Added conduit power
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@ -912,6 +912,40 @@ mcl_potions.register_effect({
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affects_item_speed = {},
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})
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mcl_potions.register_effect({
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name = "conduit_power",
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description = S("Conduit Power"),
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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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on_start = haste_fatigue_hand_update,
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on_step = function(dtime, object, factor, duration)
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if not object:is_player() then return end
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local node = minetest.get_node_or_nil(object:get_pos())
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if node and minetest.registered_nodes[node.name]
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and minetest.get_item_group(node.name, "liquid") ~= 0
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and minetest.get_item_group(node.name, "water") ~= 0 then
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EF.conduit_power[object].blocked = nil
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if object:get_breath() then
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hb.hide_hudbar(object, "breath")
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if object:get_breath() < 10 then object:set_breath(10) end
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end
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-- TODO implement improved underwater vision with this effect
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else
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EF.conduit_power[object].blocked = true
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end
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end,
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after_end = function(object)
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haste_fatigue_hand_update(object)
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mcl_potions._reset_haste_fatigue_item_meta(object)
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end,
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particle_color = "#1FB1BA",
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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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affects_item_speed = {factor_is_positive = true},
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})
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-- implementation of haste and fatigue effects
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function mcl_potions.update_haste_and_fatigue(player)
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if mcl_gamemode.get_gamemode(player) == "creative" then return end
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@ -1363,7 +1397,7 @@ end
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function mcl_potions.get_total_haste(object)
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local accum_factor = 1
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for name, def in pairs(item_speed_effects) do
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if EF[name][object] then
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if EF[name][object] and not EF[name][object].blocked then
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local factor = EF[name][object].factor
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if def.factor_is_positive then factor = factor + 1 end
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if factor > 1 then accum_factor = accum_factor * factor end
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@ -1375,7 +1409,7 @@ end
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function mcl_potions.get_total_fatigue(object)
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local accum_factor = 1
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for name, def in pairs(item_speed_effects) do
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if EF[name][object] then
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if EF[name][object] and not EF[name][object].blocked then
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local factor = EF[name][object].factor
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if def.factor_is_positive then factor = factor + 1 end
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if factor <= 0 then return 0 end
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