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Super Adaptor

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WepIconDLN001-SuperAdaptor Super Adaptor Adaptorsprite
SuperAdaptorWeaponPicture
Weapon code SuperAdaptorWep
Comes from Mega Man 7
Weapon color scheme Red on white
Fire rate Medium-Fast
Missile speed Slow-Medium (Buster)

Medium-Fast (Fist)

Capacity Infinite
Weapon hotkey/type [1] Buster
Damage 10 (One buster pellet)

36 (One fist)

Appears in
these maps
MM2AirMM7BurstMM7CloudMM1ElecMM7FreezeMM1GutsMM6KnightMM6MrXMM4PharaohMM7ShadeMM7Wily1MM7Wily4MM7SpringMM5Star

The Super Adaptor is arguably the best Buster Upgrade prior to the MM8 Expansion, and earns a place next to some of the absolute best weapons in the game. By mashing fire, you can use it as a regular buster, and holding fire allows you to prepare a medium ranged, homing fist attack. Most importantly, having this weapon active allows you to do a boost jump in midair! With the coming of Version 3, you can only jump one extra time before landing, but it can still give you the edge in accuracy, evasiveness, and mobility. It does not appear in the Duel or LMS game modes.


Tactics

Using Super Adaptor

A Strategy Guide is the least of your worries when it comes to this weapon. The real test will be obtaining it in the first place, as it is often well guarded. Just like the other buster upgrades, it takes time to respawn and thus is often fought over fiercely, making it nigh impossible to obtain and escape with. If you do manage to grab it, use it immediately and double jump your way to safety! The fist will be your main method of attack, and the double jump will allow you to freely dodge while the fist's homing capability makes aiming much easier, although you still have to try!. Simply double jump around your opponent to avoid incoming fire and use the charge attack to whittle them down. Be prepared to chase enemies down with your double jump.


Vs. Super Adaptor

It's nearly impossible to fight someone with the Super Adaptor one-on-one, but it's not a lost cause. If possible, get your distance and use homing weapons, as the fist won't be able to reach you. Try running under the enemy as they double jump over you to avoid the homing attack; this will be doubly effective against players who cannot look straight down. Predict their landing spot and time the use of a powerful weapon like Dust Crusher. Beyond that, practice your close-combat aim!

Code

actor SuperAdaptorWep : Weapon
{
Weapon.AmmoUse 1
Weapon.AmmoGive 3
Weapon.SlotNumber 1
scale 2.0
Obituary "%o was defeated by %k's Super Adaptor."
Inventory.Pickupmessage "You got the Super Adaptor!"
weapon.ammotype "BusterAmmo"
+WEAPON.AMMO_OPTIONAL
+WEAPON.DONTBOB
States
{
Spawn:
WEA3 P 1
stop
Ready:
SAPT A 0 A_GiveInventory("AdapterFlag",1)
SAPT A 0 //A_SpawnItemEx("Booster")
SAPT A 0 A_GunFlash
SAPT A 0 A_JumpIfInventory("Once",1,"Ready2")
SAPT A 0 A_GiveInventory("Once",1)
Goto Ready2+1
Ready2:
SAPT A 0 ACS_ExecuteAlways(998,0,77)
SAPT A 1 A_WeaponReady
Goto Ready2+1
Deselect:
SAPT A 1 
TNT1 A 0 //A_JumpIf(z-floorz!=0, "Deselect")
TNT1 A 0 //A_TakeInventory("AdapterFlag",1)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
SAPT A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
SAPT A 1 A_Raise
Loop
Fire:
SAPT A 0 A_JumpIfNoAmmo("NoAmmo")
SAPT A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
SAPT A 0 A_FireCustomMissile("MegaShot",0,0,8,0)
SAPT BC 3
SAPT B 2 A_TakeInventory("WeaponCharge",999)
SAPT B 0 A_Refire
SAPT A 0 ACS_ExecuteAlways(998,0,77,1)
goto Ready2+1
Hold:
SAPT D 0 A_JumpIfInventory("WeaponCharge",35,"BotCheck")
SAPT D 0 A_JumpIfInventory("WeaponCharge",18,"Charge")
SAPT A 1 A_GiveInventory("WeaponCharge",1)
SAPT D 0 A_Refire
Goto Fire
Charge:
SAPT D 0 A_JumpIfInventory("WeaponCharge",35,"Charge2")
SAPT D 0 A_JumpIfInventory("WeaponCharge",19,"Charge1")
SAPT D 0 A_PlaySoundEx("weapon/adaptercharge","Weapon")
SAPT AD 1 
Goto Charge1
Charge1:
SAPT A 0 A_JumpIfInventory("WeaponCharge",35,"Charge2")
SAPT A 0 
SAPT A 0 ACS_ExecuteAlways(991,0,77)
SAPT A 1 A_GiveInventory("WeaponCharge",1)
SAPT A 0 ACS_ExecuteAlways(991,0,78)
SAPT D 1 //A_GiveInventory("AdapterCharge",1)
SAPT A 0 A_Refire
Goto Fire
BotCheck:
SAPT A 0 A_Jump(224, "Charge2")
SAPT A 0 ACS_ExecuteAlways(974,0)
Goto Charge2
Charge2:
SAPT D 0 A_PlaySoundEx("weapon/adapterchargeloop","Weapon")
SAPT A 0 ACS_ExecuteAlways(991,0,79)
SAPT G 1
SAPT A 0 ACS_ExecuteAlways(991,0,80)
SAPT H 1
SAPT A 0 ACS_ExecuteAlways(991,0,79)
SAPT G 1
SAPT A 0 ACS_ExecuteAlways(991,0,77)
SAPT K 1 ACS_ExecuteAlways(974,0)
SAPT A 0 A_Refire
Goto Fire2
Fire2:
SAPT I 0 A_PlayWeaponSound("weapon/adapterfire")
SAPT A 0 ACS_ExecuteAlways(991,0,77)
SAPT I 10 A_FireCustomMissile("AdaptorFist",1,0,8,0)
SAPT I 0 A_TakeInventory("WeaponCharge",999)
SAPT I 0 A_TakeInventory("FistFlag",1)
Goto FistWait
FistWait:
SAPT I 1 
SAPT I 0 A_GiveInventory("AdapterWaitCount",1)
SAPT I 0 A_JumpIfInventory("AdapterWaitCount",30,"FistFinish")
SAPT I 0 A_JumpIfInventory("FistFlag",1,"FistFinish")
loop
FistFinish:
SAPT I 0
SAPT I 0 A_TakeInventory("AdapterWaitCount",999)
SAPT I 0 A_PlayWeaponSound("weapon/adapterreturn")
SAPT I 0 A_TakeInventory("FistFlag",1)
//SAPT A 0 ACS_ExecuteAlways(998,0,77,1)
Goto Ready2+1
Flash:
TNT1 A 0 A_JumpIfInventory("Isdead",1,"NoFlash") 
TNT1 A 1 A_SpawnItemEx("AdaptorWings",-8,0,12,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM)
loop
NoFlash:
TNT1 A 0
stop
NoAmmo:
SAPT A 1
Goto Ready
}
}

