Adding absorption and xp API, and weather control (#540)
* fixes #537 * fixes #547
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@@ -193,9 +193,10 @@ Other value types will only be converted to tags (including NBT tags) if `force`
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extra treatment when loading them back from NBT, but using `force` true will always produce output / never
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produce an exception.
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### `print(expr)`
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### `print(expr)`, `print(player/player_list, expr)`
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Displays the result of the expression to the chat. Overrides default `scarpet` behaviour of sending everyting to stderr.
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Can optionally define player or list of players to send the message to.
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### `format(components, ...)`, `format(l(components, ...))`
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@@ -212,6 +212,16 @@ Causes a block to be harvested by a specified player entity. Honors player item
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tool if applicable. If the entity is not a valid player, no block gets destroyed. If a player is not allowed to break
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that block, a block doesn't get destroyed either.
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### `weather()`,`weather(type)`,`weather(type, ticks)`
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If called with no args, returns `'clear'`, `'rain` or `'thunder'` based on the current weather. If thundering, will
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always return `'thunder'`, if not will return `'rain'` or `'clear'` based on the current weather.
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With one arg, (either `'clear'`, `'rain` or `'thunder'`), returns the number of remaining ticks for that weather type.
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NB: It can thunder without there being a thunderstorm, there has to be both rain and thunder to form a storm.
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With two args, sets the weather to `type` for `ticks` ticks.
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## Block and World querying
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### `pos(block), pos(entity)`
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@@ -396,6 +396,18 @@ Number indicating remaining entity health, or `null` if not applicable.
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Retrieves player hunger related information. For non-players, returns `null`.
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### `query(e, 'absorption')`
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Gets the absorption of the player (yellow hearts, e.g when having a golden apple.)
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### `query(e,'xp')`
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### `query(e,'xp_level')`
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### `query(e,'xp_progress')`
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### `query(e,'score')`
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Numbers related to player's xp. `xp` is the overall xp in the bar, `xp_level` is the levels seen in the hotbar,
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`xp_points` is a float between 0 and 1 indicating the percentage of the xp bar filled, and `score` is the score displayed upon death
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### `query(e, 'air')`
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Number indicating remaining entity health, or `null` if not applicable.
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@@ -706,6 +718,17 @@ Will set entity on fire for `ticks` ticks. Set to 0 to extinguish.
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Modifies directly player raw hunger components. Has no effect on non-players
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### `modify(e, 'absorption', value)`
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Sets the absorption value for the player. Each point is half a yellow heart.
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### `modify(e, 'add_xp', value)`
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### `modify(e, 'xp_level', value)`
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### `modify(e, 'xp_score', value)`
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Manipulates player xp values - that's the method you probably want to use
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to manipulate how much 'xp' an action should give.
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### `modify(e, 'air', ticks)`
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Modifies entity air
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