Effects and categories
How effects.yml is written, and the 90 effects that ship in it.
The file
effects.yml has two sections: the categories, and the effects that belong to them.
categories:
impact:
material: NETHERITE_SWORD
name: 'Impact'
priority: 1
hit_effects:
CRIT_SPARK:
category: impact
tier: common
name: "<gradient:#FFE9A8:#D1A53F><bold>CRIT SPARK</bold></gradient>"
material: GOLDEN_SWORD
description: "Eight splinters of gold, {highlight}gone in a third<nl>of a second{neutral}."
priority: 1
effects:
- '[SOUND] ENTITY_PLAYER_ATTACK_CRIT;0.7;1.4'
- '[SPHERE] GOLD_BLOCK;as:block;radius:0.25;points:8;size:0.14;size_to:0.02;pull:-4;ease:out;life:0.32;spin:1,1,1;vary:0.6;light:15;glow:{highlight}'
- '[PARTICLE] CRIT;count:12;offset:0.3,0.3,0.3;speed:0.15'| Key | What it does |
|---|---|
category | Which tab it appears under. Must be a key declared under categories. |
tier | How rare it is. Must be a key declared under tiers in config.yml. Omit it and the effect is common. |
name | What menus and placeholders call it. Palette tokens, MiniMessage and gradients all work. |
material | The item the row is drawn with. Defaults to BARRIER. |
description | A list is one line per entry; a single string breaks on <nl>. |
priority | Where it sits in its tab; lower comes first. Defaults to 999. |
effects | The steps drawn on whoever was hit. |
weapons | Optional. What the effect may be bound to. Omit it and it fits anything. |
A category takes material, name and priority. A rarity is declared in config.yml rather than
here — see The crate.
A missing categories section, an effect naming a category that is not declared, an entry with no
effects, and a weapons token that is neither an item nor a family are each written to the console
with the key that caused them. The rest of the file still loads.
weapons
Only read while behaviour.mode reads weapons. It accepts item names and families:
weapons: [ NETHERITE_SWORD, AXE ]| Family | Matches |
|---|---|
ANY | Anything at all. |
SWORD | Every _SWORD. |
AXE | Every _AXE — a pickaxe is not one. |
TRIDENT, MACE, BOW, CROSSBOW | Just that item. |
MELEE | Swords, axes, tridents and maces. |
RANGED | Bows, crossbows and tridents. |
Families are matched on the item's name, so a sword added in a future Minecraft version is a sword the
day it exists. ANY_SWORD reads the same as SWORD. None of the shipped effects declares weapons,
so out of the box every one of them fits every weapon.
CRIT_SPARK is exyliahiteffect.effect.crit_spark. Renaming the key renames the node, and everybody
who had the old one loses the effect. Case is not part of it: ids are lowercased on the way in.
The catalogue
Fifteen effects per category, 90 in total.
Impact — NETHERITE_SWORD
Steel, plate and shock.
CRIT_SPARK SHATTER SHOCKWAVE CLEAVE HAMMERFALL RIVET PLATE_CRACK RECOIL SPLINTER
CHIP IRON_BURST PULSE GUARD_BREAK PIERCE SLAM
Crimson — REDSTONE
Blood and bone.
SPLATTER ARTERIAL DRIP RUPTURE BONE_SNAP CRIMSON_RING HAEMORRHAGE MEAT_HOOK
BLOOD_MOON SCARLET_LACE VISCERAL CRIMSON_NAIL IRON_TASTE RED_HARVEST CLOT
Ember — BLAZE_POWDER
Sparks, scald and soot.
CINDER MAGMA_CRACK FLASHPOINT EMBER_RING SCALD BLAZE_MARK BACKDRAFT SOOT BRAND
FIREFLY PYRE QUENCH SEAR ASH_PUFF FORGE
Sculk — SCULK_SHRIEKER
The deep dark.
SHRIEK SONIC_TAP CATALYST SENSOR DEEP_ECHO WARDEN_MARK SOUL_TUG DARKNESS VEIN_CRAWL
RESONATE BLIND_SPOT DECAY ANCIENT_CITY SILENCE SCULK_BLOOM
Prism — AMETHYST_SHARD
Crystal, frost and light.
SHARD FROSTBITE PRISM_SPLIT HALO REFRACT STARLET RUNE MIRROR SNAP_FREEZE LUMEN_TAP
AURORA_TOUCH FACET ZENITH_TAP GLASSFALL SOLAR_TICK
Goofy — SLIME_BALL
Jokes.
BONK SEEING_STARS RUBBER_DUCK BUBBLE_POP SLAPSTICK OOF CONFETTI BANANA SQUEAK
ANGRY_BEE CARTOON_ANVIL PIE SAD_TRUMPET CHICKEN ROLL_CREDITS
Where an effect is drawn
The anchor is a block above the victim, so the effect lands on the body rather than at its feet.
(0,0,0) in a step is that point.
Writing your own
Add the entry
A new key under hit_effects, with a category that exists.
Keep it inside the budget
Under six tenths of a second, ten displays at most, quiet, about a block wide. The full syntax is in Sequences.
Reload
/hiteffectsadmin reload.
Look at it
/hiteffect preview <id> plays it against an empty sky, then puts you back.
Grant it
exyliahiteffect.effect.<id in lowercase>, or the whole category.
The same syntax draws both, and it is tempting to paste a ten-second production in here. On a busy arena that is one of those per blow, per player, on every client in range.
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