SUBMARINE STRIKE (SUB STRIKE) ** NEW **
Specifically designed for the purpose of attacking worms from the bottom of the map.

FERRETS ** NEW **
The ferrets remain in contact with the ground at all times. If they walk off a ledge,
they will simply follow the terrain in stead of falling. They will explode as soon as
they come into contact with a Worm or an oil barrel.


PARTY BALLOON ** NEW **
You can reach at any high spot on the map.

BOOBY-TRAP CRATE
A booby-trap crate will explode on contact with worms or missiles.
You can use a booby-trap as weapon or random crate shower.
When a random weapon crate appears, it has x probability to be a booby-trap (20% default).



Code:
//////////////////////////////////////////////////////////////////////////////
// OVERRIDE THIS METHOD IN YOUR SCHEME TO CHANGE BOOBY-TRAP PROBABILITY //
//////////////////////////////////////////////////////////////////////////////
require r2_boobytrapcrate;
override void CCrate::SetBoobyTrapConfig()
{
// 1 -> 100% // 4 -> 25% // 7 -> 14% // 10 -> 10%
// 2 -> 50% // 5 -> 20% // 8 -> 12% // 50 -> 2%
// 3 -> 33% // 6 -> 16% // 9 -> 11% //100 -> 1%
boobytrap_random = true; //Spawn auto boobytrap crates
boobytrap_probability = 5; //Default 20 % probability
}
ANTIFIRE SUIT
Invincible to any kind of fire.
The suit will be active after finishing turn until your next.



BUFFALO OF LIES
A new weapon ported from worms realoded, now usable in WA
Every time the Buffalo reaches an object and it cannot pass it will cause an explosion trying get through by force.
3 charges per shot.
Pressing
1: Buffalo goes in straight direction after explosion.
Pressing
2: Buffalo goes in opposite direction after explosion.
Pressing
3: Buffalo goes in random direction after explosion.

VALYRIAN FIRE
Newcomer from Valyria city, 25% more damage and 100% wilder than regular fire.
When it explodes the wildfire spreads everywhere.

UNDERWATER BOMB
do you like swimming?, a placeable bomb into water, it explodes by contact.
You can use it as a weapon or place them automatically at the start of the game.


Code for spawning underwater bombs at the start .Create a new script in your scheme
(open px scheme editor -> click scripts -> add new) and paste this code,
changes the values as you need, isn't necessary duplicate the entire lib file.
[
EMP - ELECTROMAGNETIC PULSE ** UPDATED ** 
All systems or electronics like sentrys, turrets, mines, magnets, portals, jetpack or Helicopter
will be deactivate for 10 seconds if you select limited version or your whole turn if you choose
unlimited version. You won't can use jetpack or helicopter if EMP is active.
(this version includes compatibility with Sentry Laser )
KAMIKAZE ROCKET ** UPDATED ** 
Control your worm during kamikaze attack (like a super sheep)
Very first version by Pablo, time limit, CGUItext timer, some sprites and improves by me
NEW BARRELS ** NEW ** 
Cluster barrel, icy barrel and electric barrel added to the
originals explosive, napalm, mines and poison barrels by Entuser.

- ** IT´S IMPORTANT DELETE ALL CODE IN YOUR CUSTOMIZED BARRELS SCRIPT EXCEPT THE CONSTRUCTOR METHOD (CoilDrum::CoilDrum) OR FIXES WON´T WORK**
Code:
// Code - Type
// 0 - Explosive
// 1 - Heavy napalmed
// 2 - Mines
// 3 - Clusters
// 4 - Icy
// 5 - Electric
// 6 - Skunk
//As default if newdrums.pxl is loaded all barrels are generated ramdonly so if you want all barrels dont create this customized script. To create a customized script with your favorite barrels, open your scheme with px scheme editor, click script button, add a new one, name it as you want e.g barrels and copy the code shown below as you need.
//If you want napalmed barrel only, barreltype has to be always 1.
// //Code
// barreltype = 1;
//If you dont want the skunk barrel, barreltype has to be a random number from 0 to 5.
// //Code
// barreltype = RandomInt(0,5);
//If you dont want explosive, electric and skunk barrels, so barreltype has to be a random number from 1 to 4
// //Code
// barreltype = RandomInt(1,4);
//If you want all but clusters, barreltype has to be a random number from 0 to 6 except 3.
// //Code
// while(barreltype == 3)
// {
// barreltype = RandomInt(0,6);
// }
//If you dont want explosive, clusters and electric barrels, barreltype has to be a random number from 0 to 6 except 0, 3, 5.
// //Code
// while(barreltype == 0 || barreltype == 3 || barreltype == 5)
// {
// barreltype = RandomInt(0,6);
// }
require utils;
override COilDrum::COilDrum(CObject* Parent, fixed X, fixed Y, bool Snap)
{
super;
//HERE, MY FAVORITE BARREL CODE.
}
14/03/2016 Some improvements and bug fixesBuffalo Of Lies- Fixed, Wrong message on top after selecting delay with another weapon.
- Improved, buffalo needs less pixels to explode on contact with terrain.
Antifire Suit- Fixed. Antilaser suit?, no laser damage while using antifire suit.
Sentry Laser Gun- Fixed, Buffalo sounds keep playing after being disintegrated.
Underwater bomb- Fixed, you can pass through the bomb with no explosion in some cases.
- Added, underwater bomb explodes when environment objects approaches to it, e.g. crates or weapons.
Icy Drum- Fixed, when you kamikaze an icy drum your worm will freeze and the game won´t end unexpectedly.
- Kamikazing an icy drum will cost you 30% of your health if you have more than 1hp.
02/10/2017 Some improvements and bug fixesIcy Drum- Fixed, kamikaze + icy drum = no weapons? (HL), I hope so.
New Weapon Panel- Fixed, wpanel compatible with unlimited weps and delay.
- ** IT´S IMPORTANT DELETE ALL CODE IN YOUR CUSTOMIZED BARRELS SCRIPT EXCEPT THE CONSTRUCTOR METHOD (CoilDrum::CoilDrum) OR FIXES WON´T WORK**
** It's important overwrite all files due to compatibility, they are constantly improved and bug fixed and keep reporting them in this post**