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WepIconDLN007-Fire Fire Storm Firemansprite
FireStormWepGif
Weapon code FireStormWep
Comes from Mega Man
Weapon color scheme Red-on-Orange
Fire rate Medium-Fast
Missile speed Medium
Capacity 28 uses
Weapon hotkey/type [2] Long range
Damage 20 (Fire shot)

4 >> (One fire ball of the shield)

Appears in
these maps
MM6BlizzardMM1FireMM3GammaMM2HeatMM7JunkMM1OilStageIconRobotMastersMM4RingMM8SearchMM3ShadowMM8Wily1MM8Wily2MM7SlashMM5StoneMM4ToadMM6TomahawkMM1Wily1MM6WindMM2WoodMeltingmetalClockworkfactoryWoodmanrevengeMol ten mountains

Fire Storm is a weapon that shoots out a fireball projectiles, while simultaneously surrounding the user with a damaging fireball that circles them. The fireball that is shot does solid damage, and the circling fireball deals splash damage around the user. Note that a new fireball cannot be shot until the Fire Storm's barrier fireball disappears.

Tactics

Using Fire Storm

Fire Storm is handy in tight duels, but it's best used in a group of Robot Masters. Walk right into a gathering of battling players, then fire off a few Fire Storm shots. If you get up close to someone, you can hit them with the fireball and the fire shield, doing massive damage. Of course, it's even better in a group situation, because not only can you really wallop one target, but you can also do some nice splash damage to interfering players who get a little too close.

Vs. Fire Storm

It's best to keep your distance when taking on a Fire Storm user. You'll be safe from the fire shield attack, and you'll have plenty of time to dodge the fireball shot. Just pepper your foe with ranged weapons and you'll do fine. If you find yourself cornered with a pyromaniac, though, the Shadow Blade and Top Spin are excellent counters. As these weapons only work at close range and do substantially more damage than Fire Storm if aimed precisely, it will make your foe think twice before trapping you in their flames.

Code

actor FireStormWep : MegaBuster 10052
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 1
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Obituary "%o was melted by %k's Fire Storm."
Inventory.Pickupmessage "Power up! Fire Storm!"
weapon.ammotype "FireStormAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "FIRESI"
Scale 2.0
States
{
Spawn:
WEAP Y 1
loop
Ready:
FIRE G 0 ACS_ExecuteAlways(998,0,21)
FIRE G 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FIRE G 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FIRE G 1 A_Raise
Loop
Fire:
FIRE H 0 A_JumpIfNoAmmo("NoAmmo")
FIRE H 0 A_PlaySoundEx("weapon/firestorm","Weapon")
FIRE H 1 A_FireCustomMissile("FireStorm",0,1,8,0)
FIRE H 4 A_GunFlash
FIRE I 6
FIRE G 5
Goto Ready+1
NoAmmo:
FIRE G 0 ACS_Execute(979,0)
Goto Ready+1
Flash:
TNT1 A 1 A_SpawnItemEx("FireShield1",64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield2",48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield3",0,64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield1",-48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield2",-64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield3",-48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield1",0,-64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield2",48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield1",64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield2",48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield3",0,64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield1",-48,48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield2",-64,0,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield3",-48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield1",0,-64,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 A_SpawnItemEx("FireShield2",48,-48,34, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
stop
}
}

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


actor FireStorm
{
PROJECTILE
+DONTBLAST
damagetype "FireStorm"
Radius 6
Height 7
scale 2.5
damage (20)
speed 40
States
{
Spawn:
FIRE ABC 2
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}



actor FireShield1
{
PROJECTILE
+FORCEXYBILLBOARD
+SKYEXPLODE
+DONTBLAST
+RIPPER
damagetype "FireSpin"
scale 2.5
radius 8
height 8
Damage (4)
States
{
Spawn:
FIRE D 0 
FIRE D 0 A_JumpIf(z-floorz==0,"Death")
FIRE D 2 //A_Explode(4,96,0)
stop
Death:
TNT1 A 0
stop
}
}

actor FireShield2 : FireShield1
{

States
{
Spawn:
FIRE E 0 
FIRE E 0 A_JumpIf(z-floorz==0,"Death")
FIRE E 2
stop
}
}

actor FireShield3 : FireShield1
{

States
{
Spawn:
FIRE F 0 
FIRE F 0 A_JumpIf(z-floorz==0,"Death")
FIRE F 2
stop 
}
}

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