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Posted

This probably isn't the most efficient way (plz dont yell at me draco/ben/someone):

//Put this in a ticker
if(player.isWet()) {
//Set to your speed
} else {
//Set to default speed
}

Kain

Posted

If you use an attribute modifier, you will have to be sure to remove it once the player is out of the water. A much simpler method is to just multiply the player's current motion by a factor:

float f = whatever value you want, maybe 2.0F;
player.motionX *= f;
player.motionZ *= f;

You can multiply the Y motion as well, but generally x and z are what you want.

Posted

It not work ....

 

 

 

if(player.getCurrentItemOrArmor(1) != null){

ItemStack boots = player.getCurrentItemOrArmor(1);

if(boots.getItem() == Basic.Flippers){

if(player.isInWater()) {

                                  float f = 2.0F;

player.motionX *= f;

player.motionZ *= f;

}

}

}

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