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Documentation Index

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More RPG Library adds a variety of status effects organized into harmful and beneficial categories. Each effect has unique mechanics and interactions.

Harmful Effects

Fire & Heat Effects

Ignited

Burns the target, dealing damage over time and reducing healing. The target cannot move or attack.Color: 0xFF6600 (Orange)Category: HarmfulDamage: 1.0 + (amplifier × 0.1) every 10 ticksImpairment: Movement and attack disabled

Molten Armor

Reduces armor and armor toughness, dealing damage if the target wears armor. Does not work in water.Color: 0xdd4e00 (Dark Orange)Category: HarmfulArmor Reduction: -10% (multiplicative)Armor Toughness: -1.0 (flat)

Ignited Effect Implementation

@Override
public boolean applyUpdateEffect(LivingEntity entity, int amplifier) {
    float baseDamage = 1.0F;
    float scaledDamage = baseDamage + (amplifier * 0.1F);
    entity.timeUntilRegen = 0;
    entity.damage(entity.getDamageSources().onFire(), scaledDamage);
    return true;
}
Molten Armor automatically removes itself when the entity enters water or removes all armor pieces.

Frost Effects

Frozen Solid

The entity cannot move, attack, or jump. Takes additional damage when hit.Color: 0x3beeff (Ice Blue)Category: HarmfulDamage Taken: +15% (multiplicative)Frost Vulnerability: Flat 10%, Multiplicative 20%Removal: Hit by direct damage or exposed to fire/lava

Frosted

Reduces movement speed and adds freezing ticks. Converts to Frozen Solid at amplifier 5.Color: 0x3beeff (Ice Blue)Category: HarmfulMovement Speed: -5% per stack (multiplicative)Conversion: Amplifier 5 → Frozen Solid (100 ticks, amplifier 0)

Frozen Solid Mechanics

public void onApplied(LivingEntity livingEntity, int amplifier) {
    super.onApplied(livingEntity, amplifier);
    EntityType<?> type = livingEntity.getType();
    if(type.isIn(EntityTypeTags.FREEZE_IMMUNE_ENTITY_TYPES)) {
        livingEntity.removeStatusEffect(MRPGCEffects.FROZEN_SOLID.entry);
    }
}
Frozen Solid is removed when hit (configured with RemoveOnHit.Trigger.DIRECT_HIT) and makes entities completely incapacitated.

Physical Damage Effects

Bleeding

Damages the target over time with scaling based on missing health.Color: 0xdd4e00 (Blood Red)Category: HarmfulBase Damage: 1.0 + amplifier per tickHealth Scaling:
  • Below 75% HP: +1% max health
  • Below 50% HP: +2.5% max health
  • Below 25% HP: +5% max health

Stagger

Reduces armor, attack damage, movement speed and incapacitates the target.Color: 0xb3b3b3 (Gray)Category: HarmfulAttack Damage: -80% (multiplicative)Armor: -80% (multiplicative)Movement Speed: -80% (multiplicative)Impairment: Incapacitated

Bleeding Damage Calculation

float bleedingTickDamage = 1.0F + amplifier;
float currentHealthPercentage = entity.getHealth() / entity.getMaxHealth();
if(currentHealthPercentage <= 0.75F){
    bleedingTickDamage = bleedingTickDamage + (entity.getMaxHealth() * 0.01F);
}
if(currentHealthPercentage <= 0.5F){
    bleedingTickDamage = bleedingTickDamage + (entity.getMaxHealth() * 0.025F);
}
if(currentHealthPercentage <= 0.25F){
    bleedingTickDamage = bleedingTickDamage + (entity.getMaxHealth() * 0.05F);
}
Bleeding becomes extremely deadly below 25% health - the damage ramps up significantly to create execute-style gameplay.

Debuff Effects

Carve

Reduces armor and increases damage taken.Color: 0xdd4e00 (Dark Orange)Category: HarmfulArmor: -10% (multiplicative base)Damage Taken: +5% (multiplicative base)

Grievous Wounds

Reduces healing taken and increases incoming damage.Color: 0x01d9cf (Teal)Category: HarmfulDamage Taken: +5% (multiplicative)Healing Taken: -10% (multiplicative)

Fear

Reduces attack damage and incapacitates the target.Color: 0x01d9cf (Teal)Category: HarmfulAttack Damage: -25% (multiplicative)Impairment: Incapacitated

Soaked

Extinguishes fire and makes the target vulnerable to frost, lightning, and water spells.Color: 0x01d9cf (Teal)Category: HarmfulLightning Vulnerability: Flat 15%, Multiplicative 10%Frost Vulnerability: Flat 15%, Multiplicative 30%

Special Effects

Fatal Poison

Inflicts damage over time and can kill both undead and non-undead mobs.Color: 0x5d2f8c (Purple)Category: HarmfulSpecial: Unlike vanilla poison, this effect can kill entities and affects undead mobs.

Beneficial Effects

Collected Soul

Increases soul spell power per stack.Color: 0x01d9cf (Teal)Category: BeneficialSoul Power: +0.10 per stack (additive)Identifier: more_rpg_classes:collected_soul

Action Impairing Configuration

Several effects use the ActionImpairing system to control entity behavior:
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);

Applying Effects in Spells

Use these effects in your spell impact configurations:
{
  "impacts": [
    {
      "action": "STATUS_EFFECT",
      "effect": {
        "effect_id": "more_rpg_classes:frozen_solid",
        "duration": 100,
        "amplifier": 0
      }
    }
  ]
}

Effect Synergies

Frosted → Frozen Solid: Stack Frosted to amplifier 5 to automatically convert to Frozen Solid for a hard CC chain.Bleeding + Low Health: Bleeding damage scales dramatically at low health - combine with execute abilities.Soaked + Frost Spells: Soaked increases frost vulnerability by 15% flat + 30% multiplicative for devastating combos.

Particles and Visual Effects

Many effects have custom particle effects defined in the client package:
  • BleedingParticles - Blood drops for bleeding effect
  • FrostedParticles - Ice crystals for frosted effect
  • FrozenSolidRenderer - Ice block overlay for frozen solid
  • IgnitedParticles - Flame particles for ignited effect
  • MoltenArmorParticles - Lava drips for molten armor
  • PoisonParticles - Purple clouds for fatal poison
  • SoakedParticles - Water droplets for soaked effect
See Visual Effects for more details on particle systems.

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