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Drill Bomb

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WepIconDWN027-Drill Drill Bomb Drillmansprite
DrillBombWepGif
Weapon code DrillBombWep
Comes from Mega Man 4
Weapon color scheme Red-on-Gray
Fire rate Slow-Medium
Missile speed Slow
Capacity 14 uses
Weapon hotkey/type [5] Power weapon
Damage 50 <*> (96) (Drill's explosion)
Appears in
these maps
MM4DiveMM4CossackMM4DrillMM8DuoMM3GammaMM1GutsMM5GyroMM4MetoolDaddyMM6MrXMM4PharaohStageIconRobotMastersMM7ShadeMM4SkullMM3SparkMM5StoneMM1TimeMM3TopMM2WoodVictoryisleFrigi doh ceanMol ten mountainsTurborumbleClashinthestreet

Drill Bomb fires explosive drill-tipped missiles that explode on contact. The rockets detonate once the fire button is released. If you hold the fire button, your drill will continue to fly until it hits something.

Tactics

Using Drill Bomb

Drill bomb is a great weapon for close and mid range. If an opponent is really close, you may want to aim at the ground to ensure that they receive damage from the explosion. At a distance you'll have to aim where you opponent is going to be rather than directly at them, as Drill Bombs travel slowly across the map. They have a lot of ammo and work well in crowds, making it one of the best explosive weapons. Feel free to rely on it !

Vs. Drill Bomb

Stay away from your enemy as much as you can, as Drill Bombs suffer at long range. Their fire rate is fairly slow too, so running in close with a Charge Kick or Top Spin can work out quite nicely. The explosion radius is fairly large, so try to avoid those drills as much as possible. Leaf Shield can reflect Drill Bombs but as they can be detonated on the spot, you may find that it's not so effective.

Code

actor DrillBombWep : MegaBuster 10050
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was detonated by %k's Drill Bomb."
Inventory.Pickupmessage "Power up! Drill Bomb"
weapon.ammotype "DrillBombAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "DRILLSI"
Scale 2.0
States
{
Spawn:
WEAP V 1
loop
Ready:
DRIL D 0 ACS_ExecuteAlways(998,0,19)
DRIL D 1 A_WeaponReady
Goto Ready+1
Deselect:
DRIL D 0 A_GiveInventory("DrillFlag",2)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
DRIL D 1 A_Lower
Loop
Select:
DRIL D 0 A_TakeInventory("DrillFlag",99)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
DRIL D 1 A_Raise
Loop
Fire:
DRIL D 0 A_JumpIfNoAmmo("NoAmmo")
DRIL D 0 A_PlaySoundEx("weapon/mbuster","Weapon")
DRIL D 0 A_FireCustomMissile("DrillBomb",0,1,8,0)
DRIL EFD 6
DRIL D 0 ACS_ExecuteAlways(994,0)
Goto Hold
Hold:
DRIL D 1
DRIL D 0 A_RailWait
DRIL D 0 A_Refire
DRIL D 10 A_GiveInventory("DrillFlag",2)
DRIL D 0 A_TakeInventory("DrillFlag",999)
Goto Ready+1
NoAmmo:
DRIL D 0 ACS_Execute(979,0)
Goto Hold
}
}

actor DrillFlag : Inventory
{
inventory.amount 1
inventory.maxamount 2
}

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

actor DrillBomb 
{
PROJECTILE
+EXPLODEONWATER
Speed 25
Damage 0
damagetype "DrillBomb"
Scale 2.5
Height 6
Radius 6
States
{
Spawn:
DRIL A 0
DRIL A 0 A_PlaySoundEx("weapon/drillfly","Weapon")
DRIL A 1 A_JumpIfInTargetInventory("DrillFlag",2,"Death")
DRIL A 1 A_JumpIfInTargetInventory("DrillFlag",2,"Death")
DRIL A 1 A_JumpIfInTargetInventory("DrillFlag",2,"Death")
DRIL B 1 A_JumpIfInTargetInventory("DrillFlag",2,"Death")
DRIL B 1 A_JumpIfInTargetInventory("DrillFlag",2,"Death")
DRIL B 1 A_JumpIfInTargetInventory("DrillFlag",2,"Death")
DRIL C 1 A_JumpIfInTargetInventory("DrillFlag",2,"Death")
DRIL C 1 A_JumpIfInTargetInventory("DrillFlag",2,"Death")
DRIL C 1 A_JumpIfInTargetInventory("DrillFlag",2,"Death")
loop
Death:
DRIL A 0 A_Stop
DRIL A 0 A_PlaySoundEx("weapon/drillexplode", "Weapon")
DRIL A 0 A_Explode(50, 96, 0)
DRIL A 0 A_TakeFromTarget("DrillFlag",99)
TNT1 A 2 A_SpawnItem("DrillExplode")
stop
}
}

actor DrillExplode
{
Speed 0
Damage 0
damagetype "DrillBomb"
Scale 2.5
Height 0
Radius 0
+NOGRAVITY
-SOLID
States
{
Spawn:
NAPA EFGHIJKL 2
NAPA MNOPQRS 2
stop
}
}

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