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WepIconDWN023-Spark Spark Shock Sparkmansprite
SparkShockWepGif
Weapon code SparkShockWep
Comes from Mega Man 3
Weapon color scheme Peach-on-White
Fire rate Slow-Medium
Missile speed Medium
Capacity 14 uses
Weapon hotkey/type [2] Long range
Damage 12 (One Spark Shock)
Appears in
these maps
MM4DustMM1ElecMM3GammaMM7JunkStageIconRobotMastersMM3WilyMM3SparkMM5Wave

Spark Shock is a unique weapon that fires a slow ball of electricity. This spark does little damage but shocks enemies, stunning them for a brief moment. A stunned Player can still attack and jump but cannot move.

Tactics

Using Spark Shock

Spark Shock should only be used to assist you get frags on single opponents. In bigger games it's not worth bothering with at all. Get close to your opponent to stun them easily. When they're stunned, quickly switch to a painful weapon such as Top Spin or Hard Knuckle to finish them off easily. You can just keep shocking them over and over, but it's so weak you may as well switch to the Mega Buster. A devious tactic is to use the weapon in team games alongside an ally with a more damaging weapon.

Vs. Spark Shock

Stay away and fire away with any damaging weapon you have. To successfully stun you repeatedly, your opponent must be close. Thus, counter with mid and close ranged weapons when shocked. Charge Kick still thrusts you forward, which makes it a great counter to Spark Shock. Leaf Shield can also reflect Spark Shock.

Code

actor SparkShockWep : MegaBuster 10057
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 112
Weapon.SlotNumber 2
Obituary "%o was shocked by %k's Spark Shock."
Inventory.Pickupmessage "Power up! Spark Shock!"
weapon.ammotype "SparkShockAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "SPARSI"
Scale 2.0
States
{
Spawn:
WEA2 G 1
loop
Ready:
SPAS C 0 ACS_ExecuteAlways(998,0,26)
SPAS C 6
Ready2:
SPAS C 1 A_WeaponReady
Goto Ready2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SPAS C 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SPAS C 1 A_Raise
Loop
Fire:
SPAS C 0 A_JumpIfNoAmmo("NoAmmo")
SPAS C 2 
SPAS C 0 A_PlaySoundEx("weapon/sparkshock","Weapon")
SPAS C 0 A_FireCustomMissile("SparkShock",0,1,8,0)
SPAS DE 4
SPAS D 8
SPAS CCCCCC 1 A_WeaponReady(WRF_NOFIRE)
SPAS D 0 A_Refire
Goto Ready2
NoAmmo:
SPAS C 1 ACS_Execute(979,0)
Goto Ready2
}
}

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

actor SparkShock
{
PROJECTILE
+PIERCEARMOR
Radius 6
Height 6
scale 2.5
damage (12)
speed 35
damagetype "SparkShock"
States
{
Spawn:
SPAS AB 4
loop
}
}

actor ShockFX
{
+NOINTERACTION
-SOLID
+NOGRAVITY
Scale 2.5
States
{
Spawn:
SPAS FGFGFGFGFGFGFG 2
stop
}
}

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