MobEffect: {
    type: "compound";
    value: {
        Ambient: { type: "byte"; value: number };
        Amplifier: { type: "byte"; value: number };
        DisplayOnScreenTextureAnimation: { type: "byte"; value: number };
        Duration: { type: "int"; value: number };
        DurationEasy: { type: "int"; value: number };
        DurationHard: { type: "int"; value: number };
        DurationNormal: { type: "int"; value: number };
        FactorCalculationData?: {
            type: "compound";
            value: {
                change_timestamp?: { type: "int"; value: number };
                factor_current?: { type: "float"; value: number };
                factor_previous?: { type: "float"; value: number };
                factor_start?: { type: "float"; value: number };
                factor_target?: { type: "float"; value: number };
                had_applied?: { type: "byte"; value: number };
                had_last_tick?: { type: "byte"; value: number };
                padding_duration?: { type: "int"; value: number };
            };
        };
        Id: { type: "byte"; value: number };
        ShowParticles: { type: "byte"; value: number };
    };
}

NBT structure of a [status effect](https://minecraft.wiki/w/status effect).

Type declaration

  • type: "compound"
  • value: {
        Ambient: { type: "byte"; value: number };
        Amplifier: { type: "byte"; value: number };
        DisplayOnScreenTextureAnimation: { type: "byte"; value: number };
        Duration: { type: "int"; value: number };
        DurationEasy: { type: "int"; value: number };
        DurationHard: { type: "int"; value: number };
        DurationNormal: { type: "int"; value: number };
        FactorCalculationData?: {
            type: "compound";
            value: {
                change_timestamp?: { type: "int"; value: number };
                factor_current?: { type: "float"; value: number };
                factor_previous?: { type: "float"; value: number };
                factor_start?: { type: "float"; value: number };
                factor_target?: { type: "float"; value: number };
                had_applied?: { type: "byte"; value: number };
                had_last_tick?: { type: "byte"; value: number };
                padding_duration?: { type: "int"; value: number };
            };
        };
        Id: { type: "byte"; value: number };
        ShowParticles: { type: "byte"; value: number };
    }
    • Ambient: { type: "byte"; value: number }

      1 or 0 (true/false) - true if this effect is provided by a beacon and therefore should be less intrusive on screen.

    • Amplifier: { type: "byte"; value: number }

      The potion effect level. 0 is level 1.

    • DisplayOnScreenTextureAnimation: { type: "byte"; value: number }

      UNDOCUMENTED.

    • Duration: { type: "int"; value: number }

      The number of ticks before the effect wears off.

    • DurationEasy: { type: "int"; value: number }

      Duration for Easy mode.

    • DurationHard: { type: "int"; value: number }

      Duration for Hard mode.

    • DurationNormal: { type: "int"; value: number }

      Duration for Normal mode.

    • OptionalFactorCalculationData?: {
          type: "compound";
          value: {
              change_timestamp?: { type: "int"; value: number };
              factor_current?: { type: "float"; value: number };
              factor_previous?: { type: "float"; value: number };
              factor_start?: { type: "float"; value: number };
              factor_target?: { type: "float"; value: number };
              had_applied?: { type: "byte"; value: number };
              had_last_tick?: { type: "byte"; value: number };
              padding_duration?: { type: "int"; value: number };
          };
      }
    • Id: { type: "byte"; value: number }

      The numerical effect ID.

    • ShowParticles: { type: "byte"; value: number }

      1 or 0 (true/false) - true if particles are shown.