Bugge fixes
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267f61f28b
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80d9687470
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@ -2389,8 +2389,9 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
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oldChangePixel = changePixel;
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changePixel = function(pixel,element,changetemp=true) {
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if(typeof(elements[element]) == "undefined") {
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if(typeof(element) == "undefined" || element == "undefined") { return false };
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if(doLog) { console.error(`Something tried to change a pixel of ${pixel.element} at (${pixel.x},${pixel.y}) to nonexistent element "${element}"`) };
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return false;
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return false
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};
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oldChangePixel(pixel,element,changetemp);
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};
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@ -4057,6 +4058,9 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
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ignoreAir: true
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};
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elements.bless.ignore ??= [];
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elements.bless.ignore.push("holy_fire");
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elements.plasma_explosion = {
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color: ["#c78fff","#ea8fff","#be8fff"],
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tick: function(pixel) {
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@ -7982,7 +7986,7 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
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color: ["#000000", "#000000", "#000000", "#000000", "#000000", "#000000", "#000000", "#FF0000", "#FF7F00", "#FFFF00", "#00FF00", "#007FFF", "#0000FF", "#7F00FF"],
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density: 1250,
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breakInto: ["metal_scrap", "glass_shard"],
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hardness: 0.7,
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hardness: 0.7, //7989 yay soshi!
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}
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elements.brimstone_slag = {
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@ -8061,7 +8065,7 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
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var oY = adjacentCoords[i][1];
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var fX = pX+oX;
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var fY = pY+oY;
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if(!isEmpty(fX,fY,true)) { //7989 yay soshi!
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if(!isEmpty(fX,fY,true)) {
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var checkPixel = pixelMap[fX][fY];
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var otherElement = elements[checkPixel.element];
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if (typeof(otherElement.cutInto) !== "undefined") {
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@ -29312,15 +29316,16 @@ Make sure to save your command in a file if you want to add this preset again.`
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if(Array.isArray(breakIntoElement)) {
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breakIntoElement = breakIntoElement[Math.floor(Math.random() * breakIntoElement.length)]
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};
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if(typeof(breakIntoElement) === "undefined" || breakIntoElement === null) {
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if(breakIntoElement === null) {
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deletePixel(pixel.x,pixel.y);
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return true;
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};
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if(typeof(breakIntoElement) === "undefined") { return false };
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changePixel(pixel,breakIntoElement,changetemp)
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return true;
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};
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defaultHardness = 0;
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defaultHardness = 0.3;
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function arrowAltTb(pixel,breakChanceMultiplier,changetemp=false,defaultBreakIntoDust=false) {
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var info = elements[pixel.element];
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@ -35224,7 +35229,7 @@ Make sure to save your command in a file if you want to add this preset again.`
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};
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createPixel(newfire,x,y); //add fire
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var firePixel = pixelMap[x][y];
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firePixel.temp = Math.max(elements[newfire].temp,firePixel.temp);
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firePixel.temp = Math.max(elements[newfire].temp ?? 0,elements.fire.temp,firePixel.temp ?? 0);
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firePixel.burning = true;
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};
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};
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@ -35287,6 +35292,164 @@ Make sure to save your command in a file if you want to add this preset again.`
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excludeRandom: true,
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};
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elements.tsunami = {
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color: ["#2449d1","#4b6adb","#8093d9"],
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behavior: behaviors.WALL,
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properties: {
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active: true,
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},
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tick: function(pixel) {
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//Iteration initial checks
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if(!pixel) {
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return;
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};
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if(!pixel.active) {
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deletePixel(pixel.x,pixel.y);
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};
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//Initial property-setting
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var pixelIsOnLeft = (pixel.x < (width/2));
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pixel.fromX ??= pixelIsOnLeft ? 1 : width - 1;
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pixel.direction ??= pixelIsOnLeft ? 1 : -1;
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var floorHeight = pixel.y + 1;
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while(isEmpty(pixel.x,floorHeight,false)) {
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floorHeight++
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};
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pixel.floorHeight ??= floorHeight;
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//Actual doer code
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var newX = pixel.fromX + pixel.direction;
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if(outOfBounds(newX,1)) {
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pixel.active = false;
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return
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};
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var bottomY = (pixel.floorHeight + 3); //extend 4 pixels below
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var topY = bottomY - 13; //topY < bottomY because in this game +Y is *downward*
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for(var i = bottomY; i >= topY; i--) {
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var waterToDo = randomChoice(["salt_water","dirty_water"]);
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var fc = {x: newX, y: i};
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if(outOfBounds(fc.x,fc.y)) {continue};
