Changes doBurning and cold fire
* Property burnTempChange: By how much the pixel's temperature changes while burning (default 1)
* Variable fireSpawnBlacklist: Elements whose names are in here do not spawn fireElement when burning
(fireElement is a vanilla property that sets the element which appears when a pixel burns, default "fire")
* liquid_energy.js compatibility
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//Variable
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fireSpawnBlacklist = ["fire","cold_fire"];
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//doBurning
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function doBurning(pixel) {
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if (pixel.burning) { // Burning
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var info = elements[pixel.element];
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var burnTempChange = info.burnTempChange
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if (burnTempChange == undefined) {
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burnTempChange = 1;
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};
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pixel.temp += burnTempChange;
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pixelTempCheck(pixel);
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for (var i = 0; i < adjacentCoords.length; i++) { // Burn adjacent pixels
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var x = pixel.x+adjacentCoords[i][0];
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var y = pixel.y+adjacentCoords[i][1];
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if (!isEmpty(x,y,true)) {
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var newPixel = pixelMap[x][y];
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if (elements[newPixel.element].burn && !newPixel.burning) {
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if (Math.floor(Math.random()*100) < elements[newPixel.element].burn) {
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newPixel.burning = true;
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newPixel.burnStart = pixelTicks;
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}
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}
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}
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}
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if ((pixelTicks - pixel.burnStart > (info.burnTime || 200)) && Math.floor(Math.random()*100)<(info.burn || 10)) {
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var burnInto = info.burnInto;
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if (burnInto == undefined) {
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burnInto = 'fire';
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}
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else if (burnInto instanceof Array) {
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burnInto = burnInto[Math.floor(Math.random()*burnInto.length)];
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}
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changePixel(pixel,burnInto,(burnInto !== "smoke"));
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if (info.fireColor != undefined && burnInto == "fire") {
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pixel.color = pixelColorPick(pixel,info.fireColor);
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}
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else {
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pixel.color = pixelColorPick(pixel)
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}
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}
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else if (Math.floor(Math.random()*100)<10 && !fireSpawnBlacklist.includes(pixel.element)) { // Spawn fire
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if (isEmpty(pixel.x,pixel.y-1)) {
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createPixel((info.fireElement || "fire"),pixel.x,pixel.y-1);
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pixelMap[pixel.x][pixel.y-1].temp = pixel.temp//+(pixelTicks - (pixel.burnStart || 0));
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if (info.fireColor != undefined) {
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pixelMap[pixel.x][pixel.y-1].color = pixelColorPick(pixelMap[pixel.x][pixel.y-1],info.fireColor);
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}
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}
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// same for below if top is blocked
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else if (isEmpty(pixel.x,pixel.y+1)) {
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createPixel((info.fireElement || "fire"),pixel.x,pixel.y+1);
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pixelMap[pixel.x][pixel.y+1].temp = pixel.temp//+(pixelTicks - (pixel.burnStart || 0));
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if (info.fireColor != undefined) {
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pixelMap[pixel.x][pixel.y+1].color = pixelColorPick(pixelMap[pixel.x][pixel.y+1],info.fireColor);
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}
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}
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}
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}
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}
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//New elements
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elements.cold_fire.burning = true;
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elements.cold_fire.burnTempChange = -1;
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elements.cold_fire.burnTime = 25;
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elements.cold_fire.burnInto = "smoke";
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elements.cold_fire.fireElement = "cold_fire";
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elements.cold_fire.behavior = [
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"M1|M1|M1",
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"M2|XX|M2",
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"XX|M2|XX"
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],
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elements.cold_torch = {
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"color": "#4394d6",
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"behavior": [
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"XX|CR:cold_fire|XX",
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"XX|XX|XX",
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"XX|XX|XX"
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],
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"reactions": {
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"water": { "elem1": "wood" },
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"sugar_water": { "elem1": "wood" },
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"salt_water": { "elem1": "wood" },
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"seltzer": { "elem1": "wood" },
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"dirty_water": { "elem1": "wood" },
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"pool_water": { "elem1": "wood" },
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"steam": { "elem1": "wood" },
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"smog": { "elem1": "wood" },
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"rain_cloud": { "elem1": "wood" },
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"cloud": { "elem1": "wood" },
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"snow_cloud": { "elem1": "wood" },
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"hail_cloud": { "elem1": "wood" },
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"black_damp": { "elem1": "wood" }
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},
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"temp": -200,
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"category": "special",
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"breakInto": "sawdust",
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"tempHigh": 600,
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"stateHigh": "wood",
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};
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runAfterLoad(function() {
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if(eLists.spout) {
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eLists.spout.push("cold_torch");
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};
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if(enabledMods.includes("mods/liquid_energy.js")) {
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elements.liquid_fire = {
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color: ["#ff6b21","#ffa600","#ff4000"],
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behavior: [
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"XX|M2|XX",
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"M2|XX|M2",
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"M1|M1|M1",
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],
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reactions: {
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"water": { "elem1": "liquid_smoke" },
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},
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temp:600,
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tempLow:100,
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stateLow: "liquid_smoke",
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tempHigh: 7000,
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stateHigh: "liquid_plasma",
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category: "energy liquids",
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burning: true,
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burnTime: 500,
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burnTempChange: 2,
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burnInto: "liquid_smoke",
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state: "liquid",
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density: 21,
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};
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elements.liquid_cold_fire = {
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color: ["#21cbff","#006aff","#00ffff"],
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behavior: [
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"XX|M2|XX",
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"M2|XX|M2",
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"M1|M1|M1",
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],
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reactions: {
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"fire": { "elem1": "liquid_smoke", "elem2": "liquid_smoke" },
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"plasma": { "elem1": "le_liquid_light", "elem2": "le_liquid_light" }, //prefixed to avoid conflict with F&M liquid_light
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},
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temp:-200,
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tempHigh:0,
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stateHigh: "liquid_smoke",
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burning: true,
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burnTempChange: -2,
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burnTime: 500,
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burnInto: "liquid_smoke",
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fireElement: "cold_fire",
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category: "energy liquids",
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state: "liquid",
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density: 42,
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};
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};
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});
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