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Mega Ball

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WepIconMegaBall Mega Ball LightBallmansprite
MegaBallWepGif
Weapon code MegaBallWep
Comes from Mega Man 8
Weapon color scheme Purple on Blue
Fire rate Slow-Medium
Missile speed Medium
Capacity 14 uses
Weapon hotkey/type [4] Close range
Damage 20 (Mega Ball to the ground)

30 /\/ (Kicked Mega Ball)

Appears in
these maps
MM5CrystalMM5DarkmanMM8DuoMM1ElecMM8GrenadeMM3HardMM2QuickMM7Wily1MM7Wily2MM4SkullMM5StarMM5StoneMM1Wily1Alloutassault

The Mega Ball is an unconventional weapon that can be used in a variety of ways. When fired, a ball materializes and falls to the ground in front of the user. Firing again while the ball is waiting will erase the previous one and creates another.
Running into the Mega Ball will automatically kick it toward the current aim at the moment. A kicked Mega Ball bounces off walls, ceiling, floors and even players, dealing damage to anyone it bounces off of.
Mega Ball can also be used as a utility. By jumping on the ball after it has been fired, you will bounce upward, but not as high as a Rush Coil jump. This bounce can help in reaching platforms that can't be accessed via a normal jump.

Also, if summoned next to a Megaman prop, it will die instantly.

Tactics

Using Mega Ball

Like any bouncing weapon, Mega Ball reaches its full potential in enclosed rooms and spaces. Because of its speed, it can be efficiently used over long distances, so feel free to kick a few into places where you know player congregate. Outside of long-range blind fire, you may be able to trick players into running into an unkicked ball, but this does little damage. Finally, the "springboard" effect of the Mega Ball usually won't reach lofty ledges like the perch of Gravity Hold in Needle Man's Stage, but can be used as a shortcut to bypass stairs and ladders.

Vs. Mega Ball

Outside of a lucky shot from afar, Mega Ball is really no serious threat. Because of its unique launching method, opponents will be quickly overwhelmed at close range. Just be careful not to run into the ball! However, be careful in narrow hallways. If the ball bounces just right, it can chain damage by being stuck between you and the wall and kill you instantly!

Code

actor MegaBallWep : MegaBuster 11093
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was bounced out by %k's Mega Ball."
Inventory.Pickupmessage "Power up! Mega Ball!"
weapon.ammotype "MegaBallAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "MEGABALI"
Scale 2.0
States
{
Spawn:
WEA4 D 1
loop
Ready:
MBAL N 0 ACS_ExecuteAlways(998,0,100)
MBAL N 0 A_JumpIfInventory("KickedBall",1,"MegaBallKick")
MBAL N 1 A_WeaponReady
Goto Ready+1
Deselect:
MBAL N 0 A_TakeInventory("BallFlag", 999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
MBAL N 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
MBAL N 1 A_Raise
Loop
Fire:
MBAL N 0 A_JumpIfNoAmmo("NoAmmo")
MBAL N 0 A_JumpIfInventory("BallFlag",1,"NewBall")
MBAL N 0 A_GiveInventory("BallFlag",100)
MBAL N 0 A_PlaySoundEx("weapon/mbuster","Weapon")
MBAL N 0 A_TakeInventory("MegaBallAmmo", 2)
MBAL N 0 A_SpawnItemEx("MegaBall",48,8,32,0,0,0,0)
MBAL NOP 3
MBAL NNNNNNNNNNNNNNN 1 A_JumpIfInventory("KickedBall",1,"MegaBallKick")
MBAL N 0 A_Refire
Goto Ready+1
MegaBallKick:
MBAL Q 0 A_TakeInventory("KickedBall",1)
MBAL Q 0 A_FireCustomMissile("MegaBallKicked",0,0,0,0)
MBAL Q 0 A_TakeInventory("BallFlag",999)
MBAL QQRRRQQQ 1
MBAL N 15
Goto Ready+1
NewBall:
MBAL N 0
MBAL N 0 A_TakeInventory("BallFlag",100)
MBAL NN 2
Goto Fire+1
NoAmmo:
MBAL N 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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


actor MegaBall
{
//$Category MM8BDM-Weapons
PROJECTILE
-NOGRAVITY
+NOBLOOD
+DONTSPLASH
+FIXMAPTHINGPOS
+FORCEXYBILLBOARD
BounceType "Doom"
+NOEXPLODEFLOOR
BounceFactor 0.5
scale 2.5
height 12
radius 12
speed 0
damage (20)
damagetype "MegaBall"
States
{
Spawn:
MBAL HGFEDC 2 A_JumpIf(z-floorz < 8, "Spawn2")
Loop
Spawn2:
MBAL CC 1 A_JumpIfCloser(24, "KickOrSpring")
MBAL C 0 A_TakeFromTarget("BallFlag", 1)
MBAL C 0 A_JumpIfInTargetInventory("BallFlag", 1, "Spawn2")
MBAL C 1 
Goto Death
KickOrSpring:
MBAL C 0
MBAL C 1 A_GiveToTarget("BallAction",1)
Goto Death
Death:
MBAL C 0 A_Stop
MBAL C 0 A_TakeFromTarget("BallFlag",999)
MBAL C 1
MMFX FGHI 1
stop
}
}


actor MegaBallKicked
{
PROJECTILE
+HEXENBOUNCE
-NOGRAVITY
+FORCEXYBILLBOARD
+BOUNCEONACTORS
scale 2.5
height 16
radius 16
damage (30)
bouncecount 10
bouncefactor 0.9
wallbouncefactor 0.9
Gravity 0.50
speed 40
seesound "weapon/megaball"
damagetype "MegaBall"
States
{
Spawn:
MBAL B 2
MBAL B 0 ThrustThingZ(0, 20, 0, 1)
MBAL BCDEFGHI 1 A_SpawnItemEx("MegaBallFX1")
Goto Spawn+2
Death:
MMFX FGHI 2
stop
}
}

Actor KickedBall : Inventory
{
Inventory.Amount 1
Inventory.maxamount 1
}

Actor BallFlag : Inventory
{
Inventory.Amount 1
Inventory.maxamount 999
}

actor MegaBallFX1
{
+NOINTERACTION
+FORCEXYBILLBOARD
+CLIENTSIDEONLY
-SOLID
+NOGRAVITY
RenderStyle "translucent"
Alpha 0.70
Scale 2.5
States
{
Spawn:
TNT1 A 2
MBAL JKLM 3 A_FadeOut
stop
}
}

actor BallAction : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 1
loop
Pickup:
TNT1 A 0
TNT1 A 0 A_JumpIf(z-floorz==0, "KickTheBall")
TNT1 A 0 A_PlaySoundEx("weapon/megaball","Voice")
TNT1 A 1 ThrustThingZ(0, 60, 0, 0)
TNT1 A 1 A_TakeInventory("JumpCancler",1)
stop
KickTheBall:
TNT1 A 0
TNT1 A 0 A_GiveInventory("KickedBall", 1)
stop
}
}

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