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Add playereffects.has_effect_type
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@ -192,6 +192,13 @@ Returns all active effects of a player.
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##### Return value
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A table of all `effect`s which belong to the player. If the player does not exist, this function returns an empty table.
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#### `playereffects.has_effect_type(playername, effect_type_id)`
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Returns `true` iff the provided player has an effect of the specified effect type, `false` otherwise.
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##### Parameters
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* `playername`: Name of the player to check the existance of the effect type for
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* `effect_type_id`: Identifier of the effect type.
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## Examples
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This mod comes with extensive examples. The examples are disabled by default. Edit `settings.lua` to enable the examples. See `examples.lua` to find out how they are programmed. The examples are only for demonstration purposes. They are not intended to be used in an actual game.
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@ -216,3 +223,5 @@ These commands apply (or try to) apply an effect to you. You will get a response
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#### Testing
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* `stresstest [number]`: Applies `number` dummy effects which don’t do anything to you. Iff omitted, `number` is assumed to be 100. This command is there to test the performance of this mod for absurdly large effect numbers.
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10
init.lua
10
init.lua
@ -297,6 +297,16 @@ function playereffects.get_player_effects(playername)
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end
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end
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function playereffects.has_effect_type(playername, effect_type_id)
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local pe = playereffects.get_player_effects(playername)
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for i=1,#pe do
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if pe[i].effect_type_id == effect_type_id then
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return true
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end
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end
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return false
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end
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--[=[ Saving all data to file ]=]
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function playereffects.save_to_file()
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local save_time = os.time()
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