Jump to content

Recommended Posts

Posted

Hi, I'm working on porting a mod to 1.10.2 and I'm having trouble making the potion effect work correctly on 1.10.2. Here's the code from 1.7.10 if that helps.

 

 

 

public boolean hitEntity(ItemStack par1ItemStack, EntityLivingBase par2EntityLiving, EntityLivingBase par3EntityLiving)

{

par2EntityLiving.addPotionEffect(new PotionEffect(Potion.moveSlowdown.id, 40, 5));

return super.hitEntity(par1ItemStack, par2EntityLiving, par3EntityLiving);

}

 

 

Thanks for any help.

Posted

EntityLivingBase#addPotionEffect(new PotionEffect(Potion.getPotionById(10), 100, 3));

Will give the entity regeneration for 100 seconds and level 4.

 

Don't use numeric IDs, they're not guaranteed to be the same for every save and they're a lot less descriptive than using fields or registry names.

 

The vanilla

Potion

instances are now stored in the

MobEffects

class.

 

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

There should be a function in the ItemSword class that deals with hurting enemies. Find it, override it, add that code to it.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

EntityLivingBase#addPotionEffect(new PotionEffect(Potion.getPotionById(10), 100, 3));

Will give the entity regeneration for 100 seconds and level 4.

 

Don't use numeric IDs, they're not guaranteed to be the same for every save and they're a lot less descriptive than using fields or registry names.

 

The vanilla

Potion

instances are now stored in the

MobEffects

class.

Ah, very true, but why did MobEffects become MobEffects and not Potions? Kinda like how we have Block and Blocks or Item and Items?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Ah, very true, but why did MobEffects become MobEffects and not Potions? Kinda like how we have Block and Blocks or Item and Items?

 

Because potions cause Effects.  There are also (or can be) affects that aren't applied by potions.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Ah, very true, but why did MobEffects become MobEffects and not Potions? Kinda like how we have Block and Blocks or Item and Items?

 

Because potions cause Effects.  There are also (or can be) affects that aren't applied by potions.

You are right there, but I fail to see the logic behind that reasoning. All that MobEffects stores is the Potion instances from the Registry. It doesn't store any effects inside of it. And the only link between Potions and Mobs is that potion effects are applied to mobs.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Ok, here's my code so far.

 

 

 

 

    public boolean hitEntity(ItemStack par1ItemStack, EntityLivingBase par2EntityLiving, EntityLivingBase par3EntityLiving)

    {

          EntityLivingBase#addPotionEffect(new PotionEffect(Potion.getPotionById(10), 100, 3));

          return super.hitEntity(par1ItemStack, par2EntityLiving, par3EntityLiving);

    }

 

 

 

 

It doesn't compile due to illegal characters in the potion effect line. Any idea why this is happening?

Posted

Classname#MethodName() is not valid java.  It's javadoc notation.

 

If you'd been told to use

someEntityLivingBaseObject_ThisNameIsArbitrary.addPotionEffect(...)

you'd have pasted

someEntityLivingBaseObject_ThisNameIsArbitrary.addPotionEffect(...)

into your code and then complained that eclipse doesn't know what

someEntityLivingBaseObject_ThisNameIsArbitrary

was, despite the obviously arbitrary name.  So we told you the type of the object because its variable name is arbitrary.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

I used to be into modding 1.2.5, I know c decently. I can't remember any java syntax though.

"#"'s are not used in Java for any actual programming. They are  used to denote that what comes after it is a method and is not static so no confusion comes. AKA

EntityLivingBase.addPotionEffect(...)

is different from

EntityLivingBase living = ...

living.addPotionEffect(...)

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Alright, so what should I change in my actual code?

 

 

 

    public boolean hitEntity(ItemStack par1ItemStack, EntityLivingBase par2EntityLiving, EntityLivingBase par3EntityLiving)

    {

          EntityLivingBase#addPotionEffect(new PotionEffect(Potion.getPotionById(10), 100,3));

          return super.hitEntity(par1ItemStack, par2EntityLiving, par3EntityLiving);

    }

 

 

 

Posted

Find an EntityLivingBase that is available within the method (hint: there are two) and use one of those.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

You should call

EntityLivingBase#addPotionEffect

on an instance of

EntityLivingBase

. You have to parameters of type

EntityLivingBase

, the first one being the target and the second being the attacker. You decide which one to use.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

  • 1 year later...
Posted (edited)
On 1/8/2017 at 11:54 PM, Choonster said:

 

Don't use numeric IDs, they're not guaranteed to be the same for every save and they're a lot less descriptive than using fields or registry names.

 

The vanilla


Potion
 

instances are now stored in the


MobEffects
 

class.

 

unless the source code of minecraft forge 1.10 changes based on the world seed numeric potion IDs of vanilla potion effects are always the same.

Edited by Tyfyter
Posted
5 hours ago, Tyfyter said:

unless the source code of minecraft forge 1.10 changes based on the world seed numeric potion IDs are always the same.

Mods that add potions may not have the same ID every time.

 

Also this thread is over a year old.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.