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Bonus Object

Important notes

  • The modifierUUID must be unique, you can use this website to generate one:

JSON Specification

Field Name Data Type Required Description Default Value
type String The type of bonus to apply - "effect" or "attribute"
name String The key of the effect/value. See this list
value Number Effect: the level of the effect
Attribute: the amount to add. If an attribute, this can be negative
modifierUUID String MUST be defined if "type"="attribute". This must be unique.
description String Set a custom tooltip description for the effect. This can be a translation key if you'd like to use your own lang file. If defined as an empty string, the description will not be added to the tooltip
attributeOperation Number Change how the attribute is modified.
0 = "ADDITION"
1 = "MULTIPLY_BASE"
2 = "MULTIPLY_TOTAL"
0
interactionType String Change who the bonus is applied to. Possible values:
"self"
"attack"
"interact"
"immunity"
"aoe" (not yet implemented).
Self
interactionDuration Number Set a custom duration (in ticks), intended for use when the interactionType is not "self". 300
hideBonusDescription Boolean Hides this bonus entry from the tootip. Useful for secret effects. false
onlyImmuneToNewEffects Boolean If set to true, the armor will only stop new effects applying to the character (meaning you can't remove effects by swapping armor) false
conditions Condition Object Array In-game conditions that must be met to trigger the bonus
percentageChance Whole Number When applying any bonus you can set it to apply with chance. This number should be between 0 (exclusive) and 100 (exclusive) 100