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Featured Replies

Posted

Hello,

The problem is, that when I try to deal damage with my custom effect, I don't loose any health, but in inventory icon exist.

I think, it is because I call this effect on client side, when worldIsRemote==true, but I don't know any solution.

BUT! When I used some different effects, not dealing any damage or regeneration, such as movements, it works fine.

 

My Potion File

package com.CAJlO.CAJlOsRealism.potion;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.texture.ITextureObject;
import net.minecraft.potion.Potion;
import net.minecraft.util.ResourceLocation;

public class PotionIllness extends Potion {

public PotionIllness(int par1, boolean par2, int par3) {
	super(par1, par2, par3);
}

@Override
public boolean isBadEffect() {
	return true;
}

/*public void performEffect(EntityLivingBase attacker, int strength) {
	super.performEffect(attacker, strength);
	{
	}
}*/

public Potion setIconIndex(int par1, int par2) {
	super.setIconIndex(par1, par2);
	return (Potion) this;
}

@Override
public int getStatusIconIndex() {
	ResourceLocation r = new ResourceLocation("cajlosrealism", "textures/gui/potions.png");

	ITextureObject texture = Minecraft.getMinecraft().renderEngine.getTexture(r);
	Minecraft.getMinecraft().renderEngine.bindTexture(r);

	return super.getStatusIconIndex();
}
}

 

My ModPotions File

package com.CAJlO.CAJlOsRealism.potion;

import java.lang.reflect.Field;
import java.lang.reflect.Modifier;

import com.CAJlO.CAJlOsRealism.CommonProxy;
import com.CAJlO.CAJlOsRealism.event.BlockHarvestingEventHandler;

import cpw.mods.fml.common.FMLCommonHandler;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import net.minecraft.potion.Potion;
import net.minecraftforge.common.MinecraftForge;

public final class ModPotions {

public static Potion barefootPotion;
public static Potion drowsinessPotion;
public static Potion undercoolingPotion;
public static Potion chilblainPotion;
public static Potion illnessPotion;

@EventHandler
public static void preInit() {
    Potion[] potionTypes = null;

    for (Field f : Potion.class.getDeclaredFields()) {
        f.setAccessible(true);
        try {
            if (f.getName().equals("potionTypes") || f.getName().equals("field_76425_a")) {
                Field modfield = Field.class.getDeclaredField("modifiers");
                modfield.setAccessible(true);
                modfield.setInt(f, f.getModifiers() & ~Modifier.FINAL);

                potionTypes = (Potion[])f.get(null);
                final Potion[] newPotionTypes = new Potion[256];
                System.arraycopy(potionTypes, 0, newPotionTypes, 0, potionTypes.length);
                f.set(null, newPotionTypes);
            }
        } catch (Exception e) {
            System.err.println("Severe error, please report this to the mod author:");
            System.err.println(e);
        }
    }

    MinecraftForge.EVENT_BUS.register(new NewPotionsEventHandler());
}
}

 

My handler method

@SubscribeEvent
public void onEntityUpdate(LivingUpdateEvent event) {
	if (event.entityLiving.isPotionActive(ModPotions.illnessPotion)) {
		if (event.entityLiving.worldObj.rand.nextInt(20) == 0) {

			event.entityLiving.attackEntityFrom(DamageSource.generic, 2);

		}
	}
}

 

My PlayerUpdate event call method

@SubscribeEvent
public void onUpdateEvent_Illness(LivingEvent.LivingUpdateEvent event) {

	EntityPlayer player;

	Entity entity = event.entityLiving;

	if (entity instanceof EntityPlayer) {
		player = (EntityPlayer) entity;
	} else {
		return;
	}

	if (player.getActivePotionEffect(ModPotions.undercoolingPotion) != null)
		if (Math.random() * 1000 > 995) {
			if (player.getActivePotionEffect(ModPotions.illnessPotion) == null) {
				player.addPotionEffect(new PotionEffect(ModPotions.illnessPotion.id, 20 * 120));
			}
		}
}
}

 

My strings from CommonProxy

ModPotions.illnessPotion = (new PotionIllness(36, false, 0)).setIconIndex(5, 0).setPotionName("potion.illness");

 

EDIT:

Forgot to say, when in game I write smth like /effect player 36 10 - it works fine and deal damage

  • Author

I read some tutorials, and... is there any possible ways not to sand packets?

  • Author

Do it on the server instead of on the client, simple as that.

It was a 1st what I've tryed, but when I do worldIsRemote==false it like livingUpdate event never happens!

  • Author

Why are you even using LivingUpdateEvent if you are just listening for players anyways? You would use PlayerTickEvent for that.

Moreover, why do you have two event handlers for this event?

 

Lastly, you do not need any event handler here at all, since active potions already receive tick callbacks through the

performEffect

method in the Potion class. Make a class for your Potion and override this method instead of using the event.

It is true, that I use 2 handlers

1st handler for making smth with players when they get effect, so as you said I no more need it, because there is a

public void performEffect(EntityLivingBase p_76457_1_)

making it

2nd handler is for to give a player that effect. For example - player not wearing full complect of wear and in snow biom? Than make him ill in 0.1%. Thats why I use 2nd handler and this 2nd handler is have a problem, because it gives effects on client side, so player health are not change and after log out effects disappears. Please, help me to give players effect just like it was done from console, so server could know that player get an effect.

