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18

Data driven potion effects

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    Registered User commented
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    • effect_resistance component: Would define resistance to another status effect.
    • screen_shake component: Would define intensity to screen shaking when the effect is active.
    • knockback_resistance potion component: Would define a player’s Knockback resistance when the effect is active. 0% = no Knockback resistance, 100% = Full Knockback resistance.
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    Registered User commented
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    Since I couldn't fit them in the original post, I'll comment with the effects I missed.

    Nausea, slow falling, bad omen, hero of the village, and glowing are pretty unique from what I can tell so they'd get their own unique components.

    The actual raid and trial omens would use the "omen" component with "raid" and "trial" set respectively.

    Infested, oozing, wind charged, and weaving are all pretty similar to how the new enchantment data works, so borrowing from that seems the most reasonable, or adding "when_damaged" and "spawn" components, "when_killed", stuff like that.

    (maybe even add a way to make the sticky effect from the poisonous potato update too, who knows)

    And something important is that I'm not necessarily advocating for new potion effects- like an anti-resistance or large\small effect- to be added, just the capability to modify and add new ones that could accomplish that. While I'd like new effects, I'd prefer having more customization instead, especially with enchantments and paintings getting the data-driven treatment as well, might as well do as much at once as possible so we get all the changes out of the way at the same time instead of needing to update one after another.

  • 1
    Registered User commented
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    “instant_food” already exists! We have the saturation effect. I really like this idea as it would expand the capabilities of datapacks!