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Rain Flush

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WepIconDWN026-Toad Rain Flush Toadmansprite
RainFlushWepGif
Weapon code RainFlushWep
Comes from Mega Man 4
Weapon color scheme Lime-on-White
Fire rate Very Slow-Extremely Slow
Missile speed ---
Capacity 4 uses
Weapon hotkey/type [6] Area of Effect
Damage While the rain is falling : 20 (Explosive), then 10 (Explosive), then 10 (Explosive), then 10 (Explosive) (One rain)
Appears in
these maps
MM3GammaMM6KnightMM4MetoolDaddyMM1OilMM6PlantStageIconRobotMastersMM7ShadeMM2WilyMM7Wily4MM7SlashMM3SnakeMM7SpringMM5StarMM5StoneMM4Toad

Rain Flush fires a pod into the air which then rains down acid upon your enemies. As soon as the pod explodes, it triggers a series of several wide radius damage attacks while the rain is falling. The closer the enemy is to the pod when it goes off, the more damage it does.

Tactics

Using Rain Flush

Rain Flush is great for groups of enemies who have already weakened each other. Step into a crowd and fire a couple off to reap the frags in. It's also great for when you need to make an escape. While being chased, keep throwing them to get your enemy off your back. It only has 4 shots so keep looking for weapon energy for it.

Vs. Rain Flush

If you see a player wearing lime and white, you should back off from them and used ranged attacks. If you're close, there's not usually enough time to react and get out of there but keep in mind that you can survive a few rain flushes before dying. Do not try melee attacks against someone using Rain Flush. Even if you kill them, if they've thrown a pod it will still damage you.

Code

actor RainFlushWep : MegaBuster 10074
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 7
Weapon.AmmoGive 28
Weapon.SlotNumber 6
Obituary "%o was flushed away by %k's Rain Flush."
Inventory.Pickupmessage "Power up! Rain Flush!"
weapon.ammotype "RainFlushAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "RAINSI"
Scale 2.0
States
{
Spawn:
WEA2 Y 1
loop
Ready:
TOAH A 0 ACS_ExecuteAlways(998,0,44)
TOAH A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TOAH A 1 A_Lower
loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TOAH A 1 A_Raise
Loop
Fire:
TOAH A 0 A_JumpIfNoAmmo("NoAmmo")
TOAH A 0 A_FireCustomMissile("RainFlushPod",0,1,0,0)
TOAH A 0 A_SpawnItemEx("RainFlush",0,0,0)
TOAH A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
TOAH BCDEFG 2
TNT1 A 50
TOAH HIA 1
Goto Ready+1
NoAmmo:
TOAH A 1 ACS_Execute(979,0)
TOAH A 0 A_Refire
goto Ready+1
}
}

actor RainFlushPod
{
-SOLID
+NOGRAVITY
+SKYEXPLODE
+NOINTERACTION
radius 1
height 1
Scale 2.5
States
{
Spawn:
RAIN A 0
RAIN A 6 ThrustThingZ(0,10,0,0)
RAIN A 0 ThrustThingZ(0,50,0,0)
RAIN BCABCABCABCABC 2
stop
}
}

actor RainFlush
{
damagetype "RainFlush"
+NOGRAVITY
+MISSILE
+SKYEXPLODE
+NOINTERACTION
height 1
radius 1
-SOLID
States
{
Spawn:
TNT1 A 35
TNT1 A 0 A_PlaySoundEx("weapon/rainflush","Voice")
TNT1 A 0 A_Explode(50,512,0)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 0 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
TNT1 A 1 A_SpawnItemEx("RainSprinkle", random(-128,384), random(-128,384), 256, -30, 0, -30, 90, SXF_CLIENTSIDE)
stop
}
}

actor RainSprinkle
{
+CLIENTSIDEONLY
+NOINTERACTION
- SOLID
+NOGRAVITY
height 0
radius 0
Scale 2.5
States
{
Spawn:
RAIN D 30
stop
}
}

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

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