Fandom

Mega Man 8-Bit Deathmatch Wiki

Plant Barrier

277pages on
this wiki
Add New Page
Talk0 Share
WepIconDWN045-Plant Plant Barrier Plantmansprite
PlantBarrierWep
Weapon code PlantBarrierWep
Comes from Mega Man 6
Weapon color scheme Pink-on-White
Fire rate Medium
Missile speed ---
Capacity 7 uses (~3 seconds)
Weapon hotkey/type [7] Shield weapon
Damage -10 (Plant Barrier recovering)
Appears in
these maps
MM4DiveMM3GammaMM6MrXMM5NapalmMM6PlantStageIconRobotMastersMM7ShadeMM5StoneNewgroundsVictoryisle

Plant Barrier generates a shield of rotating flower petals when used, and is not an offensive weapon at all! Instead of hurting your opponents it restores your own health continuously while up. One full meter will restore 70% of your health bar, but you can stop the recovering at any time by firing again.

It has been revealed by Ivory that Plant Barrier has been reworked for MM8BDMv4a

Tactics

Using Plant Barrier

Get somewhere safe and heal up. If there are a few Weapon Energy Capsules scattered around you can fully restore your health by converting ammunition to health. When killing an opponent, you can switch to Plant Barrier before your projectile hits to get the obituary "x has been girlified by y's Plant Barrier" for laughs.

Vs. Plant Barrier

Enemies regenerating with Plant Barrier can either hide somewhere and wait with Plant Barrier to recover, or use this weapon directly when they're in a bad situation, which is more likely. They will often flee to regain health and eventually come back to fight you. In this case, you should use strong, long-range weapons like Magnet Missile or Metal Blade to keep negate any healing your opponent tries.

Code

// REQUIRES SHIELDCHECK FROM LEAFSHIELD.TXT

actor PlantBarrierWep : MegaBuster 10069
{
//$Category MM8BDM-Weapons
Weapon.AmmoGive 28
Weapon.SlotNumber 7
Obituary "%o became girlified by %k's Plant Barrier."
Inventory.Pickupmessage "Power up! Plant Barrier!"
weapon.ammotype "PlantBarrierAmmo"
weapon.ammouse 4
inventory.pickupsound "weapon/weaponup"
inventory.icon "PLANTSI"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEA2 T 1
loop
Ready:
PLAA A 0 ACS_ExecuteAlways(998,0,39)
PLAA A 0 A_ClearRefire
PLAA A 1 A_WeaponReady
Goto Ready+2
Deselect:
PLAA A 0 A_JumpIfInventory("ShieldCheck",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
PLAA A 1 A_Lower
Goto Deselect+1
PLAA A 0
PLAA A 0 A_TakeInventory("ShieldCheck",1)
Goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
PLAA A 1 A_Raise
Loop
Fire:
PLAA A 0 ACS_Execute(194,0)
PLAA A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
PLAA A 0 A_JumpIf(health>=100,"NoAmmo")
PLAA A 0 A_JumpIfNoAmmo("NoAmmo")
PLAA A 0 //A_TakeInventory("BasicArmor",9999)
PLAA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
PLAA A 1 A_GiveInventory("ShieldCheck",1)//A_SpawnItemEx("BubbleLeadStart",6,0,0,8,0,8,0,0,0)
goto ShieldActive
Hold:
PLAA A 1
goto Ready+1
ShieldActive:
PLAA B 1 A_SpawnItemEx("PlantBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA B 1 A_SpawnItemEx("PlantBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA C 1 A_SpawnItemEx("PlantBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA C 1 A_SpawnItemEx("PlantBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA D 1 A_SpawnItemEx("PlantBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA D 1 A_SpawnItemEx("PlantBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA E 1 A_SpawnItemEx("PlantBarrier7", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
Goto ShieldStart
ShieldStart:
PLAA A 0 A_TakeInventory("PlantBarrierAmmo",4)
PLAA A 0 HealThing(10)
PLAA A 0 A_JumpIf(health>=100,"NoAmmo")
PLAA A 0 A_JumpIfNoAmmo("NoAmmo")
PLAA E 1 //A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier8", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA F 1 //A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier9", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA F 1 //A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier10", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 //A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier11", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 //A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier12", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA G 1 //A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier13", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA G 1 //A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier14", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA H 1 //A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier15", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA H 1 //A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier16", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier17", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier18", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier7", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
Goto Shield
Shield:
PLAA A 0 A_TakeInventory("PlantBarrierAmmo",4)
PLAA A 0 HealThing(10)
PLAA A 0 A_JumpIf(health>=100,"NoAmmo")
PLAA A 0 A_JumpIfNoAmmo("NoAmmo")
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier8", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier9", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier10", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier11", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier12", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier13", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier14", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier15", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier16", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier17", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier18", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
PLAA A 1 A_WeaponReady
PLAA A 0 A_SpawnItemEx("PlantBarrier7", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
loop
ShieldThrow:
PLAA A 0 A_TakeInventory("ShieldCheck",999)
PLAA IJ 2
PLAA K 4
PLAA J 2
goto Ready+1
NoAmmo:
PLAA A 0 ACS_Execute(979,0)
PLAA A 1 A_TakeInventory("ShieldCheck",999)
PLAA A 0 A_Refire
goto Ready+1
}
}

