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WepIconDWN012-Quick Quick Boomerang Quickmansprite
QuickBoomerangWepGif
Weapon code QuickBoomerangWep
Comes from Mega Man 2
Weapon color scheme Pink-on-White
Fire rate Very Fast-Extremely Fast
Missile speed Medium-Fast
Capacity 112 uses
Weapon hotkey/type [3] Rapid fire
Damage 11 (One boomerang)
Appears in
these maps
MM5ChargeMM8ClownMM5DarkmanMM2FlashMM3GammaMM2GutsDozerMM6KnightMM2MetalMM2QuickStageIconRobotMastersMM8Wily1MM3SparkMM5StarMM8TenguMM6YamatoNewgroundsEdgeofthedamnWoodmanrevengeAeration of the armpitsSacredshrines

Quick Boomerang fires small projectiles that boomerang back to where you first fired them before disappearing. They fire at an extremely fast rate and have a lot of ammo. Although they are labelled under Rapid Fire weapons, you have to be quite close to hit your target.

Tactics

Using Quick Boomerang

Quick Boomerang should only be used close up to your opponent. They can quickly drain their health but you have make your streams count if you wish to completely destroy them. It's best used for finishing Robot Masters off. Use a strong weapon to cause them damage, then run in with the Quick Boomerangs to end them.

Vs. Quick Boomerang

Quick Boomerangs aren't too much of a threat if you have enough space to get away from your opponent. They travel far enough to counter Melee attacks such as Top Spin, so switch to a ranged weapon. Leaf Shield deflects Quick Boomerangs.

Code

actor QuickBoomerangWep : MegaBuster 10053
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 3
Obituary "%o couldn't dodge %k's Quick Boomerang."
Inventory.Pickupmessage "Power up! Quick Boomerang!"
weapon.ammotype "QuickBoomerangAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "QUICKSI"
Scale 2.0
States
{
Spawn:
WEAP Z 1
loop
Ready:
QUIC E 0 ACS_ExecuteAlways(998,0,22)
QUIC E 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
QUIC E 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
QUIC E 1 A_Raise
Loop
Fire:
QUIC E 0 A_JumpIfNoAmmo("NoAmmo")
QUIC E 0 A_PlaySoundEx("weapon/mbuster","Weapon")
QUIC E 2 A_FireCustomMissile("QuickBoomerang",0,1,8,0)
QUIC F 2
QUIC E 0 A_Refire
Goto Ready+1
Hold:
QUIC E 0 A_JumpIfNoAmmo("NoAmmo")
QUIC E 0 A_PlaySoundEx("weapon/mbuster","Weapon")
QUIC E 2 A_FireCustomMissile("QuickBoomerang",0,1,8,0)
QUIC F 2
QUIC E 0 A_Refire
Goto Ready+1
NoAmmo:
QUIC E 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor QuickBoomerangAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 112
}


actor QuickBoomerang
{
damagetype "QuickBoomerang"
PROJECTILE
Radius 6
Height 7
scale 2.5
damage (11)
speed 50
reactiontime 3
States
{
Spawn:
QUIC A 0 A_CountDown
QUIC AABBCCDD 1 A_ChangeVelocity(-4,0,0,CVF_RELATIVE)
loop
}
}

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