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MobEffectPacket (28)

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
Field Name Type Field Index Description
Target Runtime ID (Required) ActorRuntimeID 0

ActorRuntimeID

Field Name Type Field Index Description
Actor Runtime ID (Required) varuint64 0
Event ID (Required) uint8 1
Enum Values:
Index Value
0 Invalid
1 Add
2 Update
3 Remove
Effect ID (Required) varint32 2
Effect Amplifier (Required) varint32 3
Show Particles (Required) boolean 4
Effect Duration Ticks (Required) varint32 5
Tick (Required) PlayerInputTick 6 If 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

Field Name Type Field Index Description
Input tick (Required) varuint64 0 In 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.
Ambient (Required) boolean 7 If the effect is considered ambient (like the ones applied by Beacons or Conduits)