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Featured Replies

Posted

Hey! I'd like to potion (which I already have, as well as the long variant, and the respective effect), where, when a player gets the effect, they can fly as if in creative. Here is my code as it stands:
 

package com.blockypenguin.labkit.effects;

import com.blockypenguin.labkit.util.list.ModEffects;

import net.minecraft.entity.Entity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.potion.Effect;
import net.minecraft.potion.EffectInstance;
import net.minecraft.potion.EffectType;
import net.minecraft.potion.Effects;
import net.minecraft.util.text.ITextComponent;

public class FlyingEffect extends Effect {
	
	public FlyingEffect() {
		super(EffectType.BENEFICIAL, 0x87cefa);
		setRegistryName("flying");
	}
	
	@Override
	public void affectEntity(Entity source, Entity indirectSource, LivingEntity entity, int amplifier,
			double health) {
		
		if (entity instanceof PlayerEntity) {
			PlayerEntity player = (PlayerEntity) entity;
			player.abilities.allowFlying = true;
			player.abilities.isFlying = true;
			
			if(player.getActivePotionEffect(ModEffects.FLYING).getDuration() == 100) {
				player.sendStatusMessage(ITextComponent.Serializer.fromJson("You will stop flying in 5 seconds!"), true);
			}
			
			if(player.getActivePotionEffect(ModEffects.FLYING).getDuration() <= 1) {
				player.abilities.isFlying = false;
				player.abilities.allowFlying = false;
			}
		}else {
			entity.addPotionEffect(new EffectInstance(Effects.LEVITATION, 200, 3));
		}
		
		super.affectEntity(source, indirectSource, entity, amplifier, health);
	}
	
}

 

But it doesn't do anything, as if the code never gets run. What have I done wrong? All help appreciated. Thanks!

Edited by BlockyPenguin

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

  • Author
6 hours ago, diesieben07 said:

affectEntity is for instant ("splash") potions.

For long running effects you need to use Effect#performEffect, which will be called every tick, as long as Effect#isReady returned true that tick.


There are also the two methods Effect#applyAttributesModifiersToEntity and Effect#removeAttributesModifiersFromEntity. They are badly named and should be called onStart and onEnd. They are called at when an entity starts (and stops respectively) to be affected by your effect.

Ah okay! I was wondering about the Effect#applyAttributesModifiersToEntity and Effect#removeAttributesModifiersFromEntity methods, but I didn't think they were relevant. Thank you so much. :)

Okay, I've tried that now, and the code gets called, and my NBT data gets updated (I did /data get @s, and I saw mayFly: 1b.), but... I still can't fly. What's gone wrong?

 

package com.blockypenguin.labkit.effects;

import com.blockypenguin.labkit.LabKit;
import com.blockypenguin.labkit.util.list.ModEffects;

import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.ai.attributes.AbstractAttributeMap;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.potion.Effect;
import net.minecraft.potion.EffectInstance;
import net.minecraft.potion.EffectType;
import net.minecraft.potion.Effects;
import net.minecraft.util.text.ITextComponent;

public class FlyingEffect extends Effect {
	
	public FlyingEffect() {
		super(EffectType.BENEFICIAL, 0x87cefa);
		setRegistryName("flying");
	}
	
	@Override
	public void removeAttributesModifiersFromEntity(LivingEntity entity, AbstractAttributeMap attributeMap, int amplifier) {
		if (entity instanceof PlayerEntity) {
			PlayerEntity player = (PlayerEntity) entity;
			player.abilities.isFlying = false;
			player.abilities.allowFlying = false;
		}else {
			entity.removeActivePotionEffect(Effects.LEVITATION);
		}
		
	}
	
	@Override
	public void applyAttributesModifiersToEntity(LivingEntity entity, AbstractAttributeMap attributeMap, int amplifier) {
		if (entity instanceof PlayerEntity) {
			PlayerEntity player = (PlayerEntity) entity;
			player.abilities.allowFlying = true;
			
			if(player.getActivePotionEffect(ModEffects.FLYING).getDuration() == 100) {
				player.sendStatusMessage(ITextComponent.Serializer.fromJson("You will stop flying in 5 seconds!"), true);
			}
			
		}else {
			entity.addPotionEffect(new EffectInstance(Effects.LEVITATION, 200, 3));
		}
		
	}
	
}

 

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

  • Author

Okay, thank you, I'll try that now. :)

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

  • Author

It works! thank you so much! Just a sidenote, other than using affectEntity, are there any special methods/classes that I'd need to use for an instant potion?

 

EDIT: Also, how would I disable splash and lingering potion types for a potion, whilst keeping the standard drinkable potion?

Edited by BlockyPenguin

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

  • Author
10 hours ago, diesieben07 said:

Not that I know of.

 

You should be able to make that check in your IBrewingRecipe.

Thanks again or your help! ?

Today (22/10/20) I reached 100 posts!

I'm probably more excited than I should be for something so realistically minor...

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