diff options
| -rw-r--r-- | README.md | 9 | ||||
| -rw-r--r-- | init.lua | 10 | 
2 files changed, 19 insertions, 0 deletions
| @@ -192,6 +192,13 @@ Returns all active effects of a player.  ##### Return value  A table of all `effect`s which belong to the player. If the player does not exist, this function returns an empty table. +#### `playereffects.has_effect_type(playername, effect_type_id)` +Returns `true` iff the provided player has an effect of the specified effect type, `false` otherwise. + +##### Parameters +* `playername`: Name of the player to check the existance of the effect type for +* `effect_type_id`: Identifier of the effect type. +  ## Examples  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. @@ -216,3 +223,5 @@ These commands apply (or try to) apply an effect to you. You will get a response  #### Testing  * `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. + + @@ -297,6 +297,16 @@ function playereffects.get_player_effects(playername)  	end  end +function playereffects.has_effect_type(playername, effect_type_id) +	local pe = playereffects.get_player_effects(playername) +	for i=1,#pe do +		if pe[i].effect_type_id == effect_type_id then +			return true +		end +	end +	return false +end +  --[=[ Saving all data to file ]=]  function playereffects.save_to_file()  	local save_time = os.time() | 
