Status effects, also known as effects, are a condition that can affect an entity. They can be positive, negative or neutral in nature. The base game applies these effects in various ways such as food, potions etc.
The /effect command can be used to apply effects on an entity.
Custom Status Effects
In this tutorial we'll add a new custom effect called Tater which gives you one experience point every game tick.
Extend StatusEffect
Let's create a custom effect class by extending StatusEffect, which is the base class for all effects.
java
public class TaterEffect extends StatusEffect {
protected TaterEffect() {
// category: StatusEffectCategory - describes if the effect is helpful (BENEFICIAL), harmful (HARMFUL) or useless (NEUTRAL)
// color: int - Color is the color assigned to the effect (in RGB)
super(StatusEffectCategory.BENEFICIAL, 0xe9b8b3);
}
// Called every tick to check if the effect can be applied or not
@Override
public boolean canApplyUpdateEffect(int duration, int amplifier) {
// In our case, we just make it return true so that it applies the effect every tick
return true;
}
// Called when the effect is applied
@Override
public void applyUpdateEffect(LivingEntity entity, int amplifier) {
if (entity instanceof PlayerEntity) {
((PlayerEntity) entity).addExperience(1 << amplifier); // Higher amplifier gives you experience faster
}
}
}1
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Registering Your Custom Effect
Similar to block and item registration, we use Registry.register to register our custom effect into the STATUS_EFFECT registry. This can be done in our initializer.
java
public class ExampleModEffects implements ModInitializer {
public static final StatusEffect TATER_EFFECT = new TaterEffect();
@Override
public void onInitialize() {
Registry.register(Registries.STATUS_EFFECT, new Identifier("example-mod", "tater"), TATER_EFFECT);
}
}1
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Texture
The status effect icon is a 18x18 PNG which will appear in the player's inventory screen. Place your custom icon in:
resources/assets/example-mod/textures/mob_effect/tater.pngTranslations
Like any other translation, you can add an entry with ID format "effect.example-mod.<effect-identifier>": "Value" to the language file.
json
{
"effect.example-mod.tater": "Tater"
}1
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Testing
Use the command /effect give @p example-mod:tater to give the player our Tater effect. Use /effect clear @p example-mod:tater to remove the effect.
INFO
To create a potion that uses this effect, please see the Potions guide.






