// Shipstuff, made by netty // Ship materials elements.ship_steel = { color: ["#2B7D15", "#2B7D15", "#34E504"], behavior: behaviors.WALL, hardness: 1, tempHigh: 9500, stateHigh: "magma", density: 1e+20, }; // Bombers elements.bomberLeft = { color: "#555757", conduct: 1, behavior: behaviors.WALL, behaviorOn: [ "XX|XX|XX", "CR:ship_missileL|XX|XX", "XX|XX|XX", ], }; elements.bomberRight = { color: "#555757", behavior: behaviors.WALL, conduct: 1, behaviorOn: [ "XX|XX|XX", "XX|XX|CR:ship_missileR", "XX|XX|XX", ], }; // Missiles elements.ship_missileR = { color: "#FFFFFF", hidden: true, behavior: [ "XX|XX|XX", "CR:fw_ember|XX|M1", "XX|XX|XX", ], tick: function(pixel) { for (var i = 0; i < squareCoords.length; i++) { var coord = squareCoords[i]; var x4 = pixel.x+coord[0]; var y4 = pixel.y+coord[1]; if (isEmpty(x4, y4, true) && !isEmpty(x, y)) { explodeAt(pixel.x, pixel.y, 25, "plasma"); } } }, }; elements.ship_missileL = { color: "#FFFFFF", hidden: true, behavior: [ "XX|XX|XX", "M1|XX|CR:fw_ember", "XX|XX|XX", ], tick: function(pixel) { for (var i = 0; i < squareCoords.length; i++) { var coord = squareCoords[i]; var x5 = pixel.x+coord[0]; var y5 = pixel.y+coord[1]; if (isEmpty(x5, y5, true) && !isEmpty(x, y)) { explodeAt(pixel.x, pixel.y, 25, "plasma"); } } }, }; elements.ship_missile = { color: ["#F5F6F5", "#E1DFDF"], category: "weapons", behavior: [ "XX|M1|XX", "XX|XX|XX", "XX|CR:flash|XX", ], tick: function(pixel) { for (var i = 0; i < squareCoords.length; i++) { var coord = squareCoords[i]; var x6 = pixel.x+coord[0]; var y6 = pixel.y+coord[1]; if (isEmpty(x6, y6, true) && !isEmpty(x, y)) { explodeAt(pixel.x, pixel.y, 30, "plasma, fire, fw_ember"); } } }, }; elements.ship_flare = { color: ["#FFBD00", "#FF4200", "#7C00FF"], category: "weapons", behavior: [ "XX|M1|XX", "XX|XX|XX", "XX|CR:smoke|XX", ], tick: function(pixel) { for (var i = 0; i < squareCoords.length; i++) { var coord = squareCoords[i]; var x7 = pixel.x+coord[0]; var y7 = pixel.y+coord[1]; if (isEmpty(x7, y7, true) && !isEmpty(x, y)) { explodeAt(pixel.x, pixel.y, 20, "fw_ember, smoke"); } } }, }; // Bombs / Nukes elements.stationary_nuke = { color: ["#E7E71B", "#CCCC31", "#048904"], burn: 25, burnInto: "n_explosion", burnTime: 200, behavior: WALL, }; elements.naval_mine = { color: ["#0C32A0", "#09267A"], behavior: behaviors.POWDER, reactions: { "water": { elem1: "explosion", elem2: "water" }, "salt_water": { elem1: "explosion", elem2: "salt" }, }, hardness: 0.45, density: 500, }; // Other ship materials elements.tempered_glass = { color: "#A1A1A1", behavior: behaviors.WALL, colorPattern: textures.GLASS, colorKey: { "g": "#5e807d", "s": "#638f8b", "S": "#679e99"}, hardnesss: 0.85, tempHigh: 2500, stateHigh: "rad_glass", density: 5700, }; elements.bulletproof_glass= { color: "#5E5F5E", behavior: behaviors.WALL, colorPattern: textures.GLASS, colorKey: { "g": "#5e807d", "s": "#638f8b", "S": "#679e99"}, hardnesss: 0.94, tempHigh: 3500, stateHigh: "rad_glass", density: 6000, }; elements.asphalt = { color: "#313131", behavior: behaviors.WALL, hardness: 0.35, density: 145, tempHigh: 2500, stateHigh: "molten_asphalt", }; elements.molten_asphalt = { color: "#313131", behavior: behaviors.LIQUID, hardness: 0.30, density: 125, temp: 3000, burnTime: 50 }; // Technologies elements.flare_shooter = { color: ["#000000", "#FFBD00"], conduct: 1, behavior: behaviors.WALL, behaviorOn: [ "XX|CR:ship_flare|XX", "XX|XX|XX", "XX|XX|XX", ], hardness: 0.20, tempHigh: 2000, stateHigh: "molten_glass", density: 900, }; elements.flying_nuker ={ color: ["#0BD10B", "#034603"], behavior: [ "XX|XX|XX", "XX|XX|M1 AND BO", "XX|CR:nuke|XX", ], hardness: 0.55, density: 300 }; // End of mod