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https://forums.minecraftforge.net/topic/122906-particle-beam/#comment-534628

Quote

If you don't want to follow similar code patterns used in vanilla code that is your choice.

But don't expect to get much help in this forum, beyond  "you are doing it wrong" or just being ignored.

 

But your main problem is: DONT store data in static fields unless they are effectively immutable.

You need to store the data against the object it relates to.

In this case, either the player or the ItemStack. I don't know which of those you intend to have the cooldown.

 

Here's what your code does:

1) Checks the cooldown and if it is ok finds the nearest entity and tries it hurt it on the client which will do nothing except maybe make it turn red?

2) Sets that static field and returns SUCCESS so it ill pass the work the server

3) The server (in single player mode) then checks the same static field and so says the item is on cooldown meaning it does nothing.

 

I bet your code "works" on a dedicated on server, but only if there is one player using the item at once.

You should also really be using "ticks" not real time. e.g. player.tickCount

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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