add war_crimes.js
This commit is contained in:
parent
efaebe5014
commit
bc4d9f55b4
|
|
@ -230,6 +230,7 @@
|
|||
<tr><td>rays++.js</td><td>Adds a couple more rays</td><td>uptzik</td></tr>
|
||||
<tr><td>subspace.js</td><td>Adds the Subspace Tripmine from Roblox</td><td>nousernamefound</td></tr>
|
||||
<tr><td>weapons.js</td><td>Adds varieties of different weapons </td><td>Jayd</td></tr>
|
||||
<tr><td>war_crimes.js</td><td>Adds tear gas & more</td><td>voidapex11</td></tr>
|
||||
|
||||
<!----><tr><td class="modCat" colspan="3">Food & Cooking</td></tr><!---->
|
||||
<tr><td>aChefsDream.js</td><td>Adds more foods, animals, tools and many other cooking related items. Updates can be found in <a href="https://www.youtube.com/watch?v=pQFTtlNPODQ&list=PLWHqGb75vC8o7CLv-pMoVb56JL9BY9F0t">this YouTube Playlist</a></td><td>SquareScreamYT</td></tr>
|
||||
|
|
|
|||
|
|
@ -0,0 +1,131 @@
|
|||
// feel free to add to/improve this mod
|
||||
|
||||
// this has bee worked on by:
|
||||
// voidapex11
|
||||
|
||||
elements.tear_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 { // this code causes errors acationally, who knows why.
|
||||
if (!isEmpty(x, y)) {
|
||||
if (pixelMap[x][y].element == "tear_gas_grenade") {
|
||||
var x = pixel.x - coords[0];
|
||||
var y = pixel.y - coords[1];
|
||||
tryMove(pixel, x, y)
|
||||
}
|
||||
}
|
||||
} catch {} // lazy fix
|
||||
}
|
||||
},
|
||||
category: "weapons",
|
||||
temp: 20,
|
||||
cooldown: 1,
|
||||
reactions: {
|
||||
"head": { elem2: ["head", "rotten_meat"], elem1: ["tear_gas", "tear_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.tear_gas_grenade = {
|
||||
color: "#65665c",
|
||||
behavior: [
|
||||
"XX|CR:tear_gas|XX",
|
||||
"CR:tear_gas%80|EX:4>tear_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_grenade = {
|
||||
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))) {
|
||||
// if ~random chance~ or it has something below it & ~higher random chance~: explode
|
||||
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 {
|
||||
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)) {
|
||||
// first, try to move straight 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)
|
||||
}
|
||||
}
|
||||
},
|
||||
category: "weapons",
|
||||
state: "solid",
|
||||
density: 7300,
|
||||
conduct: 0.73,
|
||||
tempHigh: 1455.5,
|
||||
stateHigh: "molten_steel",
|
||||
excludeRandom: true,
|
||||
cooldown: 5,
|
||||
nocheer: true,
|
||||
};
|
||||
Loading…
Reference in New Issue