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Posted (edited)

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 by sunsigne
Posted

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 ?

Posted

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)

  • sunsigne changed the title to 1.13.2 Registering Potion ? [Solved]

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