FantaLaTone Posted September 24, 2022 Posted September 24, 2022 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); } } Quote
Bogienin Posted September 24, 2022 Posted September 24, 2022 On 9/24/2022 at 1:29 PM, 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); } } Expand Hi YES! i think attributes is that answer! but how exactly is your method into viewing vanilla code!? Quote
FantaLaTone Posted September 24, 2022 Author Posted September 24, 2022 On 9/24/2022 at 1:57 PM, Bogienin said: Hi YES! i think attributes is that answer! but how exactly is your method into viewing vanilla code!? Expand 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. Quote
warjort Posted September 24, 2022 Posted September 24, 2022 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. Quote 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.
Bogienin Posted September 24, 2022 Posted September 24, 2022 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 :) Quote
Alpvax Posted October 4, 2022 Posted October 4, 2022 @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. Quote
Bogienin Posted October 28, 2022 Posted October 28, 2022 On 10/4/2022 at 12:56 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. Expand Good Thinking! thanks for the future tips! Quote
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