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Hyper Bomb

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WepIconDLN006-Bomb Hyper Bomb Bombmansprite
HyperBombWepGif
Weapon code HyperBombWep
Comes from Mega Man
Weapon color scheme Green-on-White
Fire rate Slow-Medium
Missile speed Very slow
Capacity 14 uses
Weapon hotkey/type [5] Power weapon
Damage 200 /\/ <*> (180) (One bomb's explosion)
Appears in
these maps
MM1BombMM2CrashMM1FireMM3GammaMM5GravityMM1GutsMM6MrXStageIconRobotMastersMM7Wily3MM3ShadowMM5StoneMM7Turbo

Hyper Bombs are extremely powerful projectiles that can be thrown a short distance in front of you. They bounce around slightly and explode after 3 seconds. They do not explode on contact, but they do a huge amount of damage that can easily kill players in one hit.

Tactics

Using Hyper Bomb

Hyper Bombs can reap in a huge amount of frags in chaotic big battles. Throw Hyper Bombs wherever you think a Robot Master is going to be lingering, or throw some into an area where a bunch of players are duelling. They aren't as useful in smaller battles, and will require some clever placement to be used effectively.

A neat trick is to use Leaf Shield as soon as you throw a bomb to send it flying forward towards your enemies and surprise the heck out of them.

Vs. Hyper Bomb

Stay away at all costs! If you're close to the bombs keep in mind you have a few seconds to get away, so running through them to attack your opponent with Charge Kick or Shadow Blade or a similar close range weapon can be effective. Leaf Shield does reflect the bombs but they are still dangerous until they explode! The Hyper Bomb has a small arc, so staying out of a Hyper Bomber's effective range is a good tactic.

Remember, the sprite is smaller than the actual radius of the explosion, move fast to get out of the way and never think you're safe.

Code

actor HyperBombWep : MegaBuster 10037
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was blown up by %k's Hyper Bomb."
Inventory.Pickupmessage "Power up! Hyper Bomb!"
weapon.ammotype "HyperBombAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "BOMBSI"
Scale 2.0
States
{
Spawn:
WEAP H 1
loop
Ready:
BOMH A 0 ACS_ExecuteAlways(998,0,7)
BOMH A 0 A_JumpIfNoAmmo("NoAmmo")
BOMH A 1 A_WeaponReady
Goto Ready+2
ReadyNoAmmo:
BOMH J 1 A_WeaponReady
BOMH J 0 A_JumpIfNoAmmo("ReadyNoAmmo")
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BOMH A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BOMH A 1 A_Raise
Loop
Fire:
BOMH A 0 A_JumpIfNoAmmo("NoAmmo")
BOMH A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BOMH A 0 A_FireCustomMissile("HyperBomb",0,1,8,0)
BOMH BCDEFG 2
BOMH HI 2
BOMH A 7
BOMH A 0 A_Refire
Goto Ready+1
NoAmmo:
BOMH J 1 ACS_Execute(979,0)
Goto ReadyNoAmmo
}
}

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


actor HyperBomb
{
PROJECTILE
damagetype "HyperBomb"
- NOGRAVITY
+RIPPER
+BOUNCEONACTORS
+HEXENBOUNCE
+CANBOUNCEWATER
Radius 6
Height 7
scale 2.5
speed 13
reactiontime 85
bouncefactor 0.7
States
{
Spawn:
BOMB A 0
BOMB A 0 ThrustThingZ(0, 12, 0, 1)
BOMB A 1 A_CountDown
Goto Spawn+2
Death:
BOMB A 0 A_Stop
BOMB A 0 A_PlaySoundEx("weapon/hyperbomb", "Weapon")
BOMB A 0 A_ChangeFlag("NOGRAVITY",1)
BOMB A 0 A_Explode(200, 180, 0)
BOMB BCDEFGHIJKLMNOPQR 1
stop
}
}
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