Jump to content

[1.15.2] Implementation of IForgeEffect & IForgeEffectInstance


ChampionAsh5357

Recommended Posts

Within Effect and EffectInstance, there is an interface implementation that allows the user to set whether a potion effect should render the effect on screen or has a curative item. The issue with these methods is that they only have use for user added Effects and not vanilla Effects. The implementation on EffectInstance cannot even be extended or modified since ClientPlayNetHandler#handleEntityEffect creates a new instance of EffectInstance.

 

Is there another way to hook these methods on vanilla effects? Any help is appreciated.

Link to comment
Share on other sites

  • 2 months later...
On 4/30/2020 at 3:58 AM, diesieben07 said:

What are you trying to achieve?

I was trying to achieve at the time making Effects completely invisible to the player. This means no particle effects or GUI notifications of how much time you have remaining regardless of what Effect it was.

 

Apologies for such a late response. For some reason I never realized this was replied.

Link to comment
Share on other sites

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.