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Packet 28

MobEffectPacket

Mob Effect

At the start of the game the server sends any mob effects with _sendAdditionalLevelData() if the joining player saved out with them, and then anytime a mob effect is added, removed, or updated this packet is sent.<br> It is important for player movement simulation to ensure that the following effects are sent for the player or any client predicted vehicle they are in control of:<br> - levitation<br> - slow_falling<br> - jump<br> - movement_speed<br> - movement_slowdown<br> - weaving

Packet datagramWire order
HeaderID 28varuint
0Target Runtime IDActorRuntimeID · variable
1Event IDuint8 · 1 byte
2Effect IDvarint32 · variable (up to 5 bytes)
3Effect Amplifiervarint32 · variable (up to 5 bytes)
4Show Particlesboolean · 1 byte
5Effect Duration Ticksvarint32 · variable (up to 5 bytes)
6TickPlayerInputTick · variable
7Ambientboolean · 1 byte

Serialized fields

8 top-level fields
  1. 0Target Runtime IDActorRuntimeID
    1. 0Actor Runtime IDCompressionvaruint64
  2. 1Event IDEnum-as-ValueMobEffectPacketPayload::Eventas uint8
    1. 0Invalid
    2. 1Add
    3. 2Update
    4. 3Remove
  3. 2Effect IDCompressionvarint32
  4. 3Effect AmplifierCompressionvarint32
  5. 4Show Particlesboolean
  6. 5Effect Duration TicksCompressionvarint32
  7. 6TickIf this packet is referring to the player or a client predicted vehicle they are in control of, this should be the most recently processed PlayerInputTick from their PlayerAuthInputPacket. Otherwise zero.PlayerInputTick
    1. 0Input tickIn server authoritative movement mode the client supplies this in PlayerAuthInputPacket. For any client-bound packets containing a tick, the server should supply the tick value corresponding to the most recently processed PlayerAuthInputPacket. This allows the client to adjust any client predictions made while the packet was in flight. If the packet is being sent to the client but not relating to data of the player or a client-predicted vehicle, it can be zero. It is also acceptable to specify zero for players, although this may lead to minor visual flickers and less smooth application of CorrectPlayerMovePredictionPacket.Compressionvaruint64
  8. 7AmbientIf the effect is considered ambient (like the ones applied by Beacons or Conduits)boolean

Changelog

Stable releases

Changes between stable protocol releases.

No stable release changes are recorded for this packet.