bombsquad-plugin-manager/plugins/utilities/custom_hits.py
2026-01-22 17:48:24 +01:00

150 lines
4.5 KiB
Python

# ba_meta require api 9
from __future__ import annotations
from typing import TYPE_CHECKING
import babase
import bauiv1 as bui
import bascenev1 as bs
from bascenev1lib.actor.spaz import Spaz
if TYPE_CHECKING:
pass
plugman = dict(
plugin_name="custom_hits",
description="when someone hited rainbow text whit effect will appear",
external_url="",
authors=[
{"name": "ATD", "email": "anasdhaoidi001@gmail.com", "discord": ""},
],
version="1.0.0",
)
####################################
first_damage = (u'\ue042TRY AGAIN?\ue042', (0, 1, 0), '6')
second_damage = (u'\ue048GOOD!\ue048', (0, 1, 1), '2')
third_damage = (u'\ue041NICE!\ue041', (0.8, 0.4, 1), '3')
fourth_damage = (u'\ue049UPPS\ue049', (1, 1, 0), '4')
five_damage = (u'\ue043DEATH!\ue043', (1, 0, 0), '5')
bs.broadcastmessage(u'\ue043 || \ue062WELCOME ATD\ue062 || \ue043', color=(0, 1, 0))
def custom_effects(pos: float, effect: str = None) -> None:
if effect == '1':
bs.emitfx(
position=pos,
count=3,
scale=0.1,
spread=0.1,
chunk_type='rock')
elif effect == '2':
bs.emitfx(
position=pos,
count=70,
scale=2,
spread=0.8,
chunk_type='spark')
elif effect == '3':
bs.emitfx(
position=pos,
count=6,
scale=0.3,
spread=0.4,
chunk_type='splinter')
elif effect == '4':
bs.emitfx(
position=pos,
count=50,
scale=3.0,
spread=0.9,
chunk_type='ice')
elif effect == '5':
bs.emitfx(
position=pos,
count=80,
scale=3.0,
spread=1.5,
chunk_type='metal')
elif effect == '6':
bs.emitfx(
position=pos,
count=30,
scale=1.2,
spread=0.8,
chunk_type='slime')
####################################
# ba_meta export babase.Plugin
class CustomHitsPlugin(babase.Plugin):
def on_punched(self, damage: int) -> None:
pos = self.node.position
def custom_text(msg: str, color: float) -> None:
text = bs.newnode(
'text',
attrs={
'text': msg,
'color': color,
'in_world': True,
'h_align': 'center',
'shadow': 0.5,
'flatness': 1.0})
bs.animate_array(text, 'position', 3, {
0.0: (pos[0], pos[1] + 1.2, pos[2]),
2.0: (pos[0], pos[1] + 1.7, pos[2])
})
bs.animate(text, 'opacity', {
0.8: 1.0,
2.0: 0.0
})
bs.animate(text, 'scale', {
0: 0,
0.1: 0.017,
0.15: 0.014,
2.0: 0.016
})
bs.animate_array(text, 'color', 3, {
0.0: (0, 0, 0), # Black
0.2: (2.55, 2.55, 2.55), # White
0.4: (2, 0, 0), # Red
0.6: (0, 2.55, 0), # Lime
0.8: (0, 0, 2.55), # Blue
1.0: (2.55, 2.55, 0), # Yellow
1.2: (0, 2.55, 2.55), # Cyan / Aqua
1.4: (2.55, 0, 2.55), # Magenta / Fuchsia
1.6: (1.92, 1.92, 1.92), # Silver
1.8: (1.28, 1.28, 1.28), # Gray
2.0: (1.28, 0, 0), # Maroon
2.2: (1.28, 1.28, 0), # Olive
2.4: (0, 1.28, 0), # Green
2.6: (1.28, 0, 1.28), # Purple
2.8: (0, 1.28, 1.28), # Teal
3.0: (0, 0, 1.28), # Navy
3.2: (1.5, 0.5, 0), # Orange
3.4: (1.8, 0.5, 1.6), # Pink
3.6: (0.5, 0.5, 0.5), # Gray
}, loop=True)
bs.timer(2.0, text.delete)
if damage < 200:
custom_text(first_damage[0], first_damage[1])
custom_effects(pos, first_damage[2])
elif damage < 500:
custom_text(second_damage[0], second_damage[1])
custom_effects(pos, second_damage[2])
elif damage < 800:
custom_text(third_damage[0], third_damage[1])
custom_effects(pos, third_damage[2])
elif damage < 1000:
custom_text(fourth_damage[0], fourth_damage[1])
custom_effects(pos, fourth_damage[2])
else:
custom_text(five_damage[0], five_damage[1])
custom_effects(pos, five_damage[2])
Spaz.on_punched = on_punched