local is_invisible = {} local is_poisoned = {} local is_regenerating = {} local is_strong = {} local is_weak = {} local is_water_breathing = {} local is_leaping = {} local is_swift = {} local is_cat = {} local is_fire_proof = {} minetest.register_globalstep(function(dtime) -- Check for invisible players for player, vals in pairs(is_invisible) do if is_invisible[player] and player:get_properties() then player = player or player:get_luaentity() is_invisible[player].timer = is_invisible[player].timer + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#B0B0B0") end if is_invisible[player].timer >= is_invisible[player].dur then mcl_potions.make_invisible(player, false) is_invisible[player] = nil end elseif not player:get_properties() then is_invisible[player] = nil end end -- Check for poisoned players for player, vals in pairs(is_poisoned) do if is_poisoned[player] and player:get_properties() then player = player or player:get_luaentity() is_poisoned[player].timer = is_poisoned[player].timer + dtime is_poisoned[player].hit_timer = (is_poisoned[player].hit_timer or 0) + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#225533") end if is_poisoned[player].hit_timer >= is_poisoned[player].step then if player._cmi_is_mob then player.health = math.max(player.health - 1, 1) else player:set_hp( math.max(player:get_hp() - 1, 1), { type = "punch", from = "potion" }) end is_poisoned[player].hit_timer = 0 end if is_poisoned[player].timer >= is_poisoned[player].dur then is_poisoned[player] = nil end elseif not player:get_properties() then is_poisoned[player] = nil end end -- Check for regnerating players for player, vals in pairs(is_regenerating) do if is_regenerating[player] and player:get_properties() then player = player or player:get_luaentity() is_regenerating[player].timer = is_regenerating[player].timer + dtime is_regenerating[player].heal_timer = (is_regenerating[player].heal_timer or 0) + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#A52BB2") end if is_regenerating[player].heal_timer >= is_regenerating[player].step then player:set_hp(math.min(player:get_properties().hp_max or 20, player:get_hp() + 1)) is_regenerating[player].heal_timer = 0 end if is_regenerating[player].timer >= is_regenerating[player].dur then is_regenerating[player] = nil end elseif not player:get_properties() then is_regenerating[player] = nil end end -- Check for water breathing players for player, vals in pairs(is_water_breathing) do if is_water_breathing[player] and player:get_properties() then player = player or player:get_luaentity() is_water_breathing[player].timer = is_water_breathing[player].timer + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#0000AA") end if player:get_breath() then if player:get_breath() < 10 then player:set_breath(10) end end if is_water_breathing[player].timer >= is_water_breathing[player].dur then is_water_breathing[player] = nil end elseif not player:get_properties() then is_water_breathing[player] = nil end end -- Check for leaping players for player, vals in pairs(is_leaping) do if is_leaping[player] and player:get_properties() then player = player or player:get_luaentity() is_leaping[player].timer = is_leaping[player].timer + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#00CC33") end if is_leaping[player].timer >= is_leaping[player].dur then playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping") is_leaping[player] = nil end elseif not player:get_properties() then is_leaping[player] = nil end end -- Check for swift players for player, vals in pairs(is_swift) do if is_swift[player] and player:get_properties() then player = player or player:get_luaentity() is_swift[player].timer = is_swift[player].timer + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#009999") end if is_swift[player].timer >= is_swift[player].dur then playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness") is_swift[player] = nil end elseif not player:get_properties() then is_swift[player] = nil end end -- Check for Night Vision equipped players for player, vals in pairs(is_cat) do if is_cat[player] and player:get_properties() then player = player or player:get_luaentity() is_cat[player].timer = is_cat[player].timer + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#1010AA") end player:override_day_night_ratio(0.45) if is_cat[player].timer >= is_cat[player].dur then is_cat[player] = nil end elseif not player:get_properties() then is_cat[player] = nil end end -- Check for Fire Proof players for player, vals in pairs(is_fire_proof) do if is_fire_proof[player] and player:get_properties() then player = player or player:get_luaentity() is_fire_proof[player].timer = is_fire_proof[player].timer + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#E0B050") end