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Flash Bomb

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WepIconFlashBomb Flash Bomb Grenademansprite
FlashBombWepGif
Weapon code FlashBombWep
Comes from Mega Man 8
Weapon color scheme Yellow on dark gray
Fire rate Slow
Missile speed Slow-Medium
Capacity 9 uses
Weapon hotkey/type [5] Power weapon
Damage 18*18 <*> (80) (One Flash Bomb explosion)
Appears in
these maps
MM5CrystalMM4DrillMM8GrenadeMM1IceMM6KnightMM1OilMM4RingMM8Wily2MM8Sword

Grenade Man's Flash Bomb launches a destructive explosive forward at a slow pace. When it hits any solid surface, it will continuously explode in a small area of effect. You can escape from the flash, as its hitstun is not as bad as Crash Bomber's, but not without taking heavy damage. In addition to its explosive power, this weapon should be able to illuminate dark rooms like in Mega Man 8, but there are no unlit areas in MM8BDM yet.

Tactics

Using Flash Bomb

Because the actual speed of the Flash Bomb is abyssal, it is best used at close range. Just fire some out when an opponent is closing in to deal heavy damage while disorienting them. Because the explosion is continuous for a good time, you can also use Flash Bomb to set traps where you know your enemy will be. It also makes a great weapon to spam on the ground while being chased to fend off your assailant.

Vs. Flash Bomb

Don't run at anyone with a black and yellow color scheme. Being hit by a Flash Bomb can be very disorienting because the explosion will often cover your entire screen! Instead of approaching head on, you'll usually have to surprise your foe, or counter with a long range weapon like Ballade Cracker.

Code

actor FlashBombWep : MegaBuster 11091
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 3
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was blinded by %k's Flash Bomb."
Inventory.Pickupmessage "Power up! Flash Bomb!"
weapon.ammotype "FlashBombAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "FLSHBOMI"
Scale 2.0
States
{
Spawn:
WEA4 B 1
loop
Ready:
FLSB T 0 ACS_ExecuteAlways(998,0,86)
FLSB T 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FLSB T 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FLSB T 1 A_Raise
Loop
Fire:
FLSB T 0 A_JumpIfNoAmmo("NoAmmo")
FLSB T 0 A_PlaySoundEx("weapon/mbuster","Weapon")
FLSB T 0 A_FireCustomMissile("FlashBomb",0,1,8,0)
FLSB UV 6
FLSB T 24
FLSB T 0 A_Refire
Goto Ready+1
NoAmmo:
FLSB T 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor FlashBomb
{
PROJECTILE
+FORCEXYBILLBOARD
Radius 6
Height 7
scale 2.5
speed 26
damage (0)
damagetype "FlashBomb"
States
{
Spawn:
FLSB BCDE 3
loop
Death:
FLEX A 0 A_Stop
FLEX A 0 A_PlaySoundEx("weapon/flashbomb", "Weapon")
FLEX A 1 A_SpawnItemEx("FlashBombExplosion")
stop
}
}

actor FlashBombExplosion : FlashBomb
{
+NOCLIP
+DONTBLAST
+DONTSPLASH
Reactiontime 35
Scale 3.5
States
{
Spawn:
FLEX AB 1 bright 
FLEX CD 1 bright
FLEX A 0 A_Explode(18, 80, 0)
FLEX EE 0 A_SpawnItemEx("FlashBombFX2",Random(-16, 16),Random(-40, 40), Random(-32, 32),0,0,0,0)
FLEX EF 1 bright A_SpawnItemEx("FlashBombFX1",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360))
FLEX EE 0 A_SpawnItemEx("FlashBombFX2",Random(-16, 16),Random(-40, 40), Random(-32, 32),0,0,0,0)
FLEX GF 1 bright A_SpawnItemEx("FlashBombFX1",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360))
FLEX A 0 A_Explode(18, 80, 0)
Goto Pattern1
Pattern1:
FLEX EF 1 bright A_SpawnItemEx("FlashBombFX1",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360))
FLEX E 0 A_SpawnItemEx("FlashBombFX2",Random(-16, 16),Random(-16, -40), Random(-32, 32),0,0,0,0)
FLEX G 0 A_Countdown
FLEX GF 1 bright A_SpawnItemEx("FlashBombFX2",Random(-16, 16),Random(16, 40), Random(-32, 32),0,0,0,0)
FLEX G 0 A_SpawnItemEx("FlashBombFX1",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360))
FLEX G 0 A_CountDown
Goto DamageNow
Pattern2:
FLEX EF 1 bright A_SpawnItemEx("FlashBombFX1",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360))
FLEX E 0 A_SpawnItemEx("FlashBombFX2",Random(-16, 16),Random(32, 64), Random(-32, 40),0,0,0,0)
FLEX E 0 A_SpawnItemEx("FlashBombFX2",Random(-16, 16),Random(-32, -64), Random(-32, 40),0,0,0,0)
FLEX G 0 A_Countdown
FLEX EF 1 bright A_SpawnItemEx("FlashBombFX2",Random(-16, 16),Random(-40, 40), Random(-32, 32),0,0,0,0)
FLEX G 0 A_SpawnItemEx("FlashBombFX1",0,0,0,random(-7, 7),random(-7, 7),random(-7, 7),random(0,360))
FLEX G 0 A_CountDown
Goto DamageNow
DamageNow:
FLEX A 0 A_Explode(18, 80, 0)
FLEX G 0 A_Jump(256, "Pattern1", "Pattern2")
Goto Death
Death:
FLEX A 0 A_Changeflag("NOGRAVITY", 1)
FLEX G 1 bright
TNT1 A 1 
FLEX D 1 bright
TNT1 A 1 
FLEX D 1 bright
TNT1 A 1 
FLEZ C 1 bright
stop
}
}

actor FlashBombFX1
{
+NOINTERACTION
-SOLID
+NOGRAVITY
//+DOOMBOUNCE
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
Scale 2.5
States
{
Spawn:
FLEX C 0 bright
FLEX C 2 bright A_Jump(64, 2)
FLEX H 2 bright A_Jump(8, "End")
FLEZ B 1 bright A_Jump(8, "End")
TNT1 A 2  A_Jump(8, "End")
FLEZ A 1 bright
Goto End
End:
TNT1 A 0
stop
}
}

actor FlashBombFX2 : FlashBombFX1
{
States
{
Spawn:
FLEX C 0 bright
FLEX C 0 bright A_Jump(240, "Spawn2")
Goto "FlashBombFX1::Spawn"
Spawn2:
FLEX BCH 1 bright
FLEX H 0 A_Jump(64, "Spawn3")
TNT1 A 1 
FLEX H 1 bright
TNT1 A 1 
FLEX C 1 bright
TNT1 A 1 
FLEX C 1 bright
Goto End
Spawn3:
FLEX H 1 bright
TNT1 A 1 
FLEX E 1 bright
TNT1 A 1 
FLEX D 1 bright
Goto End
}
}

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