Added haste and fatigue
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@ -817,6 +817,63 @@ mcl_potions.register_effect({
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uses_factor = true,
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})
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mcl_potions.register_effect({
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name = "haste",
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description = S("Haste"),
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res_condition = function(object)
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return (not object:is_player())
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end,
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particle_color = "#FFFF00",
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uses_factor = true,
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lvl1_factor = 0.2,
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lvl2_factor = 0.4,
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})
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mcl_potions.register_effect({
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name = "fatigue",
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description = S("Fatigue"),
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res_condition = function(object)
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return (not object:is_player())
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end,
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particle_color = "#64643D",
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uses_factor = true,
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lvl1_factor = 0.3,
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lvl2_factor = 0.09,
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})
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-- implementation of haste and fatigue effects for digging
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minetest.register_on_punchnode(function(pos, node, puncher, pointed_thing)
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local item = puncher:get_wielded_item()
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local meta = item:get_meta()
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local haste = EF.haste[puncher]
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local fatigue = EF.fatigue[puncher]
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local item_haste = meta:get_float("mcl_potions:haste")
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local item_fatig = 1 - meta:get_float("mcl_potions:fatigue")
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local h_fac
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if haste then h_fac = haste.factor
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else h_fac = 0 end
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local f_fac
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if fatigue then f_fac = fatigue.factor
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else f_fac = 1 end
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if f_fac < 0 then f_fac = 0 end
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if item_haste ~= h_fac or item_fatig ~= f_fac then
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meta:set_float("mcl_potions:haste", h_fac)
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meta:set_float("mcl_potions:fatigue", 1 - f_fac)
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meta:set_tool_capabilities()
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local toolcaps = item:get_tool_capabilities()
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-- if not toolcaps or not toolcaps.groupcaps then return end
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for name, group in pairs(toolcaps.groupcaps) do
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local t = group.times
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for i=1, #t do
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t[i] = t[i] / (1+h_fac) / f_fac
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end
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end
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-- TODO attack speed change?
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meta:set_tool_capabilities(toolcaps)
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puncher:set_wielded_item(item)
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end
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end)
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-- ██╗░░░██╗██████╗░██████╗░░█████╗░████████╗███████╗
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-- ██║░░░██║██╔══██╗██╔══██╗██╔══██╗╚══██╔══╝██╔════╝
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