With banner patterns becoming data driven, and paintings and enchantments on the way, what about data driven potion effects.
Each currently existing effect would be split into the components, so blindness gets "no_sprinting" and "blindness_fog" (used for darkness too).
Darkness and night vision share "light_modifier" that's a negative or positive number respectively.
Strength gets "attribute_modifier", same as haste, speed, etc (there's a lot), this would even allow for effects without them to get negative versions as well.
Levitation gets "no_gliding" that would be useful in maps.
Instant health and damage get corresponding effects, but an extra effect of instant food would fit right in, even if unused in vanilla.
Poison, wither, and regeneration get "heart_effect" because they change how hearts are displayed, same with hunger getting "honch_effect" or something.
Fire resistance gets its own effect but allows a value between 0 and 1 so people could nerf fire resistance to only block some damage instead of full resistance, same with water breathing.
Invisibility could have "invisible" with "body", "armor", "weapons", "items" (armor and weapons), and "all" as accepted values.
Conduit power and dolphin's grace could get "in_water", a list of effects.
"color", "icon", "scaling" how much each level increases values, and "name" outside of effects.
And with the new effects coming, this could even make development easier.
This'd just give more flexibility without relying on plugins and mods.
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