Jump to content

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


FantaLaTone

Recommended Posts

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);
    }
}

 

Link to comment
Share on other sites

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!?

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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 :)

Link to comment
Share on other sites

  • 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.

Link to comment
Share on other sites

  • 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!

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.