It is one of the two extra arrows shot with a Multishot-enchanted crossbow. It is shot with an Infinity-enchanted bow.This is the case even in Creative mode.This includes mobs that do not shoot arrows in normal gameplay, such as illusioners and bow-wielding wither skeletons. It is shot by any mob able to shoot arrows, such as skeletons, strays, pillagers, or piglins.It is shot by a player in Creative mode.You would have to increase that to truly see the result of the effect, though in this case it won't help since Slowness requires an attribute modifier.Arrows shot by players can always be picked up in Creative mode.Īn arrow cannot be picked up by a player in Survival or Adventure mode if: While the /effect command applies a duration in seconds, the Duration tag specifies the duration in game ticks. This is the case for all potion effects that modifies attributes (Speed, Slowness, Strength, Weakness, Luck, Unluck, part of Haste, part of Mining Fatigue, and Health Boost): rather than using ActiveEffects, you need to use Attributes.Īnd one last thing of note: your effect's duration in the summon command is 10 ticks (half a second), not seconds. Thus it would have been just a simple Slowness potion, but again it can't be applied that way via ActiveEffects. any Amplifier tag value less than 0 will be considered 0.that tag is read as a byte (-128 to 127), so your value of 255 overflows to -1.summon minecraft:villager ~ ~1 ~ Īs a side-note, as others have explained, using Amplifier:255 will not work for two reasons: Rather than using ActiveEffects, use Attributes, which gives you much more control. If you only use ActiveEffects, that modifier will never be applied. Instead, the effect is just acting as a timer that, once it hits zero, will remove the attribute modifier. At that point, the effect stored in ActiveEffects is not what's giving the mob slowness. The Slowness effect, when applied via /effect, will also apply an attribute modifier that you'd see in the Attributes list of the target to reduce their generic.movementSpeed attribute. In short: amplifiers are all sorts of messed up. This means that if the player had Resistance 255 to become immune, and then relogged, they will no longer be immune. It will instead become an amplifier of -1, which is then considered 0. Of course, if the player leaves, that amplifier is saved to ActiveEffects, thus when they re-enter, the limitations stated above come into play. For example, you can use /effect on a player to apply Resistance 255 and it will work correctly without a desync (not that having that high of a value is going to be worthwhile anyways). The client-server desync is also only for specific effects, namely Levitation and Jump Boost. The in-memory amplifier will actually be 255, no matter if the target is a mob or player. The reason /effect works is because the in-memory amplifier is an integer (-2147483648 to 2147483647). Even further, amplifiers read from the Amplifier tag will be considered 0 if they are less than 0, effectively changing the range for ActiveEffects to 0-127. The Amplifier tag in ActiveEffects is a read as byte (-128 to 127), so specifying Amplifier:255 isn't going to be 255 in the first place, but rather -1. To be clear, using /effect on mobs will work at levels 128+ but using ActiveEffects will not. I'm no expert on the server/client thingy, but it is a recorded bug that Mojang has marked as 'Won't fix' because it has some uses such as the levitation effect, similar to how quasi-connectivity was never fixed. Non-player entities are not affected by this, and so any effect of 128 and up will not work on them, but will on players. 5, -4 etc.), all up until level 255 which wraps around to become effectively 0, making you float still in mid air.Īll of this only happens to players because of the afformentioned bug between the server and client. Example: Levitation level 128 will make you float DOWN very fast because it wraps around to -127, and the further you go up to level 255 it makes you float down slower as it becomes a less negative value (-127, -126. Potion effects actually don't go any higher than 127 and wrap around to negative values if you do.īecause of a bug to do with how the client and server in the game interact with eachother, this results in some potions behaving strangely if you go above 127.
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