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Shootable Item Delays

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I currently have a custom shootable item which fires a projectile entity, what would be the best way to make it so that when right clicked it fires multiple in quick succession with a tick delay in between

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So I thought that I had gotten pretty far on my own but now apparently my code crashes the game. I am new to using the forge API and modding in general and some help on why this crashes the game and how to fix it would be greatly appreciated:


public class SpecialItem extends ShootableItem {

     public SpecialItem(Properties properties){ super(properties); }


     public Predicate<ItemStack> getInventoryAmmoPredicate() { return null; }


     public int func_230305_d_() { return 15; }

     public int tcount=0;

     @SubscribeEvent public void ontick(TickEvent.ClientTickEvent event){




     public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) {

     if (!playerIn.getCooldownTracker().hasCooldown(this)) {

          playerIn.getCooldownTracker().setCooldown(this, 40);

          Vector3d v3 = playerIn.getLook(1);

          for (tcount = 0; tcount <= 40;) {

               if (tcount%10 == 0 && tcount!= 40) {

                    final SmallFireballEntity entitysmallfireball = new SmallFireballEntity(playerIn.getEntityWorld(), playerIn.getPosX(), playerIn.getPosY() + playerIn.getEyeHeight() - 0.4, playerIn.getPosZ(), v3.x + playerIn.getRNG().nextGaussian() * 0.05, v3.y, v3.z);

                    entitysmallfireball./* shoot */func_234612_a_(playerIn, playerIn.rotationPitch, playerIn.rotationYaw, 0.0f, 1.5f, 1.0f); worldIn.addEntity(entitysmallfireball); } } tcount = 0;

                    return ActionResult.resultSuccess(playerIn.getHeldItem(handIn));

           } return ActionResult.resultFail(playerIn.getHeldItem(handIn));



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  • ClientTickEvent is the wrong event, you have to use ServerTickEvent. Also note that tick events fire twice every tick, check TickEvent#phase.
  • You cannot store variables like "tcount" in your item class, as there is only ever one instance of your item class so this variable will be shared between all instances of your item (e.g. if two players use it at the same time). You need to use either the ItemStack, a player capability or something like a global task system: A list of Runnables that your tick event runsy and which keep track of the timer themselves.
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