Mega Man 8-bit Deathmatch > Rejected

[Improved Bug] Explosion of Crush Bomb

(1/1)

hansungkee:
actor CrashBomb
{
PROJECTILE
Radius 6
Height 6
DamageType "CrashBomb"
Obituary "$OB_CRASHBOMB"
Translation "192:192=4:4", "198:198=225:225"
scale 2.5
damage 0
speed 40
States
{
Spawn:
CRAS A 1
loop
Death:
CRAS A 0 A_JumpIf(z-floorz<5, "Floor")
CRAS A 0 A_JumpIf(z-ceilingz==0-6, "Ceiling")
CRAS B 3 A_PlaySound("weapon/crashland")
CRAS C 3
CRAS DCDCDCDCDCDCDC 3
Goto XDeath
Floor:
CRAS E 3 A_PlaySound("weapon/crashland")
CRAS F 3
CRAS GFGFGFGFGFGFGF 3
Goto XDeath
Ceiling:
CRAS H 3 A_PlaySound("weapon/crashland")
CRAS I 3
CRAS JIJIJIJIJIJIJI 3
Goto XDeath
XDeath:
CRAS A 0 A_PlaySound("weapon/crashexplode")
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
MMFX B 1 A_Explode(9,64,0)
MMFX CD 1
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
MMFX E 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(9,64,0)
stop
}
}

actor CrashBombFX
{
Speed 0
Damage 0
Scale 2.5
Height 0
Radius 0
+NOGRAVITY
-SOLID
States
{
Spawn:
HARD B 0
TNT1 A 0 A_SpawnItemEx("CrashBombBit",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombBit",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombBit",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 0 A_SpawnItemEx("CrashBombBit",random(40,-40),random(40,-40),random(40,-40))
TNT1 A 1
stop
}
}

actor CrashBombBit
{
Speed 0
Damage 0
Scale 2.5
Height 0
Radius 0
+NOGRAVITY
-SOLID
States
{
Spawn:
HARD B 0
MMFX BCDE 1
stop
}
}

actor DocCrashBomb : CrashBomb
{
Translation "192:192=4:4", "198:198=174:174"
states
{
XDeath:
CRAS A 0 A_PlaySound("weapon/crashexplode")
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
MMFX B 1 A_Explode(5,64,0)
MMFX CD 1
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
MMFX E 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
TNT1 A 2
TNT1 A 0 A_SpawnItemEx("CrashBombFX")
TNT1 A 1 A_Explode(5,64,0)
stop
}
}

It's For MM8BDM V6

Russel:
The explosion frames used in 8BDM are more or less accurate to what is present in Mega Man 2. Crash Bomb's explosion is not random and I do not believe making it random would really make them look any better.
Regardless, the animation speed may change in v6a to better match with Mega Man 2.

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