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WepIconDWN040-Crystal Crystal Eye Crystalmansprite
CrystalEyeWepGif
Weapon code CrystalEyeWep
Comes from Mega Man 5
Weapon color scheme Cyan-on-White
Fire rate Very Slow
Missile speed Slow-Medium (Big crystal)

Slow (Small particles)

Capacity 14 uses
Weapon hotkey/type [4] Close range
Damage 50 (Big crystal)

10 /\/ (One small particle)

Appears in
these maps
MM5CrystalMM5DarkmanMM8DuoMM2FlashMM3GammaMM3NeedleStageIconRobotMastersMM7SlashMM4ToadMM5WaveSnakesinspaceClockworkfactoryVictoryisleFrigi doh ceanDeserteddybearcityClashinthestreet

Crystal Eye fires a large cyan crystal ball that shatters into eight smaller orbs, which fly off in diagonal directions and bounce all around the arena for a short period of time. The weapon only splits if it hits a wall; a direct hit results in heavy damage but no shrapnel.

Tactics

Using Crystal Eye

Crystal Eye is best used in narrow corridors and enclosed rooms, as there's little a player can do to avoid crystal shards bouncing all around the tight space. Instead of going for a direct hit, aim at the floor near your opponent to bounce as many of the shards into them as possible. It can also be used as a powerful ranged weapon if you surprise your foe.

In most open situations, it's better aim with the large crystal, counting on it to deal major damage. The small particles may eventually deal some random damage if the large one misses.

Vs. Crystal Eye

Keep out of corridors and other enclosed spaces when you see someone using Crystal Eye. Its rate of fire is pathetic and they'll need good aim to hit you from a distance, so keep away and return fire with quicker ranged weapons. Leaf Shield reflects both Crystal Eye and its crystal shards.

Code

actor CrystalEyeWep : MegaBuster 10064
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 112
Weapon.SlotNumber 4
Obituary "%o did not see %k's Crystal Eye."
Inventory.Pickupmessage "Power up! Crystal Eye!"
weapon.ammotype "CrystalEyeAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "CRYSSI"
Scale 2.0
States
{
Spawn:
WEA2 N 1
loop
Ready:
CRYE K 0 ACS_ExecuteAlways(998,0,33)
CRYE K 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
CRYE K 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
CRYE K 1 A_Raise
Loop
Fire:
CRYE K 0 A_JumpIfNoAmmo("NoAmmo")
CRYE K 0 A_PlaySoundEx("weapon/mbuster","Weapon")
CRYE K 0 A_FireCustomMissile("CrystalEye",0,1,8,0)
CRYE LMK 5
CRYE K 40
CRYE K 0 A_Refire
Goto Ready+1
NoAmmo:
CRYE K 0 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor CrystalEye // : MaceFX1
{
PROJECTILE
Damage (50)
Height 16
Radius 16
damagetype "CrystalEye"
//+FLOORHUGGER
+EXPLODEONWATER
Scale 2.5
speed 28
States
{
Spawn:
CRYE ABCDEAA 4
loop
Death:
TNT1 A 0 A_SpawnItemEx("CrystalEyeBit",-8,0,0,28,0,12,45)
TNT1 A 0 A_SpawnItemEx("CrystalEyeBit",-8,0,0,28,0,12,-45)
TNT1 A 0 A_SpawnItemEx("CrystalEyeBit",-8,0,0,28,0,-12,45)
TNT1 A 0 A_SpawnItemEx("CrystalEyeBit",-8,0,0,28,0,-12,-45)
TNT1 A 0 A_SpawnItemEx("CrystalEyeBit",-8,0,0,28,0,12,225)
TNT1 A 0 A_SpawnItemEx("CrystalEyeBit",-8,0,0,28,0,12,-225)
TNT1 A 0 A_SpawnItemEx("CrystalEyeBit",-8,0,0,28,0,-12,225)
TNT1 A 0 A_SpawnItemEx("CrystalEyeBit",-8,0,0,28,0,-12,-225)
XDeath:
TNT1 A 0
stop
}
}

actor CrystalEyeBit
{
PROJECTILE
Scale 2.5
Height 8
Radius 8
Damage(10)
+DOOMBOUNCE
+CANBOUNCEWATER
damagetype "CrystalEyeBit"
bouncefactor 1.0
speed 20
reactiontime 4
States
{
Spawn:
CRYE A 0 A_CountDown
CRYE FGHIJFF 4
loop
Death:
CRYE A 0
stop
}
}

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