Merge docs for 'fixes to xp stuff, saturation and weather'
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@@ -3272,8 +3272,8 @@ Gets the absorption of the player (yellow hearts, e.g when having a golden apple
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### `query(e,'xp_progress')`
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### `query(e,'xp_progress')`
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### `query(e,'score')`
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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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Numbers related to player's xp. `xp` is the overall xp player has, `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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`xp_progress` is a float between 0 and 1 indicating the percentage of the xp bar filled, and `score` is the number displayed upon death
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### `query(e, 'air')`
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### `query(e, 'air')`
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@@ -3591,10 +3591,13 @@ 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, 'add_xp', value)`
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### `modify(e, 'xp_level', value)`
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### `modify(e, 'xp_level', value)`
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### `modify(e, 'xp_progress', value)`
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### `modify(e, 'xp_score', 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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Manipulates player xp values - `'add_xp'` the method you probably want to use
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to manipulate how much 'xp' an action should give.
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to manipulate how much 'xp' an action should give. `'xp_score'` only affects the number you see when you die, and
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`'xp_progress'` controls the xp progressbar above the hotbar, should take values from 0 to 1, but you can set it to any value,
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maybe you will get a double, who knows.
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### `modify(e, 'air', ticks)`
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### `modify(e, 'air', ticks)`
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