Fix scarpet modify(e, 'effect', ...) (#587)
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@@ -641,10 +641,10 @@ If called with `false` value, it will disable AI in the mob. `true` will enable
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Sets if the entity obeys any collisions, including collisions with the terrain and basic physics. Not affecting
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players, since they are controlled client side.
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### `modify(e, 'effect', name?, duration?, amplifier?, show_particles?, show_icon?)`
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### `modify(e, 'effect', name?, duration?, amplifier?, show_particles?, show_icon?, ambient?)`
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Applies status effect to the living entity. Takes several optional parameters, which default to `0`, `true`
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and `true`. If no duration is specified, or if it's null or 0, the effect is removed. If name is not specified,
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Applies status effect to the living entity. Takes several optional parameters, which default to `0`, `true`,
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`true` and `false`. If no duration is specified, or if it's null or 0, the effect is removed. If name is not specified,
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it clears all effects.
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### `modify(e, 'home', null), modify(e, 'home', block, distance?), modify(e, 'home', x, y, z, distance?)`
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@@ -1256,7 +1256,10 @@ public class EntityValue extends Value
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boolean showIcon = true;
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if (lv.size() > 4)
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showIcon = lv.get(4).getBoolean();
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le.addStatusEffect(new StatusEffectInstance(effect, duration, amplifier, showParticles, showIcon));
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boolean ambient = false;
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if (lv.size() > 5)
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showIcon = lv.get(5).getBoolean();
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le.addStatusEffect(new StatusEffectInstance(effect, duration, amplifier, ambient, showParticles, showIcon));
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return;
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}
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}
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@@ -1269,7 +1272,7 @@ public class EntityValue extends Value
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le.removeStatusEffect(effect);
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return;
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}
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throw new InternalExpressionException("'effect' needs either no arguments (clear) or effect name, duration, and optional amplifier, show particles and show icon");
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throw new InternalExpressionException("'effect' needs either no arguments (clear) or effect name, duration, and optional amplifier, show particles, show icon and ambient");
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});
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put("gamemode", (e,v)->{
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