forked from VoxeLibre/VoxeLibre
Made nausea effect applicable to mobs (with no effect on the mob)
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e03db09bd3
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6d33368858
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@ -858,30 +858,38 @@ mcl_potions.register_effect({
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return S("not feeling very well...").."\n"..S("frequency: @1 / 1 s", factor)
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end,
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res_condition = function(object)
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return (not object:is_player()) -- TODO what should it do for mobs?
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-- Currently no-op for mobs, just displays particles
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-- TODO what should it do for mobs?
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return not object:is_player() and not object:get_luaentity().is_mob
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end,
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on_start = function(object, factor)
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object:set_lighting({
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saturation = -1.0,
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})
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if object:is_player() then
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object:set_lighting({
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saturation = -1.0,
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})
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end
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end,
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on_hit_timer = function(object, factor, duration)
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if EF.nausea[object].high then
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high", factor)
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mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_low", factor)
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EF.nausea[object].high = false
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else
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mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_high", factor)
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low", factor)
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EF.nausea[object].high = true
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if object:is_player() then
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if EF.nausea[object].high then
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high", factor)
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mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_low", factor)
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EF.nausea[object].high = false
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else
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mcl_fovapi.apply_modifier(object, "mcl_potions:nausea_high", factor)
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low", factor)
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EF.nausea[object].high = true
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end
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end
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end,
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on_end = function(object)
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object:set_lighting({
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saturation = 1.0,
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})
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high")
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low")
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if object:is_player() then
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object:set_lighting({
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saturation = 1.0,
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})
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_high")
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mcl_fovapi.remove_modifier(object, "mcl_potions:nausea_low")
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end
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end,
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particle_color = "#60AA30",
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uses_factor = true,
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