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WepIconDWN053-WildCoil Wild Coil Springmansprite
WildCoilWepGif
Weapon code WildCoilWep
Comes from Mega Man 7
Weapon color scheme Purple on green
Fire rate Medium
Missile speed Slow
Capacity 14 uses (Only normal springs)

5 uses (Only charged springs)

Weapon hotkey/type [4] Close range
Damage 20 /\/ (One coil)

45 /\/ (One charged coil)

Appears in
these maps
MM7BurstMM8ClownMM2CrashMM5DarkmanMM7FreezeMM6MrXMM4PharaohMM2QuickMM7Wily1MM7Wily2MM8Wily2MM7SpringMM4ToadMM7TurboMM1Wily2MM7WilyCapsuleSnakesinspaceMol ten mountainsAeration of the armpitsDoublecastle

Wild Coil sends two bouncing springs from the user's hands at angles of 25° and -25°. The coils will bounce of the floor and walls at a height proportional to how far they were initially dropped. They'll disappear after a fixed number of bounces. Wild Coil can also be charged to throw stronger springs that bounce higher but disappear faster.

Tactics

Using Wild Coil

Wild Coil, like any bouncing weapon, is best used in narrow corridors to guarantee as much chaos as possible. Spamming uncharged springs in tight space will overwhelm any opponent. Another way to use the weapon is as a melee attack. By throwing out charged springs right in a foe's face, you'll take almost all their health. Finally, avoid tossing Wild Coil from a height; the additional bounce will make it less likely the springs will hit

Vs. Wild Coil

Stay well away from your opponent so they can't shove springs in your face. Get out to open ground as soon as possible to avoid the bouncing effect of the projectiles. Counter with any long or mid range weapon while staying directly in front of your foe to make the springs go wide.

Modifications

V2 to V3

Changed the weapon's palette from Rockman FC's orange on light green to the original Mega Man 7's purple on green.

