Posted March 12, 20205 yr 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 March 13, 20205 yr by BlockyPenguin Today (22/10/20) I reached 100 posts! I'm probably more excited than I should be for something so realistically minor...
March 12, 20205 yr 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...
March 12, 20205 yr 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...
March 12, 20205 yr 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 March 12, 20205 yr by BlockyPenguin Today (22/10/20) I reached 100 posts! I'm probably more excited than I should be for something so realistically minor...
March 13, 20205 yr 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...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.