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WepIconNoN000-Quint Sakugarne Quintsprite2
File:SakugarneWepGif.gif
Weapon code SakugarneWep
Comes from Mega Man II
Weapon color scheme Green on pistachio
Fire rate Fast
Missile speed ---
Capacity 28 uses (Only without pulse jumps)

14 uses (Only with pulse jumps)

Weapon hotkey/type [6] Area of effect
Damage 20 (Ground drilling radius)

80 (Explosive) (Player head drilling)

Appears in
these maps
MM2CrashMM3ShadowMM8Wily2MM7Spring

At first glance, Sakugarne seems more like a joke than a legitimate weapon. Rather than a conventional projectile, Sakugarne allows you to jump around the map on a pogo stick. However, there's much more to this weapon than simply bouncing about.
If you land near someone while riding Sakugarne, you'll cause tremors which do an amount of damage that scales to how close you are to your enemies. Even better, if you manage to land directly on top of someone, you'll kill them instantly!

In addition to being an unconventional weapon, it can send its driver to high places they might not be able to reach otherwise! It can jump twice as high by holding fire which costs twice as much weapon energy and can keep the player stationary. Despite this, it doesn't do any more damage when it lands from a high jump. Finally, to dismount the Sakugarne, you must switch to another weapon.

Tactics

Using Sakugarne

Mastering Sakugarne takes time and patience, but once you become acquainted with its bouncy physics, it can be quite useful in combat. Due to the fact that height doesn't seem to affect damage, if you can manage to get someone trapped in a short corridor with you and haul out Sakugarne, the rapid bounces can do some massive damage very quickly! Another good technique is to stay off Sakugarne and camp out somewhere above your opponent. If you haul it out at the right moment, you'll probably do some damage, or may even land right on top of your enemies, killing them instantly!

Vs. Sakugarne

Given that anyone riding Sakugarne is virtually defenseless, a simple "run-and-gun" tactic with any weapon is enough to ruin their day. If the bouncing is giving you trouble, time you shot to hit just as your opponent lands. Stay away from (and out from under) your assailant, particularly when they land, and you should be fine. A trick that will kill them very fast is to use Gravity Hold when the user is the peak of their jump. Not only will it do massive damage, it will also ground them, giving you a chance to follow up with other weapons


Code

actor SakugarneWep : MegaBuster

{

Weapon.AmmoUse 1

Weapon.AmmoGive 28

Weapon.SlotNumber 6

Obituary "%o was destroyed by %k's Sakugarne."

Inventory.Pickupmessage "Power up! Sakugarne!"

weapon.ammotype "SakugarneAmmo"

inventory.pickupsound "weapon/weaponup"

+WEAPON.AMMO_OPTIONAL

inventory.icon "SAKUSI"

Scale 2.0

States

{

Spawn:

WEA2 Z 1

loop

Ready:

SAKH A 0 ACS_ExecuteAlways(998,0,45)

SAKH A 1 A_WeaponReady

Goto Ready+1

Deselect:

SAKH A 0 A_TakeInventory("SakugarneActive",1)

TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower

SAKH A 1 A_Lower

loop

Select:

SAKH A 0 A_TakeInventory("SakugarneActive",1)

TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise

SAKH A 1 A_Raise

Loop

Fire:

SAKH A 0 A_JumpIfNoAmmo("NoAmmo")

SAKH A 0 A_JumpIfInventory("RushJetCounter",1,"NoAmmo")

SAKH A 0 A_JumpIfInventory("BeatCounter",1,"NoAmmo")

SAKH A 0 A_JumpIfInventory("SakugarneActive",1,"AirReady")

SAKH A 0 A_JumpIf(z-floorz>0, "NoAmmo")

SAKH A 0 A_GiveInventory("SakugarneActive",1)

SAKH A 0 A_Stop

SAKH A 0 A_PlaySoundEx("weapon/sakugarne","Weapon")

SAKH AAAABBBB 1 A_SpawnItemEx("Sakugarne1",8,0,-52)

SAKH A 0 ThrustThingZ(0,60,0,0)

