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WepIconDWN016-Wood Leaf Shield Woodmansprite
LeafShieldWepGif
Weapon code LeafShieldWep
Comes from Mega Man 2
Weapon color scheme Green-on-White
Fire rate Very Slow-Extremely Slow
Missile speed Slow
Capacity 6 uses
Weapon hotkey/type [7] Shield weapon
Damage 30 (Thrown Leaf Shield)
Appears in
these maps
MM3GammaStageIconRobotMastersMM8SearchMM3ShadowMM2WilyMM4ToadMM6WindMM2Wood

Leaf Shield is a special shield that reflects certain projectiles, making you invulnerable to certain weapon attacks. Leaf Shield does not reflect fire weapons (Fire Storm, Atomic Fire, Flame Blast, Flame Sword), cutter weapons (Rolling Cutter, Metal Blade, Gyro Attack, Screw Crusher, Shadow Blade), area of effect weapons (Rain Flush, Gravity Hold, Flash Stopper, Time Stopper, Centaur Flash), melee attacks (Charge Kick, Top Spin, Sakugarne), buster weapons (Mega Buster, Proto Buster, Bass Buster) or special weapons (Search Snake). Other Leaf Shields cannot be reflected either.

Tactics

Using Leaf Shield

Leaf Shield is best use as a defence weapon. When under heavy fire, set up a Leaf Shield and try to make an escape for health. It can also be used offensively, but not recommended. It is useful in Last Man Standing to let your opponents waste valuable weapon energy. Leaf Shield can also reflect your own projectiles. Using it after throwing some Hyper Bombs can allow you to send your bombs flying towards unsuspecting foes.

Vs. Leaf Shield

If someone throws up a Leaf Shield, either try to chase them down with one of the weapons listed above or find another target to pick on. If you get into a scenario where both players are fighting with Leaf Shields, it's recommended to switch to your buster as it fires faster and can do more damage quickly.

Code

actor LeafShieldWep : MegaBuster 10011
{
//$Category MM8BDM-Weapons
Weapon.AmmoGive 28
Weapon.SlotNumber 7
Obituary "%o was brushed by %k's Leaf Shield."
Inventory.Pickupmessage "Power up! Leaf Shield!"
weapon.ammotype "LeafShieldAmmo"
weapon.ammouse 8
inventory.pickupsound "weapon/weaponup"
inventory.icon "LEAFI"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEAP F 1
loop
Ready:
LEAF A 0 ACS_ExecuteAlways(998,0,2)
LEAF A 0 A_ClearRefire
LEAF A 1 A_WeaponReady
Goto Ready+2
Deselect:
LEAF A 0 A_JumpIfInventory("ShieldCheck",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
LEAF A 1 A_Lower
Goto Deselect+1
LEAF A 0
LEAF A 0 A_TakeInventory("ShieldCheck",1)
LEAF A 0 A_FireCustomMissile("LeafShield",0,0,0,0)
Goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
LEAF A 1 A_Raise
Loop
Fire:
LEAF A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
LEAF A 0 A_JumpIfNoAmmo("NoAmmo")
LEAF A 0 A_TakeInventory("BasicArmor",9999)
LEAF A 0 //A_PlaySoundEx("weapon/mbuster","Weapon")
LEAF A 0 A_TakeInventory("LeafShieldAmmo",4)
LEAF A 1 A_GiveInventory("ShieldCheck",1)//A_SpawnItemEx("BubbleLeadStart",6,0,0,8,0,8,0,0,0)
LEAF BCDEF 2
goto ShieldActive
Hold:
LEAF A 1
goto Ready+1
ShieldActive:
LEAF A 0 A_PlayWeaponSound("weapon/leafshield")
LEAF G 1 A_SpawnItemEx("LeafShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF G 1 A_SpawnItemEx("LeafShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF H 1 A_SpawnItemEx("LeafShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF H 1 A_SpawnItemEx("LeafShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 0 A_PlayWeaponSound("weapon/leafshield")
LEAF A 1 A_SpawnItemEx("LeafShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_SpawnItemEx("LeafShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_SpawnItemEx("LeafShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_SpawnItemEx("LeafShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
Goto Shield
Shield:
LEAF A 1 A_WeaponReady
LEAF A 0 A_PlayWeaponSound("weapon/leafshield")
LEAF A 0 A_SpawnItemEx("LeafShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_PlayWeaponSound("weapon/leafshield")
LEAF A 0 A_SpawnItemEx("LeafShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
LEAF A 1 A_WeaponReady
LEAF A 0 A_SpawnItemEx("LeafShield4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
LEAF A 0 A_GiveInventory("Repulsion",1)
loop
ShieldThrow:
LEAF A 0 A_TakeInventory("ShieldCheck",999)
LEAF A 0 A_FireCustomMissile("LeafShield",0,0,0,0)
LEAF IJ 3
LEAF K 27
LEAF I 3
goto Ready+1
NoAmmo:
LEAF A 1 ACS_Execute(979,0)
goto Ready+1
}
}

actor LeafShield1
{
scale 2.5
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
States
{
Spawn:
WOOD A 1
WOOD A 1
stop
}
}

actor LeafShield2 : LeafShield1
{
States
{
Spawn:
WOOD B 1
WOOD B 1
stop
}
}

actor LeafShield3 : LeafShield1
{
States
{
Spawn:
WOOD C 1
WOOD C 1
stop
}
}

actor LeafShield4 : LeafShield1
{
States
{
Spawn:
WOOD D 1
WOOD D 1
stop
}
}


actor LeafShield
{
scale 2.5
PROJECTILE
Damage (30)
damagetype "LeafShield"
+DONTBLAST
Speed 20
Radius 12
Height 12
States
{
Spawn:
WOOD EFGH 2
loop
}
}

ACTOR Repulsion : ArtiBlastRadius
{
+AUTOACTIVATE
}

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


actor ShieldCheck : Inventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 1
loop
}
}

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