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Effects
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
}
]
}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"]
}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
}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
}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
}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"
}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"
}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"
}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
}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
}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
}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"
}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
}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
}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
}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
}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
}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
}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
}{
"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.