From 17af43ae043ba20955829521839ad6e1789d0b75 Mon Sep 17 00:00:00 2001 From: Confusion Date: Wed, 20 Nov 2024 20:51:04 +0300 Subject: [PATCH] Added Bio-Chemical Weapons --- mods/bio-weapons.js | 130 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 130 insertions(+) create mode 100644 mods/bio-weapons.js diff --git a/mods/bio-weapons.js b/mods/bio-weapons.js new file mode 100644 index 00000000..490fa3c3 --- /dev/null +++ b/mods/bio-weapons.js @@ -0,0 +1,130 @@ +// Made By Dear Confusion Uwu + +elements.death_gas = { + color: "#d5dce6", + behavior: [ + "XX|XX|XX", + "XX|XX|M2%2.5 AND BO", + "XX|M1%1|XX" + ], + tick: function (pixel) { + for (var i = 0; i < adjacentCoords.length; i++) { + var coords = adjacentCoords[i]; + var x = pixel.x + coords[0]; + var y = pixel.y + coords[1]; + try { // idk what to do + if (!isEmpty(x, y)) { + if (pixelMap[x][y].element == "death_gas_grenade") { + var x = pixel.x - coords[0]; + var y = pixel.y - coords[1]; + tryMove(pixel, x, y) + } + } + } catch { } // What A shame + } + }, + category: "weapons", + temp: 20, + cooldown: 1, + reactions: { + "head": { elem2: ["head", "rotten_meat"], elem1: ["death_gas", "death_gas", "salt_water"], chance: 0.1, oneway: true }, + "body": { elem2: "rotten_meat", chance: 0.05, oneway: true }, + }, + tempLow: -30, + state: "gas", + density: 0.4, + ignoreAir: true, +}; + +elements.death_gas_grenade = { + color: "#65665c", + behavior: [ + "XX|CR:tear_gas|XX", + "CR:tear_gas%80|EX:4>death_gas%5|CR:tear_gas%80", + "M2|M1|M2", + ], + category: "weapons", + state: "solid", + density: 7300, + conduct: 0.73, + tempHigh: 1455.5, + stateHigh: "molten_steel", + excludeRandom: true, + cooldown: 5, + nocheer: true, +}; + +elements.sonic_boom = { + color: "#65665c", + tick: function (pixel) { + if (!pixel.primed) { + ground = false + num = 0 + coords = lineCoords(pixel.x, pixel.y, pixel.x, pixel.y + 20) + for (coord in coords) { + pxl = coords[coord] + if (!isEmpty(pxl[0], pxl[1])) { + if (num >= 5) { + ground = true + break + } + if (elements[pixel.element].density > 100 || elements[pixel.element].hardness !== undefined) { + num++ + } + } else { + num-- + } + } + if (ground) { + pixel.primed = true + } + } + if ((pixel.primed || !isEmpty(pixel.x, pixel.y + 1)) && ((Math.random() < 0.05) || (isEmpty(pixel.x, pixel.y + 1) && Math.random() < 0.3))) { + // This Code Is Sh#t + coords = circleCoords(pixel.x, pixel.y, 10); + for (i in coords) { + coord = coords[i] + var x = coord.x; + var y = coord.y; + if (!isEmpty(x, y, true)) { + pxl = pixelMap[x][y] + if ((typeof elements[pxl.element].density == "number") || (elements[pxl.element].hardness !== undefined)) { + if ((elements[pxl.element].density > 2000) || (elements[pxl.element].hardness !== undefined)) { + if (elements[pxl.element].breakInto && (Math.random() > 0.2 || pxl.element == "glass")) { + if (Math.random() > 0.4) { + deletePixel(x, y) + } else { // So manny errorssss + breakPixel(pxl); + } + pxl = pixelMap[x][y] + } + } + } + } + } + explodeAt(pixel.x, pixel.y, 3, "smoke") + deletePixel(pixel.x, pixel.y) + return + } else { + if (isEmpty(pixel.x, pixel.y + 1, true)) { + // Goes Down + tryMove(pixel, pixel.x, pixel.y + 1) + } else if ((Math.random() < 0.5) && isEmpty(pixel.x + 1, pixel.y + 1, true)) { + tryMove(pixel, pixel.x + 1, pixel.y + 1) + } else if (isEmpty(pixel.x - 1, pixel.y + 1, true)) { + tryMove(pixel, pixel.x - 1, pixel.y + 1) + } // Im Sorry + } + }, + category: "weapons", + state: "solid", + density: 7300, + conduct: 0.73, + tempHigh: 1455.5, + stateHigh: "molten_steel", + excludeRandom: true, + cooldown: 5, + nocheer: true, +}; + +// Btw I Made This Entire BullSh#t Using The Modding Tutorial on The Sandboxels Wiki \ No newline at end of file