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Initial commit
The basic stuff works now
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depends.txt
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depends.txt
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description.txt
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description.txt
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Framework for temporary effects for players.
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init.lua
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init.lua
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--[=[ Main tables ]=]
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playereffects = {}
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--[[ table containing the groups (experimental) ]]
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playereffects.groups = {}
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--[[ table containing all the effect types ]]
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playereffects.effect_types = {}
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--[[ table containing all the active effects ]]
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playereffects.effects = {}
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--[[ table (indexed by player names) containing tables containing the active HUD IDs for players
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Example: { ["Player 1"] = {1,2,3}, ["Player 2"] = {2}, ["Player 3"] = {} }
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]]
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playereffects.hudids = {}
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-- Variable for counting the effect_id
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playereffects.last_effect_id = 0
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function playereffects.next_effect_id()
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playereffects.last_effect_id = playereffects.last_effect_id + 1
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return playereffects.last_effect_id
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end
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--[=[ API functions ]=]
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function playereffects.register_effect_type(name, description, groups, apply, cancel)
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effect_type = {}
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effect_type.description = description
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effect_type.apply = apply
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effect_type.groups = groups
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if cancel ~= nil then
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effect_type.cancel = cancel
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else
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effect_type.cancel = function() end
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end
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playereffects.effect_types[name] = effect_type
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minetest.log("action", "Effect type "..name.." registered!")
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end
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function playereffects.apply_effect_type(effect_type_id, duration, player)
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local start_time = os.time()
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local playername = player:get_player_name()
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local groups = playereffects.effect_types[effect_type_id].groups
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for k,v in pairs(groups) do
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playereffects.cancel_effect_group(v, playername)
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end
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local effect_id = playereffects.next_effect_id()
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local hudid = playereffects.hud_effect(effect_type_id, player, #playereffects.get_player_effects(playername))
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local effect = {
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playername = playername,
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effect_id = effect_id,
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effect_type_id = effect_type_id,
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start_time = start_time,
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time_left = duration,
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hudid = hudid
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}
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playereffects.effects[effect_id] = effect
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playereffects.effect_types[effect_type_id].apply(player)
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minetest.log("action", "Effect type "..effect_type_id.." applied to player "..playername.."!")
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minetest.after(duration, function(effect_id) playereffects.cancel_effect(effect_id) end, effect_id)
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end
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-- TODO
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function playereffects.cancel_effect_type(effect_type_id, playername)
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end
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function playereffects.cancel_effect_group(groupname, playername)
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local effects = playereffects.get_player_effects(playername)
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for e=1,#effects do
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local effect = effects[e]
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local thesegroups = playereffects.effect_types[effect.effect_type_id].groups
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minetest.log("action", "thesegroups = "..dump(thesegroups))
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minetest.log("action", "groupname = "..dump(groupname))
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local delete = false
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for g=1,#thesegroups do
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if(thesegroups[g] == groupname) then
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playereffects.cancel_effect(effect.effect_id)
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break
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end
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end
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end
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end
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function playereffects.cancel_effect(effect_id)
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local effect = playereffects.effects[effect_id]
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if(effect ~= nil) then
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local player = minetest.get_player_by_name(effect.playername)
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player:hud_remove(effect.hudid)
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playereffects.effect_types[effect.effect_type_id].cancel(effect)
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playereffects.effects[effect_id] = nil
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end
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end
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function playereffects.get_player_effects(playername)
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if(minetest.get_player_by_name(playername) ~= nil) then
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local effects = {}
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for k,v in pairs(playereffects.effects) do
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if(v.playername == playername) then
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table.insert(effects, v)
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end
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end
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return effects
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else
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return {}
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end
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end
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--[=[ Callbacks ]=]
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--[[ Cancel all effects on player death ]]
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minetest.register_on_dieplayer(function(player)
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local effects = playereffects.get_player_effects(player:get_player_name())
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for e=1,#effects do
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playereffects.cancel_effect(effects[e].effect_id)
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end
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end)
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--[[
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minetest.register_on_leaveplayer(function(player)
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playereffects.hud_clear(player)
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playereffects.hudids[player:get_player_name()] = nil
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end)
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minetest.register_on_joinplayer(function(player)
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playereffects.hud_update(player)
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end)
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minetest.register_on_shutdown(function()
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end)
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]]
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--[=[ HUD ]=]
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function playereffects.hud_update(player)
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playereffects.hud_clear(player)
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local effects = playereffects.get_player_effects(player:get_player_name())
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for e=1,#effects do
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playereffects.hud_effect(effects[e], player, e-1)
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end
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end
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function playereffects.hud_clear(player)
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local playername = player:get_player_name()
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local effects = playereffects.get_player_effects(playername)
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if(effects ~= nil) then
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for i=1,#effects do
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player:hud_remove(effects[i].hudid)
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end
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end
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end
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function playereffects.hud_effect(effect_type_id, player, pos)
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local id
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id = player:hud_add({
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hud_elem_type = "text",
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position = { x = 0.95, y = 0.3 },
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name = "effect_"..effect_type_id,
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text = playereffects.effect_types[effect_type_id].description,
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scale = { x = 20, y = 100},
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direction = 1,
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number = 0xFFFFFF,
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offset = { x = 0, y = pos*20 }
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})
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local playername = player:get_player_name()
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return id
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end
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----- EXAMPLE EFFECT TYPES -----
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playereffects.register_effect_type("high_speed", "high speed", {"speed"},
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function(player)
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player:set_physics_override(4,nil,nil)
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end,
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function(effect)
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local player = minetest.get_player_by_name(effect.playername)
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player:set_physics_override(1,nil,nil)
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end
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)
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playereffects.register_effect_type("low_speed", "low speed", {"speed"},
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function(player)
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player:set_physics_override(0.25,nil,nil)
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end,
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function(effect)
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local player = minetest.get_player_by_name(effect.playername)
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player:set_physics_override(1,nil,nil)
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end
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)
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playereffects.register_effect_type("highjump", "greater jump height", {"jump"},
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function(player)
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player:set_physics_override(nil,2,nil)
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end,
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function(effect)
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local player = minetest.get_player_by_name(effect.playername)
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player:set_physics_override(nil,1,nil)
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end
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)
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minetest.register_chatcommand("fast", {
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params = "",
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description = "Makes you fast for a short time.",
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privs = {},
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func = function(name, param)
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playereffects.apply_effect_type("high_speed", 10, minetest.get_player_by_name(name))
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end,
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})
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minetest.register_chatcommand("slow", {
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params = "",
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description = "Makes you slow for a short time.",
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privs = {},
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func = function(name, param)
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playereffects.apply_effect_type("low_speed", 10, minetest.get_player_by_name(name))
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end,
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})
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minetest.register_chatcommand("highjump", {
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params = "",
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description = "Makes you jump higher for a short time.",
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privs = {},
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func = function(name, param)
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playereffects.apply_effect_type("highjump", 20, minetest.get_player_by_name(name))
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end,
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})
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