Posted January 26, 20214 yr I'm currently using a tick event to check if the Player has the Potion Effect, with a Boolean Capability to only run the code on the first tick of the potion effect being applied. PSEUDOCODE: tickEvent(PlayerTickEvent event) { if(we're on the server){ if(player doesn't have effect capability && player has potion effect) { // Do stuff give player active effect capability; } else if (player has effect capability && player does not have potion effect) { // Do stuff remove player active effect capability } } } The issue here is that if the potion effect is applied again whilst the player has it, the first line of code doesn't run. Is there a workaround to this? Thanks for your help! Edited January 26, 20214 yr by squidlex
January 26, 20214 yr Author 3 minutes ago, diesieben07 said: Effect#applyAttributesModifiersToEntity will be called when the potion is applied Thank you! My Potion isn't using Attribute modifiers however, is there a way I can still use this?
January 26, 20214 yr Author 18 minutes ago, diesieben07 said: That's just the (bad) method name. I see, thank you so much for all your help!
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