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SmallFire

The lesser 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]
SmallFire=MYFIRE_SM ; an AnimType registered in [Animations]

The game creates this flame in the cases below, and no object type can choose a different flame for any of them.

  • A Flamer=yes animation lays a patch of fire when it reaches its middle frame. One flame lands a quarter of a cell away in a random direction. On an even chance, a second lands five eighths of a cell away. On a separate even chance, a LargeFire lands seven sixteenths of a cell away. Each flame is moved to the nearest free spot.
  • A Scorch=yes animation less than ten leptons above the ground creates one at its center, unless it is over water, beach, ice or rock. If the animation is attached to an object, the flame is attached to that object too.
  • A destroyed structure gives each cell of its footprint an even chance of one, half a cell from the cell’s center in a random direction. Half of those cells also get a LargeFire.
  • A structure knocked down a damage level can get one on each footprint cell. Sparky covers that case, including the engineer damage that prevents the flame and the OnFire set that replaces it.