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if(isEmpty(fc.x,fc.y,false)) {
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//fill with water
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createPixel(waterToDo,fc.x,fc.y)
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} else {
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var newPixel = pixelMap[fc.x]?.[fc.y];
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if(!newPixel) { continue };
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//break
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tryBreak(newPixel,true,true);
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if(!newPixel) { continue };
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//water reaction steal
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if(elements[newPixel.element].reactions?.water) {
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var waterRxn = elements[newPixel.element].reactions.water;
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var elem2 = waterRxn.elem2;
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while(Array.isArray(elem2)) {
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elem2 = randomChoice(elem2)
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};
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if(elem2 !== null) {
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changePixel(newPixel,elem2,true)
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}
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};
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if(!newPixel) { continue };
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//add velocity;
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newPixel.vx ??= 0;
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newPixel.vy ??= 0;
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newPixel.vx += (pixel.direction * 6)
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newPixel.vy += 3;
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};
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};
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pixel.fromX += pixel.direction
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},
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state: "solid",
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category: "special",
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density: elements.water.density
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};
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elements.lava_tsunami = {
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color: ["#ff370a","#e84a23","#e67740"],
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behavior: behaviors.WALL,
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properties: {
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active: true,
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},
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tick: function(pixel) {
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//Iteration initial checks
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if(!pixel) {
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return;
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};
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if(!pixel.active) {
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deletePixel(pixel.x,pixel.y);
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};
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//Initial property-setting
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var pixelIsOnLeft = (pixel.x < (width/2));
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pixel.fromX ??= pixelIsOnLeft ? 1 : width - 1;
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pixel.direction ??= pixelIsOnLeft ? 1 : -1;
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var floorHeight = pixel.y + 1;
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while(isEmpty(pixel.x,floorHeight,false)) {
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floorHeight++
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};
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pixel.floorHeight ??= floorHeight;
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//Actual doer code
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var newX = pixel.fromX + pixel.direction;
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if(outOfBounds(newX,1)) {
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pixel.active = false;
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return
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};
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var bottomY = (pixel.floorHeight + 3); //extend 4 pixels below
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var topY = bottomY - 13; //topY < bottomY because in this game +Y is *downward*
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for(var i = bottomY; i >= topY; i--) {
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var fc = {x: newX, y: i};
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if(outOfBounds(fc.x,fc.y)) {continue};
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if(isEmpty(fc.x,fc.y,false)) {
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//fill with lava
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createPixelReturn("magma",fc.x,fc.y).temp = 1400;
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} else {
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var newPixel = pixelMap[fc.x]?.[fc.y];
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if(!newPixel) { continue };
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var data = elements[newPixel.element];
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//break
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for(var j = 0; j < 3; j++) {
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tryBreak(newPixel,true,j == 0);
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if(!newPixel) { break }
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};
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//water reaction steal
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if(data.reactions?.magma) {
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var magmaRxn = data.reactions.magma;
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var elem2 = magmaRxn.elem2;
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while(Array.isArray(elem2)) {
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elem2 = randomChoice(elem2)
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};
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if(elem2 !== null) {
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changePixel(newPixel,elem2,true)
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}
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};
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if(!newPixel) { continue };
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newPixel.temp = Math.max(newPixel.temp,1400); pixelTempCheck(newPixel);
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if(!newPixel) { continue };
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if(newPixel.element == "fire") { changePixelReturn(newPixel,"magma",true).temp = 1400 };
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if(data.burn) { newPixel.burning = true; newPixel.burnStart = pixelTicks };
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if(Math.random() < 0.1 && newPixel.burnInto) { finishBurn(newPixel) };
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if(newPixel.element == "fire") { changePixelReturn(newPixel,"magma",true).temp = 1400 };
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if(!newPixel) { continue };
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//add velocity;
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newPixel.vx ??= 0;
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newPixel.vy ??= 0;
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newPixel.vx += (pixel.direction * 6)
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newPixel.vy += 3;
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};
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};
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pixel.fromX += pixel.direction
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},
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state: "solid",
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category: "special",
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density: elements.magma.density
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};
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function empCharge(pixel,x,y,radius,fire,smoke,power,damage) {
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var info = elements[pixel.element];
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