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1.18 Increase entity's speed and attack damage with an mob effect?


FantaLaTone
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Hello,

I have a mod for custom effects. I want to add an effect that increase entity's speed and attack at the same time. I think I can do that by attributes. I looked into vanilla code a little bit but I couldn't figured out how to implement that. What should I do? Any open source project or an advice?

public class Adrenaline extends MobEffect {

    public Adrenaline(MobEffectCategory pCategory, int pInt) {
        super(pCategory, pInt);
    }
}

 

public class ModEffects {
    public static final DeferredRegister<MobEffect> EFFECTS
            = DeferredRegister.create(ForgeRegistries.MOB_EFFECTS, BetterMinecraftMod.MODID);

    public static final RegistryObject<MobEffect> ADRENALINE = EFFECTS.register("adrenaline",
            () -> new Adrenaline(MobEffectCategory.BENEFICIAL, 9643043).addAttributeModifier(
                    Attributes.MOVEMENT_SPEED, "91AEAA56-376B-4498-935B-2F7F68070630",
                    0.2D, AttributeModifier.Operation.MULTIPLY_TOTAL
            ));

    public static void register(IEventBus eventBus) {
        EFFECTS.register(eventBus);
    }
}

 

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27 minutes ago, FantaLaTone said:

Hello,

I have a mod for custom effects. I want to add an effect that increase entity's speed and attack at the same time. I think I can do that by attributes. I looked into vanilla code a little bit but I couldn't figured out how to implement that. What should I do? Any open source project or an advice?

public class Adrenaline extends MobEffect {

    public Adrenaline(MobEffectCategory pCategory, int pInt) {
        super(pCategory, pInt);
    }
}

 

public class ModEffects {
    public static final DeferredRegister<MobEffect> EFFECTS
            = DeferredRegister.create(ForgeRegistries.MOB_EFFECTS, BetterMinecraftMod.MODID);

    public static final RegistryObject<MobEffect> ADRENALINE = EFFECTS.register("adrenaline",
            () -> new Adrenaline(MobEffectCategory.BENEFICIAL, 9643043).addAttributeModifier(
                    Attributes.MOVEMENT_SPEED, "91AEAA56-376B-4498-935B-2F7F68070630",
                    0.2D, AttributeModifier.Operation.MULTIPLY_TOTAL
            ));

    public static void register(IEventBus eventBus) {
        EFFECTS.register(eventBus);
    }
}

 

Hi YES! i think attributes is that answer! but how exactly is your method into viewing vanilla code!?

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2 minutes ago, Bogienin said:

Hi YES! i think attributes is that answer! but how exactly is your method into viewing vanilla code!?

I am not a god level dev so I have tried to copy vanilla effect registirations and I also tried setting base value of players attributes but none of them worked.

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Your question is unclear. You don't say what problem you are having.

If you want to know how to apply an effect to an entity look at WitherSkeleton.doHurtTarget() as an example.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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Hi!, back, this is what i found 

((LivingEntity) entity).getAttribute(net.minecraft.entity.ai.attributes.Attributes.MOVEMENT_SPEED).setBaseValue(1);

hope it helps!

I didn't get to test it yet but seems like "Attributes.'MOVEMENT_SPEED'" is what should be modified in the sake of varieties

Example:

((LivingEntity) entity).getAttribute(net.minecraft.entity.ai.attributes.Attributes.ATTACK_DAMAGE).setBaseValue(1);

Here i replace movement speed for attack damage

Hope you found what your looking for!

I'll be waiting your reply :)

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  • 2 weeks later...

@BogieninYou almost definitely shouldn't be setting the base value, that pretty much completely negates the point of the attribute system. You should add attribute modifiers to the entity instead.

 

@FantaLaToneI think you should be able to just add multiple attribute modifiers to the effect, although I haven't actually done it before. If not you can override the methods in the effect class to add/remove the modifiers (by UUID) when the effect is added/removed from an entity.

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  • 4 weeks later...
On 10/4/2022 at 4:56 PM, Alpvax said:

@BogieninYou almost definitely shouldn't be setting the base value, that pretty much completely negates the point of the attribute system. You should add attribute modifiers to the entity instead.

 

@FantaLaToneI think you should be able to just add multiple attribute modifiers to the effect, although I haven't actually done it before. If not you can override the methods in the effect class to add/remove the modifiers (by UUID) when the effect is added/removed from an entity.

Good Thinking! thanks for the future tips!

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