Posted July 23, 20196 yr Does anyone get how we register potion since the 1.13.2 ? I mean, since "register" in Potion.class is now private, it's kind of a maze to find out how i'm suppose to do. Any good trick ? Edited July 23, 20196 yr by sunsigne
July 23, 20196 yr Author I tried, but i probably mist something important. i feel it is as obvious as the nose in the middle of the face ! but i can't say what i forgot ... Here are my lines : Spoiler @SubscribeEvent public void registerPotionEffect(RegistryEvent.Register<Potion> event) { event.getRegistry().registerAll ( paralizing_effect = new CEPotion(modid + ":paralizing_effect", false, 14738176, 0, 0) .registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED, MathHelper.getRandomUUID() .toString(), -1.0D, 2).registerPotionAttributeModifier(SharedMonsterAttributes.FOLLOW_RANGE, MathHelper .getRandomUUID().toString(), -1.0D, 2) ); } @SubscribeEvent public void registerPotions(RegistryEvent.Register<PotionType> event) { event.getRegistry().registerAll ( paralizing_potion = new PotionType("paralizing_potion", new PotionEffect[] {new PotionEffect(paralizing_effect, (10*20) )}).setRegistryName(new ResourceLocation(modid, "paralizing_potion")) ); } Do i need to add anything else in purpose to have a fonctionnal basic potion in my game ?
July 23, 20196 yr Author Here it works ! Ofc i had mist something obvious ! This actually is kinda stupid ... I forgot to put .setRegistryName, if it has no name, it can't be identify x)
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