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Effects

Mitchellbrine edited this page Aug 21, 2022 · 3 revisions

The basic component of this mod is how diseases affect the player and that is through their Effects. This core component creates different ways of altering the player. From status effects/potions to experience levels, effects can work a variety of ways on a player.

List of Vanilla Effects

The following are vanilla effects that you can use (with the level at which they stop working).

Effect ID Asymptomatic Level Probability/Tick
bad-cough 90 0.05%
cough 80 0.05%
creative-sudden-death 90 0.005%
decreased-apetite 50 0.05%
develop-pneumonia 70 0.005%
famished 90 0.025%
fatigue 100 5%
hydrophobia 80 N/A
iron-poke 100 0.005%
jitters 80 100%
jumping 100 0.25%
out-of-breath 50 0.025%
paranoia 50 0.25%
seizure 25 0.2%
sneeze 75 0.05%
sudden-death 90 0.005%
vomit 75 0.05%

Creating a custom effect

To load a list of effects, create a file in the "dfx" folder: assets/<namespace>/dfx/

The following are the tags you need for creating an effect:

Tag Raw Type Default Description
id String The resource name of the effect to use in diseases
minDuration Integer/Long 0 The minimum amount of time that the effect can affect the player.
maxDuration Integer/Long 100 The maximum amount of time that the effect can affect the player.
duration Integer/Long Deprecated: will not work if either max or min are used. Sets both min and max at the same value.
asymptomatic Integer 100 The level of blood cells required to not trigger the effect.
weight Integer 20,000 The chance of the effect triggering (20,000 = constant)
effects List The core effects and their types/heaps/modifiers.

Annotated Example of an Effect

{
	"id": "sneeze", // While this one does not, remember to use a namespace like "modid:"
	"minDuration": 1200, // The minimum amount of ticks an effect can appear, each number is one-twentieth (.05) of a second.
	"maxDuration": 2400, // See above, but for maximum.
	"asymptomatic": 75, // If the Blood_Cell_Count is lower than this, the effect will tick.
	"weight": 10, // Out of 20,000 (or 1/100th chance a second)
	"effects": [
		{ 
			"type": "sound", // Use a namespace (vanilla effects can use "diseasecraft:" or "minecraft:", or not have a namespace)
			"heap": "diseasecraft:sneeze" // Most heaps will be sub-categories, but these two use resource names.
		},
		{ 
			"type": "particulate-transmission", // This effect will only transmit viruses if the disease includes a vector.
			"heap": "minecraft:item_slime" // This effect uses a particle, and that's what this resource name is for.
		}
	]
}

List of Basic Effects

The "basic effects" are manipulatable mini-effects that you can use to create larger, more synthesized effects. These are used in vanilla disease effects and can be utilized in your own effects.

TBD.

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