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Skull Barrier

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WepIconDWN032-Skull Skull Barrier Skullmansprite
SkullBarrierWepGif
Weapon code SkullBarrierWep
Comes from Mega Man 4
Weapon color scheme Dark Cyan-on-Cyan
Fire rate Very Fast
Missile speed ---
Capacity 1 use (lasts about 5 seconds with full ammo)
Weapon hotkey/type [7] Shield weapon
Damage 0
Appears in
these maps
MM3GammaMM2HeatStageIconRobotMastersMM4Skull

Skull Barrier is a unique and very rare shield weapon that makes you completely immune to all damage until the weapon energy runs out. During this time you are completely invincible, even to pitfalls and lava. Even the crushers in Dust Man's Stage and the almighty force beams in Quick Man's stage cannot penetrate skull barrier, although the weapon is not normally available in either map. You cannot switch to another weapon while Skull Barrier is in use.

Tactics

Using Skull Barrier

Skull Barrier isn't so great in big battles, but it can have it's uses. Use the invulnerability time to reach the best weapons, regain health or to simply waste your opponent's ammo. While Skull Barrier is being drained you can keep refilling it as long as there's weapon energy lying around to be picked up. On some stages it's possible to keep this up forever, but it won't do you much good not getting any frags. It is useful in Last Man Standing, where survival and longevity are key, to get out of danger quickly.

Vs. Skull Barrier

You can either chase down the person using Skull Barrier until it wears off, or just target another player. Be careful because players can quickly switch to a new weapon straight after Skull Barrier, including Top Spin, which is a scary thought.

Code

actor SkullBarrierWep : MegaBuster
{
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 7
Obituary "%o was boned by %k's skull barrier."
Inventory.Pickupmessage "Power up! Skull Barrier!"
weapon.ammotype "SkullBarrierAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SKLBSI"
Scale 2.0
States
{
Spawn:
WEA2 O 0
WEA2 O 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==1,"Death")
WEA2 O 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Death")
WEA2 O 1 A_JumpIf(ACS_ExecuteWithResult(975,0)==4,"Death")
WEA2 O 1
Goto Spawn + 3
loop
Ready:
SKLA A 0 ACS_ExecuteAlways(998,0,34)
SKLA A 0 ACS_ExecuteAlways(994,0)
SKLA A 1 A_WeaponReady
Goto Ready+2
Deselect:
SKLA A 0 A_ChangeFlag("DONTRIP",0)
SKLA A 0 A_ChangeFlag("SHOOTABLE",1)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SKLA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SKLA A 1 A_Raise
Loop
Fire:
SKLA A 1 ACS_ExecuteAlways(994,0)
SKLA A 0 A_JumpIfNoAmmo("Hold")
SKLA A 0 //A_TakeInventory("BasicArmor",9999)
SKLA A 0 A_ChangeFlag("SHOOTABLE",0)
SKLA A 0 A_ChangeFlag("DONTRIP",1)
SKLA A 0 A_GiveInventory("ShieldCheck",1)
SKLA IJ 2 
Goto BarrierActive
BarrierActive:
SKLA K 1 A_SpawnItemEx("SkullBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA A 0 A_TakeInventory("SkullBarrierAmmo",1)
SKLA K 1 A_SpawnItemEx("SkullBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA A 0 A_TakeInventory("SkullBarrierAmmo",1)
SKLA K 1 A_SpawnItemEx("SkullBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier5", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA K 1 A_SpawnItemEx("SkullBarrier6", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
SKLA A 0 A_JumpIfNoAmmo("Finish")
SKLA A 0 A_JumpIfInventory("SkullBarrierAmmo", 1, "Continue")
Goto Finish
//loop
Continue:
SKLA A 0 A_TakeInventory("SkullBarrierAmmo",1)
Goto BarrierActive
Finish:
SKLA A 0 A_ChangeFlag("SHOOTABLE",1)
SKLA A 0 A_ChangeFlag("DONTRIP",0)
SKLA A 0 A_TakeInventory("ShieldCheck",100)
SKLA A 0 ACS_Execute(194,0)
SKLA J 2
Goto Ready+2
Hold:
SKLA A 1 ACS_Execute(979,0)
SKLA A 0 A_Refire
Goto Ready+2
NoAmmo:
SKLA A 0 ACS_Execute(979,0)
Goto Hold
Death:
TNT1 A 0
stop
}
}

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

actor SkullBarrier1
{
scale 2.5
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
States
{
Spawn:
SKLB A 1
SKLB A 1
stop
}
}

actor SkullBarrier2 : SkullBarrier1
{
States
{
Spawn:
SKLB B 1
SKLB B 1
stop
}
}

actor SkullBarrier3 : SkullBarrier1
{
States
{
Spawn:
SKLB C 1
SKLB C 1
stop
}
}

actor SkullBarrier4 : SkullBarrier1
{
States
{
Spawn:
SKLB D 1
SKLB D 1
stop
}
}


actor SkullBarrier5 : SkullBarrier1
{
States
{
Spawn:
SKLB E 1
SKLB E 1
stop
}
}


actor SkullBarrier6 : SkullBarrier1
{
States
{
Spawn:
SKLB F 1
SKLB F 1
stop
}
}

actor SkullBarrierGiver : CustomInventory 10065
{
//$Category MM8BDM-Weapons
Inventory.Pickupmessage "Power up! Skull Barrier!"
inventory.pickupsound "weapon/weaponup"
Inventory.RespawnTics 1800
scale 2.0
states
{
Spawn:
WEA2 O 1
loop
Pickup:
WEA2 O 0 A_JumpIfInventory("SkullBarrierWep",1,"Failure")
WEA2 O 0 A_GiveInventory("SkullBarrierWep")
stop
Failure:
WEA2 O 1
fail
}
}

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