// 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