mods can now work together
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7919d297bc
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@ -3,6 +3,9 @@
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+ Explosives Update
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+ Machines Update
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[Version 0.9.1]
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~ Mods can now work together (e.g. having reactions with elements from other mods, stateHighs, etc.)
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[Version 0.9 - Mod Manager Update]
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+ Mod Manager Menu
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+ Clay Soil
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109
index.html
109
index.html
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@ -3888,16 +3888,18 @@
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if (argto.includes(",")) {
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var argto = argto.split(",")[Math.floor(Math.random()*argto.split(",").length)];
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}
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if ((newPixel.element != argto) && (argfrom == null || argfrom == newPixel.element)) {
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newPixel.element = argto;
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newPixel.color = pixelColorPick(newPixel);
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newPixel.start = pixelTicks;
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if (elements[argto].burning != true) {
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newPixel.burning = false;
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}
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else {
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newPixel.burning = true;
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newPixel.burnStart = pixelTicks;
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if (elements[argto]) {
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if ((newPixel.element != argto) && (argfrom == null || argfrom == newPixel.element)) {
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newPixel.element = argto;
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newPixel.color = pixelColorPick(newPixel);
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newPixel.start = pixelTicks;
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if (elements[argto].burning != true) {
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newPixel.burning = false;
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}
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else {
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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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@ -3926,8 +3928,10 @@
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else if (arg.includes(",")) {
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arg = arg.split(",")[Math.floor(Math.random()*arg.split(",").length)];
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}
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createPixel(arg,newCoords.x,newCoords.y);
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pixelMap[newCoords.x][newCoords.y].temp = pixel.temp
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if (elements[arg]) {
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createPixel(arg,newCoords.x,newCoords.y);
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pixelMap[newCoords.x][newCoords.y].temp = pixel.temp
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}
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}
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}
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// Clone self
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@ -3988,9 +3992,11 @@
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if (arg != null && arg.includes(",")) {
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arg = arg.split(",")[Math.floor(Math.random()*arg.split(",").length)];
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}
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if (b=="LB") {leaveBehind = arg;}
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else if (b=="L1") {leaveBehind1 = arg;}
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else if (b=="L2") {leaveBehind2 = arg;}
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if (elements[arg]) {
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if (b=="LB") {leaveBehind = arg;}
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else if (b=="L1") {leaveBehind1 = arg;}
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else if (b=="L2") {leaveBehind2 = arg;}
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}
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}
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//Change color
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else if (b == "CC") {
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@ -5210,6 +5216,79 @@ for (var k = 0; k < b0.split(" AND ").length; k++) {
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if (elements[key].behavior[1][1].includes("RT")) {
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elements[key].rotatable = true;
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}
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// If the element has reactions, loop through each one (it is an object), if the value for elem1 or elem2 is not an element, remove that key
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if (elements[key].reactions) {
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for (var reaction in elements[key].reactions) {
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if (!elements[elements[key].reactions[reaction].elem1]) {
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delete elements[key].reactions[reaction].elem1;
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}
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if (!elements[elements[key].reactions[reaction].elem2]) {
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delete elements[key].reactions[reaction].elem2;
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}
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}
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}
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// If the element's stateHigh or stateLow is not an element, remove it and tempHigh/Low
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if (elements[key].stateHigh) {
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// If it's an array, do it for each item, otherwise, just do it once
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if (Array.isArray(elements[key].stateHigh)) {
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for (var i = 0; i < elements[key].stateHigh.length; i++) {
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if (!elements[elements[key].stateHigh[i]]) {
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elements[key].stateHigh.splice(i,1);
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}
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}
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if (elements[key].stateHigh.length == 0) {
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delete elements[key].stateHigh;
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delete elements[key].tempHigh;
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}
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}
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else {
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if (!elements[elements[key].stateHigh]) {
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delete elements[key].stateHigh;
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delete elements[key].tempHigh;
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}
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}
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}
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if (elements[key].stateLow) {
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if (Array.isArray(elements[key].stateLow)) {
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for (var i = 0; i < elements[key].stateLow.length; i++) {
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if (!elements[elements[key].stateLow[i]]) {
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elements[key].stateLow.splice(i,1);
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}
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}
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if (elements[key].stateLow.length == 0) {
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delete elements[key].stateLow;
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delete elements[key].tempLow;
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}
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}
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else {
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if (!elements[elements[key].stateLow]) {
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delete elements[key].stateLow;
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delete elements[key].tempLow;
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}
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}
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}
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// same for burnInto
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if (elements[key].burnInto) {
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if (Array.isArray(elements[key].burnInto)) {
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for (var i = 0; i < elements[key].burnInto.length; i++) {
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if (!elements[elements[key].burnInto[i]]) {
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delete elements[key].burnInto[i];
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}
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}
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if (elements[key].burnInto.length == 0) {
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delete elements[key].burnInto;
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}
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}
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else {
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if (!elements[elements[key].burnInto]) {
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delete elements[key].burnInto;
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}
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}
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}
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}
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// While the mouse is down, run mouseDown()
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