two new mods
change.js: edit of replace.js, changes anything to a given element (behavior of The Powder Toy's replace mode) triggerable_random_powders.js: adds 3 powders one becomes a random element when heated, another does when cooled, and the third does when shocked
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changeTo = "sand";
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document.addEventListener("keydown", function(e) { //change prompt listener
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// r = changeElementPrompt()
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if (e.keyCode == 186) {
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e.preventDefault();
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changeElementPrompt();
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}
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});
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function changeElementPrompt() {
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var cmToElement = prompt("Enter what you want to change pixels to");
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// replace spaces with underscores
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cmToElement = cmToElement.replace(/ /g, "_");
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cmToElementS = mostSimilarElement(cmToElement);
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if (cmToElementS === null || cmToElementS === undefined || cmToElementS === "") {
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alert("Element \"" + cmToElement + "\" not found! Defaulting to sand.");
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cmToElementS = "sand";
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};
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changeTo = cmToElementS;
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updateChangeDescriptions();
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}
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function updateChangeDescriptions() {
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elements.change.desc = "Changes any pixels it is used on to a specified type.<br/>Currently replacing pixels with \"" + changeTo + "\".<br/><span onclick=changeElementPrompt() style=\"color: #ff00ff;\";>Press [;] or click here</span> to open the change prompt.";
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elements.alt_change.desc = "Changes any pixels it is used on to a specified type, but keeping their non-element-based properties.<br/>Currently replacing pixels with \"" + changeTo + "\".<br/><span onclick=changeElementPrompt() style=\"color: #ff00ff;\";>Press [;] or click here</span> to open the change prompt.";
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elements.alt_alt_change.desc = "Changes any pixels it is used on to a specified type, but keeping their non-element-based properties except for color.<br/>Currently replacing pixels with \"" + changeTo + "\".<br/><span onclick=changeElementPrompt() style=\"color: #ff00ff;\";>Press [;] or click here</span> to open the change prompt.";
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};
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elements.change = {
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color: ["#ff0000", "#ff0000", "#ff0000", "#7f00ff", "#0000ff", "#0000ff", "#0000ff"],
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tool: function(pixel) {
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changePixel(pixel,changeTo,true);
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},
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category: "tools",
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desc: "Changes any pixels it is used on to a specified type.<br/>Currently replacing pixels with \"" + changeTo + "\".<br/><span onclick=changeElementPrompt() style=\"color: #ff00ff;\";>Press [;] or click here</span> to open the change prompt.",
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};
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elements.alt_change = {
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color: ["#ffff00", "#ffff00", "#ffff00", "#cf7f4f", "#ff00ff", "#ff00ff", "#ff00ff"],
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tool: function(pixel) {
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pixel.element = changeTo;
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},
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category: "tools",
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desc: "Changes any pixels it is used on to a specified type, but keeping their non-element-based properties.<br/>Currently replacing pixels with \"" + changeTo + "\".<br/><span onclick=changeElementPrompt() style=\"color: #ff00ff;\";>Press [;] or click here</span> to open the change prompt.",
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hidden: true,
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};
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elements.alt_alt_change = {
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color: ["#00ff00", "#00ff00", "#00ff00", "#cfcf00", "#ff0000", "#ff0000", "#ff0000"],
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tool: function(pixel) {
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pixel.element = changeTo;
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pixel.color = pixelColorPick(pixel);
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},
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category: "tools",
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desc: "Changes any pixels it is used on to a specified type, but keeping their non-element-based properties except for color.<br/>Currently replacing pixels with \"" + changeTo + "\".<br/><span onclick=changeElementPrompt() style=\"color: #ff00ff;\";>Press [;] or click here</span> to open the change prompt.",
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hidden: true,
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};
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if(typeof(randomChoices) === "undefined") {
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randomChoices = [];
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}; //this is generated after mod load, but JS will probably die if I don't have it defined in the code
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function randomFromZeroToValue(value) {
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if(value >= 0) {
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return Math.floor(Math.random() * (value + 1))
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} else {
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return 0 - Math.floor(Math.random() * (Math.abs(value) + 1))
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};
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};
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function randomChoice(array) {
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var length = array.length;
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var randomIndex = randomFromZeroToValue(length - 1);
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return array[randomIndex];
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}
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elements.heat_random = {
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name: "heat-randomized powder",
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color: ["#4e5f8a","#b334ec","#fa96f9","#b6ecf6","#80ebc8","#e9286b","#8eed91","#b18b30"], //"random"'s colors plus 0x100000
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behavior: behaviors.POWDER,
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tick: function(pixel) {
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if(pixel.temp >= 50) {
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changePixel(pixel,randomChoice(randomChoices),true);
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};
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},
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state: "solid",
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category: "powders",
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density: 1987, //average density of all vanilla elements: 1987.2842952763815
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temp: 20,
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desc: "Turns to a random element when heated to 50°C",
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};
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elements.cold_random = {
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name: "cold-randomized powder",
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color: ["#3e5f9a","#a334fc","#e490ff","#9de3ff","#70ebd8","#d9287b","#7eeda1","#a18b40"], //"random"'s colors plus 0x000010 except where the last byte was above 0xef, where substraction was done to the first two bytes to compensate
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behavior: behaviors.POWDER,
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tick: function(pixel) {
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if(pixel.temp <= -50) {
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changePixel(pixel,randomChoice(randomChoices),true);
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};
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},
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state: "solid",
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density: 1987, //average density of all vanilla elements: 1987.2842952763815
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temp: 20,
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category: "powders",
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desc: "Turns to a random element when cooled to -50°C",
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};
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elements.shock_random = {
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name: "shock-randomized powder",
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color: ["#4e6f8a","#b344ec","#faa6f9","#b6fcf6","#80fbc8","#e9386b","#8efd91","#b19b30"], //"random"'s colors plus 0x101000
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behavior: behaviors.POWDER,
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tick: function(pixel) {
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if(pixel.charge) {
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delete pixel.charge;
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pixel.chargeCD = 1;
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changePixel(pixel,randomChoice(randomChoices),true);
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};
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},
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conduct: 1,
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state: "solid",
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density: 1987, //average density of all vanilla elements: 1987.2842952763815
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temp: 20,
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category: "powders",
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desc: "Turns to a random element when shocked",
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}
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