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SwimmingTuna

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SwimmingTuna last won the day on January 27

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  1. Hello, I'm making a huge scale magic type of mod, including 22 classes, each with 40 abilities, including custom structures, unique mechanics such as spirit vision, strong monsters, potentially a whole new dimension, and more. Naturally, doing all this by myself is a tough task, and I'm looking for more developers to help me. Whether you want to put in a lot of time, a bit, make some add-ons to improve the mod, or even just do one part of the project that intrigues you, all help is welcomed. Not much experience is needed, I've only been modding for a bit over half a year, and I've done a pretty good job, I'll also offer help. In additional to developers, I'd also love people interested in making abstract entity models, shaders, artists for item models, or even someone experienced with shaders. If you want to talk more about this, you can find me at the discord below. Thank you and have a good day. discord: https://discord.gg/3ktcRkYh42 mod site: https://www.curseforge.com/minecraft/mc-mods/lord-of-the-mysteries-craft
  2. Pretty much the title, I need it for another item. It would be even better if I can get all of it's right click interactions from events and use/useOn methods
  3. Hey there, I'm having trouble checking if a player is moving or not, getDeltaMovement doesn't work unless the player is sprint jumping so I thought to compare positions between ticks and im not tooooo sure how to do that. If anyone can help that would be appreciated
  4. I have something similar in my mod, what do you wanna do if there is a player within this radius?
  5. Hello there, I'm currently trying to freeze the player completely with a potion effect and I've got the part of freezing the player's position but having trouble with freezing the player's actual head movements. If anyone has any tips it would be appreciated ^^
  6. Yep, this worked perfectly, really appreciated because I had no idea where to go. Really appreciated
  7. Hey there, currently trying to figure out how to make it so an item that gives potion effects can't have those potion effects cured by milk. I don't think I can add setCurativeItems in the item class (1st piece of code) so I tried to instead make my own potion effect which just has those 3 effects (2nd piece of code) and tried to make it so that it has no curative items. It doesn't work and I'm not sure how I should go about doing this other than trying to remake the potion effects and setting it so it cant be cured by milk. Any advice would be appreciated thank you. public class Spectator9Potion extends Item{ public Spectator9Potion(Properties pProperties) { super(pProperties); } @Override public InteractionResultHolder<ItemStack> use(Level level,Player pPlayer,InteractionHand hand) { ItemStack itemStack = pPlayer.getItemInHand(hand); if (!level.isClientSide()) { pPlayer.getCapability(SpectatorSequenceProvider.SPECTATORSEQUENCE).ifPresent(spectatorSequence -> { if (spectatorSequence.getSpectatorSequence() <= 0){ spectatorSequence.addSpectatorSequence(1);}}); level.playSound(null,pPlayer.getOnPos(), SoundEvents.PORTAL_AMBIENT, SoundSource.PLAYERS,0.5f,level.random.nextFloat() * 0.1F + 0.9F); pPlayer.sendSystemMessage(Component.literal("Worked")); pPlayer.addEffect(new MobEffectInstance(ModEffects.BLINDNESS.get(),1,1)); if (!pPlayer.getAbilities().instabuild) { itemStack.shrink(1); }} return super.use(level,pPlayer,hand);}} ----------------------------------------------------------- public class AdvancementEffect extends MobEffect { public AdvancementEffect(MobEffectCategory mobEffectCategory, int color) { super(mobEffectCategory,color);} @Override public void applyEffectTick(LivingEntity pEntity, int pAmplifier) { if (!pEntity.level().isClientSide()) { pEntity.addEffect(new MobEffectInstance(MobEffects.BLINDNESS, 120)); pEntity.addEffect(new MobEffectInstance(MobEffects.MOVEMENT_SLOWDOWN,120,3)); pEntity.addEffect(new MobEffectInstance(MobEffects.CONFUSION,120,1)); } super.applyEffectTick(pEntity, pAmplifier); } @Override public List<ItemStack> getCurativeItems() { return List.of(null); } @Override public boolean isDurationEffectTick(int pDuration,int pAmplifier) { return true; } } Thank you!
