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[1.7.10] Regeneration Effect on Custom Armor


DanielDawn

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Okay so, I need a way to have the regeneration effect refresh like every 50 ticks so it can do its job while having my armor use the onArmorTick method. Because if it's just set to 0 ticks and is constantly on 0 it won't do anything but play the animation and instantly heal.

public void onArmorTick(World world, EntityPlayer player, Potion potion, ItemStack itemStack)
{
	if(player.getCurrentArmor(3) != null){
		ItemStack helmet = player.getCurrentArmor(3);
		if(helmet.getItem() == SmallEnhancements.regeneration_charm){
			player.addPotionEffect(new PotionEffect(Potion.regeneration.getId(), 50, 0));
		}

Any help is greatly appreciated, but code is favored. I'd be happy to provide additional information upon request.

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...because, right now, you're adding the effect every tick and Regen specifically wants to know how long the potion has left in order to do any healing.

 

Because it does this:

 

if(timeLeft % 10 == 1) { heal(); }

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I'm doing it wrong... What should I put in the parentheses? I've tried Potion.regeneration, potion.regeneration, Potion.regeneration.getId(), and potion.

if(!player.isPotionActive(Potion.regeneration))

Oh and I used ! because it basically asks if the player doesn't have regeneration, then give the player regeneration.

if(!player.isPotionActive())
			player.addPotionEffect(new PotionEffect(potion.regeneration.getId(), 50, 0));
			if(player.isPotionActive(potion.regeneration.getId()))

If I can figure out how to use this properly, this will definitely be better than the old tick if statement. Thank you though, this really helps.

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Thank you, that's exactly what I thought. It turns out, the problem was with an unnecessary variable in my method... Like really dumb mistake. But, thanks! This really helped!

 

Just in case anyone who stumbles upon this wants the code. For 1.7

public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack)
{
	if(player.getCurrentArmor(3) != null){
		ItemStack helmet = player.getCurrentArmor(3);
//3 is for helmet
		if(helmet.getItem() == ModId.ArmorPiece){

			//player.addPotionEffect(new PotionEffect(Potion.regeneration.getId(), 50, 0));
			if(!player.isPotionActive(Potion.regeneration.getId()))
				player.addPotionEffect(new PotionEffect(Potion.regeneration.getId(), 50, 0));
		}

Thank you so much!

Edit: Is there anyway I can have the timer simply say 0:00 all the time?

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based on how that potion effect works (heals at 1/11/21 seconds) I would say no unless you modified base minecraft code, which would make your mod incompatible with most others.

 

That being said, you could make your own effect that heals a player and use that instead of regen.

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

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based on how that potion effect works (heals at 1/11/21 seconds) I would say no unless you modified base minecraft code, which would make your mod incompatible with most others.

 

That being said, you could make your own effect that heals a player and use that instead of regen.

 

why would you create your own effect if you cant use vanillas? simply make some simple if checks to find out if the effect is alive for nuf seconds to heal and then reapply it..

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based on how that potion effect works (heals at 1/11/21 seconds) I would say no unless you modified base minecraft code, which would make your mod incompatible with most others.

 

That being said, you could make your own effect that heals a player and use that instead of regen.

 

why would you create your own effect if you cant use vanillas? simply make some simple if checks to find out if the effect is alive for nuf seconds to heal and then reapply it..

 

Assuming you mean "if you can use vanillas", he already has it working to apply the regen, he just wants a way to have potion effect icon in the player inventory always show 0 seconds. Because regen applies the heal on timeLeft %10 = 1 he can't have it show 0 seconds and still heal the player.

 

Making your own effect is for people who are too picky to just accept that it won't display, exactly as they want.

Current Project: Armerger 

Planned mods: Light Drafter  | Ore Swords

Looking for help getting a mod off the ground? Coding  | Textures

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