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Ring Boomerang

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WepIconDWN029-Ring Ring Boomerang Ringmansprite
RingBoomerangWepGif
Weapon code RingBoomerangWep
Comes from Mega Man 4
Weapon color scheme Brown-on-Yellow
Fire rate Slow-Medium
Missile speed Fast-Very Fast
Capacity 28 uses
Weapon hotkey/type [4] Close range
Damage 15 >> (One ring)
Appears in
these maps
MM7CloudMM2CrashMM4CossackMM3GammaMM4MetoolDaddyMM6MrXMM3NeedleMM2QuickStageIconRobotMastersMM4RingMM7Wily1MM8TenguMM5WaveMM6WindIcyfortsAlloutassaultCliffsideglamourAeration of the armpitsDoublecastleTurborumbleDeserteddybearcityClashinthestreetSacredshrines

Ring Boomerang fires rings that fly outwards, remain in the air for second, then return to you quickly. They rip through opponents and do extra damage while they're stationary. Unlike Rolling Cutter, you can fire more than one at a time. Their speed and versatility makes them a favorite weapon for many. It appears in a lot of CTF stages.

Tactics

Using Ring Boomerang

Ring Boomerang is a fantastic close range and mid range weapon that can be fired quickly and has tons of ammo. The rings bounce off walls, making them extremely deadly in closed corridors. If you fire a few rings off and then start running away from them, they will "chase" you and damage anyone who happens to be in their way.

Vs. Ring Boomerang

If you're close up, try to jump often to dodge the rings. They can finish you off quickly so try to get away if you can. Ranged weapons are your best bet. Leaf Shield can deflect Ring Boomerangs.

Code

actor RingBoomerangWep : MegaBuster 10058
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 4
Obituary "%o had rings ran around %h by %k's Ring Boomerangs."
Inventory.Pickupmessage "Power up! Ring Boomerang!"
weapon.ammotype "RingBoomerangAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "RINGSI"
Scale 2.0
States
{
Spawn:
WEA2 H 1
loop
Ready:
RING E 0 ACS_ExecuteAlways(998,0,27)
RING E 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
RING E 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
RING E 1 A_Raise
Loop
Fire:
RING E 0 A_JumpIfNoAmmo("NoAmmo")
RING E 0 A_PlaySoundEx("weapon/ringboomerang","Weapon")
RING E 0 A_FireCustomMissile("RingBoomerang",0,1,8,0)
RING FG 4
RING E 15
RING E 0 A_Refire
Goto Ready+1
NoAmmo:
RING E 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor RingBoomerang
{
PROJECTILE
Radius 12
Height 12
scale 2.5
damage (15)
+RIPPER
+HEXENBOUNCE
+NOTARGETSWITCH
meleerange 12
damagetype "RingBoomerang"
speed 65
reactiontime 20
States
{
Spawn:
RING A 0
RING ABCD 2
RING A 0 A_Stop
RING A 0 A_ChangeFlag("RIPPER", 0)
RING ABCD 2
Goto Death
Death:
RING A 0
RING A 0 A_CustomMissile("ReturningRing",0,0,0,0)
stop
}
}

actor ReturningRing : RingBoomerang
{
+NOINTERACTION
damagetype "RingBoomerang"
radius 0
height 0
States
{
Spawn:
RING A 0
RING A 0 A_JumpIfCloser(32,"Death")
RING AA 1 A_SpawnItemEx("RingBoomerangDamager",0,0,0,2,0,0)
RING B 0 A_JumpIfCloser(32,"Death")
RING BB 1 A_SpawnItemEx("RingBoomerangDamager",0,0,0,2,0,0)
RING C 0 A_JumpIfCloser(32,"Death")
RING CC 1 A_SpawnItemEx("RingBoomerangDamager",0,0,0,2,0,0)
RING D 0 A_JumpIfCloser(32,"Death")
RING DD 1 A_SpawnItemEx("RingBoomerangDamager",0,0,0,2,0,0)
RING A 0 A_Stop
stop
Death:
RING A 0
stop
}
}

actor RingBoomerangDamager
{
damagetype "RingBoomerang"
PROJECTILE
+RIPPER
damage (15)
radius 12
height 12
States
{
Spawn:
TNT1 A 2
stop
}
}

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