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Posted (edited)

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 by squidlex
Posted
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?

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