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Posted

Hi, I want to make an item that will heal entities in an area around the player(it doesn't matter if the player will also heal himself) but when I right-click the game will crash. Here's my code:

package com.kuikenpower.falidsmp.init.item;

import java.util.List;

import net.minecraft.core.particles.ParticleTypes;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.InteractionResultHolder;
import net.minecraft.world.effect.MobEffectInstance;
import net.minecraft.world.effect.MobEffects;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.ai.memory.NearestVisibleLivingEntities;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.SwordItem;
import net.minecraft.world.item.Tier;
import net.minecraft.world.level.Level;
import net.minecraft.world.phys.AABB;

public class flowerStaff extends SwordItem{

	public flowerStaff(Tier p_43269_, int p_43270_, float p_43271_, Properties p_43272_) {
		super(p_43269_, p_43270_, p_43271_, p_43272_);
		// TODO Auto-generated constructor stub
	}
	
	@Override
	public void inventoryTick(ItemStack itemStack, Level world, Entity entity, int p_41407_, boolean p_41408_) {
		Player player = (Player) entity;
		if(player.isCrouching() && player.getMainHandItem().getItem() instanceof flowerStaff) {
            Double x = player.getX();
            Double y = player.getY();
            Double z = player.getZ();
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 2.5, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 2.5, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 2.5, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 2.5, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z + 2.5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z + 2.5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z - 2.5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z - 2.5, 5, 5, 5);
		}
		super.inventoryTick(itemStack, world, entity, p_41407_, p_41408_);
	}
	
	@Override
	public InteractionResultHolder<ItemStack> use(Level world, Player player, InteractionHand p_41434_) {
		if(world.isClientSide) {
			AABB healArea = new AABB(player.getX() + 5, player.getY() + 2, player.getZ() + 5, player.getX() - 5, player.getY() - 2, player.getZ() - 5);
			if(player.isCrouching()) {
				List<LivingEntity> entityInArea = world.getNearbyEntities(null, null, player, healArea);
				LivingEntity targets = entityInArea.get(EAT_DURATION);
				targets.addEffect(new MobEffectInstance(MobEffects.HEAL, 20));
			}
		}
		return super.use(world, player, p_41434_);
	}
	
}

 

  • Author
16 minutes ago, diesieben07 said:

null and null are not valid parameters here.

Hi, Thanks for reacting faster than the flash, but what should I use instead of null and null?

  • Author
19 hours ago, diesieben07 said:

What if it's not a player?

null and null are not valid parameters here.

Uh, what? Why are you getting the entity at index EAT_DURATION? This makes zero sense. EAT_DURATION is 32, so what if there are only 15 entities nearby? Or none at all? Even if there are 33 or more entities nearby, this achieves nothing useful.

I did everything you said, but it still crashes

package com.kuikenpower.falidsmp.init.item;

import java.util.List;

import net.minecraft.core.particles.ParticleTypes;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.InteractionResultHolder;
import net.minecraft.world.effect.MobEffectInstance;
import net.minecraft.world.effect.MobEffects;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.ai.targeting.TargetingConditions;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.SwordItem;
import net.minecraft.world.item.Tier;
import net.minecraft.world.level.Level;
import net.minecraft.world.phys.AABB;

public class flowerStaff extends SwordItem{

	public flowerStaff(Tier p_43269_, int p_43270_, float p_43271_, Properties p_43272_) {
		super(p_43269_, p_43270_, p_43271_, p_43272_);
		// TODO Auto-generated constructor stub
	}
	
	@Override
	public void inventoryTick(ItemStack itemStack, Level world, Entity entity, int p_41407_, boolean p_41408_) {
		LivingEntity player = (LivingEntity) entity;
		if(player.isCrouching() && player.getMainHandItem().getItem() instanceof flowerStaff) {
            Double x = player.getX();
            Double y = player.getY();
            Double z = player.getZ();
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 2.5, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 2.5, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 2.5, y, z + 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 2.5, y, z - 5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z + 2.5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z + 2.5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x + 5, y, z - 2.5, 5, 5, 5);
            world.addParticle(ParticleTypes.HAPPY_VILLAGER, x - 5, y, z - 2.5, 5, 5, 5);
		}
		super.inventoryTick(itemStack, world, entity, p_41407_, p_41408_);
	}
	
	@Override
	public InteractionResultHolder<ItemStack> use(Level world, Player player, InteractionHand p_41434_) {
		if(world.isClientSide) {
			AABB healArea = new AABB(player.getX() + 5, player.getY() + 2, player.getZ() + 5, player.getX() - 5, player.getY() - 2, player.getZ() - 5);
			if(player.isCrouching()) {
				List<LivingEntity> entityInArea = world.getNearbyEntities(LivingEntity.class, TargetingConditions.forNonCombat(), player, healArea);
				LivingEntity targets = entityInArea.get(5);
				targets.addEffect(new MobEffectInstance(MobEffects.HEAL, 20));
			}
		}
		return super.use(world, player, p_41434_);
	}
	
}

 

invert isClientSide check. you are supposed to heal server entities.

get(5) on a list object returns sixth entity, you intended that for testing, right? and you ensured that there will be five or more entities around you when testing, because otherwise it would crash.

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