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The More RPG Library provides a comprehensive set of status effects that can be applied to entities. All effects are registered through the MRPGCEffects class.

Overview

Status effects are registered as Effects.Entry objects with an identifier, name, description, effect instance, and configuration. Each effect can modify entity attributes and have special behaviors. Source: net.more_rpg_classes.effect.MRPGCEffects

Status Effects Registry

MOLTEN_ARMOR

Identifier.of("more_rpg_classes", "molten_armor")
Category: HARMFUL
Color: 0xdd4e00
Description: Reduces armor, armor toughness and damages the target if it wears armor. Attribute Modifiers:
  • GENERIC_ARMOR: -10% (ADD_MULTIPLIED_TOTAL)
  • GENERIC_ARMOR_TOUGHNESS: -1.0 (ADD_VALUE)
Special Behavior:
  • Deals 0.5 damage per tick if wearing any single armor piece
  • Deals 1.5 damage per tick if wearing full armor (chest, head, feet, legs)
  • Automatically removed when entering water or removing all armor
  • Damage dealt through MoltenDamageSource
  • Update interval: Every 40 ticks (2 seconds) at amplifier 0, minimum 20 ticks
Source Implementation: MoltenArmorEffect.java:17-45

FROZEN_SOLID

Identifier.of("more_rpg_classes", "frozen_solid")
Category: HARMFUL
Color: 0x3beeff
Description: Can’t move, attack or jump, takes additional damage if hit during active effect. Attribute Modifiers:
  • DAMAGE_TAKEN: +15% (ADD_MULTIPLIED_TOTAL)
Spell Vulnerabilities:
  • Frost: 0% base + 10% per power + 20% crit
Special Behavior:
  • Completely incapacitates the target (see Action Impairing below)
  • Removed when hit (configured with RemoveOnHit.Trigger.DIRECT_HIT)
  • Cannot be applied to freeze-immune entities (EntityTypeTags.FREEZE_IMMUNE_ENTITY_TYPES)
  • Automatically removed if entity is on fire or in lava
Action Impairing:
EntityActionsAllowed.FROZEN = {
  canMove: false,
  canAttackOrInteract: false,
  players: { canUseItem: false, canUseAbility: false, canBlock: false },
  mobs: { canUseAbilities: false }
}
Source Implementation: FrozenSolidEffect.java:15-31

COLLECTED_SOUL

Identifier.of("more_rpg_classes", "collected_soul")
Category: BENEFICIAL
Color: 0x01d9cf
Description: Increases soul spell power per stack. Attribute Modifiers:
  • SOUL_SPELL_POWER: +0.10 per stack (ADD_VALUE)
Usage: Stack this effect to increase soul-based spell damage.

GRIEVOUS_WOUNDS

Identifier.of("more_rpg_classes", "grievous_wounds")
Category: HARMFUL
Color: 0x01d9cf
Description: Reduced healing and increased incoming damage. Attribute Modifiers:
  • DAMAGE_TAKEN: +5% (ADD_MULTIPLIED_TOTAL)
  • HEALING_TAKEN: -10% (ADD_MULTIPLIED_TOTAL)
Usage: Apply to enemies to reduce their survivability through both increased damage and reduced healing.

FROSTED

Identifier.of("more_rpg_classes", "frosted")
Category: HARMFUL
Color: 0x3beeff
Description: Decreased movement speed. Attribute Modifiers:
  • GENERIC_MOVEMENT_SPEED: -5% per stack (ADD_MULTIPLIED_TOTAL)
Special Behavior:
  • Converts to FROZEN_SOLID when amplifier reaches configured threshold
  • Cannot be applied to freeze-immune entities
  • Automatically removed if entity is on fire or in lava
  • Removed if FROZEN_SOLID is already active
Configuration:
// Controlled by tweaksConfig
effect_frosted_amplifier_frozen_solid_conversion
Source Implementation: FrostedEffect.java:16-32

BLEEDING

Identifier.of("more_rpg_classes", "bleeding")
Category: HARMFUL
Color: 0xdd4e00
Description: Damages the target over time. Special Behavior:
  • Base damage: 1.0 + amplifier per tick
  • Damage scales with target’s missing health:
    • ≤75% HP: +1% max health
    • ≤50% HP: +2.5% max health (additional)
    • ≤25% HP: +5% max health (additional)
  • Sets timeUntilRegen = 0 to prevent natural regeneration
  • Cannot affect entities with BLEEDING_IMMUNE tag
  • Update interval: Every 40 ticks (2 seconds) at amplifier 0, minimum 20 ticks
  • Damage dealt through BleedingDamageSource
Example Damage Calculation:
// Target at 20% HP with amplifier 2:
float damage = 3.0F; // base (1.0 + 2)
damage += maxHealth * 0.01F;   // ≤75% bonus
damage += maxHealth * 0.025F;  // ≤50% bonus  
damage += maxHealth * 0.05F;   // ≤25% bonus
// Total: 3.0 + 8.5% of max health
Source Implementation: BleedingEffect.java:17-36

FEAR

Identifier.of("more_rpg_classes", "fear")
Category: HARMFUL
Color: 0x01d9cf
Description: Reduces attack damage. Attribute Modifiers:
  • GENERIC_ATTACK_DAMAGE: -25% (ADD_MULTIPLIED_TOTAL)
Action Impairing:
  • Configured with EntityActionsAllowed.INCAPACITATE

STAGGER

Identifier.of("more_rpg_classes", "stagger")
Category: HARMFUL
Color: 0xb3b3b3
Description: Reduces armor, attack damage & movement speed and incapacitates the target. Attribute Modifiers:
  • GENERIC_ATTACK_DAMAGE: -80% (ADD_MULTIPLIED_TOTAL)
  • GENERIC_ARMOR: -80% (ADD_MULTIPLIED_TOTAL)
  • GENERIC_MOVEMENT_SPEED: -80% (ADD_MULTIPLIED_TOTAL)
Action Impairing:
  • Configured with EntityActionsAllowed.INCAPACITATE
Usage: Powerful debuff that severely hampers combat effectiveness.

