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Knight Crush

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WepIconDWN044-Knight Knight Crush Knightmansprite
KnightCrushWep
Weapon code KnightCrushWep
Comes from Mega Man 6
Weapon color scheme Blue-on-gray
Fire rate Medium-Fast
Missile speed Medium
Capacity 14 uses
Weapon hotkey/type [4] Close range
Damage 10 >> (One Knight Crush)
Appears in
these maps
MM5ChargeMM5DarkmanMM3GammaMM1IceMM6KnightMM4PharaohStageIconRobotMastersMM7ShadeMM7Wily4MM3TopMM6Yamato
IcyfortsUnderwaterBA SexClashinthestreetSacredshrines

Knight Crush throws out a spiked mace ball that returns to the user after traveling a moderate distance. It also has the ability to rip through targets like like Rolling Cutter and Ring Boomerang. It can Ricochet off of walls and moves very fast making it deadly in enclosed areas. Like in Mega Man 6, more than one can be hurled at once.

Tactics

Using Knight Crush

Knight Crush is best used when retreating, as the enemy will have to dodge the the incoming and returning shots. It does enough damage to be used offensively as well, and is great for finishing off an already damaged foe or weakening large crowds.

Vs. Knight Crush

Don't Chase after the user of this weapon to closely, and try to always keep the maces in front of you. Counter with a long range weapon like Silver Tomahawk.

Modifications

V2 to V3

To replicate the original Mega Man 6 version better, two maces became allowed at once. The damage dealt was adjusted for this change.

Code

actor KnightCrushWep : MegaBuster 10072
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was slain by %k's Knight Crush."
Inventory.Pickupmessage "Power up! Knight Crush!"
weapon.ammotype "KnightCrushAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "KNIGSI"
Scale 2.0
States
{
Spawn:
WEA2 W 1
loop
Ready:
KNIG B 0 ACS_ExecuteAlways(998,0,42)
KNIG B 0 A_TakeInventory("KnightFlag",999)
KNIG B 1 A_WeaponReady
Goto Ready+1
ReadyWait:
KNIG BBB 1 A_WeaponReady(WRF_NOSWITCH)
KNIG B 0 A_GiveInventory("KnightFlag", 1)
KNIG B 0 A_JumpIfInventory("KnightFlag", 15, "Continue")
Goto ReadyWait
Continue:
KNIG D 0 A_TakeInventory("KnightDouble",1)
Goto Ready+1
Deselect:
KNIG B 0 A_TakeInventory("KnightFlag",999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
KNIG B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
KNIG B 1 A_Raise
Loop
Fire:
KNIG B 0 A_JumpIfNoAmmo("NoAmmo")
KNIG B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
KNIG B 0 A_FireCustomMissile("KnightCrush",0,1,8,0)
KNIG BCD 4
Goto Check
Check:
KNIG D 1 A_GiveInventory("KnightFlag",1)
KNIG D 0 A_JumpIfInventory("KnightDouble", 1, 2)
KNIG D 1 A_GiveInventory("KnightDouble",1)
Goto ReadyWait
KNIG D 1 A_GiveInventory("KnightFlag",1)
KNIG D 0 A_JumpIfInventory("KnightFlag",50,"Return")
Goto Check
Return:
KNIG D 3 A_TakeInventory("KnightFlag",999)
KNIG D 0 A_TakeInventory("KnightDouble",1)
KNIG C 2
KNIG B 0 A_Refire
Goto Ready+1
NoAmmo:
KNIG B 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor KnightCrush
{
PROJECTILE
Radius 8
Height 8
scale 2.5
damage (0)
damagetype "KnightCrush"
+RIPPER
+DONTSPLASH
+HEXENBOUNCE
+NOTARGETSWITCH
+SKYEXPLODE
//+NOCLIP
meleerange 12
reactiontime 48
speed 40
States
{
Spawn:
KNIG A 0
KNIG AAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx("KnightCrushDamager",0,0,0,2,0,0)
KNIG A 0 A_CustomMissile("KnightReturn",0,0,0,0)
stop
Death:
KNIG A 0 A_GiveToTarget("KnightFlag",999)
KNIG A 0 A_TakeFromTarget("KnightDouble", 1)
stop
}
}

actor KnightReturn : KnightCrush
{
radius 0
damagetype "KnightCrush"
height 0
+NOINTERACTION
states
{
Spawn:
KNIG A 0 //Blank frame so next frame is processed
KNIG A 0 A_JumpIfInTargetInventory("CutterFlag",999,"Death")
KNIG A 1 A_SpawnItemEx("KnightCrushDamager",0,0,0,2,0,0)
KNIG A 0 A_JumpIfCloser(42,"Death")
KNIG A 1 A_SpawnItemEx("KnightCrushDamager",0,0,0,2,0,0)
KNIG A 0 A_JumpIfCloser(42,"Death")
KNIG A 1 A_SpawnItemEx("KnightCrushDamager",0,0,0,2,0,0)
KNIG A 0 A_JumpIfCloser(42,"Death")
KNIG A 1 A_SpawnItemEx("KnightCrushDamager",0,0,0,2,0,0)
KNIG A 0 A_JumpIfCloser(42,"Death")
KNIG A 0 A_CustomMissile("KnightReturn",0,0,0,0)
stop
}
}

actor KnightCrushDamager
{
PROJECTILE
+RIPPER
damage (10)
damagetype "KnightCrush"
radius 10
height 10
States
{
Spawn:
TNT1 A 2
stop
}
}

actor KnightFlag : Inventory
{
inventory.amount 1
inventory.maxamount 999
}

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

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