Introduction
Welcome to Effectly!
What Effectly Gives
| Name | What it does | Example |
|---|---|---|
| Trigger | Triggers an ability | OnLand |
| Action | Instant Effect | Bounce |
| Ability | Passive Effect | 1.5x Swim Speed |
| Condition | Gates the effect | When in zone 2 |
| Effect | Brings it all together | In zone 2, 1.5x swim speed and bounce when hitting the ground |
What you can do with it
There are four ways to grant effects
| Where | What | Why |
|---|---|---|
| Command | Grant effects via commands | Usually testing, quick iterations |
| Tags | Grant effects via item tags | Always-enhanced items that grant effects. Think Swim Speed Boots, Shield of Repulsion, etc |
| Metadata | Grant effects via item metadata | Dynamic Enhanced Items. This lets you enchant a sword with fire damage, make boots walk faster, etc |
| Code | Grant effects via code | Code-level modifications lets addons define their own way of granting effects |
By itself, Effectly does not do anything. No armor changes, no spedcial abilities, etc. This is by design - it is up to another mod to grant these things.
Check out the References section if you want to get a snippet of what the actual implementation looks like
What it comes with
Abilities
- movement_state - folds movement abilities onto engine state (flight, ground speed, swim speed)
- dark_vision - see in the dark
- resistance - percentage damage reduction against one damage cause
- strength - boosts outgoing melee damage
- punch_damage - boosts unarmed damage
- fall_damage_immunity - zeroes fall damage
- invulnerability - blocks all incoming damage
- waterbreathing - prevents drowning
- oxygen - extends breath underwater
- mining_haste - faster block breaking
- mining_fortune - extra drops from mined blocks
- wall_climb - climb solid surfaces by walking into them
- stamina_regen - faster stamina regeneration
- health_regen - passive health regeneration, delayed by taking damage
- second_chance - survive an otherwise-lethal hit, then goes on cooldown
- item_magnet - pulls nearby dropped items to the player
- Thorns - reflects a fraction of incoming damage back at the attacker
Triggers
- OnFall - fires when the player takes fall damage, carrying the mutable damage
- OnLand - fires when the player lands from any fall, damaging or not, carrying the fall distance
Actions
- Bounce - launches the holder upward on landing, scaled by fall distance
- Gust - pushes nearby entities away from the landing point
- Burst - damages nearby entities, scaled by fall distance
- Heavy - reduces or cancels the holder's fall damage
- Vibranium - absorbs fall damage and converts part of it into healing
Conditions
- in_zone (
zone <id>) - active in the given world zone(s) - Swimming (
swimming) - active while swimming - In_Liquid (
in_liquid) - active while touching liquid - in_sunlight (
sunlight) - active in open sunlight during daytime - Moonlight (
moonlight) - active under open night sky - health_above (
health_above [%]) - your health at or above the threshold - health_below (
health_below [%]) - your health below the threshold - target_health_above (
target_health_above [%]) - damage target health at or above the threshold - target_health_below (
target_health_below [%]) - damage target health below the threshold
Effects
- creative_flight
- move_speed
- swim_speed
- resistance_* - one per damage cause
- bludgeoning
- slashing
- physical
- projectile
- fire
- ice
- poison
- elemental
- drowning
- suffocation
- fall
- environment
- environmental
- outofworld
- command
- fall_damage_immunity
- invulnerability
- waterbreathing
- oxygen
- strength
- punch_damage
- Thorns
- second_chance
- mining_haste
- mining_fortune
- dark_vision
- item_magnet
- health_regen
- stamina_regen
- wall_climb
- Bouncy - bounce upward on landing
- Gusty - landing pushes nearby entities away
- Bursty - landing damages nearby entities
- Heavy - absorbs a fraction of fall damage
- Vibranium - converts fall damage into healing