actor AdapterWaitCount : Inventory
{
inventory.amount 1
inventory.maxamount 100
}

//weapon/adapterchargeloop
//

actor AdaptorFist: MageStaffFX2
{
PROJECTILE
+SEEKERMISSILE
-EXTREMEDEATH
+SKYEXPLODE
+DONTBLAST
Radius 10
Height 10
scale 2.5
damage (36)
damagetype "Buster"
speed 50
reactiontime 15
States
{
Spawn:
SAPT J 0
SAPT J 1 A_MStaffTrack
SAPT J 0 A_SpawnItemEx("FistFX")
SAPT J 0 A_CountDown
SAPT J 1 A_MStaffTrack
SAPT J 0 A_CountDown
loop
Death:
TNT1 A 1 A_CustomMissile("FistReturn",0,0,0,0)
stop
}
}

actor FistFX
{
+MISSILE
+CLIENTSIDEONLY
damage 0
Radius 2
Height 2
scale 2.5
States
{
Spawn:
MMFX DE 2
stop
}
}

actor FistFlag : inventory
{
inventory.amount 1
inventory.maxamount 1
}

actor FistReturn
{
radius 0
height 0
speed 40
damage 0
scale 2.5
+DONTBLAST
+NOTARGETSWITCH
+DOOMBOUNCE
+RIPPER
PROJECTILE
+SKYEXPLODE
bouncefactor 1.0
wallbouncefactor 1.0
+DONTSPLASH
+NOINTERACTION
states
{
Spawn:
SAPT J 1 A_FaceTarget
SAPT J 0 A_JumpIfCloser(60,"Return")
SAPT J 1 A_FaceTarget
SAPT J 0 A_JumpIfCloser(60,"Return")
SAPT J 1 A_FaceTarget
SAPT J 0 A_JumpIfCloser(60,"Return")
SAPT J 1 A_FaceTarget
SAPT J 0 A_JumpIfCloser(60,"Return")
TNT1 A 0 A_CustomMissile("FistReturn",0,0,0,0)
stop
Return:
SAPT J 0 A_GiveToTarget("FistFlag",1)
stop
}
}

actor AdapterFlag : Inventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
}
}


