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WepIconTornadoHold Tornado Hold Tengumansprite
TornadoHoldWepGif
Weapon code TornadoHoldWep
Comes from Mega Man 8
Weapon color scheme Slate gray on pink
Fire rate Slow
Missile speed Slow-Medium
Capacity 7 uses
Weapon hotkey/type [4] Close range
Damage 25 (Thrown fan)

20 (One lamina of wind)

Appears in
these maps
MM8AquaMM2CrashMM1GutsMM5GyroMM5NapalmMM3ShadowMM7Wily4MM8Wily1MM8SwordMM8Tengu

The Tornado Hold shares many properties with its original Mega Man 8 incarnation. This weapon will launch a horizontal propeller that bounces off walls in a low arc. When it lands on the floor, it will start spinning, steadily creating a tall whirlwind. This wind deals heavy continuous damage, making it very dangerous. Much like the Mega Ball, this weapon can also be used as a utility. Just hop into your summoned whirlwind to be slowly lifted upward to places you couldn't normally reach.

Tactics

Using Tornado Hold

Tornado Hold fills much of the same niche as Flame Blast. Toss propellers at foes backed into corners to limit their movement and follow up with another weapon. Because of its vertical area of effect, it will wreck anyone trying to climb a ladder as well. You can also just toss a propeller at someone chasing you to get them our of your hair. While using Tornado hold as a utility, don't underestimate the height it will carry you, which is almost as much as Rush Coil. Do be wary of opponents though, as you're a sitting duck while riding the tornado.

Vs. Tornado Hold

Tornado Hold has more of a range than you'd expect, but keeping back is still a good strategy to stay out of its range. If you can take your foe by surprise, you'll usually have the upper hand with any weapon because of its pitiful rate of fire. Overall, tornado hold is no threat as long as you have places to move. If you come across an enemy using Tornado Hold as a utility, you can use Gravity Hold to really ruin their day.

Code

actor TornadoHoldWep : MegaBuster 11092
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was whirled away by %k's Tornado Hold."
Inventory.Pickupmessage "Power up! Tornado Hold!"
weapon.ammotype "TornadoHoldAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "TORNAHI"
Scale 2.0
States
{
Spawn:
WEA4 C 1
loop
Ready:
THOL I 0 ACS_ExecuteAlways(998,0,85)
THOL I 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
THOL I 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
THOL I 1 A_Raise
Loop
Fire:
THOL I 0 A_JumpIfNoAmmo("NoAmmo")
THOL I 0 A_PlaySoundEx("weapon/mbuster","Weapon")
THOL I 0 A_FireCustomMissile("TornadoHoldPod",0,1,8,0)
THOL JK 6
THOL I 25
THOL I 0 A_Refire
Goto Ready+1
NoAmmo:
THOL I 1 ACS_Execute(979,0)
Goto Ready+1
}
}



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

actor TornadoHoldPod
{
PROJECTILE
+HEXENBOUNCE
+FIXMAPTHINGPOS
+DONTREFLECT
-NOGRAVITY
+EXPLODEONWATER
Bouncecount 2
Bouncefactor 0.01
WallBounceFactor 0.01
Damage (25)
Height 5
Radius 20
Scale 2.5
speed 28
States
{
Spawn:
TORH B 1 
Loop
Death:
TORH B 0 
TORH B 0 A_Stop
TORH B 0 A_SpawnItemEx("TornadoHold",0,0,0)
stop
}
}

actor TornadoHold
{
+DONTBLAST
+NOEXPLODEFLOOR
+FIXMAPTHINGPOS
+RIPPER
+DONTREFLECT
Scale 2.5
Height 48
Radius 20
Speed 0
Damage (0)
reactiontime 70
States
{
Spawn:
TORH B 1 A_JumpIf(z-floorz<=0,"Change")
TORH B 0 A_CountDown
Loop
Change:
TORH BC 1 
goto Floor
Floor:
FLMB A 0 A_ChangeFlag("MISSILE",1)
FLMB A 0 A_ChangeFlag("FLOORHUGGER",1)
FLMB A 0 A_ChangeFlag("NOCLIP",1)
TORH D 0 A_PlaySoundEx("weapon/tornadohold","Weapon")
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
TORH D 0 A_SpawnItemEx("HoldingTornado",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)
TORH DEDE 2
stop
Death:
FLMB A 0 
stop
}
}

actor HoldingTornado
{
PROJECTILE
damage(20) 
+DONTREFLECT
damagetype "TornadoHold"
height 6
radius 16
Scale 2.5
Speed 0
States
{
Spawn:
TORH FF 0 ThrustThingZ(0,20,0,0)
Loop1:
TORH F 0 A_JumpIf(z-floorz>=288,"Death")
TORH FFF 1 A_JumpIfCloser(40,"Lift1")
Loop2:
TORH G 0 A_JumpIf(z-floorz>=288,"Death")
TORH GGG 1 A_JumpIfCloser(40,"Lift2")
Loop3:
TORH H 0 A_JumpIf(z-floorz>=288,"Death")
TORH HHH 1 A_JumpIfCloser(40,"Lift3")
goto Loop1
Lift1:
TORH F 1 A_GiveToTarget("TornadoThruster",1)
TORH FF 1
goto Loop2
Lift2:
TORH G 1 A_GiveToTarget("TornadoThruster",1)
TORH GG 1
goto Loop3
Lift3:
TORH H 1 A_GiveToTarget("TornadoThruster",1)
TORH HH 1
goto Loop1
Death:
TORH G 1 A_SpawnItemEx("TornadoHoldEnd")
stop
XDeath:
TORH H 0 
TORH H 0 A_SpawnItemEx("TornadoLifter",0,0,0,0,0,momz)
stop
}
}

actor TornadoHoldEnd
{
+NOINTERACTION
+CLIENTSIDEONLY
Scale 2.5
States
{
Spawn:
TORH HGFHGF  3
stop
}
}

actor TornadoLifter : HoldingTornado
{
+RIPPER
DAMAGE (0)
States
{
Death:
TORH H 0 
stop
XDeath:
TORH H 0 
stop
}
}

actor TornadoThruster : CustomInventory
{
+INVENTORY.AUTOACTIVATE
States
{
Pickup:
TNT1 A 1 ThrustThingZ(0,20,0,0)
stop
}
}

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