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Effects

Toby Wasinger edited this page Jun 17, 2026 · 1 revision

Effects are custom logic components that execute while a Weather Profile is active.

Effects are defined inside the effects array:

{
  "effects": [
    {
      "type": "high_voltage:freeze",
      "freeze_ticks": 200
    }
  ]
}

Common Fields

Many effects include a chance field.

Field Type Description
chance Integer Lower values result in more frequent activation. The exact interpretation depends on the effect implementation. However in most cases it is a 1/chance to happen

Some effects also support an entity_type field:

Field Type Description
entity_type Entity Type Tag/List Restricts the effect to specific entity types. Accepts registry entries or tags from the entity registry.

Example:

{
  "entity_type": "#minecraft:skeletons"
}

Or (One or the other, not both)

{
  "entity_type": ["minecraft:pig","minecraft:cow"]
}

Bonus Lightning Effect

Creates additional lightning strikes around nearby players.

Type ID

"high_voltage:player_bonus_lightning"
Field Type Default Description
radius Integer - Radius around the player for it to happen, distance is in chunks.
chance Integer - Lightning strike chance.

Example:

{
  "type": "high_voltage:player_bonus_lightning",
  "radius": 4,
  "chance": 500
}

Command Effect

Runs a server command.

Type ID

"high_voltage:command"
Field Type Default Description
run String - Command to execute.
chance Integer 1 Execution chance.

Example:

{
  "type": "high_voltage:command",
  "run": "give @a minecraft:diamond",
  "chance": 200
}

Damage Armor Effect

Damages armor worn by players and entities.

Type ID

"high_voltage:damage_armor"
Field Type Default Description
slots Array of Equipment Slots - Armor/equipment slots to damage.
damage Integer - Durability damage applied.
chance Integer - Chance for the effect to occur.

Valid slot names include:

head
chest
legs
feet
mainhand
offhand

Example:

{
  "type": "high_voltage:damage_armor",
  "slots": ["head", "chest", "legs", "feet"],
  "damage": 1,
  "chance": 50
}

Damage Effect

Deals damage to matching entities.

Type ID

"high_voltage:damage"
Field Type Default
damage Float -
chance Integer -
entity_type Entity Type List/Tag All entities

Example:

{
  "type": "high_voltage:damage",
  "damage": 2.0,
  "chance": 100,
  "entity_type": "#minecraft:raiders"
}

Disable Elytra Effect

Prevents Elytra flight while the weather profile is active.

Type ID

"high_voltage:disable_elytra"

This effect has no additional configuration.

Example:

{
  "type": "high_voltage:disable_elytra"
}

Disable Sprinting Effect

Prevents sprinting while the weather profile is active.

Type ID

"high_voltage:disable_sprinting"

This effect has no additional configuration.

Example:

{
  "type": "high_voltage:disable_sprinting"
}

Fill Cauldron Effect

Automatically fills cauldrons exposed to the weather.

Type ID

"high_voltage:fill_cauldron"
Field Type Default Description
fluid String - Fluid type to fill with (See below).
surface_only Boolean true Only affect cauldrons exposed to the sky.
chance Integer - Fill chance.

Valid fluid types are:

lava
water
snow

Example:

{
  "type": "high_voltage:fill_cauldron",
  "fluid": "water",
  "surface_only": true,
  "chance": 100
}

Freeze Effect

Applies freezing damage buildup.

Type ID

"high_voltage:freeze"
Field Type Default Description
freeze_ticks Integer - Amount of freezing time to apply.

Example:

{
  "type": "high_voltage:freeze",
  "freeze_ticks": 300
}

Hunger Effect

Adds exhaustion to players.

Type ID

"high_voltage:hunger"
Field Type Default
exhaustion Float -
chance Integer -

Example:

{
  "type": "high_voltage:hunger",
  "exhaustion": 1.5,
  "chance": 50
}

Ignite Effect

Sets matching entities on fire.

Type ID

"high_voltage:ignite"
Field Type Default
entity_type Entity Type List/Tag All entities
chance Integer 1
duration Integer 100

Example:

{
  "type": "high_voltage:ignite",
  "duration": 200,
  "chance": 10,
  "entity_type": "#minecraft:animals"
}

Layer Effect

Places or increases layers of a configurable block during weather.

Useful for snow accumulation, ash buildup, dust storms, and similar effects.

