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[1.12] Make custom potion not display potion particles


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Posted

Alright, so I have a bunch of cool potion effects that I have made, but I don't like the potion particles showing up when they are active. The easiest way I could find to make the potions not display particles was to set the liquid color to pure black (0). However, I have now decided that I want to register a bunch of my potion effects as PotionTypes so I can make them into drinkable or splash potions relatively easily. For these potions, I want them to have a liquid color that isn't just pure black, but changing the color would make them display particles again. So I want to know if there is an easy way to turn off the potion particles while still having a colored potion liquid. 

Posted

You can use the PotionEffect(Potion potionIn, int durationIn, int amplifierIn, boolean ambientIn, boolean showParticlesIn) constructor to control whether or not particles are displayed for a PotionEffect.

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

So I thought that constructor was just what I was looking for, but then I tried using it to make a custom PotionType, and setting showParticlesIn to false turns the liquid color to black.

This PotionType shows particles and has a colored liquid:

public static final PotionType FROZEN = new PotionType(new PotionEffect[] {new PotionEffect(AMPotion.FROZEN, 600, 0, false, true)}).setRegistryName("frozen");

And this one doesn't show particles but has a black liquid:

public static final PotionType FROZEN = new PotionType(new PotionEffect[] {new PotionEffect(AMPotion.FROZEN, 600, 0, false, false)}).setRegistryName("frozen");

Additionally, setting the particles to false messes with another aspect of my potion effect. So this particular effect has an overlay drawn on the screen that is called using an overridden renderHUDEffect from the Potion class and it is no longer visible using the new PotionEffect constructor with showParticlesIn set to false. This seems odd.

Posted

Well I did some looking through the code and found the reason for one of my issues. So the HUD effect not showing up is due to a check in the GuiIngame class, as the call to the Forge renderHUDEffect is within a conditional block that checks if the potion shows particles. I haven't found the place where the potion's liquid color is set for the potion item, but I assume that it will also check if the potion shows particles when setting the liquid color as well. Regardless of the reason for the liquid color, I think I won't be able to just turn off the particles in the constructor and still get the desired behavior for my potion effects. The only thing I can think of to do now is make a bunch of brand new items to mimic the vanilla potions, although it will be annoying since I want to give them splash and lingering variants as well. If anyone has an idea on a better way to do this, it would be appreciated.

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