  8. Hey there, as the title suggest, I'm trying to make a capability that when the player has it, there health is modified. I've already made a capability that adds a type of mana and also made an item that modifies the entity reach attribute but for some reason, I'm having trouble making a capability modifying player health. public class Spectator9Health { private int s9Health = Player.MAX_HEALTH; private final int MAX_S9HEALTH = 30; public int getS9Health() { return s9Health; } public AttributeSupplier.Builder createAttributes() { return Player.createAttributes().add(Attributes.MAX_HEALTH,10); } public void copyFrom(Spectator9Health source) { this.s9Health= source.s9Health; } public void saveNBTData(CompoundTag nbt) { nbt.putInt("s9health", s9Health); } public void loadNBTData(CompoundTag nbt) { s9Health = nbt.getInt("s9health"); } } and here is the provider for it although i'm pretty sure the main issue is with the Spectator9Health class. public class Spectator9HealthProvider implements ICapabilityProvider, INBTSerializable<CompoundTag> { public static Capability<Spectator9Health> SPECTATOR9HEALTH = CapabilityManager.get(new CapabilityToken<Spectator9Health>() {}); private Spectator9Health s9health = null; private final LazyOptional<Spectator9Health> optional = LazyOptional.of(this::createSpectator9Health); private Spectator9Health createSpectator9Health() { if (this.s9health == null) { this.s9health = new Spectator9Health(); } return this.s9health; } @Override public @NotNull <T> LazyOptional<T> getCapability(@NotNull Capability<T> cap, @Nullable Direction side) { if (cap == SPECTATOR9HEALTH) { return optional.cast(); } return LazyOptional.empty(); } @Override public CompoundTag serializeNBT() { CompoundTag nbt = new CompoundTag(); createSpectator9Health().saveNBTData(nbt); return nbt; } @Override public void deserializeNBT(CompoundTag nbt) { createSpectator9Health().loadNBTData(nbt); } } I've also tried a different method of doing the Spectator9Health class public class Spectator9Health { private int s9Health = Player.MAX_HEALTH; private final int MAX_S9HEALTH = 30; public int getS9Health() { return s9Health; } private Multimap<Attribute, AttributeModifier> createAttributeMap() { ImmutableMultimap.Builder<Attribute, AttributeModifier> attributeBuilder = ImmutableMultimap.builder(); attributeBuilder.put(MAX_HEALTH, new AttributeModifier(BeyonderHealthChange, "Health Modifier", 20, AttributeModifier.Operation.ADDITION)); return attributeBuilder.build(); } and this method calls upon BeyonderHealthChange which is in a HealthChangeEvent that is coded as public class HealthChangeEvent { public static void checkPlayerBeyonder(PlayerInteractEvent event, Entity pEntity, Player pPlayer, InteractionHand pUsedHand) { UUID uuidForHealthChange = BeyonderHealthChange; AttributeInstance maxHP = pPlayer.getAttribute(MAX_HEALTH); { AttributeModifier beyonderHealthModifier = maxHP.getModifier(BeyonderHealthChange); if (beyonderHealthModifier != null) { maxHP.removeModifier(beyonderHealthModifier.getId()); double bHealth = pPlayer.getAttributeValue(MAX_HEALTH); maxHP.addTransientModifier(beyonderHealthModifier); } } } } So yeah neither of these methods work and if anyone knows if I'm missing something or knows of a mod that accomplishes something along the lines of adding a permanent health boost without the health boost potion effect, it would be appreciated
  9. Completely forgot to thank you for this, this helped so much, pretty much worked as intended, just had to make a lazy field and store the attribute in there to finally make it work. But thank you a bunch, really appreciated
  10. Currently working on a mod that requires items which can target and interact with a player from far away. I used the giant items from Twilight Forest for reference but it doesn't seem to work. Posted my code for the item below, anyone got a clue on what's wrong with it since I'm not too sure what's wrong, spent a while working on it but not too sure what to fix. GitHub link to item: https://github.com/SwimmingTuna/LOTM/blob/master/src/main/java/net/swimmingtuna/lotm/item/custom/MindReading.java. A push in the right direction would be appreciated, thank you.
  11. Unfortunately the nametag is more of a interact with an entity by right clicking with it while I'm more looking for interact with an entity by right clicking with it in line of sight, thank you though
  12. Hey there, I'm trying to study some 1.20.1 modding in hopes of making my own mod and I need to figure out how items that work upon right clicking on a player work so I'm looking for those but after an hour of searching CurseForge, I can't find what I'm looking for. If anyone knows a mod that has an item with these properties it would be appreciated, one that doesn't fire a projectile but upon right clicking on a player or entity, does something. Thank you.
  13. Sorry, didn't mean to word it in a way to write the code, just any sources to learn where to find it, I searched a lot and saw stuff like look at the enderman file but couldn't find much there, appreciate the links you sent though and I'll definitely look into the Villagers, hope they'll be helpful. Happy New Year
  14. Hey there, super new to minecraft modding and I'm trying to make a few items and most of them depend on the user right clicking the item then if the player is looking at another player or entity in some cases, then something happens. In this case it would open their inventory. If I can just get some help as to what steps I should take to begin this, it would be very appreciated. Thank you
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