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Posted

I am trying to make an armor that replicates the effects of the Jump Boost potion effect without acutally giving the player the Jump Boost potion effect. I've tried player.addVelocity(0.0,5.0,0.0) and player.motionY+5 but none of them work. The values themselves change, but the height of the player jump is not changed at all.

 

Does anyone know how I can give the player a higher jump height?

 

Thanks for reading! =)

Posted

I would also like to know.  I ended up using the potion effect, but if I could get the same effect without, that would be awesome.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Perhaps if we looked where the potion effects are given to the player, the actual code for each specific potion effect is determined by the potion id. I checked under EntityLivingBase updatePotions with no luck. Any ideas? =)

Posted

Use LivingJumpEvent:

@ForgeSubscribe
public void onLivingJumpEvent(LivingJumpEvent event)
{
  if (event.entity instanceof EntityPlayer && wearing your armor)
  {
    event.entity.motionY += 0.2D; // or whatever value you want
  }
}

If you don't want to use events, you could try using the Forge method onArmorTickUpdate (in the Item class) and change the player's jump movement factor. I haven't tried that personally, though.

Posted

alias, for some reason, the jump boost works in the LivingJumpEvent method that you showed me but when I try to do so in the onUpdate of my custom potioneffect, I know that the code is executed(by a simple player.addChatMessage) but it doesn't work whether I use par1EntityLivingBase.motionY+= 0.2D; or EntityPlayer player = (EntityPlayer) par1EntityLivingBase and player.motionY += 0.2D;

 

I guess I will go with using the event. Even though, optimally, I would like it to work inside my custom PotionEffect.

 

Thanks for the help! =)

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