FANDOM


WepIconDWN051-DangerWrap Danger Wrap Burstmansprite
DangerWrapWepGif
Weapon code DangerWrapWep
Comes from Mega Man 7
Weapon color scheme Brown-on-White
Fire rate Slow-Medium
Missile speed Slow-Very Slow
Capacity 14 uses
Weapon hotkey/type [5] Power weapon
Damage 40 <*> (128) (Explosion)

1 (Mine contact)

Appears in
these maps
MM2BubbleMM7BurstMM8DuoMM3GeminiMM6KnightMM3ShadowMM7Wily1MM7SpringMM1TimeMM4ToadMM5WaveNewgrounds


Danger Wrap fires a small mine encased in a large bubble that floats upward in a manner similar to Air Shooter or Silver Tomahawk, but noticeably slower. The bubble pops upon contact with a surface or player, releasing the mine. If the bubble hits the ground, the mine is deposited on the ground and will detonate after a few seconds. A mine will explode early if an enemy player walks over it or if the weapon's user is fragged. If the bubble pops on a wall or ceiling instead, the mine falls to the ground and explodes instantly upon landing. Unlike in Mega Man 7, Danger Wrap can't engulf a player in the bubble. Instead, a direct hit with Danger Wrap will result in an instantaneous explosion.

Tactics

Using Danger Wrap

Danger Wrap is an excellent weapon for keeping foes out of your space. Its large hitbox makes it a good choice at close range, and the traps you can lay with it will prevent enemies from pursuing you or anything you'd like to protect. Its floating property is also useful for taking out foes on high ledges. Just pop some on the wall or ceiling above them and watch the explosive chaos!

Vs. Danger Wrap

Danger Wrap is primarily a defensive weapon, so don't chase after your opponent. Instead, snipe at your target with long range weapons like Magnet Missile or Ballade Cracker. If you need to get Danger Wrap traps out of the way, you'll have to take their source out first, so use weapons that can hit while blind-firing, such as Gemini Laser or Hyper Bomb, especially around tight corners.

Code

actor DangerWrapWep : MegaBuster 10085
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was burst by %k's Danger Wrap."
Inventory.Pickupmessage "Power up! Danger Wrap!"
weapon.ammotype "DangerWrapAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "DWRASI"
Scale 2.0
States
{
Spawn:
WEA3 L 1
loop
Ready:
DWRA I 0 ACS_ExecuteAlways(998,0,70)
DWRA I 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
DWRA I 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
DWRA I 1 A_Raise
Loop
Fire:
DWRA I 0 A_JumpIfNoAmmo("NoAmmo")
DWRA I 0 A_PlaySoundEx("weapon/wrapfire","Weapon")
DWRA I 0 A_FireCustomMissile("DangerWrap",0,1,8,0)
DWRA JK 6
DWRA I 13
DWRA I 0 A_Refire
Goto Ready+1
NoAmmo:
DWRA I 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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


actor DangerWrap
{
PROJECTILE
Radius 20
Height 12
scale 2.5
speed 15
States
{
Spawn:
DWRA A 0
DWRA ABC 3
DWRA A 0 A_GiveInventory("Clip",1)
Goto Fly
Fly:
DWRA DE 5 ThrustThingZ(0,2,0,1)
loop
Death:
DWRA F 2 A_ChangeFlag("NOGRAVITY",0)
DWRA F 1 A_JumpIf(z-floorz==0,"SpawnMine")
NoMine:
DWRA F 1 A_JumpIf(z-floorz==0,"XDeath")
loop
Crash:
XDeath:
NAPA A 0 A_Stop
NAPA A 0 A_SpawnItemEx("WrapExplosion")
stop
SpawnMine:
TNT1 A 1 A_SpawnItemEx("DangerWrapMine")
stop
}
}

actor WrapExplosion
{
damagetype "DangerWrap"
+NOGRAVITY
-SOLID
+MISSILE
Radius 1
Height 1
scale 2.5
speed 0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/wrapexplode", "Weapon")
TNT1 D 0 A_Explode(40, 128, 0)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}

actor DangerWrapMine
{
PROJECTILE
+NOCLIP
-NOGRAVITY
Radius 32
Height 12
scale 2.5
damage (1)
damagetype "DangerWrap"
speed 0
reactiontime 200
States
{
Spawn:
DWRA F 0// A_ChangeFlag("MISSILE",0)
DWRA F 1 
DWRA F 0 A_JumpIf(ACS_ExecuteWithResult(975, 1)==1,"Death")
DWRA F 4 
DWRA F 0 A_ChangeFlag("NOCLIP",0)
Goto Mine
Mine:
DWRA G 1 A_CountDown
DWRA G 0 A_JumpIfInTargetInventory("IsDead",1,"Death")
loop
Death:
TNT1 A 0 A_Stop
TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
TNT1 A 0 A_PlaySoundEx("weapon/wrapexplode", "Weapon")
TNT1 D 0 A_Explode(40, 128, 0)
NAPA EFGHIJKLMNOPQRS 1
stop
}
}

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