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Scorch Wheel

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WepIconScorchWheel Scorch Wheel Turbomansprite
ScorchWheelWepGif
Weapon code ScorchWheelWep
Comes from Mega Man 7
Weapon color scheme Coral on iron gray
Fire rate Slow-Medium
Missile speed Slow-Very Slow
Capacity 4 uses
Weapon hotkey/type [7] Shield weapon
Damage 12 (Explosive) (Ripping) (Scorch Wheel thrown shield)
Appears in
these maps
MM4BrightMM1FireMM7FreezeMM2HeatMM7JunkMM5NapalmMM7ShadeMM7Wily1MM7Wily3MM7SlashMM3SnakeMM8TenguMM7Turbo

Scorch Wheel throws a swirling ring of flames that rolls straight through enemies until it hits a wall. It is affected by gravity, but has a deceptively large hitbox, making it almost guaranteed to hit if it comes anywhere near an opponent. If the fire button is held, the Scorch Wheel will continue rotating around the user for a limited time while providing a substantial speed boost. However, it will not damage enemies unless thrown by releasing the fire button.

Tactics

Using Scorch Wheel

The Scorch Wheel is excellent in corridors; due to its huge hitbox, enemies will not be able to get out of the way. It's also useful against fleeing foes; you can use the speed boost to catch up to your target and then throw it to deal continuous damage as they run inside the wheel. You can even use the speed boost to run from a fight yourself! Just avoid relying on it too much, as you only get four uses.

Vs Scorch Wheel

Never assault a Scorch Wheel user head on, as they'll always be able to speed away from you and cause damage in the process. This is especially true in corridors, where there's not enough room to dodge the flames. If you are going to be hit, avoid backing up, or you will take additional damage from continuous overlap with the ring. Try hiding behind obstacles to wait out the assault; the Scorch Wheel has little ammo, so it shouldn't take long for your opponent to run out.

Modifications

V2 to V3

Changed the weapons's palette from the orange on yellow used in Rockman 7 FC to the red on gray used in the original Mega Man 7.

Code

actor ScorchWheelWep : MegaBuster 10086
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 7
Weapon.AmmoGive 28
Weapon.SlotNumber 7
Obituary "%o was scorched by %k's Scorch Wheel."
Inventory.Pickupmessage "Power up! Scorch Wheel!"
weapon.ammotype "ScorchWheelAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SWHESI"
Scale 2.0
States
{
Spawn:
WEA3 M 1
loop
Ready:
SWHE G 0 ACS_ExecuteAlways(998,0,59)
SWHE G 0 ACS_ExecuteAlways(191,0,0)
SWHE G 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SWHE G 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SWHE G 1 A_Raise
Loop
Fire:
SWHE G 0 A_JumpIfNoAmmo("NoAmmo")
SWHE G 0 //A_TakeInventory("BasicArmor",9999)
SWHE HIJKL 2
SWHE G 0 A_PlaySoundEx("weapon/scorchwheel","Weapon")
Goto Hold
Hold:
TNT1 A 0 ACS_ExecuteAlways(191,0,1)
TNT1 A 0 A_GiveInventory("WheelFrameCheck",1)
TNT1 A 0 A_JumpIfInventory("WheelFrameCheck",6,"Frame6")
TNT1 A 0 A_JumpIfInventory("WheelFrameCheck",5,"Frame5")
TNT1 A 0 A_JumpIfInventory("WheelFrameCheck",4,"Frame4")
TNT1 A 0 A_JumpIfInventory("WheelFrameCheck",3,"Frame3")
TNT1 A 0 A_JumpIfInventory("WheelFrameCheck",2,"Frame2")
TNT1 A 0 A_JumpIfInventory("WheelFrameCheck",1,"Frame1")
goto Throw
Frame1:
TNT1 A 0 A_GiveInventory("WheelCount",1)
TNT1 A 0 A_JumpIfInventory("WheelCount",15,"Throw")
TNT1 AAA 1 A_SpawnItemEx("ScorchWheelFX1",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_Refire
Goto Throw
Frame2:
TNT1 AAA 1 A_SpawnItemEx("ScorchWheelFX2",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_Refire
Goto Throw
Frame3:
TNT1 A 0 A_GiveInventory("WheelCount",1)
TNT1 A 0 A_JumpIfInventory("WheelCount",15,"Throw")
TNT1 AAA 1 A_SpawnItemEx("ScorchWheelFX3",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_Refire
Goto Throw
Frame4:
TNT1 AAA 1 A_SpawnItemEx("ScorchWheelFX4",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_Refire
Goto Throw
Frame5:
TNT1 A 0 A_GiveInventory("WheelCount",1)
TNT1 A 0 A_JumpIfInventory("WheelCount",15,"Throw")
TNT1 AAA 1 A_SpawnItemEx("ScorchWheelFX5",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_Refire
Goto Throw
Frame6:
TNT1 A 0 A_TakeInventory("WheelFrameCheck",999)
TNT1 AAA 1 A_SpawnItemEx("ScorchWheelFX6",0,0,0,momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 0 A_Refire
Goto Throw
Throw:
TNT1 A 0 ACS_ExecuteAlways(191,0,0)
TNT1 A 0 A_TakeInventory("WheelCount",99)
TNT1 A 15 A_FireCustomMissile("ScorchWheel",0,1,0,0)
SWHE MN 2 A_ClearRefire
Goto Ready+1
NoAmmo:
SWHE G 1 ACS_Execute(979,0)
Goto Ready+1
}
}


