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Posted

I have an attack that basically is a flamethrower. I want it to impart a potion effect that will slow down the entity that this effect hits. Currently the following doesnt work. It gets called, the hitEntity is there and I see the potion particles above the hit entity but the entity doesnt slow down for some reason. anyone know why?

 

if(attackType == This.SlowDownAtt){
				//Doesnt seem to work atm
				System.out.println("CALLED");
				hitEntity.addPotionEffect(new PotionEffect(Potion.moveSlowdown.id, 70, 70));
}

 

This method is called server side only btw

  • Author

If I do

 

if(attackType == This.SlowDownAtt){
				//Doesnt seem to work atm
				System.out.println("CALLED");
				hitEntity.addPotionEffect(new PotionEffect(Potion.invisibility.id, 500,4));
}

 

Then the hit mob turns invisible but why doesnt it slow down if I try the slowness potion??

  • Author

If I do

 

if(attackType == This.SlowDownAtt){
hitEntity.addPotionEffect(new PotionEffect(Potion.poison.id, 500,4));
}

 

Then the hit mob does in fact get poisoned but the mobs movement speed doesnt slow down if I try the slowness potion??

  • Author

does anyone know whether or not I need to send a packet to apply a slowness potion effect to an entity? I cant see any other reason why this shouldnt work. I know movement speed needs to be applied client side so does that mean I need to send a packet notifying the client that the movement speed of the entity changed?

You shouldn't need to notify the client, if that's what you're asking.

 

I don't know if this is the source of your issue, but you are using an insane amplifier value for the move slowdown effect. Typically, you must remain within the specifications set out by each individual potion, most of which only accept amplifiers in the range of 0-2 and some up to 3. I don't know of any offhand that can go up to 4, let alone 70, and using values like that will certainly have the possibility of resulting in unintended consequences such as not working.

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