TheRPGAdventurer Posted May 4, 2018 Posted May 4, 2018 (edited) /** if the hitDensity is high enough, manipulate the block (eg set fire to it) * @param world * @param blockPosition the world [x,y,z] of the block * @param currentHitDensity * @return the updated block hit density */ public BreathAffectedBlock affectBlock(World world, Vec3i blockPosition, BreathAffectedBlock currentHitDensity) { checkNotNull(world); checkNotNull(blockPosition); checkNotNull(currentHitDensity); BlockPos blockPos = new BlockPos(blockPosition); IBlockState iBlockState = world.getBlockState(blockPos); Block block = iBlockState.getBlock(); Random rand = new Random(); if (!world.isRemote) { EntityAreaEffectCloud entityareaeffectcloud = new EntityAreaEffectCloud(world, blockPos.getX(), blockPos.getY(), blockPos.getZ()); entityareaeffectcloud.setOwner(this.dragon); entityareaeffectcloud.setParticle(EnumParticleTypes.SPELL_INSTANT); entityareaeffectcloud.setRadius(1.0F); entityareaeffectcloud.setDuration(600); entityareaeffectcloud.setRadiusPerTick((1.0F - entityareaeffectcloud.getRadius()) / (float)entityareaeffectcloud.getDuration()); entityareaeffectcloud.addEffect(new PotionEffect(MobEffects.WITHER, 500, 1)); entityareaeffectcloud.setPosition(blockPos.getX(), blockPos.getY(), blockPos.getZ()); int i = rand.nextInt(10000); if(i < 13) { world.spawnEntity(entityareaeffectcloud); } } return new BreathAffectedBlock(); // reset to zero } My problem is that when Particle INSTANT_SPELL spawns it spawn only the white color the default, I want it to change to brown just like INSTANT_DAMAGE Edited May 4, 2018 by TheRPGAdventurer Quote
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