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How to make zombies run away from player for a certain amount of time


PadFoot2008

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I'm trying to make a potion which when applied to a zombie will cause it to run away from the player till the effect is over, kind of like how skeletons run away from wolves. But I have currently no idea how do make the zombie do that. Is there a way to do that?

Edited by PadFoot2008
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Thanks for the help. But I tried doing that but it isn't work. In fact, for some reason, none of the event classes or mixins added by me seem to work. Could there be a specific reason for that? Also adding breakpoints doesn't work too. It did use to work, but it suddenly stopped working. I've also been getting java.io.IOException each time I run the mod. 

Just for extra info, I'm using IntelliJ IDE.

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Also what I'm trying to do is that holding this particular staff I made would cause Zombies to stay away from the player an eight block radius and any Zombies that're coming towards the player to attack them will quickly go out the radius as soon as the player brings the staff into their main hand. Could you also suggest a way to make that happen?

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yeah but it will a little complex 

create an item and in the 

// ########## ########## ########## ##########

@Override

public void inventoryTick(ItemStack helditem, Level warudo, Entity entity, int slot, boolean p_41408_) {

System.out.println("inventoryTick [" + slot + "], " + ((warudo.isClientSide)? "Local World":"Server World")  );

check if its in player hand 

check surrounding area for zombie 

for any zombie finded check distance to player 

any zombie closer than 5 blocks knockback in the oposite direction of the player 

}

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Thanks for replying. It does work except I can't seem to knock them back away from the player, instead they get pulled towards the player and stay at the player's location and when I switch to another item they get thrown away. How do I knock them back away from the player?

Edited by PadFoot2008
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Spoiler

				
			package mercbow.item.rod;				
			import java.util.ArrayList;				
			import mercbow.item.ItemInit;
		import mercbow.util.Postate;
		import mercbow.util.Target;
		import net.minecraft.core.BlockPos;
		import net.minecraft.core.particles.ParticleTypes;
		import net.minecraft.sounds.SoundEvents;
		import net.minecraft.world.InteractionHand;
		import net.minecraft.world.InteractionResultHolder;
		import net.minecraft.world.entity.LivingEntity;
		import net.minecraft.world.entity.ai.attributes.Attributes;
		import net.minecraft.world.entity.item.ItemEntity;
		import net.minecraft.world.entity.player.Player;
		import net.minecraft.world.item.Item;
		import net.minecraft.world.item.ItemStack;
		import net.minecraft.world.level.Level;
		import net.minecraft.world.level.block.AbstractCauldronBlock;
		import net.minecraft.world.level.block.Blocks;
		import net.minecraft.world.level.block.state.properties.BlockStateProperties;
		import net.minecraft.world.level.block.state.properties.DirectionProperty;
		import net.minecraft.world.level.material.Material;
		import net.minecraft.world.phys.AABB;
		import net.minecraft.world.phys.Vec3;				
			public class knockback_rod extends Item {				
			    public static final DirectionProperty FACING = BlockStateProperties.FACING;				
			    // ########## ########## ########## ##########
		    public knockback_rod(Properties propiedad) {
		        super(propiedad);
		    }				
			    // ########## ########## ########## ##########
		    @Override
		    public InteractionResultHolder<ItemStack> use(Level warudo, Player pe, InteractionHand hand) {
		        // System.out.println("\n\n\n\n USE ");				
			        ArrayList<LivingEntity> lista = there_is_LivingEntity_around(warudo, pe.blockPosition());
		        
		        
		        // knockbakear
		        float knockback = 1.0F;				
			        double d0 = Math.max(0.0D, 1.0D);
		        Vec3 vec3 = pe.getDeltaMovement().multiply(1.0D, 0.0D, 1.0D).normalize().scale((double) knockback * 0.6D * d0);				
			        for (LivingEntity coso : lista) {				
			            System.out.println("coso=>" + coso.getName().getString().toString());				
			                coso.push(0.5D, 0.5D, 0.5D); //math need here player pitch/yaw to x y z				
			        }				
			        return InteractionResultHolder.pass(pe.getItemInHand(hand));
		    }				
			    // ########## ########## ########## ##########
		    // @Override
		    public static ArrayList<LivingEntity> there_is_LivingEntity_around(Level warudo, BlockPos pos) {
		        AABB bb = new AABB(pos).inflate(10.0F);				
			        ArrayList<LivingEntity> lista = new ArrayList<LivingEntity>();				
			        for (LivingEntity entity1 : warudo.getEntitiesOfClass(LivingEntity.class, bb)) {
		            if(!(entity1 instanceof Player)) {
		            
		            lista.add(entity1);
		            }
		        }				
			        return lista;
		    }				
			// ########## ########## ########## ##########
		}
		 				
			

knockback-edit.gif

 

this part i also need this for another idea i have

in this point is need to do some math is need to convert the rotation of the player to x/y/z values probably a math.sen math.cos of the player y rot  and multiply it for the streng of the push  

                coso.push(x * str, y * str, z * str); 

 

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On 3/15/2023 at 4:23 AM, PadFoot2008 said:

In fact, for some reason, none of the event classes or mixins added by me seem to work. Could there be a specific reason for that?

