Effect

Fishing effect is a temporary buff that gives players a boost for a single fishing attempt. This boost can come from fishing rods, bait, or even enchantments and totems! The fishing effect follows a specific configuration format. Below is how all the effects are set up.

All effects follow the format below:

star_fishing_rod:
  requirements:
    ...
  effects: 
    weight_effect:           <- custom effect section name
      type: weight-mod
      value:
      - rubbish:-10
      - golden_star_fish:+10

If the value is an integer or a double value, you can use expression for instance

FISHING_ROD:
  tag: false
  material: fishing_rod
  effects:
    loot_effect:
      type: multiple-loot
      value: '{level} * 0.1'

Bait

To use bait, it needs to be placed in offhand or fishing bag. Every time the rod is cast, it will be thrown together with the hook.

Hook

To equip hook on rod, make sure that you are in survival mode. Drag the hook onto your rod so it would be applied. To remove the hook from a rod, just right click the rod and the hook would be on your cursor.

Effect Library

weight-mod (weight-mod offers a way to adjust the weight or chance of a single Loot, making it easier to quickly change the probability of obtaining a particular item. If there's no loot available, the effect would not take effect)

xxx_effect:
  type: weight-mod
  value:
  - rubbish:-10
  - golden_star_fish:+10

weight-mod-ignore-conditions (The difference is that the effect would still take effect even if there's no such loot available)

xxx_effect:
  type: weight-mod-ignore-conditions
  value:
  - enchantmentbook:+1

group-mod (Unlike weight-mod, group-mod allows you to modify the weight of multiple loots at the same time. Of course, an item can belong to multiple groups, like the 'gold quality' group and the 'marine' group. For guidance on how to assign loots to groups, refer to the Loot System)

xxx_effect:
  type: group-mod
  value:
  - gold:+20
  - normal:-6

weight-group-ignore-conditions

xxx_effect:
  type: group-mod-ignore-conditions
  value:
  - enchantment:+10  

wait-time (Adjust the waiting time for a fish to bite on the hook)

xxx_effect:
  type: wait-time
  value: -20          <-  reduce the wait time by 20ticks

wait-time-multiplier (Adjust the waiting time for a fish to bite on the hook) (also named as "hook-time" in old versions)

xxx_effect:
  type: wait-time-multiplier
  value: 0.8          <-  ">1" make the time longer; "<1" the opposite
                      <-   -20% wait time

difficulty (Adjust the game difficulty)

xxx_effect:
  type: difficulty
  value: -17         <- -17 difficulty

difficulty-multiplier (Adjust the game difficulty)

xxx_effect:
  type: difficulty-multiplier
  value: 0.7         <- -30% difficulty

multiple-loot (Players can obtain multiple items in a single fishing attempt. Every 0.01 represents a 1% chance. If the value exceeds 1, players are guaranteed to get double the items with a small chance of getting triple. If the value surpasses 2, they are guaranteed to receive triple the items with a small chance of getting quadruple.)

xxx_effect:
  type: multiple-loot
  value: 0.05

lava-fishing (Allow players to fish in lava)

xxx_effect:
  type: lava-fishing

size (size offers a size boost for the loot, and the final size of the loot is added by this value. This option affects the scores in competitions where the fish size determines the points.)

xxx_effect:
  type: size
  value: 10.5      <- +10.5 fish size

size-multiplier (size-bonus offers a size boost for the loot, and the final size of the loot is multiplied by this value. This option affects the scores in competitions where the fish size determines the points.)

(also named as "size-bonus" in old versions)

xxx_effect:
  type: size-multiplier
  value: 1.3         <- +30% fish size

score (score gives a score boost during competitions, and the final score for the loot is added by this value. Note: This only works in TOTAL_SCORE mode.)

xxx_effect:
  type: score
  value: 20         <- +20 score

score-multiplier (score-bonus gives a score boost during competitions, and the final score for the loot is multiplied by this value. Note: This only works in TOTAL_SCORE mode.) (also named as "score-bonus" in old versions)

xxx_effect:
  type: score-multiplier
  value: 1.5        <- +50% score

game-time (game-time allows you to adjust the duration of the mini-game, giving players more time to react and more opportunities to succeed.)

xxx_effect:
  type: game-time
  value: 10           <- +10 seconds

game-time-multiplier (game-time allows you to adjust the duration of the mini-game, giving players more time to react and more opportunities to succeed.)

xxx_effect:
  type: game-time-multiplier
  value: 1.3          <- +30% seconds

conditional (Apply condition system to some effects)

xxx_effect:
  type: conditional
  conditions:
    ...
  effects:
    ...

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