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Damage player every second for 10sec


Niernen

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For my mod I want a player receive drowning damage for 10sec, every second 1 heart of damage.

The damage part is no problem using

player.attackEntityFrom(DamageSource.drown, 2);

but how can I make this repeat every second for 10 seconds?

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I think you could try subscribing to onPlayerTick() using:

 

 @SubscribeEvent
public void onPlayerTick(PlayerTickEvent evt)

 

There are 20 ticks per second. Adding a tick counter is what I would do.

 

More reading on ticks subject can be found here.

 

Update - something like this could work:

private int tickCounter = 0;

@SubscribeEvent
public void onPlayerTick(PlayerTickEvent evt)
{
  
  if (tickCounter % 20 == 0 && tickCounter < 201)
  {
      player.attackEntityFrom(DamageSource.drown, 2);
  }

  tickCounter++;
}

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PlayerTickEvent is fired for each player on both sides, you need to:

 

1. Perform damaging on server - if (!event.player.worldObj.isRemote)

 

2. TickEvents have 2 phases - START and END - pick one (event.phase).

 

3.

private int tickCounter = 0;

@SubscribeEvent
public void onPlayerTick(PlayerTickEvent evt)
{
  
  if (tickCounter % 20 == 0 && tickCounter < 201)
  {
      player.attackEntityFrom(DamageSource.drown, 2);
  }

  tickCounter++;
}

 

While code itself if not bad in mean of ticks/timing, it is bad regarding design.

Held "tickCounter" will be shared between all players (on server side/thread), you can't do it this way.

 

What you need to do is:

* Use IEEP (1.8.9-) or @Capability (1.8.9+) to store counter per-player.

* Use stored counter in event.

* Capability CAN be server-only - unless you need other stuff, or need client to display counter, damaging happens server only, so counter can be too server sided.

 

Links:

http://mcforge.readthedocs.io/en/latest/datastorage/capabilities/

http://mcforge.readthedocs.io/en/latest/concepts/sides/

1.7.10 is no longer supported by forge, you are on your own.

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Ernio:

Thank you for your input, I will have a look into materials you provided.

 

Just one more question to clarify exactly what you meant:

 

'While code itself if not bad in mean of ticks/timing, it is bad regarding design.'

Is there a typo in 'itself if not bad' or not? Like if you meant to say 'is not bad' implying that it is correct to subscribe to PlayerTickEvent, or you meant to say that I am questionably wrong with subscribing to that event?

 

Thanks in Advance. :-)

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I ment that this is the proper way (one of them as d7 suggested using potions) to perform tick operations on player.

BUT

It has flaw in design where you need to have player-specific counters.

@SubscribeEvent
public void onPlayerTick(PlayerTickEvent evt)
{
  // if server
  // if phase
  int counter = player#capability#counter
  if (counter > 0 && counter % 20 == 0)
  {
      player.attackEntityFrom(DamageSource.drown, 2);
  }

  --player#cpability#counter;
}

Where this is pseudocode assuming you are holding integer counter in player's capability. Whenever capability counter is bigger than 0, decrement it from tick event.

 

How to make such per-player data storage has been linked.

 

And yeah - this is good advice:

May I suggest using a PotionEffect? :D

1.7.10 is no longer supported by forge, you are on your own.

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Couldn't you also make it player-specific by checking the player's ticksExisted in your tick counter? Like this:

 

if (event.player.ticksExisted % 20 == 0)

 

Only if you knew when to stop applying the damage.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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