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WepIconDLN001-Mega Mega Buster Megamanmansprite
MegaBusterGif
Weapon code MegaBuster
Comes from Mega Man
Weapon color scheme Blue on cyan
Fire rate Fast
Missile speed Slow-Medium
Capacity Infinite
Weapon hotkey/type [1] Buster
Damage 10 (One pellet)
Appears in
these maps
None

The Mega Buster fires weak plasma pellets that have no special attributes. It is the standard weapon you start with and always have in MM8BDM, unless Instagib is enabled. It fires rapidly and does average damage, but its projectiles move fairly slowly. The weapon has no special properties on its own but it cannot be reflected by Leaf Shield or Centaur Flash. As with all buster weapons, it has infinite ammo.

Tactics

Using Mega Buster

As it has infinite ammo, spamming it around is not a bad idea. It does weak damage compared to every other weapon in the game, so be sure to find a replacement as fast as possible. It can be useful for taking out Leaf Shield users, or finishing off damaged Robot Masters. A good tactic is to hit them with a strong weapon such as Super Arm, and then quickly hit 1 to switch back to the Buster to finish them.

Vs. Mega Buster

You shouldn't fear anyone using a Mega Buster if you have plenty of room to dodge. You can often jump over their stream of bullets with ease. Counter it with any other weapon you have in your disposal and try not to get careless!

Trivia

  • Text exists for picking up the Mega Buster as a Support Item, like the Proto Buster and Bass Buster upgrades. "Support Item! Mega Buster...?"

Code

actor MegaBuster : Weapon
{
Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
scale 2.0
Obituary "%o was bombed by %k's Mega Buster."
Inventory.Pickupmessage "You got the Mega Buster!"
weapon.ammotype "BusterAmmo"
+WEAPON.AMMO_OPTIONAL
+WEAPON.DONTBOB
States
{
Spawn:
WEAP X 1
stop
Ready:
BUST B 0 A_JumpIfInventory("Once",1,"Ready2")
BUST B 0 ACS_ExecuteAlways(981,0,0)
BUST B 0 A_GiveInventory("Once",1)
Goto Ready2+1
Ready2:
BUST B 0 ACS_ExecuteAlways(998,0,0)
BUST B 1 A_WeaponReady
Goto Ready2+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BUST B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BUST B 1 A_Raise
Loop
Fire:
BUST B 0 A_JumpIfNoAmmo("NoAmmo")
BUST B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUST B 0 A_FireCustomMissile("MegaShot",0,0,8,0)
BUST CD 3
BUST B 2
BUST B 0 A_Refire
goto Ready2+1
NoAmmo:
BUST B 1
Goto Ready
}
}

actor Once : Inventory
{
}

actor BusterAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 3
//inventory.icon "AAMOA0"
ammo.backpackamount 1
ammo.backpackmaxamount 3
states
{
Spawn:
PLAY A -1
stop
}
}

actor MegaShot
{
PROJECTILE
+LOOKALLAROUND
+SKYEXPLODE
+DONTBLAST
damagetype "Buster"
//seesound "weapon/mbuster"
Speed 27
Damage (10)
radius 5
height 5
scale 2.5
States
{
Spawn:
TNT1 A 2
BUST A 1
goto spawn+1
Death:
BUST A 1
stop
}
}

actor DarkManBuster : MegaBuster
{
Weapon.AmmoUse 0
Weapon.AmmoGive 3
Weapon.SlotNumber 1
scale 2.5
Obituary "%o was destroyed by %k."
Inventory.Pickupmessage "You got the Dark Man Buster!"
weapon.ammotype "BusterAmmo"
+WEAPON.AMMO_OPTIONAL
+WEAPON.DONTBOB
+WEAPON.CHEATNOTWEAPON
States
{
Spawn:
WEAP X 1
stop
Ready:
BUST B 0 ACS_ExecuteAlways(998,0,8)
BUST B 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BUST B 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BUST B 1 A_Raise
Loop
Fire:
BUST B 12 A_FireCustomMissile("DarkProjectile",0,0,0,0)
BUST B 10 A_GiveInventory("Clip",1)
BUST B 0 A_JumpIfInventory("Clip",3,"Next")
BUST B 0 A_Refire
Goto Ready
Next:
BUST B 2 A_TakeInventory("Clip",99)
BUST B 0 A_Jump(256,"Leap","Ready","Leap")
Goto Ready
Leap:
BUST B 0 ACS_Terminate(8,0)
BUST B 0 A_FireCustomMissile("DarkShieldFire1",0,0,0,-30)
BUST B 0 A_FireCustomMissile("DarkShieldFire1",180,0,0,-30)
BUST B 20 //A_GiveInventory("RocketAmmo",1)
BUST B 0 ACS_ExecuteAlways(5,0,4)
BUST B 1 ThrustThingZ(0,50,0,1)
BUST B 20 A_Recoil(random(-16,-34))
BUST B 40 //A_TakeInventory("RocketAmmo",99)
BUST B 0 ACS_Execute(8,0)
BUST B 0 Thing_Remove(600)
Goto Ready
NoAmmo:
BUST B 1
Goto Ready
}
}

actor DarkShieldFire1
{
PROJECTILE
Height 56
Radius 10
Damage (2)
Speed 28
+RIPPER
damagetype "ProtoBuster"
+NOINTERACTION
scale 2.5
States
{
Spawn:
DARS ABCABCABCABCABCABCABCABC 1 A_Explode(5,64,0)
DARS A 0 A_Stop
goto Follow
Follow:
DARS A 0 Thing_ChangeTid(0,600)
DARS A 1 A_Explode(2,64,0)
DARS A 0 A_FaceTarget
DARS A 0 A_Recoil(-1)
DARS B 1 A_Explode(2,64,0)
DARS A 0 A_FaceTarget
DARS A 0 A_Recoil(-1)
DARS C 1 A_Explode(2,64,0)
DARS A 0 A_FaceTarget
DARS A 0 A_Recoil(-1)
loop
}
}

actor DarkShield1
{
PROJECTILE
Height 56
health 1
+NOBLOOD
Radius 5
Damage (2)
+SHOOTABLE
-NOBLOCKMAP
+REFLECTIVE
+DEFLECT
+DONTREFLECT
+GHOST
Speed 5
scale 2.5
+DONTRIP
States
{
Spawn:
TNT1 A 1
DARS A 2 A_Stop
stop
}
}

actor DarkShield2 : DarkShield1
{
States
{
Spawn:
TNT1 A 1
DARS B 2 A_Stop
stop
}
}

actor DarkShield3 : DarkShield1
{
States
{
Spawn:
TNT1 A 1
DARS C 2 A_Stop
stop
}
}

actor DarkProjectile : FastProjectile
{
PROJECTILE
+RIPPER
+DONTREFLECT
//+THRUGHOST
-MISSILE
Speed 50
damage (3)
Height 6
Radius 6
Scale 2.5
States
{
Spawn:
DARS D 3// ThrustThingZ(0,0,0,0)
DARS D 1 A_ChangeFlag("MISSILE",1)
loop
}
}

actor DarkArmor : PowerProtection 
{
damagefactor "ProtoBuster", 0.0
}

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