raids: properly integrate potions api
supports "level" now, bad omen > 1 means extra wave additionally the playername is saved in the event object now for later access and events can be made exclusive to a certain radius now.
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@ -49,16 +49,16 @@ local function update_bars(self)
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end
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end
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local function start_event(p,e)
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local function start_event(p,e)
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mcl_log("event started: "..e.name.." at "..minetest.pos_to_string(vector.round(p)))
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mcl_log("event started: "..e.name.." at "..minetest.pos_to_string(vector.round(p.pos)))
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local idx = #active_events + 1
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local idx = #active_events + 1
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active_events[idx] = table.copy(e)
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active_events[idx] = table.copy(e)
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setmetatable(active_events[idx],e)
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setmetatable(active_events[idx],e)
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for k,v in pairs(p) do active_events[idx][k] = v end
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active_events[idx].stage = 0
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active_events[idx].stage = 0
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active_events[idx].percent = 100
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active_events[idx].percent = 100
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active_events[idx].bars = {}
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active_events[idx].bars = {}
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active_events[idx].pos = vector.copy(p)
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active_events[idx].time_start = os.time()
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active_events[idx].time_start = os.time()
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active_events[idx]:on_start(p)
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active_events[idx]:on_start(p.pos)
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addbars(active_events[idx])
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addbars(active_events[idx])
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end
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end
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@ -102,7 +102,17 @@ function check_events(dtime)
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local pp = e.cond_start()
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local pp = e.cond_start()
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if pp then
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if pp then
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for _,p in pairs(pp) do
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for _,p in pairs(pp) do
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local start = true
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if e.exclusive_to_area then
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for _,ae in pairs(active_events) do
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if e.name == ae.name and vector.distance(p.pos,ae.pos) < e.exclusive_to_area then start = false end
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end
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end
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if start then
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start_event(p,e)
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start_event(p,e)
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elseif DBG then
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mcl_log("event "..e.name.." already active at "..minetest.pos_to_string(vector.round(p.pos)))
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end
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end
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end
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end
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end
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end
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end
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@ -48,12 +48,19 @@ function mcl_raids.spawn_raid(event)
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local i = math.random(1, n)
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local i = math.random(1, n)
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local raid_pos = vector.offset(pos,r * math.cos(((i-1)/n) * (2*math.pi)),0, r * math.sin(((i-1)/n) * (2*math.pi)))
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local raid_pos = vector.offset(pos,r * math.cos(((i-1)/n) * (2*math.pi)),0, r * math.sin(((i-1)/n) * (2*math.pi)))
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local sn = minetest.find_nodes_in_area_under_air(vector.offset(raid_pos,-5,-50,-5), vector.offset(raid_pos,5,50,5), {"group:grass_block", "group:grass_block_snow", "group:snow_cover", "group:sand"})
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local sn = minetest.find_nodes_in_area_under_air(vector.offset(raid_pos,-5,-50,-5), vector.offset(raid_pos,5,50,5), {"group:grass_block", "group:grass_block_snow", "group:snow_cover", "group:sand"})
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mcl_bells.ring_once(pos)
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if sn and #sn > 0 then
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if sn and #sn > 0 then
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local spawn_pos = sn[math.random(#sn)]
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local spawn_pos = sn[math.random(#sn)]
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if spawn_pos then
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if spawn_pos then
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minetest.log("action", "[mcl_raids] Raid Spawn Position chosen at " .. minetest.pos_to_string(spawn_pos) .. ".")
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minetest.log("action", "[mcl_raids] Raid Spawn Position chosen at " .. minetest.pos_to_string(spawn_pos) .. ".")