  • Author

There is nothing in your code that checks biomes or anything like that.

@SubscribeEvent
public void onUpdateEvent_Chilblain(LivingEvent.LivingUpdateEvent event) {

	EntityPlayer player;

	Entity entity = event.entity;

	if(entity instanceof EntityPlayer){
		player = (EntityPlayer) entity;
	} else {
		return;
	}

	ItemStack hand = player.getEquipmentInSlot(0);
	ItemStack helmet = player.getEquipmentInSlot(4);
	ItemStack chest = player.getEquipmentInSlot(3);
	ItemStack leggings = player.getEquipmentInSlot(2);
	ItemStack boots = player.getEquipmentInSlot(1);

	boolean biomeIsSnowable = false;

	if (player.getEntityWorld().isRemote == true)
		if (player.getEntityWorld().getBiomeGenForCoords(player.chunkCoordX, player.chunkCoordZ)
				.getEnableSnow() == true) {
			biomeIsSnowable = true;
		}

	if (biomeIsSnowable == true && (helmet == null || chest == null || leggings == null || boots == null)
			&& !player.capabilities.isCreativeMode && player.isInWater() == true) {
		player.addPotionEffect(new PotionEffect(ModPotions.chilblainPotion.id, 20 * 120, 1));
		player.addPotionEffect(new PotionEffect(ModPotions.chilblainPotion.id, 20 * 120, 1));
	}
}

Used it in another effect, it works fine

@SubscribeEvent
public void onEntityUpdate4(LivingUpdateEvent event) {

	EntityPlayer player = null;
	Entity entity = event.entity;
	if (entity instanceof EntityPlayer) {
		player = (EntityPlayer) entity;
	} else {
		return;
	}

	if (player.isPotionActive(ModPotions.chilblainPotion) == true) {

		if (player.motionX != 0) {
			player.motionX = player.motionX
					* (0.5 / player.getActivePotionEffect(ModPotions.chilblainPotion).getAmplifier());
		}

		if (player.motionZ != 0) {
			player.motionZ = player.motionZ
					* (0.5 / player.getActivePotionEffect(ModPotions.chilblainPotion).getAmplifier());
		}

		if (player.isSwingInProgress = true)
			player.swingProgressInt = player.swingProgressInt / 2;

		if (player.getActivePotionEffect(ModPotions.chilblainPotion).getAmplifier() > 0) {
			if (chilblainHand < 0)
				chilblainHand = player.inventory.currentItem;
			player.inventory.currentItem = chilblainHand;
		}

		if (player.getActivePotionEffect(ModPotions.chilblainPotion) != null)
			if (player.getActivePotionEffect(ModPotions.chilblainPotion).getDuration() == 0) {
				chilblainHand = -1;
				player.removePotionEffect(ModPotions.chilblainPotion.id);
				return;
			}
	}
}

  • Author

Again, why do you use LivingUpdateEvent when you are only listening for player ticks? PlayerTickEvent is more appropriate here.

Your onEntityUpdate4 is better dealt with using isReady & performEffect in your Potion class.

 

onUpdateEvent_Chilblain does not work because you check if the world is clientside ("

isRemote == true

").

It is work... Not working illness potion... And I already understood about PlayerTick event

 

Edit: I use isRemote == true because only client knows where player is. Server always talk that player in taiga and snowing is false.

  • Author

onUpdateEvent_Chilblain cannot work.

make a video? when player mooving slower and cant change item in its hand?

  • Author

It is still applied only clientside, which is a bad idea. You should change it.

 

I still have no idea which part you think is not working.

Okay. Imagine that player can become ill. Whenever he do whatever. Just a random function with a small % of it. How to make it call an effect?

 

EDIT:

Problem is here, sure 200%, what is change?

@SubscribeEvent
public void onUpdateEvent_Illness(LivingEvent.LivingUpdateEvent event) {

	EntityPlayer player;

	Entity entity = event.entityLiving;

	if (entity instanceof EntityPlayer) {
		player = (EntityPlayer) entity;
	} else {
		return;
	}

	if (player.getActivePotionEffect(ModPotions.undercoolingPotion) != null)
		if (Math.random() * 1000 > 995) {
			if (player.getActivePotionEffect(ModPotions.illnessPotion) == null) {
				//player.addPotionEffect(new PotionEffect(ModPotions.illnessPotion.id, 20 * 120));
				//player.addPotionEffect((new PotionEffect(ModPotions.illnessPotion.getId(), 100, 1)));
			}
		}
}

  • Author

Pseudocode:

 

onTick(PlayerTickEvent) {
    if (event.phase == END && !event.player.world.isRemote && Math.random() <= probability) {
        event.player.addPotionEffect(new PotionEffect(...));
    }
}

Works like a charm! Big thanks!

How I did it

@SubscribeEvent
public void onTick(PlayerTickEvent event) {
    if (event.phase == event.phase.END && !event.player.worldObj.isRemote && Math.random() <= 0.5) {
    	event.player.addPotionEffect(new PotionEffect(ModPotions.illnessPotion.id, 20 * 120));
    }
}

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