actor PlantBarrier1
{
scale 2.5
- SOLID
+NOGRAVITY
+CLIENTSIDEONLY
States
{
Spawn:
PLAN A 1
PLAN A 1
stop
}
}

actor PlantBarrier2 : PlantBarrier1
{
States
{
Spawn:
PLAN B 1
PLAN B 1
stop
}
}

actor PlantBarrier3 : PlantBarrier1
{
States
{
Spawn:
PLAN C 1
PLAN C 1
stop
}
}

actor PlantBarrier4 : PlantBarrier1
{
States
{
Spawn:
PLAN D 1
PLAN D 1
stop
}
}

actor PlantBarrier5 : PlantBarrier1
{
States
{
Spawn:
PLAN E 1
PLAN E 1
stop
}
}

actor PlantBarrier6 : PlantBarrier1
{
States
{
Spawn:
PLAN F 1
PLAN F 1
stop
}
}

actor PlantBarrier7 : PlantBarrier1
{
States
{
Spawn:
PLAN G 1
PLAN G 1
stop
}
}

actor PlantBarrier8 : PlantBarrier1
{
States
{
Spawn:
PLAN H 1
PLAN H 1
stop
}
}

actor PlantBarrier9 : PlantBarrier1
{
States
{
Spawn:
PLAN I 1
PLAN I 1
stop
}
}

actor PlantBarrier10 : PlantBarrier1
{
States
{
Spawn:
PLAN J 1
PLAN J 1
stop
}
}

actor PlantBarrier11 : PlantBarrier1
{
States
{
Spawn:
PLAN K 1
PLAN K 1
stop
}
}

actor PlantBarrier12 : PlantBarrier1
{
States
{
Spawn:
PLAN L 1
PLAN L 1
stop
}
}

actor PlantBarrier13 : PlantBarrier1
{
States
{
Spawn:
PLAN M 1
PLAN M 1
stop
}
}

actor PlantBarrier14 : PlantBarrier1
{
States
{
Spawn:
PLAN N 1
PLAN N 1
stop
}
}

actor PlantBarrier15 : PlantBarrier1
{
States
{
Spawn:
PLAN O 1
PLAN O 1
stop
}
}

actor PlantBarrier16 : PlantBarrier1
{
States
{
Spawn:
PLAN P 1
PLAN P 1
stop
}
}

actor PlantBarrier17 : PlantBarrier1
{
States
{
Spawn:
PLAN Q 1
PLAN Q 1
stop
}
}

actor PlantBarrier18 : PlantBarrier1
{
States
{
Spawn:
PLAN R 1
PLAN R 1
stop
}
}

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

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.