effects.yml controls the passive entity effects applied to elites. Effects are ongoing buffs or debuffs with configurable per-tier enablement. The system is generic - new effects can be added by config entry alone.
How Effects Work
Effects are applied when an elite spawns and re-evaluated during configuration reconciliation. If an effect is enabled for the elite’s tier, it is applied. If an effect is later disabled (by config change or overlay), it is removed on the next reconcile pass.Effect Configuration
| Setting | What it does | Default |
|---|---|---|
isEnabled | Master toggle for this effect. | true |
isEnabledPerTier | Toggle per tier. Controls which tiers receive this effect. | Varies per effect |
amountMultiplierPerTier | The effect strength for each tier. Meaning depends on the effect (e.g., for projectile resistance, 0.7 means 70% of projectile damage is blocked). | Varies per effect |
infinite | Whether the effect lasts forever or has a limited duration. | true |
Default Effects
Projectile Resistance
Reduces the damage elites take from ranged attacks (bows, crossbows, staves). Encourages players to engage high-tier elites in melee combat rather than kiting from a distance.- Default tiers: T4 and T5 only
- Default strength: 70% block (T4), 85% block (T5)
0.3 and 0.5).
Adding New Effects
New effects can be added by creating a new entry ineffects.yml under the byId map. The key should match a valid Hytale status effect identifier. The system will automatically apply it during spawn and manage it during reconciliation.