SOAKED

Identifier.of("more_rpg_classes", "soaked")
Category: HARMFUL
Color: 0x01d9cf
Description: Soaking the target with water extinguishes fire, more vulnerable to frost, lightning and water spells. Spell Vulnerabilities:
  • Lightning: 15% base + 10% per power + 0% crit
  • Frost: 15% base + 0% per power + 30% crit
Special Behavior:
  • Automatically extinguishes fire when applied to burning entities
  • Spawns water mist and smoke particles when extinguishing
  • Plays fire extinguish sound effect
  • Removed after extinguishing fire or when entering lava
Source Implementation: SoakedEffect.java:18-49

CARVE

Identifier.of("more_rpg_classes", "carve")
Category: HARMFUL
Color: 0xdd4e00
Description: Reduces armor and increases damage taken. Attribute Modifiers:
  • GENERIC_ARMOR: -10% (ADD_MULTIPLIED_BASE)
  • DAMAGE_TAKEN: +5% (ADD_MULTIPLIED_BASE)
Note: Uses ADD_MULTIPLIED_BASE operation instead of ADD_MULTIPLIED_TOTAL.

FATAL_POISON

Identifier.of("more_rpg_classes", "fatal_poison")
Category: HARMFUL
Color: 0x5d2f8c
Description: Inflicts damage over time, and can kill both undead and non-undead mobs. Special Behavior:
  • Deals 1.0 + amplifier magic damage per tick
  • Update interval: Every 25 ticks (1.25 seconds)
  • Bypasses undead immunity (unlike vanilla poison)
  • Cannot affect entities with POISON_IMMUNE tag
  • Damage dealt through PoisonDamageSource
Source Implementation: FatalPoisonEffect.java:17-22

IGNITED

Identifier.of("more_rpg_classes", "ignited")
Category: HARMFUL
Color: 0xFF6600
Description: Burns the target, dealing damage over time and reduces healing. The target cannot move or attack. Attribute Modifiers:
  • HEALING_TAKEN: -10% (ADD_MULTIPLIED_BASE)
Special Behavior:
  • Deals fire damage: 1.0 + (amplifier * 0.1) per tick
  • Update interval: Every 10 ticks (0.5 seconds)
  • Sets timeUntilRegen = 0 to prevent natural regeneration
  • Incapacitates the target (cannot move or attack)
Action Impairing:
EntityActionsAllowed.IGNITED = {
  canMove: true,
  canAttackOrInteract: false,
  players: { canUseItem: false, canUseAbility: false, canBlock: false },
  mobs: { canUseAbilities: false }
}
Source Implementation: IgnitedEffect.java:19-25

Registration

All effects are registered in the MRPGCEffects.register() method:
public static void register(ConfigFile.Effects config) {
    // Configure all effects as synchronized
    for (var entry : entries) {
        Synchronized.configure(entry.effect, true);
    }

    // Special configurations
    RemoveOnHit.configure(FROZEN_SOLID.effect, RemoveOnHit.Trigger.DIRECT_HIT, 1, 1);
    
    ActionImpairing.configure(FROZEN_SOLID.effect, MRPGCActionImpairing.FROZEN);
    ActionImpairing.configure(IGNITED.effect, MRPGCActionImpairing.IGNITED);
    ActionImpairing.configure(FEAR.effect, EntityActionsAllowed.INCAPACITATE);
    ActionImpairing.configure(STAGGER.effect, EntityActionsAllowed.INCAPACITATE);
    
    Effects.register(entries, config.effects);
}
Source: MRPGCEffects.java:204-218

Usage Example

Applying effects to entities:
// Apply Frozen Solid for 5 seconds (100 ticks)
entity.addStatusEffect(new StatusEffectInstance(
    MRPGCEffects.FROZEN_SOLID.entry,
    100,  // duration in ticks
    0,    // amplifier
    false, // ambient
    false, // show particles
    true   // show icon
));

// Stack Collected Soul effect
CustomMethods.applyStatusEffect(
    target,
    0,                                    // effectAmplifier
    10,                                   // effectDurationSeconds
    MRPGCEffects.COLLECTED_SOUL.entry,   // statusEffect
    5,                                    // maxStackAmplifier
    true,                                 // canStackAmplifier
    true,                                 // showIcon
    true,                                 // increaseDuration
    5                                     // increaseEffectDurationSeconds
);

Attribute Modifier Operations

  • ADD_VALUE: Adds the value directly to the attribute
  • ADD_MULTIPLIED_BASE: Multiplies the base value by (1 + modifier)
  • ADD_MULTIPLIED_TOTAL: Multiplies the final value by (1 + modifier)

See Also

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