randomelements 0.1
oh gee oh my this has versions :O this mod generates a bunch of random elements that ACTUALLY MAKE SENSE?!?!?!!?!?!?!?!?! HOW COULD RANDOM ELEMENTS MAKE SENSE!!!!!!!!!!
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const adjectives = ["shiny", "glowing", "dark", "bright", "heavy", "light", "hot", "cold", "hard", "soft", "smooth", "rough", "round", "sharp", "sweet", "sour", "bitter", "salty", "savory"];
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const nouns = ["metal", "crystal", "stone", "powder", "liquid", "gas", "plasma", "slime", "sand", "dust", "rock", "lava", "ice", "vapor", "ash", "soot", "sludge"];
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const elementNames = [];
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while (elementNames.length < 300) {
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const adjective = adjectives[Math.floor(Math.random() * adjectives.length)];
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const noun = nouns[Math.floor(Math.random() * nouns.length)];
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const name = `${adjective}_${noun}`;
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if (!elementNames.includes(name)) {
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elementNames.push(name);
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}
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}
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const nounTemperatures = {
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metal: {tempLow: 1000, tempHigh: 1800},
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crystal: {tempLow: 500, tempHigh: 1000},
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stone: {tempLow: 600, tempHigh: 1200},
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powder: {tempLow: 100, tempHigh: 500},
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liquid: {tempLow: -100, tempHigh: 100},
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gas: {tempLow: -200, tempHigh: -100},
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plasma: {tempLow: 8000, tempHigh: 20000},
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slime: {tempLow: -10, tempHigh: 30},
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sand: {tempLow: 100, tempHigh: 500},
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dust: {tempLow: 50, tempHigh: 200},
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rock: {tempLow: 500, tempHigh: 1000},
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lava: {tempLow: 700, tempHigh: 1200},
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ice: {tempLow: -50, tempHigh: 0},
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vapor: {tempLow: -50, tempHigh: 100},
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ash: {tempLow: 200, tempHigh: 500},
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soot: {tempLow: 200, tempHigh: 500},
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sludge: {tempLow: -10, tempHigh: 100}
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}
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const nounColors = {
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metal: ["#999999", "#bbbbbb", "#cccccc", "#dddddd", "#eeeeee"],
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crystal: ["#77ffff", "#88eeff", "#99ddff", "#aaccff", "#bbbbff"],
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stone: ["#888888", "#999999", "#aaaaaa", "#bbbbbb", "#cccccc"],
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powder: ["#eeeeee", "#ffffff", "#dddddd", "#cccccc", "#bbbbbb"],
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liquid: ["#336699", "#4477aa", "#5588bb", "#6699cc", "#77aadd"],
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gas: ["#ffffff", "#eeeeee", "#dddddd", "#cccccc", "#bbbbbb"],
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plasma: ["#ff9966", "#ffaa77", "#ffbb88", "#ffcc99", "#ffddaa"],
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slime: ["#88cc88", "#99dd99", "#aaddaa", "#bbeebb", "#ccffcc"],
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sand: ["#cccccc", "#dddddd", "#eeeeee", "#ffffff", "#eeeeee"],
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dust: ["#aaaaaa", "#bbbbbb", "#cccccc", "#dddddd", "#eeeeee"],
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rock: ["#777777", "#888888", "#999999", "#aaaaaa", "#bbbbbb"],
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lava: ["#ff4400", "#ff5511", "#ff6622", "#ff7733", "#ff8844"],
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ice: ["#66cccc", "#77dddd", "#88eeee", "#99ffff", "#aaffff"],
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vapor: ["#ffffff", "#eeeeee", "#dddddd", "#cccccc", "#bbbbbb"],
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ash: ["#cccccc", "#dddddd", "#eeeeee", "#ffffff", "#eeeeee"],
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soot: ["#333333", "#444444", "#555555", "#666666", "#777777"],
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sludge: ["#886633", "#997733", "#a98844", "#bb9944", "#ccaa55"]
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};
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const adjectiveStates = {
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shiny: "solid",
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glowing: "gas",
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dark: "solid",
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bright: "gas",
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heavy: "solid",
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light: "gas",
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hot: "solid",
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cold: "solid",
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hard: "solid",
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soft: "liquid",
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smooth: "liquid",
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rough: "solid",
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round: "liquid",
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sharp: "solid",
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sweet: "liquid",
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sour: "liquid",
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bitter: "liquid",
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salty: "solid",
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savory: "liquid"
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};
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// Map noun to behavior
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const nounBehaviors = {
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metal: behaviors.WALL,
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crystal: behaviors.WALL,
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stone: behaviors.WALL,
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powder: behaviors.POWDER,
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liquid: behaviors.LIQUID,
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gas: behaviors.GAS,
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plasma: behaviors.GAS,
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slime: behaviors.LIQUID,
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sand: behaviors.POWDER,
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dust: behaviors.POWDER,
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rock: behaviors.WALL,
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lava: behaviors.LIQUID,
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ice: behaviors.WALL,
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vapor: behaviors.GAS,
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ash: behaviors.POWDER,
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soot: behaviors.POWDER,
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sludge: behaviors.LIQUID
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};
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// Generate elements
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for (const name of elementNames) {
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const [adjective, noun] = name.split("_");
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const baseColor = nounColors[noun];
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const {tempLow, tempHigh} = nounTemperatures[noun];
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let temp = Math.random() * (tempHigh - tempLow) + tempLow;
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if (adjective === "hot") {
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temp *= 1.5;
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} else if (adjective === "cold") {
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temp /= 2;
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}
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elements[name] = {
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color: baseColor,
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behavior: nounBehaviors[noun],
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category: "random elements",
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state: adjectiveStates[adjective],
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temp: temp,
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density: Math.random() * 100,
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viscosity: Math.random() * 100
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};
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}
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