Code

actor WildCoilWep : MegaBuster 10084
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was bounced away by %k's Wild Coil."
Inventory.Pickupmessage "Power up! Wild Coil!"
weapon.ammotype "WildCoilAmmo"
inventory.pickupsound "weapon/weaponup"
inventory.icon "WCOISI"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEA3 K 1
loop
Ready:
WCOI A 0 ACS_ExecuteAlways(998,0,58)
WCOI A 1 //ACS_ExecuteAlways(991,0,58) 
WCOI A 1 A_WeaponReady
Goto Ready+2
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
WCOI A 1
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
WCOI A 1 
Loop
Fire:
WCOI A 0 A_JumpIfNoAmmo("NoAmmo")
WCOI A 1
goto Hold
Hold:
WCOI A 0 A_JumpIfNoAmmo("NoAmmo")
WCOI A 0 A_JumpIfInventory("WeaponCharge",4,"Hold2")
WCOI A 0 A_JumpIfInventory("WeaponCharge",3,"HoldStart")
WCOI A 2 A_GiveInventory("WeaponCharge",1)
WCOI A 0 ACS_ExecuteAlways(994,0)
WCOI A 0 A_Refire
Goto Fire1
HoldStart:
WCOI A 0 A_PlaySoundEx("weapon/coilstart", "Weapon")
Goto Hold2
Hold2:
//WCOI A 0 A_StopSoundEx ("Weapon") 
WCOI A 0 A_JumpIfInventory("WeaponCharge",23,"Hold3")
WCOI A 0 A_JumpIfInventory("WeaponCharge",22,"HoldStart2")
WCOI G 1 ACS_ExecuteAlways(991,0,74)
WCOI A 1 ACS_ExecuteAlways(991,0,58)
WCOI A 0 A_GiveInventory("WeaponCharge",1)
WCOI G 0 A_Refire
Goto Fire1
HoldStart2:
SAPT A 0 ACS_ExecuteAlways(974,0)
WCOI H 0 A_GunFlash
WCOI A 0 A_GiveInventory("WeaponCharge",1)
Goto Hold3
Hold3: 
//WCOI H 0 A_PlaySoundEx("weapon/coilcharge", "Weapon")
WCOI H 1 ACS_ExecuteAlways(991,0,75)
WCOI I 1 ACS_ExecuteAlways(991,0,76)
WCOI A 1 ACS_ExecuteAlways(991,0,58)
WCOI H 0 A_Refire
Goto Fire2
Flash:
TNT1 H 5 A_PlaySoundEx("weapon/coilcharge", "Weapon")
TNT1 H 0 A_JumpIfInventory("WeaponCharge",1,"Flash")
stop
Fire1:
WCOI A 0 A_StopSoundEx ("Weapon") 
WCOI A 0 A_TakeInventory("WeaponCharge",500)
WCOI A 0 A_ClearRefire
WCOI A 0 //A_PlaySoundEx("weapon/atomicfire","Weapon")
WCOI A 0 A_TakeInventory("WildCoilAmmo",2)
WCOI A 0 A_FireCustomMissile("WildCoil",25,0,0,0)
WCOI A 0 A_FireCustomMissile("WildCoil",-25,0,0,0)
WCOI BCDEF 2
//TNT1 A 8
WCOI RS 2
Goto Ready+1
Fire2:
HEAT G 0 A_StopSoundEx ("Weapon") 
HEAT G 0 A_TakeInventory("WeaponCharge",500)
HEAT G 0 A_ClearRefire
HEAT G 0 //A_PlaySoundEx("weapon/wild","Weapon")
HEAT G 0 A_JumpIfInventory("WildCoilAmmo", 5, "Fire2r")
HEAT G 0 A_TakeInventory("WildCoilAmmo",4)
WCOI A 0 A_FireCustomMissile("WildCoil",25,0,0,6)
WCOI A 0 A_FireCustomMissile("WildCoil",-25,0,0,6)
WCOI BCDEF 2
TNT1 A 8
WCOI RS 2
Goto Ready+1
Fire2r:
WCOI A 0 A_TakeInventory("WildCoilAmmo",5)
WCOI A 0 A_FireCustomMissile("WildCoil2",25,0,0,6)
WCOI A 0 A_FireCustomMissile("WildCoil2",-25,0,0,6)
WCOI A 0 ACS_ExecuteAlways(991,0,58)
WCOI BCDEF 2
TNT1 A 8
WCOI RS 2
Goto Ready+1
NoAmmo:
WCOI A 1 ACS_Execute(979,0)
WCOI A 0 A_Refire
Goto Ready+1
}
}

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

actor WildCoil
{
PROJECTILE
+DOOMBOUNCE
+CANBOUNCEWATER
SeeSound "weapon/coilbounce1"
Damage (20)
height 16
radius 12
speed 18
damagetype "WildCoil"
bouncefactor 1.0
wallbouncefactor 1.0
bouncecount 5
scale 2.5
-NOGRAVITY
States
{
Spawn:
WCOI J 0 
WCOI J 0 ThrustThingZ(0,5,1,1)
Goto Bouncing
Bouncing:
WCOI JKLMLK 5
loop
Death:
WCOI J 0 A_Stop
WCOI J 0 A_ChangeFlag("NOGRAVITY",0)
WCOI J 0 A_PlaySoundEx("weapon/coilexplode","Voice")
MMFX BCDE 2
stop
}
}


actor WildCoil2
{
PROJECTILE
SeeSound "weapon/coilbounce2"
+DOOMBOUNCE
+CANBOUNCEWATER
Damage (45)
height 16
radius 12
speed 25
bouncefactor 1.0
damagetype "WildCoil2"
wallbouncefactor 1.0
bouncecount 5
scale 2.5
-NOGRAVITY
States
{
Spawn:
WCOI J 0 
WCOI J 0 ThrustThingZ(0,15,1,1)
Goto Bouncing
Bouncing:
WCOI NOPQPO 5
loop
Death:
WCOI J 0 A_Stop
WCOI J 0 A_ChangeFlag("NOGRAVITY",0)
WCOI J 0 A_PlaySoundEx("weapon/coilexplode","Voice")
MMFX BCDE 2
stop
}
}

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