forked from LizzyFleckenstein03/Memeclone
Add nether fire nodes to fire resistance
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@ -9,11 +9,14 @@ local is_swift = {}
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local is_cat = {}
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local is_fire_proof = {}
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local fire_nodes = {["mcl_core:lava_flowing"]=true,
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local is_fire_node = { ["mcl_core:lava_flowing"]=true,
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["mcl_core:lava_source"]=true,
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["mcl_fire:eternal_fire"]=true,
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["mcl_fire:fire"]=true,
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["mcl_nether:magma"]=true}
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["mcl_nether:magma"]=true,
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["mcl_nether:nether_lava_source"]=true,
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["mcl_nether:nether_lava_flowing"]=true,
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["mcl_nether:nether_lava_source"]=true}
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minetest.register_globalstep(function(dtime)
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@ -264,7 +267,7 @@ minetest.register_on_player_hpchange(function(player, hp_change)
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-- it's worth noting that you don't take damage from players in this case...
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local player_info = mcl_playerinfo[player:get_player_name()]
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if fire_nodes[player_info.node_head] or fire_nodes[player_info.node_feet] or fire_nodes[player_info.node_stand] then
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if is_fire_node[player_info.node_head] or is_fire_node[player_info.node_feet] or is_fire_node[player_info.node_stand] then
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return 0
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else
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return hp_change
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@ -276,6 +279,22 @@ minetest.register_on_player_hpchange(function(player, hp_change)
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end, true)
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-- -- If a player is punched and is a weak player, damage by 2 additional hearts
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-- minetest.register_on_player_hpchange(function(player, hp_change)
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--
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-- if is_weak[player] and hp_change < 0 then
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--
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-- -- prevent weakness from healing the victim
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-- return math.min(hp_change - 4, 0)
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--
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-- else
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-- return hp_change
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-- end
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--
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-- end, true)
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function mcl_potions._reset_player_effects(player)
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player = player or player:get_luaentity()
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@ -504,10 +523,19 @@ end
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function mcl_potions.weakness_func(player, factor, duration)
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player:set_attribute("weakness", tostring(factor))
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minetest.after(duration, function() player:set_attribute("weakness", tostring(0)) end )
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for i=1,math.floor(duration) do
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minetest.after(i, function() mcl_potions._add_spawner(player, "#6600AA") end)
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if not is_weak[player] then
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is_weak[player] = {dur = duration, timer = 0, factor = factor}
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else
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local victim = is_weak[player]
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victim.factor = factor
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victim.dur = math.max(duration, victim.dur - victim.timer)
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victim.timer = 0
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end
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end
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