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Difference between revisions of "Potions"
(Categorize with Category:Game Effects by SizableShrimp#0755) |
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| − | A <code>Potion</code> is simply a list of <code> | + | A <code>Potion</code> is simply a list of <code>MobEffectInstance</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 mob effects, potions need to be [[Registration|registered]]. |
== Creating a <code>Potion</code> == | == Creating a <code>Potion</code> == | ||
| − | A <code>Potion</code> requires a passed in list of <code> | + | A <code>Potion</code> requires a passed in list of <code>MobEffectInstance</code>s to apply to the player when the potion is "consumed". There is also a nullable parameter called <code>name</code> that can be set if you would like to use the same name for multiple potions (e.g. <code>SWIFTNESS</code> and <code>LONG_SWIFTNESS</code> can be both <code>swiftness</code> potions). |
== Adding a Brewing Recipe == | == Adding a Brewing Recipe == | ||
Latest revision as of 21:14, 2 August 2021
A Potion is simply a list of MobEffectInstances to be applied when used. Each Potion gets applied to every Items#POTION, Items#SPLASH_POTION, Items#LINGERING_POTION, and Items#TIPPED_ARROW. Like mob effects, potions need to be registered.
Creating a Potion
A Potion requires a passed in list of MobEffectInstances to apply to the player when the potion is "consumed". There is also a nullable parameter called name that can be set if you would like to use the same name for multiple potions (e.g. SWIFTNESS and LONG_SWIFTNESS 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.