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Pharaoh Shot

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WepIconDWN028-Pharaoh Pharaoh Shot Pharaohmansprite
PharaohShotWepGif
Weapon code PharaohShotWep
Comes from Mega Man 4
Weapon color scheme Pink-on-Peach
Fire rate Slow-Medium
Missile speed Medium
Capacity 28 uses (Only small shots)

14 uses (Only medium shots)
7 uses (Only large shots)

Weapon hotkey/type [5] Power weapon
Damage 12 (Small shot)

40 (Medium shot)
65 <*> (128) (Large shot)
5 <*> (64) (Holding a large)

Appears in
these maps
MM8AquaMM5CrystalMM4CossackMM2FlashMM3GammaMM5GravityMM3HardMM2HeatMM5NapalmMM1OilMM4PharaohMM6PlantStageIconRobotMastersMM4RingMM5StarMM5WaveClockworkfactoryEdgeofthedamnAeration of the armpitsClashinthestreet

Pharaoh Shot is a chargeable weapon similar to Atomic Fire that manifests as a globe of fire above the user's head. It can be charged to 3 levels. Little or no charge fires small fire balls that can quickly be thrown over and over. Medium charge fires a bigger ball that does extra damage. A fully charged Pharaoh Shot fires a huge ball that does radius damage when it hits, making it possible to hurt more than one player at a time. Pharaoh Shot also does constant damage to nearby players, particularly those above the user, while the charge is full.

Tactics

Using Pharaoh Shot

Pharaoh Shot is a handy weapon in many situations. A fully charged Pharaoh Shot does radius damage, so you only need to aim near your enemy to hurt them. It doesn't do as much damage as Atomic Fire, but they projectiles are MUCH faster, making it a decent ranged weapon if used correctly. Using a full charge, you can attempt to run into your opponents to weaken them, but don't try this if they have a good close ranged attack. The non-charged shots can also surprise players who aren't expecting it, so try to throw a few out if you know your enemy is damaged.

Vs. Pharaoh Shot

If someone is charging a Pharaoh Shot, either try to counter them with a close range attack or back away from them. At distances it's easier to dodge the Pharaoh Shot, but don't forget that radius damage! Take cover in tight spaces if you can, as the fully charged radius can work against it near walls. Quick ranged weapons like Magnet Missile will make quick work of someone using Pharaoh Shot.

Code

actor PharaohShotWep : MegaBuster 10062
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 5
Obituary "%o was sacrificed by %k's Pharaoh Shot."
Inventory.Pickupmessage "Power up! Pharaoh Shot!"
weapon.ammotype "PharaohShotAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "PHASSI"
Scale 2.0
States
{
Spawn:
WEA2 L 1
loop
Ready:
PHAN A 0 ACS_ExecuteAlways(998,0,31)
PHAN A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
PHAN A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
PHAN A 1 A_Raise
Loop
Fire:
PHAN A 0 A_JumpIfNoAmmo("NoAmmo")
PHAN A 0
Goto Hold
Hold:
PHAN A 0 A_JumpIfNoAmmo("NoAmmo")
PHAN A 0 A_JumpIfInventory("PharaohCharge",78,"BotCheck")
PHAN A 0 A_JumpIfInventory("PharaohCharge",1,"Hold2")
PHAN A 2 A_GiveInventory("PharaohCharge",1)
PHAN A 0 A_Refire
Goto Throw1
Hold2:
PHAN A 0 A_JumpIfInventory("PharaohCharge",2,"Hold3")
PHAN A 0 A_GiveInventory("PharaohCharge",1)
PHAN BCDE 2 
PHAN E 0 A_SpawnItemEx("PharaohFX")
PHAN A 0 A_Refire
Goto Throw1
BotCheck:
TNT1 A 0 A_Jump(224, "Hold3")
TNT1 A 0 ACS_ExecuteAlways(974,0)
Goto Hold3
Hold3:
TNT1 A 1 A_GiveInventory("PharaohCharge",1)
TNT1 A 0 A_Refire
TNT1 A 0 A_JumpIfInventory("PharaohCharge",78,"Throw3")
TNT1 A 0 A_JumpIfInventory("PharaohCharge",33,"Throw2")
Goto Throw1
Throw1:
TNT1 A 0 A_TakeInventory("PharaohCharge",100)
PHAN A 0 A_PlaySoundEx("weapon/pharaoh1","Weapon")
PHAN A 0 A_FireCustomMissile("PharaohShot1",0,1,8,0)
PHAN FGHIJK 2
TNT1 A 4 A_ClearRefire
PHAN LMA 2
Goto Ready+1
Throw2:
TNT1 A 0 A_TakeInventory("PharaohCharge",100)
PHAN A 0 A_PlaySoundEx("weapon/pharaoh1","Weapon")
TNT1 A 0 A_TakeInventory("PharaohShotAmmo",1)
PHAN A 0 A_FireCustomMissile("PharaohShot2",0,1,8,0)
PHAN FGHIJK 2
TNT1 A 4 A_ClearRefire
PHAN LMA 2
Goto Ready+1
Throw3:
TNT1 A 0 A_TakeInventory("PharaohCharge",100)
TNT1 A 0 A_TakeInventory("PharaohShotAmmo",3)
PHAN A 0 A_PlaySoundEx("weapon/pharaoh2","Weapon")
PHAN A 0 A_FireCustomMissile("PharaohShot3",0,1,8,0)
PHAN FGHIJK 2
TNT1 A 4 A_ClearRefire
PHAN LMA 2
Goto Ready+1
NoAmmo:
PHAN A 1 ACS_Execute(979,0)
PHAN A 0 A_Refire
Goto Ready+1
}
}

