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Thunder Bolt

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WepIconDWN052-ThunderBolt Thunder Bolt Cloudmansprite
ThunderBoltWepGif
Weapon code ThunderBoltWep
Comes from Mega Man 7
Weapon color scheme Blue on Yellow
Fire rate Slow-Medium
Missile speed Slow-Medium
Capacity 14 uses
Weapon hotkey/type [2] Long range
Damage 25 (Piercing) (Main Thunder Bolt)

15 (Piercing) (Split Thunder Bolt)

Appears in
these maps
MM8AquaMM6CentaurMM7CloudMM1ElecMM5GravityMM8GrenadeMM5GyroMM7JunkMM6MrXMM7Wily1MM7Wily3MM7Wily4MM2WilyMM6TomahawkMM3TopMM5WaveMM1Wily2MM7WilyCapsuleMM6YamatoMM2Wood

Thunder Bolt, not to be confused with Lightning Bolt, is a simple to use weapon that shoots spheres of charged electricity that fry opponents. The lightning ball splits into two identical but weaker spheres that travel perpendicularly from the original shot. In addition, it pierces shields and armors like Junk Shield.

Tactics

Using Thunder Bolt

Thunder Bolt is best used at mid-range to take full advantage of its large projectile size. Aim downwards onto the floor to take full advantage of its splitting ability. It's multi-directional nature also makes it a good choice for taking down large crowds. Avoid using Thunder Bolt at long range though; its speed leaves much to be desired.

Vs. Thunder Bolt

Thunder Bolt has excellent accuracy at close-range, so stay back and counter where you can more easily dodge the shots. A long range weapon like Metal Blade will make quick work of your foe. Try to vary your forward and backward movement so the split can't catch you if you find yourself cornered.

Code

actor ThunderBoltWep : MegaBuster 10089
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Obituary "%o was fried by %k's Thunder Bolt."
Inventory.Pickupmessage "Power up! Thunder Bolt!"
weapon.ammotype "ThunderBoltAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "TBOLSI"
Scale 2.0
States
{
Spawn:
WEA3 R 1
loop
Ready:
TBOL S 0 ACS_ExecuteAlways(998,0,56)
TBOL S 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TBOL S 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
TBOL S 1 A_Raise
Loop
Fire:
TBOL S 0 A_JumpIfNoAmmo("NoAmmo")
TBOL S 0 A_PlaySoundEx("weapon/thunderbolt","Weapon")
TBOL S 0 A_SpawnItemEx("ThunderBoltFX",-1,8,32,0,0,0)
TBOL S 0 A_FireCustomMissile("ThunderBolt",0,1,8,0)
TBOL TU 5
TBOL S 14
TBOL S 0 A_Refire
Goto Ready+1
NoAmmo:
TBOL S 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor ThunderBolt
{
PROJECTILE
damagetype "ThunderBolt"
+PIERCEARMOR
scale 2.5
Speed 30
Radius 25
Height 16
Damage (25)
States
{
Spawn:
TBOL ABCD 1
Goto Flying
Flying:
TBOL N 1
TBOL M 1 A_SpawnItemEx("ThunderTrail")
loop
Death:
TNT1 A 0 A_CustomMissile("ThunderBoltSplit",0,0,90,2,0)
TNT1 A 0 A_CustomMissile("ThunderBoltSplit",0,0,-90,2,0)
MMFX BCDE 2
//stop
//XDeath:
//Crash:
stop
}
}

actor ThunderBoltSplit
{
PROJECTILE
damagetype "ThunderBolt"
+PIERCEARMOR
+NOCLIP
scale 2.5
Speed 30
Radius 25
Height 16
Damage (15)
reactiontime 90
States
{
Spawn:
TBOL OP 1 A_CountDown
TBOL O 0 A_SpawnItemEx("ThunderTrail")
TBOL O 0 A_ChangeFlag("NOCLIP",0)
TBOL QR 1 A_CountDown
TBOL O 0 A_GiveInventory("CutterFlag",1)
TBOL O 0 A_SpawnItemEx("ThunderTrail")
loop
Death:
TNT1 A 0
stop
XDeath:
Crash:
TBOL O 0 A_JumpIfInventory("CutterFlag",1,"Split")
stop
Split:
TNT1 A 0 A_CustomMissile("ThunderBoltSplit",0,0,90,2,0)
TNT1 A 0 A_CustomMissile("ThunderBoltSplit",0,0,-90,2,0)
stop
}
}

actor ThunderBoltFX
{
scale 2.5
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
height 0
radius 0
States
{
Spawn:
TBOL ABCD 1
stop
}
}

actor ThunderTrail
{
scale 2.5
-SOLID
+NOGRAVITY
+CLIENTSIDEONLY
height 0
radius 0
States
{
Spawn:
TBOL IJKL 2
stop
}
}

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