use globalstep instead of abm
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@ -63,7 +63,42 @@ local function beacon_blockcheck(pos)
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end
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end
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end
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local function effect_player(effect,pos,power_level, effect_level)
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local all_objects = minetest.get_objects_inside_radius(pos, (power_level+1)*10)
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for _,obj2 in ipairs(all_objects) do
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if obj2:is_player() then
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if effect == "swiftness" then
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mcl_potions.swiftness_func(obj2,effect_level,16)
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return
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elseif effect == "leaping" then
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mcl_potions.leaping_func(obj2, effect_level, 16)
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return
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elseif effect == "strenght" then
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mcl_potions.strength_func(obj2, effect_level, 16)
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return
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elseif effect == "regeneration" then
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mcl_potions.regeneration_func(obj2, effect_level, 16)
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return
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end
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end
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end
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end
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local function globalstep_function(pos, forceexecute)
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local meta = minetest.get_meta(pos)
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if(meta:get_int("last-effect-cycle")+10 < os.time() or forceexecute) then
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meta:set_int("last-effect-cycle", os.time())
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local power_level = beacon_blockcheck(pos)
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local effect_string = meta:get_string("effect")
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if meta:get_int("effect_level") == 2 and power_level < 4 then
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return
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else
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effect_player(effect_string,pos,power_level,meta:get_int("effect_level"))
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end
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end
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end
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minetest.register_node("mcl_beacons:beacon", {
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@ -83,6 +118,8 @@ minetest.register_node("mcl_beacons:beacon", {
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inv:set_size("input", 1)
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local form = formspec_string
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meta:set_string("formspec", form)
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meta:set_int("last-effect-cycle", os.time()-10)
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end,
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on_receive_fields = function(pos, formname, fields, sender)
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if fields.swiftness or fields.regeneration or fields.leaping or fields.strenght then
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@ -148,6 +185,7 @@ minetest.register_node("mcl_beacons:beacon", {
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if successful then
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input:take_item()
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inv:set_stack("input",1,input)
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globalstep_function(pos,true)--call it once outside the globalstep so the player gets the effect right after selecting it
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end
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end
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end,
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@ -169,47 +207,18 @@ function register_beaconfuel(itemstring)
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table.insert(beacon_fuellist, itemstring)
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end
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local function effect_player(effect,pos,power_level, effect_level)
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local all_objects = minetest.get_objects_inside_radius(pos, (power_level+1)*10)
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for _,obj2 in ipairs(all_objects) do
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if obj2:is_player() then
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if effect == "swiftness" then
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mcl_potions.swiftness_func(obj2,effect_level,16)
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return
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elseif effect == "leaping" then
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mcl_potions.leaping_func(obj2, effect_level, 16)
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return
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elseif effect == "strenght" then
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mcl_potions.strength_func(obj2, effect_level, 16)
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return
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elseif effect == "regeneration" then
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mcl_potions.regeneration_func(obj2, effect_level, 16)
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return
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end
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local timer = 0
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer >= 3 then
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for _, player in ipairs(minetest.get_connected_players()) do
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local player_pos = player.get_pos(player)
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local pos_list = minetest.find_nodes_in_area({x=player_pos.x-50, y=player_pos.y-50, z=player_pos.z-50}, {x=player_pos.x+50, y=player_pos.y+50, z=player_pos.z+50},"mcl_beacons:beacon")
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for _, pos in ipairs(pos_list) do
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globalstep_function(pos, false)
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end
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end
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timer = 0
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end
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end
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local function abm_function(pos)
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local power_level = beacon_blockcheck(pos)
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local meta = minetest.get_meta(pos)
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local effect_string = meta:get_string("effect")
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if meta:get_int("effect_level") == 2 and power_level < 4 then
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return
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else
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effect_player(effect_string,pos,power_level,meta:get_int("effect_level"))
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end
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end
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minetest.register_abm{
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label = "beacon check & apply effect(s)",
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nodenames = {"mcl_beacons:beacon"},
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interval = 5,
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chance = 1,
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action = abm_function,
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}
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end)
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