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TheGoatedEric

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A member registered Mar 25, 2025 · View creator page →

Creator of

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you joining the game jam i will

how do you create on the website

EpicCreators

yes

fortnite 2

Tue, Jan 21, 12:37 PM
fortnitenaa

oooo


I can join here is the code for a game

// Function to generate weapons

function generateWeapons(count) {

  const rarities = ["common", "uncommon", "rare", "epic", "legendary", "exotic", "super mega rare"];

  const weapons = [];

  for (let i = 1; i <= count; i++) {

    const weapon = {

      name: `Weapon${i}`,

      damage: Math.floor(Math.random() * 300) + 1,

      rarity: rarities[Math.floor(Math.random() * rarities.length)]

    };

    weapons.push(weapon);

  }

  return weapons;

}

// Function to generate skins

function generateSkins(count) {

  const rarities = ["common", "uncommon", "rare", "epic", "legendary", "exotic", "super mega rare"];

  const skins = [];

  for (let i = 1; i <= count; i++) {

    const skin = {

      name: `Skin${i}`,

      rarity: rarities[Math.floor(Math.random() * rarities.length)],

      cost: Math.floor(Math.random() * 5000) + 1

    };

    skins.push(skin);

  }

  return skins;

}

// Generate weapons and skins

const weapons = generateWeapons(5000000);

const skins = generateSkins(5000000);

// Define game modes

const gameModes = {

  zeroBuild: {

    name: "Zero Build",

    description: "No building allowed, pure combat experience"

  },

  battleRoyale: {

    name: "Battle Royale",

    description: "Fight to be the last one standing"

  },

  teamDeathmatch: {

    name: "Team Deathmatch",

    description: "Teams compete to reach the kill limit"

  },

  captureTheFlag: {

    name: "Capture the Flag",

    description: "Capture the enemy's flag and bring it to your base"

  },

  kingOfTheHill: {

    name: "King of the Hill",

    description: "Control the hill for as long as possible"

  },

  freeForAll: {

    name: "Free For All",

    description: "Every player for themselves, highest kill count wins"

  },

  opMode: {

    name: "OP Mode",

    description: "An overpowered map with intense challenges and high rewards"

  }

};

// Define OP map

const opMap = {

  name: "Overpowered Arena",

  description: "An arena designed for intense battles with high-stake rewards",

  difficulty: "Extremely High",

  specialFeatures: ["High-Damage Traps", "Limited Safe Zones", "Powerful NPC Opponents"]

};

// Define V-Bucks store packages

const vBuckPackages = [

  { name: "Small Pack", vBucks: 1000, cost: 5 },

  { name: "Medium Pack", vBucks: 2500, cost: 12 },

  { name: "Large Pack", vBucks: 5000, cost: 20 },

  { name: "Mega Pack", vBucks: 10000, cost: 40 },

];

// Scoring system

const pointsPerKill = 10;

// Define guards for overpowered weapons

const exoticGuard = {

  name: "Exotic Guard",

  health: 200,

  damage: 50,

};

// Function to determine game mode

function selectGameMode(mode) {

  console.log(`Selected Game Mode: ${gameModes[mode].name}`);

  console.log(gameModes[mode].description);

}

// Function to handle kills and points

function handleKill(player) {

  player.points += pointsPerKill;

  console.log(`${player.name} earned ${pointsPerKill} points! Total: ${player.points}`);

  if (player.points >= 10000) {

    showVictoryPage(player);

  }

}

// Function to attempt acquiring an exotic weapon

function acquireWeapon(player, weaponName) {

  const weapon = weapons.find(w => w.name === weaponName);

  if (weapon && (weapon.rarity === "exotic" || weapon.rarity === "super mega rare")) {

    console.log(`Guard appears! Defeat the ${exoticGuard.name} to acquire the ${weapon.name}`);

    // Simulate defeating guard (simplified for this script)

    player.health -= exoticGuard.damage;

    exoticGuard.health -= weapon.damage;

    if (exoticGuard.health <= 0) {

      console.log(`Guard defeated! ${player.name} acquired the ${weapon.name}`);

    } else {

      console.log(`${player.name} failed to defeat the ${exoticGuard.name}`);

    }

  } else if (weapon) {

    console.log(`${player.name} acquired the ${weapon.name}`);

  } else {

    console.log(`Weapon ${weaponName} not found`);

  }

}

// Function to purchase a skin

function purchaseSkin(player, skinName) {

  const skin = skins.find(s => s.name === skinName);

  if (skin && player.vBucks >= skin.cost) {

    player.vBucks -= skin.cost;

    console.log(`${player.name} purchased the ${skin.name} skin for ${skin.cost} V-Bucks.`);

  } else if (skin) {

    console.log(`${player.name} does not have enough V-Bucks to purchase the ${skin.name}`);

  } else {

    console.log(`Skin ${skinName} not found`);

  }

}

// Function to show the start page

function showStartPage() {

  console.log("Welcome to Fortnite 2!");

  console.log("Please select a game mode:");

  Object.keys(gameModes).forEach(mode => {

    console.log(`- ${gameModes[mode].name}: ${gameModes[mode].description}`);

  });

  console.log("Available Weapons and Skins:");

  console.log("Weapons:", weapons.length);

  console.log("Skins:", skins.length);

  console.log("Enter 'startGame(mode)' to begin, where 'mode' is the name of your chosen game mode.");

}

// Function to show the in-game store for V-Bucks purchases

function showVBucksStore() {

  console.log("Welcome to the V-Bucks Store!");

  vBuckPackages.forEach(pack => {

    console.log(`- ${pack.name}: ${pack.vBucks} V-Bucks for $${pack.cost}`);

  });

  console.log("Enter 'purchaseVBucks(player, packageName)' to complete your purchase.");

}

// Function to purchase V-Bucks package

function purchaseVBucks(player, packageName) {

  const pack = vBuckPackages.find(p => p.name === packageName);

  if (pack) {

    console.log(`${player.name} purchased ${pack.vBucks} V-Bucks for $${pack.cost}.`);

    player.vBucks += pack.vBucks;

  } else {

    console.log(`Package ${package