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Water Wave

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WepIconDWN034-Wave Water Wave Wavemansprite
WaterWaveWepGif
Weapon code WaterWaveWep
Comes from Mega Man 5
Weapon color scheme Blue-on-White
Fire rate Medium
Missile speed Slow
Capacity 14 uses
Weapon hotkey/type [3] Rapid fire
Damage 8*6 (One stream of waves)
Appears in
these maps
MM7BurstMM6CentaurMM5DarkmanMM4CossackMM8DuoMM2FlashMM3GammaMM2QuickStageIconRobotMastersMM7ShadeMM7Wily4MM7SlashMM5StoneMM1TimeMM3TopMM5WaveMM1Wily2MM6WindIcyfortsUnderwaterBA Sex

Water Wave fires a stream of water jets that travel across the floor similar to Bubble Lead. The stream consists of six individual "waves", dealing 8 damages each for a total of 48 damages per stream. Water Wave can be aimed mid stream to give the weapon a wide, wave-like spread. The projectiles are fairly tall and hard to jump over.

Tactics

Using Water Wave

Water Wave is great in most situations as long as your opponents are on the same or a lower level than you. At close range you can spam Water Waves into them constantly to keep them on the spot and kill them within seconds. At mid range, or when attacking groups of Robot Masters, you should spread the waves around by aiming left and right while firing.

Vs. Water Wave

Avoiding incoming Water Waves can be tricky. As soon as you get to a higher ledge, you're completely safe though. At a distance you should have enough time to avoid them as well. Leaf Shield reflects Water Waves.

Code

actor WaterWaveWep : MegaBuster 10063
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 1
Weapon.AmmoGive 112
Weapon.SlotNumber 3
Obituary "%o was drowned by %k's Water Wave."
Inventory.Pickupmessage "Power up! Water Wave!"
weapon.ammotype "WaterWaveAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "WATRSI"
Scale 2.0
States
{
Spawn:
WEA2 M 1
loop
Ready:
WWAV E 0 ACS_ExecuteAlways(998,0,32)
WWAV E 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
WWAV E 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
WWAV E 1 A_Raise
Loop
Fire:
WWAV E 0 A_JumpIfNoAmmo("NoAmmo")
WWAV E 0 A_PlaySoundEx("weapon/waterwave","Weapon")
WWAV E 0 A_TakeInventory("WaterWaveAmmo",2)
WWAV FFFGGG 2 A_FireCustomMissile("WaterWave",0,0,0,-14)
WWAV E 8
WWAV E 0 A_Refire
Goto Ready+1
NoAmmo:
WWAV E 0 ACS_Execute(979,0)
Goto Ready+1
}
}


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



actor WaterWave // : MaceFX1
{
-SOLID
PROJECTILE
-NOGRAVITY
Damage (8)
damagetype "WaterWave"
Height 40
Radius 6
Scale 2.5
gravity 900.0
speed 20
States
{
Spawn:
WWAV A 1
WWAV A 0 A_GiveInventory("Clip",1)
WWAV ABCDCB 4
Goto Spawn+2
Crash:
XDeath:
TNT1 A 0
stop
Death:
TNT1 A 0 A_JumpIfInventory("Clip",1,"Continue")
TNT1 A 1
stop
Continue:
TNT1 A 0 A_CustomMissile("WaterWave",0,0,0,2,0)
TNT1 A 1
stop
}
}

actor WaterWaveTEMPORARY
{
-SOLID
PROJECTILE
-NOGRAVITY
Damage (5)
damagetype "WaterWave"
Height 52
Radius 6
+FLOORHUGGER
Scale 2.5
speed 20
States
{
Spawn:
WWAV A 1
WWAV A 0 A_GiveInventory("Clip",1)
WWAV ABCDCB 4
loop
}
}

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