Type ID

"high_voltage:layer"
Field Type Default Description
block Resource Location - Block to place or modify.
property String - Integer property used as the layer count.
max_level Integer - Maximum layer level.
noisy Boolean - Randomly chooses an inclusive value out of the max_value and limits the height of which.
surface_only Boolean true Only affect exposed surfaces.
chance Integer - Placement chance.

Example:

{
  "type": "high_voltage:layer",
  "block": "minecraft:snow",
  "property": "layers",
  "max_level": 8,
  "noisy": true,
  "surface_only": true,
  "chance": 50
}

Modify Attribute Effect

Temporarily modifies entity attributes during weather.

Type ID

"high_voltage:modify_attribute"
Field Type Default Description
attribute Resource Location - Attribute to modify.
name String - Modifier name.
value Double - Modifier value.
operation String - Attribute operation.
chance Integer 1 Application chance.

Valid operations:

addition
multiply_base
multiply_total

Example:

{
  "type": "high_voltage:modify_attribute",
  "attribute": "minecraft:generic_movement_speed",
  "name": "Blizzard Slowdown",
  "value": -0.2,
  "operation": "addition",
  "chance": 1
}

Play Sound Effect

Plays a sound during weather.

Type ID

"high_voltage:play_sound"
Field Type Default
sound Resource Location -
volume Float -
pitch Float -
chance Integer -

Example:

{
  "type": "high_voltage:play_sound",
  "sound": "minecraft:entity.lightning_bolt.thunder",
  "volume": 1.0,
  "pitch": 1.0,
  "chance": 500
}

Ring Bell Effect

Rings nearby bells during storms.

Type ID

"high_voltage:ring_bell"
Field Type Default Description
radius Float - Radius in blocks
chance Integer - Chance to occur

Example:

{
  "type": "high_voltage:ring_bell",
  "radius": 64,
  "chance": 1000
}

Status Effect

Applies a Minecraft mob effect.

Type ID

"high_voltage:status_effect"
Field Type Default
effect Resource Location -
duration Integer 200
amplifier Integer 0
ambient Boolean true
visible Boolean false
entity_type Entity Type List/Tag All entities
chance Integer 1

Example:

{
  "type": "high_voltage:status_effect",
  "effect": "minecraft:slowness",
  "duration": 300,
  "amplifier": 1,
  "ambient": true,
  "visible": false,
  "chance": 5
}

Summon Entity Effect

Summons entities during weather events.

Type ID

"high_voltage:summon_entity"
Field Type Default Description
entity Entity Type - Entity to summon.
data NBT Object {} Additional NBT data applied to the entity.
mob_cap Integer 12 Amount of entities that the storm is able to spawn in an area.
chance Integer - Spawn chance.

Example:

{
  "type": "high_voltage:summon_entity",
  "entity": "minecraft:lightning_bolt",
  "chance": 1000
}

Example with NBT:

{
  "type": "high_voltage:summon_entity",
  "entity": "minecraft:zombie",
  "data": {
    "CustomName": "{\"text\":\"Storm Walker\"}"
  },
  "chance": 500
}

Velocity Effect

Applies motion to matching entities.

Useful for wind, gusts, storms, and knockback effects.

Type ID

"high_voltage:velocity"
Field Type Default Description
velocity Vec3 - Minimum velocity applied.
max_velocity Vec3 velocity Maximum random velocity range.
entity_type Entity Type List/Tag All Entities Target entities.
chance Integer 1 Activation chance.

If max_velocity is specified, a random velocity between velocity and max_velocity is chosen for each application.

Example:

{
  "type": "high_voltage:velocity",
  "velocity": {
    "x": 0.1,
    "y": 0.0,
    "z": 0.1
  },
  "max_velocity": {
    "x": 0.5,
    "y": 0.2,
    "z": 0.5
  },
  "chance": 10
}

Full Example

{
  "biomes": "#minecraft:is_overworld",
  "effects": [
    {
      "type": "high_voltage:freeze",
      "freeze_ticks": 200
    },
    {
      "type": "high_voltage:status_effect",
      "effect": "minecraft:slowness",
      "duration": 100,
      "amplifier": 0
    },
    {
      "type": "high_voltage:ignite",
      "duration": 60,
      "chance": 25
    }
  ]
}

High Voltage comes with its own weather profiles and environmental effects, adding variety to storms across the world without requiring any setup.

Different biomes can experience unique weather conditions with their own visuals, atmosphere, and gameplay effects.

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