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Posted

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 :P

 

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.

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