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WepIconDWN037-Star Star Crash Starmansprite
StarCrashWepGif
Weapon code StarCrashWep
Comes from Mega Man 5
Weapon color scheme Gold-on-Orange
Fire rate Slow-Very Slow
Missile speed Slow-Medium (Thrown Star Crash shield)

--- (Star Crash radius)

Capacity 1 use (~6 seconds) (Holding the shield only)

28 uses (Shooting the shield only by holding fire button)

Weapon hotkey/type [7] Shield weapon
Damage 40 (Thrown Star Crash shield)

14 (Explosive) (Star Crash radius)

Appears in
these maps
MM5ChargeMM5DarkmanMM3GammaMM4PharaohStageIconRobotMastersMM3SnakeMM5Star

Star Crash project stars in a shield formation around you that continuously damage nearby players. It can be thrown while it is active similar to Leaf Shield for decent damage as well. Unlike leaf shield however, this weapon continuously uses energy while surrounding you. It can be switched out in mid use as well.

Tactics

Using Star Crash

Use Star Crash when you're close enough to your opponent to "hug" them with it and finish them off. Strafe around and jump over them to keep them disoriented. The thrown shield does extra damage, so you can finish them off very quickly if you damage them with the shield and then throw it directly at them. A thrown shield is also an excellent way to catch someone who's fleeing!

Vs. Star Crash

Get away as soon as possible! Ranged weapons are the way to go. Concentrate on getting away if you're not sure what's behind you.

Code

actor StarCrashWep : MegaBuster 10073
{
//$Category MM8BDM-Weapons
Weapon.AmmoGive 28
Weapon.SlotNumber 7
Obituary "%o was crashed by %k's Star Crash."
Inventory.Pickupmessage "Power up! Star Crash!"
weapon.ammotype "StarCrashAmmo"
weapon.ammouse 1
inventory.pickupsound "weapon/weaponup"
inventory.icon "STARSI"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEA2 X 1
loop
Ready:
STAA A 0 ACS_ExecuteAlways(998,0,43)
STAA A 0 A_ClearRefire
STAA A 1 A_WeaponReady
Goto Ready+2
Deselect:
STAA A 0 A_JumpIfInventory("ShieldCheck",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
STAA A 1 A_Lower
Goto Deselect+1
STAA A 0
STAA A 0 A_TakeInventory("ShieldCheck",1)
STAA A 0 //A_FireCustomMissile("StarCrash",0,0,0,0)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
Goto Deselect+1
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
STAA A 1 A_Raise
Loop
Fire:
STAA A 0 A_JumpIfInventory("ShieldCheck",1,"ShieldThrow")
STAA A 0 A_JumpIfNoAmmo("NoAmmo")
STAA A 0 //A_TakeInventory("BasicArmor",9999)
STAA A 0 A_TakeInventory("StarCrashAmmo",1)
STAA A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
STAA A 1 A_GiveInventory("ShieldCheck",1)//A_SpawnItemEx("BubbleLeadStart",6,0,0,8,0,8,0,0,0)
goto ShieldActive
Hold:
STAA A 1
goto Ready+1
ShieldActive:
STAA B 2 A_SpawnItemEx("StarCrash1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA C 2 A_SpawnItemEx("StarCrash2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 0 A_SpawnItemEx("StarRadius",0,0,0)
STAA D 2 A_SpawnItemEx("StarCrash3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA E 2 A_SpawnItemEx("StarCrash4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 0 A_SpawnItemEx("StarRadius",0,0,0)
Goto ShieldStart
ShieldStart:
STAA F 1 //A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA F 1 //A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 //A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
TNT1 A 1 //A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 0 A_SpawnItemEx("StarRadius",0,0,0)
STAA G 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA G 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA H 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA H 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 0 A_SpawnItemEx("StarRadius",0,0,0)
STAA A 0 A_TakeInventory("StarCrashAmmo",1)
STAA A 0 A_JumpIfNoAmmo("NoAmmo")
Goto Shield
Shield:
STAA A 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash1", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash2", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 0 A_SpawnItemEx("StarRadius",0,0,0)
STAA A 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash3", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 1 A_WeaponReady
STAA A 0 A_SpawnItemEx("StarCrash4", 0, 0, 0, momx, momy, momz, 0, SXF_ABSOLUTEMOMENTUM, 0)
STAA A 0 A_SpawnItemEx("StarRadius",0,0,0)
STAA A 0 A_TakeInventory("StarCrashAmmo",1)
STAA A 0 A_JumpIfNoAmmo("NoAmmo")
loop
ShieldThrow:
STAA A 0 A_TakeInventory("ShieldCheck",999)
STAA A 5 A_FireCustomMissile("StarCrash",0,0,0,0)
STAA IJ 1
STAA K 18
STAA J 2
goto Ready+1
NoAmmo:
STAA A 1 ACS_Execute(979,0)
STAA A 0 A_TakeInventory("ShieldCheck",999)
STAA A 0 A_Refire
goto Ready+1
}
}

actor StarRadius
{
+DONTSPLASH
+NOGRAVITY
+MISSILE
+SKYEXPLODE
+NOINTERACTION
+NOCLIP
Damagetype "Starcrash"
Damage 0
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(14,128,0)
stop
}
}

actor StarCrash1
{
scale 2.5
- SOLID
+NOGRAVITY
+DONTSPLASH
States
{
Spawn:
STAR A 1
STAR A 1
stop
}
}

actor StarCrash2 : StarCrash1
{
States
{
Spawn:
STAR B 1
STAR B 1 
stop
}
}

actor StarCrash3 : StarCrash1
{
States
{
Spawn:
STAR C 1
STAR C 1
stop
}
}

actor StarCrash4 : StarCrash1
{
States
{
Spawn:
STAR D 1
STAR D 1
stop
}
}

actor StarCrash
{
scale 2.5
PROJECTILE
+DONTSPLASH
Damage (40)
damagetype "StarCrash"
Speed 30
Radius 12
Height 12
States
{
Spawn:
STAR EFGH 2
loop
}
}

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

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