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Difference between revisions of "Potions/1.16"
(Copy Potions to MC1.16 archive) |
(Copy Potions to MC1.16 archive) |
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− | A <code>Potion</code> is simply a list of <code>Effect</code>s to be applied when used. Each <code>Potion</code> gets applied to every <code>Items#POTION</code>, <code>Items#SPLASH_POTION</code>, <code>Items#LINGERING_POTION</code>, and <code>Items#TIPPED_ARROW</code>. Like effects, potions need to be [[Registration | + | A <code>Potion</code> is simply a list of <code>Effect</code>s to be applied when used. Each <code>Potion</code> gets applied to every <code>Items#POTION</code>, <code>Items#SPLASH_POTION</code>, <code>Items#LINGERING_POTION</code>, and <code>Items#TIPPED_ARROW</code>. Like effects, potions need to be [[Registration/1.16|registered]]. |
== Creating a <code>Potion</code> == | == Creating a <code>Potion</code> == | ||
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− | [[Category:Game Effects/1.16]] | + | [[Category:Game Effects/1.16|Category:Game Effects]] |
Latest revision as of 04:14, 27 July 2021
A Potion
is simply a list of Effect
s to be applied when used. Each Potion
gets applied to every Items#POTION
, Items#SPLASH_POTION
, Items#LINGERING_POTION
, and Items#TIPPED_ARROW
. Like effects, potions need to be registered.
Creating a Potion
A Potion
requires a passed in list of EffectInstance
s to apply to the player when the potion is "consumed". There is also a nullable parameter called baseName
that can be set if you would like to use the same name for multiple potions (e.g. a SWIFTNESS
and LONG_SWIFTNESS
entry can be both swiftness
potions).
Adding a Brewing Recipe
Brewing Recipes can be added using BrewingRecipeRegistry::addRecipe
. The most common constructor takes in an Ingredient
input, an Ingredient
reactant, and an ItemStack
output. This can be registered during FMLCommonSetupEvent
.
Important
NBTIngredient
instead.Alert
BrewingRecipeRegistry
is not thread-safe. It should be called within enqueueWork
in the specified parallel dispatch event.