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WepIconDWN047-Wind Wind Storm Windmansprite
WindStormWepGif
Weapon code WindStormWep
Comes from Mega Man 6
Weapon color scheme Gray-on-White
Fire rate Fast
Missile speed Slow
Capacity 14 uses
Weapon hotkey/type [4] Close range
Damage 15 >> <*> (48) (One tornado)
Appears in
these maps
MM3GammaStageIconRobotMastersMM1Wily1MM6Wind

Wind Storm is a very special weapon that generates small gray tornadoes that travel along the floor before hitting a wall, much like Bubble Lead. The projectiles will launch players hit by them straight up into the air. Because of their large hitbox, players can be "juggled" by several tornadoes in a row, but it drains ammo fairly quickly. For a weapon that does moderate damage, it only appears in 4 maps.

Tactics

Using Wind Storm

This weapon can completly incapacipate opponents from playing when focusing a victim. The tornadoes can thrusts them to death : they still do some interesting damage, and the way to go is using them by crowd of tornadoes. They have a very large hitbox and there's no way at all someone can escape their thrusting in a narrow corridor. It's easy to rely on, but be wary of its high ammo consumption.

Vs Wind Storm

The projectile works like a slower version of Bubble Lead, but with a disturbing hitbox. Dodging tornadoes is a really hard trick, so it's better to escape from the battlefield, so the enemy runs out of ammo. When escaping, long ranged weapons can help affraying the Wind Storm user. Even at close range, the tornadoes have a great chance to hit, and when you're caught it may be difficult to go away from the fLurry of tornadoes, so it's better stalking at long range with homing weapons, or fast rapid fire like Needle Cannon.

Code

actor WindStormWep : MegaBuster 10071
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was blown away by %k's Wind Storm."
Inventory.Pickupmessage "Power up! Wind Storm!"
weapon.ammotype "WindStormAmmo"
inventory.icon "WINDSI"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEA2 V 1
loop
Ready:
BUBB D 0 ACS_ExecuteAlways(998,0,41)
BUBB D 1 A_WeaponReady
goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
BUBB D 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
BUBB D 1 A_Raise
Loop
Fire:
BUBB D 0 A_JumpIfNoAmmo("NoAmmo")
BUBB D 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUBB E 0 A_FireCustomMissile("WindStormStart",0,1,8,0)
BUBB EF 5
BUBB D 2
BUBB D 0 A_Refire
goto Ready+1
NoAmmo:
BUBB D 1 ACS_Execute(979,0)
Goto Ready+1
}
}

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

actor WindStormStart
{
PROJECTILE
-NOGRAVITY
Damage (25)
damagetype "WindStorm"
Height 8
Radius 16
Scale 2.5
Speed 25
States
{
Spawn:
WINS ABCD 4
loop
Death:
TNT1 A 0 A_JumpIf(z-floorz==0,"Death2")
TNT1 A 1
stop
Death2:
TNT1 A 1 A_SpawnItemEx("WindStorm",0,0,0,18,0,0,0,0,0)
stop
}
}

actor WindStorm// : MaceFX1
{
-SOLID
PROJECTILE
-NOGRAVITY
Damage (25)
damagetype "WindStorm"
Height 9
Radius 16
Scale 2.5
gravity 3.0
speed 20
States
{
Spawn:
WINS A 4 A_SpawnItemEx("WindBlower")
WINS A 0 A_GiveInventory("Clip",1)
WINS BCD 4 A_SpawnItemEx("WindBlower")
loop
Death:
TNT1 A 0 A_JumpIfInventory("Clip",1,"Continue")
TNT1 A 1
stop
Continue:
TNT1 A 0  A_CustomMissile("WindStorm",0,0,0,2,0)
TNT1 A 1
stop
}
}

actor WindBlower
{
PROJECTILE
Damage 0
speed 0
damagetype "WindStorm"
+DONTSPLASH
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_Explode(15, 128, 0)
stop
}
}

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