SAKH CCCCCCCCCCCCCC 1 A_SpawnItemEx("Sakugarne2",8,0,-52)

Goto Air

Air:

SAKH C 0 A_JumpIf(z-floorz==0, "Jump")

SAKH C 0 A_SpawnItemEx("Sakugarne2",8,0,-52)

SAKH C 0 A_SpawnItemEx("SakugarneCrush",0,0,-10,0,0,-32)

SAKH C 1 A_WeaponReady

loop

AirReady:

SAKH C 0 A_SpawnItemEx("SakugarneCrush",0,0,-10,0,0,-32)

SAKH C 0 A_SpawnItemEx("Sakugarne2",8,0,-52)

SAKH C 1 A_JumpIf(z-floorz==0, "Jump2")

loop

Jump:

SAKH A 0 A_SpawnItemEx("SakugarneDriller",0,0,0)

SAKH A 0 A_JumpIfNoAmmo("NoAmmo")

SAKH A 0 A_Takeinventory("SakugarneAmmo",1)

SAKH A 0 A_PlaySoundEx("weapon/sakugarne","Weapon")

SAKH A 0 A_Stop

SAKH AAAA 1 A_SpawnItemEx("Sakugarne1",6,0,-32)

SAKH A 0 A_Stop

SAKH BBBB 1 A_SpawnItemEx("Sakugarne1",6,0,-32)

SAKH A 0 A_Recoil(-10)

SAKH A 0 ThrustThingZ(0,60,0,0)

SAKH CCCCCCCCCCCCCC 1 A_SpawnItemEx("Sakugarne2",6,0,-52)

Goto Air

Jump2:

SAKH A 0 A_SpawnItemEx("SakugarneDriller",0,0,0)

SAKH A 0 A_JumpIfNoAmmo("NoAmmo")

SAKH A 0 A_Takeinventory("SakugarneAmmo",2)

SAKH A 0 A_PlaySoundEx("weapon/sakugarne","Weapon")

SAKH A 0 A_Stop

SAKH AAA 1 A_SpawnItemEx("Sakugarne1",6,0,-32)

SAKH A 0 A_Stop

SAKH BBB 1 A_SpawnItemEx("Sakugarne1",6,0,-32)

SAKH A 0 ThrustThingZ(0,80,0,0)

SAKH CCCCCCCCCCCCCC 1 A_SpawnItemEx("Sakugarne2",6,0,-52)

Goto Air

Hold:

SAKH A 1

SAKH A 0 A_Refire

Goto Ready+1

NoAmmo:

SAKH A 0 A_TakeInventory("SakugarneActive",1)

SAKH A 1 ACS_Execute(979,0)

SAKH A 0 A_Refire

goto Ready+1

}

}



actor SakugarneGiver : CustomInventory 10075

{

Inventory.Pickupmessage "Power up! Sakugarne!"

inventory.pickupsound "weapon/weaponup"

Inventory.RespawnTics 800

scale 2.5

states

{

Spawn:

WEA2 Z 1

loop

Pickup:

WEA2 Z 0 A_GiveInventory("SakugarneWep")

stop

}

}


actor Sakugarne1

{

-SOLID

scale 2.5

+NOGRAVITY

+NOINTERACTION

States

{

Spawn:

SAKU A 2

stop

}

}


actor Sakugarne2

{

-SOLID

scale 2.5

+NOGRAVITY

+NOINTERACTION

States

{

Spawn:

SAKU B 2

stop

}

}


actor SakugarneCrush

{

PROJECTILE

damage (20)

Radius 30

Height 2

renderstyle none

States

{

Spawn:

PLAY A 2

stop

}

}


actor SakugarneDriller

{

PROJECTILE

-SOLID

+NOGRAVITY

renderstyle none

States

{

Spawn:

PLAY A 0

PLAY A 4 A_Explode(80,128,0)

stop

}

}


actor SakugarneActive : Inventory

{

inventory.amount 1

inventory.maxamount 1

}


actor SakugarneAmmo : Ammo

{

inventory.amount 1

inventory.maxamount 28

}

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