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WepIconFlameSword Flame Sword Swordmansprite
FlameSwordWepGif
Weapon code FlameSwordWep
Comes from Mega Man 8
Weapon color scheme Ruby on Amber
Fire rate Slow
Missile speed Slow
Capacity 14 uses
Weapon hotkey/type [4] Close range
Damage 15*5 (One Flame Sword trail)

1 (Flame Sword extra spark) (Ground use only)

Appears in
these maps
MM5CrystalMM5DarkmanMM1ElecMM8FrostMM6KnightMM6MrXMM8SearchMM7ShadeMM8Wily1MM8SwordMM7TurboMeltingmetalMol ten mountains

Flame Sword is a devastating close range attack that is very similar to Slash Claw. When fired, Flame Sword slashes in front of you with five very fast-damaging flame trails called "Flame Sword trails", each doing significant damage. Using it midair results in a slightly angled slash pattern.
When used on ground, Flame Sword becomes stronger because some additional thirty sparks called the "Flame Sword extra sparks" flames, will accompany the swipe. This slightly increases the weapon's range as well. In any of these cases, Flame Sword will often do enough damage to instantly kill any player, especially at point blank range.

Tactics

Using Flame Sword

Despite its variety of techniques, Flame Sword is easy to use. Running at enemies and slashing wildly is often enough to earn frags. Just remember you have ranged weapons if they get away! Because of its huge damage up close, Flame Sword also makes the perfect surprise weapon. Finally, because its range is longer than other melee weapons like Slash Claw and Top Spin, it makes an excellent close range counter.

Vs. Flame Sword

Get Away! If you hear Flame Sword's characteristic "whoosh" sound effect, run. Once you've located your opponent fire back with anything you have and try not to get cornered. Rapid fire weapons like Water Balloon will do the best at pushing your foe back. If you have your own Flame Sword, you also have an excellent defense because they'll have to run straight into your slash to score a hit!

Code

actor FlameSwordWep : MegaBuster 11095
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was slashed and burned by %k's Flame Sword."
Inventory.Pickupmessage "Power up! Flame Sword!"
weapon.ammotype "FlameSwordAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
+WEAPON.NOAUTOAIM//this is for pitch to avid it breaking with autoaim
inventory.icon "FSWORDI"
Scale 2.0
States
{
Spawn:
WEA4 F 1
loop
Ready:
FHUD A 0 ACS_ExecuteAlways(998,0,81)
FHUD A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FHUD A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FHUD A 1 A_Raise
Loop
Fire:
FHUD A 0 A_JumpIfNoAmmo("NoAmmo")
FHUD A 0 A_PlaySoundEx("weapon/flamesword","Weapon")
FHUD A 0 A_TakeInventory("FlameSwordAmmo",2)
FHUD A 0
FHUD A 0 A_JumpIf(z-floorz>0,"AirSwing")
FHUD C 1 A_FireCustomMissile("FlameSword",50,0,-16,0,0,-10)
FHUD C 0 A_SpawnItemEx("FSSParkSpawner",32,0,8,0,0,0,0,0,0)
FHUD D 1 A_FireCustomMissile("FlameSword",25,0,-8,0,0,-5)
FHUD E 1 A_FireCustomMissile("FlameSword",0,0,0,0,0,0)
FHUD F 1 A_FireCustomMissile("FlameSword",-25,0,8,0,0,10)
FHUD G 1 A_FireCustomMissile("FlameSword",-50,0,16,0,0,20)
Goto Finish
AirSwing:
FHUD J 0 A_GiveInventory("FlameSwordFlag", 1)
FHUD J 1 A_FireCustomMissile("FlameSword2",-50,0,16,0,0,20)
FHUD K 1 A_FireCustomMissile("FlameSword2",-25,0,8,0,0,10)
FHUD L 1 A_FireCustomMissile("FlameSword2",0,0,0,0,0,0)
FHUD M 1 A_FireCustomMissile("FlameSword2",25,0,-8,0,0,-5)
FHUD N 1 A_FireCustomMissile("FlameSword2",50,0,-16,0,0,-10)
Goto Finish
Finish:
TNT1 A 14
FHUD HI 2
FHUD A 10
FHUD J 0 A_TakeInventory("FlameSwordFlag", 1)
FHUD A 0 A_Refire
Goto Ready+1
NoAmmo:
FHUD A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor FlameSwordFlag : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor FlameSword
{
PROJECTILE
+RIPPER
+DONTBLAST
damage (0)
height 5
radius 5
Speed 26
scale 2.5
states
{
Spawn:
TNT1 A 0
TNT1 AAAAA 1 A_SpawnItemEx("FlameSwordTrail")
Goto Death
Death:
TNT1 A 0 
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor FlameSword2 : FlameSword
{
States
{
Spawn:
TNT1 A 0
TNT1 AAAAA 1 A_SpawnItemEx("FlameSwordTrail2")
Goto Death
}
}

actor FlameSwordTrail
{
+FORCEXYBILLBOARD
//seesound "weapon/firestorm"
PROJECTILE
+DONTBLAST
//+RIPPER
height 8
radius 8
damage (15) 
damagetype "FlameSword"
scale 2.5 
States
{
Spawn:
FSWD D 0 
FSWD D 0 A_ChangeVelocity(0, -15, 0, CVF_RELATIVE | CVF_REPLACE)
FSWD DEF 1 
stop
}
}

actor FlameSwordTrail2 : FlameSwordTrail
{
States
{
Spawn:
FSWD D 0 
FSWD D 0 A_ChangeVelocity(0, 15, 0, CVF_RELATIVE | CVF_REPLACE)
FSWD DEF 1 
stop
}
}


actor FSSParkSpawner
{
scale 2.5
PROJECTILE
+RIPPER
-SOLID
-NOGRAVITY
+NOINTERACTION
damage (0)
radius 1
height 1
speed 0
ReactionTime 10
states
{
Spawn:
TNT1 A 1 A_SpawnItemEx("FlameSwordSpark",Random(0,16),Random(-16, -8),8,random(50,55),random(-15,15),random(0,15),0, 0, 0)
TNT1 A 0 A_SpawnItemEx("FlameSwordSpark",Random(0,16),0,8,random(45,55),random(-15,15),random(-15,15),0, 0, 0)
TNT1 A 0 A_SpawnItemEx("FlameSwordSpark",Random(0,16),Random(8, 16),8,random(40,55),random(-15,15),random(0,15),0, 0, 0)
TNT1 A 0 A_CountDown
loop
Death:
TNT1 A 0
stop
}
}

actor FlameSwordSpark : FlameSwordTrail
{
damagetype "FlameSwordSpark"
+DONTSPLASH
damage (1)
height 2
radius 2
Scale 2.0
States
{
Spawn:
FSPK A 0
FSPK ABCD 1
stop
}
}

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