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

actor PharaohShot1
{
PROJECTILE
Radius 10
+DONTBLAST
Height 10
scale 2.5
damage (12)
damagetype "PharaohShot1"
speed 35
States
{
Spawn:
PHAS A 4
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor PharaohShot2
{
PROJECTILE
Radius 10
+DONTBLAST
Height 10
scale 2.5
damage (40)
damagetype "PharaohShot2"
speed 35
States
{
Spawn:
PHAS H 4
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor PharaohShot3
{
PROJECTILE
Radius 10
+DONTBLAST
Height 10
scale 2.5
//damage (55)
damagetype "PharaohShot3"
speed 35
States
{
Spawn:
PHAS JK 4
loop
Death:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("OilPitIgnite",0,0,8)
TNT1 A 2 A_Explode(65,128,0)
stop
}
}


actor PharaohFX
{
+NOINTERACTION
-SOLID
+MISSILE
radius 1
height 1
+NOGRAVITY
renderstyle none
States
{
Spawn:
PLAY A 0
PLAY A 0 A_JumpIfInTargetInventory("PharaohCharge",78,"Give2")
PLAY A 0 A_JumpIfInTargetInventory("PharaohCharge",1,"Give")
stop
Give:
PLAY A 1 A_GiveToTarget("PharaohFXGive",1)
Goto Spawn
Give2:
PLAY AAA 1 A_GiveToTarget("PharaohFXGive2",1)
PLAY A 0 A_JumpIfInTargetInventory("PharaohCharge",78,"Give3")
stop
Give3:
PLAY AAA 1 A_GiveToTarget("PharaohFXGive3",1)
PLAY A 0 A_JumpIfInTargetInventory("PharaohCharge",78,"Give2")
stop
}
}

actor PharaohFXGive : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+AUTOACTIVATE
states
{
Spawn:
TNT1 A 1
loop
Use:
TNT1 A 0 A_GiveInventory("PharaohCharge",0)
TNT1 A 0 A_JumpIfInventory("PharaohCharge", 69, "FX8")
TNT1 A 0 A_JumpIfInventory("PharaohCharge", 60, "FX7")
TNT1 A 0 A_JumpIfInventory("PharaohCharge", 51, "FX6")
TNT1 A 0 A_JumpIfInventory("PharaohCharge", 43, "FX5")
TNT1 A 0 A_JumpIfInventory("PharaohCharge", 33, "FX4")
TNT1 A 0 A_JumpIfInventory("PharaohCharge", 24, "FX3")
TNT1 A 0 A_JumpIfInventory("PharaohCharge", 15, "FX2")
TNT1 A 0 A_JumpIfInventory("PharaohCharge", 6, "FX1")
stop
FX1:
TNT1 A 0 //A_Print("FX1")
TNT1 A 0 A_SpawnItemEx("PharaohFX1",0,0,80)
stop
FX2:
TNT1 A 0 A_SpawnItemEx("PharaohFX2",0,0,80)
stop
FX3:
TNT1 A 0 //A_Print("FX3")
TNT1 A 0 A_SpawnItemEx("PharaohFX3",0,0,80)
stop
FX4:
TNT1 A 0 A_SpawnItemEx("PharaohFX4",0,0,80)
stop
FX5:
TNT1 A 0 A_SpawnItemEx("PharaohFX5",0,0,80)
stop
FX6:
TNT1 A 0// A_Print("FX6")
TNT1 A 0 A_SpawnItemEx("PharaohFX6",0,0,80)
stop
FX7:
TNT1 A 0 A_SpawnItemEx("PharaohFX7",0,0,80)
stop
FX8:
TNT1 A 0// A_Print("FX8")
TNT1 A 0 A_SpawnItemEx("PharaohFX8",0,0,80)
stop
}
}

actor PharaohFXGive2 : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+AUTOACTIVATE
states
{
Spawn:
TNT1 A 1
loop
Use:
TNT1 A 0 A_SpawnItemEx("PharaohFX9",0,0,80)
stop
}
}

actor PharaohFXGive3 : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+AUTOACTIVATE
states
{
Spawn:
TNT1 A 1
loop
Use:
TNT1 A 0 A_SpawnItemEx("PharaohFX10",0,0,80)
stop
}
}

actor PharaohFX1
{
-SOLID
+NOGRAVITY
Scale 2.5
States
{
Spawn:
PHAS B 2
stop
}
}

actor PharaohFX2 : PharaohFX1
{
States
{
Spawn:
PHAS C 2
stop
}
}

actor PharaohFX3 : PharaohFX1
{
States
{
Spawn:
PHAS D 2
stop
}
}

actor PharaohFX4 : PharaohFX1
{
States
{
Spawn:
PHAS E 2
stop
}
}

actor PharaohFX5 : PharaohFX1
{
States
{
Spawn:
PHAS F 2
stop
}
}

actor PharaohFX6 : PharaohFX1
{
States
{
Spawn:
PHAS G 2
stop
}
}

actor PharaohFX7 : PharaohFX1
{
States
{
Spawn:
PHAS H 2
stop
}
}

actor PharaohFX8 : PharaohFX1
{
States
{
Spawn:
PHAS I 2
stop
}
}

actor PharaohFX9 : PharaohFX1
{
States
{
Spawn:
PHAS J 2
stop
}
}

actor PharaohFX10 : PharaohFX1
{
damagetype "PharaohHold"
States
{
Spawn:
PHAS K 0
PHAS K 2 A_Explode(5,64,0)
stop
}
}

actor PharaohCharge : Inventory
{
inventory.amount 1
inventory.maxamount 78
}

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