Posted February 18, 201510 yr Each EntityLivingBase has effectMap. This is what is available in API: (Entity is accessable from effect) protected abstract void onEffectAdded(); protected abstract void onEffectRemoved(boolean forced); protected abstract void onUpdateTickPre(); protected abstract void onUpdateTick(); protected abstract void onUpdateTickPost(); Some effects are totally out of vanilla (like curse or bleeding) and some I want to hook into it (e.g ignite). entity.setFire(seconds) is thing that gives flames animation and deals 1dmg per sec. I'd like to extend flame damage - is there a way? I was thinking of maybe setting fire and dealing (damage - 1) on my own as an extension, but that don't really satisfy me. Next: How would I go for empowering poison to deal more damage? PotionEffect only deals 1.0F. Next: Is there something I can do (without ASM, maybe during hurt event, anything?) to change DamageSource of poison - from .magic to my own MySource.poison? I have few ideas, but I'd like your opinion, maybe someone was doing this before Goals: Best performance, most manageability over effect, clear hooks, most comatybility (with whole vanilla). Note: Values of health are VERY far from vanilla. I am operating on at least 100.0F (rising with level - using modifiers to stay with vanilla). That's why I need to change those above (and want to stay compatybile). Meh, I am often overthinking the design. *.* 1.7.10 is no longer supported by forge, you are on your own.
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.