numbered bomb support
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1e4dbcd623
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@ -326,7 +326,9 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(libraryMod))
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};
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//genfunc
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function generateBomb(bombElements,isAfterScriptLoading=false) {//it can be a single element, though
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function generateBomb(bombElements,isAfterScriptLoading=false,bombNumber=1) {//it can be a single element, though
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bombNumber = Math.max(0,bombNumber);
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//To specify an array bomb, have the array be inside another array.
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/*For reasons related to how element colors are loaded, if this function is being run from a JS mod file, isAfterScriptLoading should be false.
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Otherwise, you'll get TypeErrors for some reason when trying to place your bomb. If this is being run after the game has loaded (e.g. in the console),
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@ -403,9 +405,14 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(libraryMod))
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};
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elementOfBomb = tryJoin(elementOfBomb,",");
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descElement = tryJoin(elementOfBomb,", ");
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//console.log(elementOfBomb);
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if(bombNumber !== 1) {
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bombName += `_${bombNumber}`;
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};
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if(!elementExists(bombName)) {
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elements[bombName] = {
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color: startColor,
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@ -413,11 +420,12 @@ if(enabledMods.includes(runAfterAutogenMod) && enabledMods.includes(libraryMod))
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flippableX: true,
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colorObject: newColorObject,
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behavior: [
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["XX",`EX:10>${elementOfBomb}`,"XX"],
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["XX",`EX:${5*(bombNumber+1)}>${elementOfBomb}`,"XX"],
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["XX","XX","XX"],
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["M2",`M1 AND EX:10>${elementOfBomb}`,"M2"]
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["M2",`M1 AND EX:${5*(bombNumber+1)}>${elementOfBomb}`,"M2"]
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],
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category: "auto_bombs",
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desc: `Explodes into ${descElement}<br/>Radius: ${5*(bombNumber+1)}`,
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temp: firstTemp,
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excludeRandom: true,
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};
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