IronIngotGuy
Members-
Posts
2 -
Joined
-
Last visited
IronIngotGuy's Achievements
Tree Puncher (2/8)
0
Reputation
-
Thank you! After making those tweaks, the hand animation seems to have changed fine. However, it seems like the dig speed has been unchanged. It looks like the EntityPlayer class's dig speed is hardcoded around the Haste and Mining Fatigue Potions specifically. Is there a way around this to mimic Mining Fatigue's digging speed changes on the player? Thanks again
-
Hey all, I'm sure I missed something simple, but I'm trying to create a a custom potion that acts like multiple Vanilla potions combined together. In this example, I'm trying to create a potion that acts like a Slowness, Mining Fatigue, and Health Boost potion all in one. The Slowness and Health Boost attributes get modified correctly when the effect is given to the player, however, the Mining Fatigue attribute seems to remain unchanged, and I cannot figure out why. Any and all help is appreciated. Many thanks! public class PotionExample extends Potion { public PotionExample(boolean isBadEffect, int liquidColor){ super(isBadEffect, liquidColor); this.registerPotionAttributeModifier(SharedMonsterAttributes.ATTACK_SPEED, MathHelper.getRandomUUID().toString(), -3.0D, 2); this.registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED, MathHelper.getRandomUUID().toString(), -0.5D, 2); this.registerPotionAttributeModifier(SharedMonsterAttributes.MAX_HEALTH, MathHelper.getRandomUUID().toString(), 4.0D, 0); } @Override public void performEffect(EntityLivingBase entityLivingBase, int amplifier) { super.performEffect(entityLivingBase, amplifier); } @Override public boolean isReady(int duration, int amplifier) { return true; } }