf(z-floorz==0,"Jump3")
Goto Jump2+13
Jump3:
BHND A 0 A_SpawnItemEx("BalladeMine",0,0,16)
BHND A 0 ACS_Execute(5,0,6)
BHND A 0 ThrustThingZ(0,50,0,0)
BHND A 1 A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 1  A_Recoil(-1)
BHND A 0 A_JumpIf(z-floorz==0,"JumpEnd")
Goto Jump3+13
JumpEnd:
BHND A 0 A_Stop
BHND A 0 A_GiveInventory("Clip",1)
BHND A 30 ACS_Execute(5,0,7)
BHND A 0 SetPlayerProperty(0,0,0)
Goto Ready
Charge:
BHND A 0 A_ChangeFlag("NOPAIN",1)
BHND A 0 SetPlayerProperty(0,0,0)
BHND A 0 ACS_Execute(5,0,8)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 1 A_Recoil(-5)
BHND A 0 A_SpawnItemEx("EnkerMelee")
BHND A 0 A_ChangeFlag("NOPAIN",0)
BHND A 30 SetPlayerProperty(0,1,0)
BHND A 0 SetPlayerProperty(0,0,0)
BHND A 0 A_GiveInventory("Clip",1)
Goto Ready+1
Attack:
BHND A 0 SetPlayerProperty(0,0,1)
BHND A 0 A_PlaySoundEx("weapon/crackerthrow","Weapon")
BHND A 0 A_FireCustomMissile("BalladeCracker",0,1,8,0)
BHND A 45 A_TakeInventory("Clip",100)
BHND A 0 SetPlayerProperty(0,0,0)
Goto Ready+1
NoAmmo:
BHND A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor BalladeMine
{
PROJECTILE
Radius 20
Height 20
scale 2.5
speed 0
reactiontime 20
damage (20)
States
{
Spawn:
BALA A 0 
BALA A 0 A_PlaySoundEx("weapon/crackermine", "Weapon")
BALA ABCD 3
BALA A 0 A_CountDown
Goto Spawn+3
Death:
BALA A 0 A_Stop
BALA A 0 A_PlaySoundEx("weapon/crackerexplode", "Weapon")
BALA A 0 //A_Explode(30, 128, 0)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}

actor BalladeMelee
{
PROJECTILE
damagetype "QuickBoomerang"
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_Explode(18, 60, 0)
stop
}
}

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.