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Kritartha Talukdar 2025-09-22 22:59:00 -03:00 committed by GitHub
commit edaa62c28b
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3 changed files with 154 additions and 1 deletions

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@ -2310,4 +2310,22 @@
}
}
}
},
"snowfallModz": {
"description": "add snowfall in local match",
"external_url": "",
"authors": [
{
"name": "KritarthaT",
"email": "ktgamer768@gmail.com",
"discord": "kritarthat"
}
],
"versions": {
"1.0.0": {
"api_version": 9,
"released_on": "15-07-2025"
}
},

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# ba_meta require api 9
# ba_meta name Aura Overload FX
# ba_meta description Gives the host player a glowing, smoothly transitioning aura.
# ba_meta author KritarthaT
import bascenev1 as bs
import babase
import random
class AuraEffect:
def __init__(self, player: bs.Player):
self._player = player
self._light = None
self._colors = [
(1, 0, 0), (0, 1, 0), (0, 0, 1),
(1, 1, 0), (0, 1, 1), (1, 0, 1)
]
self._color_index = 0
self._next_index = 1
self._t = 0.0
self._timer = bs.Timer(0.05, self._update, repeat=True)
def _lerp_color(self, c1, c2, t):
return tuple(c1[i] + (c2[i] - c1[i]) * t for i in range(3))
def _update(self):
if not self._player or not self._player.actor or not self._player.actor.node:
return
pos = self._player.actor.node.position
if not self._light:
self._light = bs.newnode('light', attrs={
'position': pos,
'color': self._colors[self._color_index],
'radius': 0.3,
'intensity': 0.8,
'volume_intensity_scale': 1.0
})
# Interpolate color
self._t += 0.05 / 1.0 # 1 sec per color transition
if self._t >= 1.0:
self._t = 0.0
self._color_index = self._next_index
self._next_index = (self._next_index + 1) % len(self._colors)
smooth_color = self._lerp_color(
self._colors[self._color_index],
self._colors[self._next_index],
self._t
)
self._light.color = smooth_color
self._light.position = (pos[0], pos[1] + 0.8, pos[2]) # Follow player
# Optional visual sparks
bs.emitfx(
position=pos,
velocity=(0, 2, 0),
count=10,
scale=0.6,
spread=0.2,
chunk_type='spark'
)
# ba_meta export plugin
class AuraOverloadFX(babase.Plugin):
def __init__(self):
bs.Activity.__init__ = self._wrap_activity_init(bs.Activity.__init__)
def _wrap_activity_init(self, original):
def new_init(activity_self, settings):
original(activity_self, settings)
bs.timer(1.0, lambda: self._start_glow(activity_self))
return new_init
def _start_glow(self, activity: bs.Activity):
if activity.players:
player = activity.players[0] # Host player
AuraEffect(player)

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# ba_meta require api 9
# ba_meta name Snowfall FX
# ba_meta description Adds snowfall particle effects in all maps.
# ba_meta author KritarthaT
import random
import bascenev1 as bs
import babase
def start_snowfall(activity: bs.Activity) -> None:
if not hasattr(activity, 'map'):
return
try:
bounds = activity.map.get_def_bound_box('map_bounds')
except Exception:
return
def emit_snow() -> None:
for i in range(int(bounds[3] * bounds[5])):
def _emit() -> None:
bs.emitfx(
position=(
random.uniform(bounds[0], bounds[3]),
random.uniform(bounds[4] * 1.2, bounds[4] * 1.45),
random.uniform(bounds[2], bounds[5])
),
velocity=(0, 0, 0),
scale=random.uniform(1.0, 1.6),
count=random.randint(6, 12),
spread=random.uniform(0.03, 0.08),
chunk_type='ice' # ❄️ Snowflake particle
)
bs.timer(random.uniform(0.01, 0.05) * (i + 1), _emit)
bs.timer(0.5, emit_snow, repeat=True)
# ba_meta export plugin
class SnowfallFX(babase.Plugin):
def __init__(self):
bs.Activity.__init__ = self._wrap_activity_init(bs.Activity.__init__)
def _wrap_activity_init(self, original_init):
def new_init(activity_self, settings):
original_init(activity_self, settings)
bs.timer(1.0, lambda: start_snowfall(activity_self))
return new_init