actor WheelCount : Inventory
{
inventory.amount 1
inventory.maxamount 15
}

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

actor ScorchWheel
{
-SOLID
+MISSILE
+RIPPER
Radius 18
Height 40
scale 2.5
speed 16
damage 0
damagetype "ScorchWheel"
maxstepheight 33
-NOGRAVITY
+DONTBLAST
+NOBLOOD
painchance 0
reactiontime 10
States
{
Spawn:
SWHE ABCDEF 2 A_Explode(12,96,0)
loop
Death:
TNT1 A 0 A_CustomMissile("ScorchWheel2",0,0,0,2,0)
TNT1 A 1 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor ScorchWheel2 : ScorchWheel
{
States
{
Spawn:
SWHE AB 2 A_Explode(12,96,0)
SWHE A 0 A_GiveInventory("Clip",1)
SWHE CDEF 2 A_Explode(12,96,0)
loop
Death:
TNT1 A 0 A_JumpIfInventory("Clip",1,"Continue")
TNT1 AAAA 0 A_SpawnItemEx("ScorchBit",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))
stop
Continue:
TNT1 A 0 A_CustomMissile("ScorchWheel2",0,0,0,2,0)
TNT1 A 1 A_SpawnItemEx("OilPitIgnite",0,0,8)
stop
}
}

actor WheelFrameCheck : CutterFlag
{
}

actor WheelCheck
{
PROJECTILE
Damage 0
speed 60
radius 32
height 32
renderstyle none
States
{
Spawn:
PLAY A 4 
stop
Death:
PLAY H 0
PLAY H 20 A_SpawnItem("WheelBlocker")
stop
}
}

actor WheelBlocker
{
renderstyle none
+SOLID
+SHOOTABLE
+NOGRAVITY
+DONTRIP
Health 1
States
{
Spawn:
PLAY A 18
stop
Death:
PLAY A 1
stop
}
}

actor ScorchBit
{
damage 0
+RIPPER
-NOGRAVITY
+CLIENTSIDEONLY
-SOLID
scale 2.5
//+NOINTERACTION
Height 2
Radius 2
States
{
Spawn:
SWHE O 2
TNT1 A 2
SWHE O 2
TNT1 A 2
SWHE O 2
TNT1 A 2
SWHE O 2
TNT1 A 2
SWHE O 2
TNT1 A 2
stop
}
}

actor ScorchWheelFX1
{
scale 2.5
- SOLID
+NOGRAVITY
+CLIENTSIDEONLY
States
{
Spawn:
SWHE A 1
SWHE A 1
stop
}
}

actor ScorchWheelFX2 : ScorchWheelFX1
{
States
{
Spawn:
SWHE B 1
SWHE B 1
stop
}
}

actor ScorchWheelFX3 : ScorchWheelFX1
{
States
{
Spawn:
SWHE C 1
SWHE C 1
stop
}
}

actor ScorchWheelFX4 : ScorchWheelFX1
{
States
{
Spawn:
SWHE D 1
SWHE D 1
stop
}
}

actor ScorchWheelFX5 : ScorchWheelFX1
{
States
{
Spawn:
SWHE E 1
SWHE E 1
stop
}
}

actor ScorchWheelFX6 : ScorchWheelFX1
{
States
{
Spawn:
SWHE F 1
SWHE F 1
stop
}
}

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