= = DATABASE = = Boobeam Trap (Wily Fortress 2 Boss 4) Special Weapon: None Gear: None = = NOTES = = haha horrible boss design go *incomprehensible noises* Boobeam Trap has now been revised, with some inspiration from Boobeam Trap MK-II! You guys have been waiting for the revised AI of a bunch of turrets. That's, uh, one way to say it. = = AI EXPLANATION = = -A random turret charges up and shoots a laser beam. Once it shoots, the turret nearest the player will also charge up and shoot a laser beam. If the nearest turret is the one who was randomly picked first, a different random turret will shoot instead. -A random turret will charge up (there are two different effects to differentiate the attacks, don't worry) and shoot a laser wave. -A random turret will flash with a small red aura, and when it flashes again, it will release a fireball towards the player that combusts into 8 flames. -A random turret will aim towards any of the turrets on the opposite side, and shoot a barrage of bullets towards it. No turrets were harmed in the making of this attack. -A random turret creates an electric sphere three times, and these electric spheres are shot at the player. -All the existing turrets will shoot a bullet towards the player. Just like in the original! (Except more fair, I suppose.) Repeat. After each attack, there's a chance that the nearest turret to the player shoots an orb that splits into two more orbs. In the bullet barrage attack, if there are no turrets on the opposite side of the turret that's going to do the barrage, then the turret will target the player instead. This also extends the targeting time by a bit When one turret is left, the time gap between attacks is shortened. While this means that there are faster opportunities to attack the turret, there's also less time to prepare for the next attack. It's not too bad anyway. = = CREDITS = = CAPCOM for Mega Man Mega Man 2, 3, 6, 7 FC, 9, and 10 for sprites RushJet1 and Mega Man 4 for the music The rest is by me.