if is_fire_proof[player].timer >= is_fire_proof[player].dur then is_fire_proof[player] = nil end elseif not player:get_properties() then is_fire_proof[player] = nil end end -- Check for Weak players for player, vals in pairs(is_weak) do if is_weak[player] and player:get_properties() then player = player or player:get_luaentity() is_weak[player].timer = is_weak[player].timer + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end if is_weak[player].timer >= is_weak[player].dur then is_weak[player] = nil end elseif not player:get_properties() then is_weak[player] = nil end end -- Check for Strong players for player, vals in pairs(is_strong) do if is_strong[player] and player:get_properties() then player = player or player:get_luaentity() is_strong[player].timer = is_strong[player].timer + dtime if player:get_pos() then mcl_potions._add_spawner(player, "#7700BB") end if is_strong[player].timer >= is_strong[player].dur then is_strong[player] = nil end elseif not player:get_properties() then is_strong[player] = nil end end end) local is_fire_node = { ["mcl_core:lava_flowing"]=true, ["mcl_core:lava_source"]=true, ["mcl_fire:eternal_fire"]=true, ["mcl_fire:fire"]=true, ["mcl_nether:magma"]=true, ["mcl_nether:nether_lava_source"]=true, ["mcl_nether:nether_lava_flowing"]=true, ["mcl_nether:nether_lava_source"]=true} -- Prevent damage to player with Fire Resistance enabled minetest.register_on_player_hpchange(function(player, hp_change) if is_fire_proof[player] and hp_change < 0 then -- This is a bit forced, but it assumes damage is taken by fire and avoids it -- also assumes any change in hp happens between calls to this function -- it's worth noting that you don't take damage from players in this case... local player_info = mcl_playerinfo[player:get_player_name()] 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 -- if player:get_breath() == 0 and hp_change == -4 then -- probably drowning -- return hp_change -- else return 0 -- end -- else -- return hp_change end else return hp_change end end, true) -- -- If a player is punched and is a weak player, damage by 2 additional hearts -- minetest.register_on_player_hpchange(function(player, hp_change) -- -- if is_weak[player] and hp_change < 0 then -- -- -- prevent weakness from healing the victim -- return math.min(hp_change - 4, 0) -- -- else -- return hp_change -- end -- -- end, true) function mcl_potions._reset_player_effects(player) player = player or player:get_luaentity() if is_invisible[player] then mcl_potions.make_invisible(player, false) is_invisible[player] = nil end if is_poisoned[player] then is_poisoned[player] = nil end if is_regenerating[player] then is_regenerating[player] = nil end if is_strong[player] then is_strong[player] = nil end if is_weak[player] then is_weak[player] = nil end if is_water_breathing[player] then is_water_breathing[player] = nil end if is_leaping[player] then is_leaping[player] = nil playerphysics.remove_physics_factor(player, "jump", "mcl_potions:leaping") end if is_swift[player] then is_swift[player] = nil playerphysics.remove_physics_factor(player, "speed", "mcl_potions:swiftness") end if is_cat[player] then is_cat[player] = nil end if is_fire_proof[player] then is_fire_proof[player] = nil end end minetest.register_on_leaveplayer( function(player) mcl_potions._reset_player_effects(player) end) minetest.register_on_dieplayer( function(player) mcl_potions._reset_player_effects(player) end) function mcl_potions.is_obj_hit(self, pos) for _,object in pairs(minetest.get_objects_inside_radius(pos, 1.1)) do local entity = object:get_luaentity() if entity and entity.name ~= self.object:get_luaentity().name then if entity._cmi_is_mob then return true end elseif object:is_player() then return true end end return false end function mcl_potions.make_invisible(player, toggle) if not player then return false end if toggle then -- hide player is_invisible[player].old_size = player:get_properties().visual_size player:set_properties({visual_size = {x = 0, y = 0}}) player:set_nametag_attributes({color = {a = 0}}) else -- show player player:set_properties({visual_size = is_invisible[player].old_size}) player:set_nametag_attributes({color = {a = 255}}) end end function mcl_potions.poison(player, toggle) if not player then return false end is_poisoned[player:get_player_name()] = toggle end function mcl_potions.regenerate(player, toggle) if not player then return false end is_regenerating[player:get_player_name()] = toggle end function mcl_potions._use_potion(item, obj, color) local d = 0.1 local pos = obj:get_pos() minetest.sound_play("mcl_potions_drinking", {pos = pos, max_hear_distance = 6, gain = 1}) minetest.add_particlespawner({ amount = 25, time = 1, minpos = {x=pos.x-d, y=pos.y+1, z=pos.z-d}, maxpos = {x=pos.x+d, y=pos.y+2, z=pos.z+d}, minvel = {x=-0.1, y=0, z=-0.1}, maxvel = {x=0.1, y=0.1, z=0.1}, minacc = {x=-0.1, y=0, z=-0.1}, maxacc = {x=0.1, y=.1, z=0.1}, minexptime = 1, maxexptime = 5, minsize = 0.5, maxsize = 1, collisiondetection = true, vertical = false, texture = "mcl_potions_sprite.png^[colorize:"..color..":127", }) end function mcl_potions._add_spawner(obj, color) local d = 0.2 local pos = obj:get_pos() minetest.add_particlespawner({ amount = 2, time = 1, minpos = {x=pos.x-d, y=pos.y+1, z=pos.z-d}, maxpos = {x=pos.x+d, y=pos.y+2, z=pos.z+d}, minvel = {x=-0.1, y=0, z=-0.1}, maxvel = {x=0.1, y=0.1, z=0.1}, minacc = {x=-0.1, y=0, z=-0.1}, maxacc = {x=0.1, y=.1, z=0.1}, minexptime = 0.5, maxexptime = 1, minsize = 0.5, maxsize = 1, collisiondetection = false, vertical = false, texture = "mcl_potions_sprite.png^[colorize:"..color..":127", }) end local is_zombie = {} for i, zombie in ipairs({"husk","zombie","pigman"}) do is_zombie["mobs_mc:"..zombie] = true is_zombie["mobs_mc:baby_"..zombie] = true end function mcl_potions.healing_func(player, hp) local obj = player:get_luaentity() if is_zombie[player:get_entity_name()] then hp = -hp end if hp > 0 then if obj and obj._cmi_is_mob then obj.health = math.max(obj.health + hp, obj.hp_max) else player:set_hp(math.min(player:get_hp() + hp, player:get_properties().hp_max)) end else if obj and obj._cmi_is_mob then obj.health = obj.health + hp else player:set_hp(player:get_hp() + hp, { type = "punch", from = "potion" }) end end -- adjust mob health obj = player:get_luaentity() if obj and obj._cmi_is_mob then obj.health = obj.health + hp end end function mcl_potions.swiftness_func(player, factor, duration) if not player:get_meta() then return false end if not is_swift[player] then is_swift[player] = {dur = duration, timer = 0} playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor) else local victim = is_swift[player] playerphysics.add_physics_factor(player, "speed", "mcl_potions:swiftness", factor) victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end function mcl_potions.leaping_func(player, factor, duration) if not player:get_meta() then return false end if not is_leaping[player] then is_leaping[player] = {dur = duration, timer = 0} playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor) else local victim = is_leaping[player] playerphysics.add_physics_factor(player, "jump", "mcl_potions:leaping", factor) victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end function mcl_potions.weakness_func(player, factor, duration) if not is_weak[player] then is_weak[player] = {dur = duration, timer = 0, factor = factor} else local victim = is_weak[player] victim.factor = factor victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end function mcl_potions.strength_func(player, factor, duration) if not is_strong[player] then is_strong[player] = {dur = duration, timer = 0, factor = factor} else local victim = is_strong[player] victim.factor = factor victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end function mcl_potions.poison_func(player, factor, duration) if not is_poisoned[player] then is_poisoned[player] = {step = factor, dur = duration, timer = 0} else local victim = is_poisoned[player] victim.step = math.min(victim.step, factor) victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end function mcl_potions.regeneration_func(player, factor, duration) if not is_regenerating[player] then is_regenerating[player] = {step = factor, dur = duration, timer = 0} else local victim = is_regenerating[player] victim.step = math.min(victim.step, factor) victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end function mcl_potions.invisiblility_func(player, duration) if not is_invisible[player] then is_invisible[player] = {dur = duration, timer = 0} mcl_potions.make_invisible(player, true) else local victim = is_invisible[player] victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end function mcl_potions.water_breathing_func(player, duration) if not is_water_breathing[player] then is_water_breathing[player] = {dur = duration, timer = 0} else local victim = is_water_breathing[player] victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end function mcl_potions.fire_resistance_func(player, duration) if not is_fire_proof[player] then is_fire_proof[player] = {dur = duration, timer = 0} else local victim = is_fire_proof[player] victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end function mcl_potions.night_vision_func(player, duration) if not is_cat[player] then is_cat[player] = {dur = duration, timer = 0} else local victim = is_cat[player] victim.dur = math.max(duration, victim.dur - victim.timer) victim.timer = 0 end end