Are you sure that you have the mixins defined in a mixins file? Are you sure that your build.gradle recognizes the file?

I'm not good at modding, but at least I can read a crash report (well enough). That's something, right?

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up to 2147483648 bytes (2048 MiB)       CPUs: 16       Processor Vendor: GenuineIntel       Processor Name: 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz       Identifier: Intel64 Family 6 Model 141 Stepping 1       Microarchitecture: unknown       Frequency (GHz): 2.30       Number of physical packages: 1       Number of physical CPUs: 8       Number of logical CPUs: 16       Graphics card #0 name: Intel(R) UHD Graphics       Graphics card #0 vendor: Intel Corporation (0x8086)       Graphics card #0 VRAM (MB): 1024.00       Graphics card #0 deviceId: 0x9a60       Graphics card #0 versionInfo: DriverVersion=31.0.101.1999       Graphics card #1 name: NVIDIA GeForce RTX 3060 Laptop GPU       Graphics card #1 vendor: NVIDIA (0x10de)       Graphics card #1 VRAM (MB): 4095.00       Graphics card #1 deviceId: 0x2560       Graphics card #1 versionInfo: DriverVersion=31.0.15.2892       Memory slot #0 capacity (MB): 8192.00       Memory slot #0 clockSpeed (GHz): 3.20       Memory slot #0 type: DDR4       Memory slot #1 capacity (MB): 8192.00       Memory slot #1 clockSpeed (GHz): 3.20       Memory slot #1 type: DDR4       Virtual memory max (MB): 27943.30       Virtual memory used (MB): 14154.98       Swap memory total (MB): 11776.00       Swap memory used (MB): 90.13       JVM Flags: 9 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xss1M -Xmx2G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M       Launched Version: 1.20.4-forge-49.0.30       Launcher name: minecraft-launcher       Backend library: LWJGL version 3.3.2+13       Backend API: Intel(R) UHD Graphics GL version 4.6.0 - Build 31.0.101.1999, Intel       Window size: 854x480       GL Caps: Using framebuffer using OpenGL 3.2       GL debug messages:       Using VBOs: Yes       Is Modded: Definitely; Client brand changed to 'forge'       Universe: 400921fb54442d18       Type: Client (map_client.txt)       Graphics mode: fast       Render Distance: 12/12 chunks       Resource Packs:       Current Language: en_us       Locale: en_US       CPU: 16x 11th Gen Intel(R) Core(TM) i7-11800H @ 2.30GHz       ModLauncher: 10.1.2       ModLauncher launch target: forge_client       ModLauncher naming: srg       ModLauncher services:             / slf4jfixer PLUGINSERVICE             / runtimedistcleaner PLUGINSERVICE             / runtime_enum_extender PLUGINSERVICE             / object_holder_definalize PLUGINSERVICE             / capability_token_subclass PLUGINSERVICE             / accesstransformer PLUGINSERVICE             / eventbus PLUGINSERVICE             / mixin PLUGINSERVICE             / fml TRANSFORMATIONSERVICE             / mixin TRANSFORMATIONSERVICE       FML Language Providers:             minecraft@1.0             lowcodefml@49             javafml@49.0.30       Mod List:             forge-1.20.4-49.0.30-client.jar                   |Minecraft                     |minecraft                     |1.20.4              |COMMON_SET|Manifest: NOSIGNATURE             forge-1.20.4-49.0.30-universal.jar                |Forge                         |forge                         |49.0.30             |COMMON_SET|Manifest: NOSIGNATURE       Crash Report UUID: 5380853b-d030-466a-8c5e-5c81ce00053c       FML: 0.0       Forge: net.minecraftforge:49.0.30
    • I am new at modding and i am in forge My question was how do i modify an already existing block property, like for blocks that you create its easy: public static final RegistryObject<Block> BURNEDWOOD = registerBlock("burnedwood", () -> new Block(BlockBehaviour.Properties.of().blablablabla)); but what do I put in for just vanilla blocks(I want to change the oak log to take more time to cut down, but idk how to access the properties of said block)
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