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LargeFire

The greater of the two flames the engine lights for itself.

Specification
Applies to
global rules
File
rules.ini
Section
[AudioVisual]
Value
class
When omitted
none
rules.ini
[AudioVisual]
LargeFire=MYFIRE_LG ; an AnimType registered in [Animations]

The engine lights this flame in two situations, each time alongside SmallFire:

  • A Flamer=yes animation reaches its middle frame. It has an even chance of laying one just under half a cell from its center in a random direction, at the nearest free spot. The animation also lays one small flame, and a second with an even chance, whether or not it lays this one.
  • A structure is destroyed. Each cell of its footprint has an even chance of a small flame, and a cell that gets one has a further even chance of this flame, a quarter of a cell from the cell’s center in a random direction. About one cell in four gets one.

No object type can name a different animation for either situation, so this key is the only way to change it. A structure that only drops a damage level does not use this flame. Sparky covers that case, where the choice is between the small flame and the OnFire set.

See also — SmallFire, OnFire, Flamer, Sparky