actor Boost : Inventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
}
}
//)
actor Booster
{
-SOLID
+NOGRAVITY
+NOBLOCKMAP
Height 0
Radius 0
scale 2.5
+NOINTERACTION
States
{
Spawn:
TNT1 A 1 A_JumpIfInTargetInventory("CutterFlag",998,"Death")
TNT1 A 0 A_JumpIfInTargetInventory("Boost",1,"Boost")
TNT1 A 1 A_JumpIfInTargetInventory("AdapterFlag",1,"Spawn")
stop
Boost:
TNT1 A 0 A_GiveToTarget("BoostSoundGive",1)
TNT1 A 0 A_TakeFromTarget("Boost",1)
//TNT1 AAAAAAAAA 2 A_GiveToTarget("BoostGive",1)
Goto BoostLoop1
BoostLoop1:
TNT1 A 1 A_GiveToTarget("BoostGive",1)
TNT1 A 0 A_JumpIfInTargetInventory("AdapterFlag",1,"BoostLoop2")
stop
BoostLoop2:
TNT1 A 0 A_GiveInventory("BoostCount",1)
TNT1 A 0 A_JumpIfInventory("BoostCount",34,"BoostEnd")
TNT1 A 1 //A_Print("BoostLoop")
TNT1 A 0 A_JumpIfInventory("BoostCount",9,"BoostLoop2")
TNT1 A 0 A_JumpIfInTargetInventory("AdapterFlag",1,"BoostLoop1")
stop
BoostEnd:
TNT1 A 0// A_Print("BoostEnd")
TNT1 A 7 A_TakeInventory("BoostCount",999)
TNT1 A 1 A_TakeFromTarget("NoBoost",1)
TNT1 A 0 A_TakeFromTarget("Boost",1)
Goto Spawn
Death:
TNT1 A 0
stop
}
}

actor NoBoost : Inventory
{
inventory.amount 1
inventory.maxamount 1
}


actor BoostCount : Inventory
{
inventory.amount 1
inventory.maxamount 30
}


actor BoostSoundGive : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("weapon/superboost","Voice")
stop
}
}


actor BoostGive : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("BoosterFX",-10,-15,12,0,-2,-10,0)
TNT1 A 0 A_SpawnItemEx("BoosterFX",-10,15,12,0,2,-10,0)
TNT1 A 0 A_Recoil(-2)
TNT1 A 0 ThrustThingZ(0,30,0,0)
stop
}
}

actor BoosterFX
{
+MISSILE
+CLIENTSIDEONLY
damage 0
Radius 2
Height 2
scale 2.5
States
{
Spawn:
MMFX BCDE 1
stop
}
}

actor AdaptorWings
{
-SOLID
+NOGRAVITY
+NOBLOCKMAP
+FIXMAPTHINGPOS
+DONTSPLASH
Height 6
Radius 6
+MISSILE
damage 0
scale 2.5
+CLIENTSIDEONLY
//+NOINTERACTION
States
{
Spawn:
TNT1 A 0
SAPT F 2
stop
}
}


actor Boosting : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
+INVENTORY.AUTOACTIVATE
-INVBAR
States
{
Spawn:
TNT1 A 1
loop
Use:
TNT1 A 0 A_SpawnItemEx("BoostMan")
TNT1 A 1
fail
}
}


actor BoostMan
{
-SOLID
+NOGRAVITY
+MISSILE
+NOBLOCKMAP
Height 0
Radius 0
scale 2.5
+NOINTERACTION
States
{
Spawn:
TNT1 A 0 A_JumpIfInTargetInventory("Boost",1,"Boost")
Goto Boost
Boost:
TNT1 A 0 A_GiveToTarget("BoostSoundGive",1)
TNT1 A 0 A_TakeFromTarget("Boost",1)
//TNT1 AAAAAAAAA 2 A_GiveToTarget("BoostGive",1)
Goto BoostLoop1
BoostLoop1:
TNT1 A 1 A_GiveToTarget("BoostGive",1)
TNT1 A 0 A_JumpIfInTargetInventory("AdapterFlag",1,"BoostLoop2")
stop
BoostLoop2:
TNT1 A 0 A_GiveInventory("BoostCount",1)
TNT1 A 0 A_JumpIfInventory("BoostCount",34,"BoostEnd")
TNT1 A 1 //A_Print("BoostLoop")
TNT1 A 0 A_JumpIfInventory("BoostCount",9,"BoostLoop2")
TNT1 A 0 A_JumpIfInTargetInventory("AdapterFlag",1,"BoostLoop1")
stop
BoostEnd:
TNT1 A 0// A_Print("BoostEnd")
TNT1 A 7 A_TakeInventory("BoostCount",999)
TNT1 A 1 A_TakeFromTarget("Boosting",1)
TNT1 A 0 A_TakeFromTarget("Boost",1)
stop
Death:
TNT1 A 0
stop
}
}

 

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