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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.

  • 2 months later...
  • Author
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.

If you are fine with just hiding the top right potion icons and the particles (but not the inventory screen effect), you can utilize the onRenderGameOverlay and onPotionColorCalc events, respectively.

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