This code defines a custom mob effect class (`HealOrHarmMobEffect`) in...
August 31, 2025 at 09:36 PM
This code defines a custom mob effect class (HealOrHarmMobEffect
) in what appears to be a Minecraft modding or similar game engine context, using an API to manipulate entities and effects within a game.
Here's a breakdown of what the code does:
-
Class Declaration:
- The
HealOrHarmMobEffect
class extendsInstantenousMobEffect
, likely meaning that this effect is applied immediately and does not persist over time like some status effects do. - It has a boolean field (
isHarm
) to determine whether the effect is intended to heal or harm the target.
- The
-
Constructor:
- The constructor takes three arguments:
MobEffectCategory p_299212_
: The effect's category (e.g., beneficial, harmful, etc.).int p_300917_
: The color or ID associated with the effect.boolean p_300221_
: A flag indicating whether this effect harms (true
) or heals (false
) targets. This value is stored in theisHarm
field.
- The constructor calls the parent class's constructor with the category and ID/color and sets the
isHarm
field based on the input.
- The constructor takes three arguments:
-
applyEffectTick
Method:- This method applies the effect during a "tick" (game engine's update cycle).
- Parameters:
ServerLevel p_364873_
: The game world or server level in which the effect is being applied.LivingEntity p_300845_
: The entity to which the effect is applied.int p_301393_
: The amplifier level of the effect (e.g., how strong it is).
- Logic:
- If
this.isHarm
matches the entity'sisInvertedHealAndHarm()
(likely an indication of whether the entity "flips" heal and harm effects, such as undead creatures in Minecraft), the entity is healed by an amount scaled by the amplifier. - Otherwise (when
isHarm
does not matchisInvertedHealAndHarm()
), the entity is harmed with magic damage, scaled by the amplifier.
- If
- This method always returns
true
, likely signaling success.
-
applyInstantenousEffect
Method:- This method applies the effect instantaneously (without involving ticking), and could be triggered by specific events or conditions.
- Parameters:
ServerLevel p_365989_
: The server world or level.@Nullable Entity p_298495_
: The entity causing the effect (e.g., a caster or source).@Nullable Entity p_298887_
: Another related entity (e.g., indirect source of the effect, like a projectile).LivingEntity p_298479_
: The entity to which the effect is applied.int p_298172_
: The amplifier level of the effect.double p_298163_
: A multiplier often used for scaling the effect.
- Logic:
- Similar to
applyEffectTick
, but the amount of healing or damage is scaled by the amplifier and also affected by thep_298163_
multiplier. - If the target should be harmed (
isHarm
does not matchisInvertedHealAndHarm()
), the harm source depends on whether the source entity (p_298495_
) is null. If null, magic damage is directly attributed to no specific source; otherwise, it uses indirect magic damage tied to the source and another related entity like a projectile.
- Similar to
Summary:
This class represents an instant effect that either heals or harms a living entity in the game, depending on:
- Whether
isHarm
is set to true or false. - Whether the target entity's
isInvertedHealAndHarm()
flag flips the behavior (e.g., undead creatures "inverting" healing into harm and vice versa).
It implements two methods:
applyEffectTick
: Operates on a regular interval.applyInstantenousEffect
: Executes immediately and scales the effect based on a multiplier.
This is likely part of a mod or game engine logic that adds custom behavior for effects in Minecraft or a similar game. For example, a potion or spell might trigger this behavior.
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