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event.health_max = 0
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event.health_max = 0
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for m,c in pairs(waves[event.stage]) do
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local w
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if event.stage <= #waves then
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w= waves[event.stage]
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else
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w = extra_wave
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end
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for m,c in pairs(w) do
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for i=1,c do
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for i=1,c do
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local mob = mcl_mobs.spawn(spawn_pos,m)
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local mob = mcl_mobs.spawn(spawn_pos,m)
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local l = mob:get_luaentity()
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local l = mob:get_luaentity()
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@ -101,29 +108,18 @@ function mcl_raids.find_village(pos)
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end
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end
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end
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end
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minetest.register_chatcommand("spawn_raid", {
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privs = {
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debug = true,
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},
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func = function(name)
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local m = minetest.get_player_by_name(name):get_meta()
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m:set_string("_has_bad_omen","yes")
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end
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})
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mcl_events.register_event("raid",{
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mcl_events.register_event("raid",{
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max_stage = 5,
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max_stage = 5,
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health = 1,
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health = 1,
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health_max = 1,
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health_max = 1,
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exclusive_to_area = 128,
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cond_start = function(self)
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cond_start = function(self)
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local r = {}
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local r = {}
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for _,p in pairs(minetest.get_connected_players()) do
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for _,p in pairs(minetest.get_connected_players()) do
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local m=p:get_meta()
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if mcl_potions.player_has_effect(p,"bad_omen") then
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if m:get_string("_has_bad_omen") == "yes" then
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local raid_pos = mcl_raids.find_village(p:get_pos())
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local raid_pos = mcl_raids.find_village(p:get_pos())
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if raid_pos then
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if raid_pos then
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m:set_string("_has_bad_omen","")
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table.insert(r,{ player = p:get_player_name(), pos = raid_pos })
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table.insert(r,raid_pos)
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end
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end
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end
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end
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end
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end
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@ -133,6 +129,8 @@ mcl_events.register_event("raid",{
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self.mobs = {}
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self.mobs = {}
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self.health_max = 1
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self.health_max = 1
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self.health = 0
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self.health = 0
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local lv = mcl_potions.player_get_effect(minetest.get_player_by_name(self.player), "bad_omen").factor
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if lv and lv > 1 then self.max_stage = 6 end
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end,
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end,
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cond_progress = function(self)
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cond_progress = function(self)
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local m = {}
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local m = {}
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@ -163,5 +161,6 @@ mcl_events.register_event("raid",{
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end,
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end,
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on_complete = function(self)
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on_complete = function(self)
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--minetest.log("RAID complete")
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--minetest.log("RAID complete")
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--TODO: Award hero of the village
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end,
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end,
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})
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})
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@ -1,3 +1,3 @@
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name = mcl_raids
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name = mcl_raids
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author = PrairieWind
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author = PrairieWind
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depends = mcl_events, mcl_mobs
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depends = mcl_events, mcl_mobs, mcl_potions, mcl_bells
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@ -517,6 +517,13 @@ function mcl_potions.player_has_effect(player, effect_name)
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return EF[effect_name][player] ~= nil
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return EF[effect_name][player] ~= nil
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end
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end
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function mcl_potions.player_get_effect(player, effect_name)
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if not EF[effect_name] or not EF[effect_name][player] then
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return false
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end
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return EF[effect_name][player]
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end
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minetest.register_on_leaveplayer( function(player)
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minetest.register_on_leaveplayer( function(player)
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mcl_potions._save_player_effects(player)
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mcl_potions._save_player_effects(player)
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mcl_potions._clear_cached_player_data(player) -- clearout the buffer to prevent looking for a player not there
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mcl_potions._clear_cached_player_data(player) -- clearout the buffer to prevent looking for a player not there
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@ -994,21 +1001,17 @@ function mcl_potions._extinguish_nearby_fire(pos, radius)
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return exting
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return exting
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end
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end
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function mcl_potions.bad_omen_func(player, null, duration)
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function mcl_potions.bad_omen_func(player, factor, duration)
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if not EF.bad_omen[player] then
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if not EF.bad_omen[player] then
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EF.bad_omen[player] = {dur = duration, timer = 0, factor = factor}
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EF.bad_omen[player] = {dur = duration, timer = 0}
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else
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else
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local victim = EF.bad_omen[player]
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local victim = EF.bad_omen[player]
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victim.dur = math.max(duration, victim.dur - victim.timer)
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victim.dur = math.max(duration, victim.dur - victim.timer)
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victim.timer = 0
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victim.timer = 0
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victim.factor = factor
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end
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end
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if player:is_player() then
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if player:is_player() then
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potions_set_icons(player)
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potions_set_icons(player)
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end
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end
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end
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end
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