作者:rebot | 分类:模组
Minecraft 版本: 1.20.1
平台: forge
标签: equipment game-mechanics magic
Play music. Empower allies. Or curse your enemies. Effective Instruments adds a magical aura system to Genshin Instruments, letting musicians grant potion effects to nearby players and tamed pets while they perform — or, if they pick the negative-polarity variant, inflict debuffs on nearby mobs. Every instrument has its own unique positive and offensive aura — pick up a Windsong Lyre and feel the breeze quicken your step (positive) or call down a howling gale that slows and weakens every foe in range (offensive).
New in 1.4.x:
/effectiveinstruments diagnose surfaces every gate in the aura pipeline so "why isn't my aura firing?" has a one-command answer.From 1.3.0: Optional Immersive Melodies support! Walk around playing an IM instrument and receive lighter, passive buffs — no screen needed.
When Immersive Melodies is installed alongside Effective Instruments:
Mobile auras are deliberately lighter than stationary ones (single effect, shorter range and duration) for balance. If both tiers would apply to the same player, the stationary tier takes precedence by default.
Free-play support shipped in 1.4.3. Opening the IM screen is enough to activate the aura — no autoplay required. (Durability is only charged during autoplay / actual note playback, not while browsing the melody list.)
Every instrument ships with its own unique, thematic aura:
| Instrument | Aura | Effects |
|---|---|---|
| Windsong Lyre | Zephyr's Blessing | Speed I |
| Vintage Lyre | Echoes of Antiquity | Regeneration I |
| Floral Zither | Bloom Veil | Absorption I + Saturation I |
| Glorious Drum | Warcry Cadence | Strength I + Resistance I |
| Nightwind Horn | Moonlit Passage | Night Vision + Slow Falling |
| Ukulele | Sunkissed Serenade | Luck I |
| Djem Djem Drum | Rhythm of the Earth | Haste I + Jump Boost I |
| Instrument | Aura | Effects |
|---|---|---|
| Guitar | Wanderer's Anthem | Speed I + Jump Boost I |
| Keyboard | Harmonic Resonance | Regeneration I + Haste I |
| Koto | Tranquil Current | Water Breathing + Dolphin's Grace |
| Pipa | Silk Road Vigor | Speed I + Strength I |
| Saxophone | Smoky Allure | Hero of the Village I |
| Shamisen | Ghost Flame | Fire Resistance + Strength I |
| Trombone | Bulwark Fanfare | Resistance I + Absorption II |
| Violin | Heartstring Aria | Regeneration I + Absorption I |
Note Block Instrument variants (basedrum, bass, bell, etc.) are also mapped to thematically matching auras — see _README_INSTRUMENTS.txt in your config folder for the full list.
| IM Instrument | Passive Aura | Effect |
|---|---|---|
| Flute | Windstep | Speed I |
| Lute | Traveler's Hum | Luck I |
| Piano | Measured Tempo | Haste I |
| Vielle | Hearthsong | Regeneration I |
| Didgeridoo | Earthpulse | Jump Boost I |
| Bagpipe | Steadfast Drone | Resistance I |
| Trumpet | Brass Call | Strength I |
| Tiny Drum | March Tap | Speed I |
| Triangle | Clear Ping | Night Vision |
| Handpan | Stillwater | Water Breathing |
| Ender Bass | Shade Resonance | Fire Resistance |
All auras can be freely customized, disabled, or deleted. Add your own by creating new JSON files.
Every aura is defined by a simple JSON file in your config folder:
config/effective_instruments/auras/
On first launch, the mod generates 84 default aura JSON files (31 stationary positive + 31 stationary offensive + 11 mobile positive + 11 mobile offensive) and a _README.txt reference guide. From there, you have full control:
"enabled": false — it stays on disk but won't appear in-game.json files to the folder{
"displayName": "Fire Ward",
"description": "Fire Resistance to nearby allies",
"color": "FF4400",
"enabled": true,
"durationTicks": 200,
"radius": 12,
"sortOrder": 10,
"effects": [
{ "effect": "minecraft:fire_resistance", "amplifier": 0 }
]
}
New in 1.3.0: Two optional fields control tier support:
"tiers" — array of "stationary", "mobile", or both. Defaults to ["stationary"] if omitted, so existing files need no edits."showInSelector" — true/false. Defaults to true for stationary presets, false for mobile-only.Fields:
| Field | Type | Description |
|---|---|---|
displayName |
string | Name shown on the button tooltip |
description |
string | Tooltip description line |
color |
string | Hex color code (e.g. "FF8800") — used for particles and UI highlights |
enabled |
bool | Whether this aura appears in the selector |
durationTicks |
int | How long applied effects last (20 ticks = 1 second) |
radius |
int | Aura range in blocks. Use -1 to inherit the global server default |
sortOrder |
int | Button ordering in the UI (lower = further left) |
effects |
array | List of potion effects to apply (see below) |
tiers |
array | (Optional) Which tiers: ["stationary"], ["mobile"], or both |
showInSelector |
bool | (Optional) Show in stationary selector UI |
icon |
string | (Optional) Resource location for the button icon texture |
iconSelected |
string | (Optional) Resource location for the selected icon texture |
Each entry in the effects array takes:
"effect" — the registry name of the potion effect (e.g. "minecraft:regeneration", "minecraft:speed")"amplifier" — effect level minus 1 (0 = Level I, 1 = Level II, etc.)If icon/iconSelected are omitted, the button displays the first letter of the display name as a fallback — so custom auras don't require any texture work.
The file config/effective_instruments/instrument_auras.json controls which auras are available for each instrument and which one auto-selects when opened.
Two formats are supported per entry:
String shorthand — single aura, default and only option:
"genshinstrument:windsong_lyre": "zephyrs_blessing"
Object form — default aura + additional allowed auras in the selector:
"genshinstrument:windsong_lyre": {
"default": "zephyrs_blessing",
"allowed": ["zephyrs_blessing", "echoes_of_antiquity", "bloom_veil"]
}
The file config/effective_instruments/mobile_instrument_auras.json maps Immersive Melodies instrument IDs to mobile-tier aura presets. Each entry is a simple string (one aura per instrument, no selector):
"immersive_melodies:flute": "windstep_mobile"
Use /effectiveinstruments reload to apply changes to either mapping without restarting.
| Command | Permission | Description |
|---|---|---|
/effectiveinstruments reload |
OP (level 2) | Reload all aura presets and instrument mappings (stationary + mobile) |
/effectiveinstruments status [player] |
OP (level 2) | Show a player's current aura state (both tiers when IM is present) |
/effectiveinstruments durability {get |
set <n> | repair} |
/effectiveinstruments diagnose |
Everyone | Dump pipeline state (why isn't my aura firing?) |
/effectiveinstruments reset-mappings |
OP (level 2) | Delete + regenerate the instrument-aura mapping from the canonical 1-to-1 table |
/effectiveinstruments help |
Everyone | Print config location and command summary |
All config files live under a single folder: config/effective_instruments/.
server.toml)General settings:
| Setting | Default | Description |
|---|---|---|
enabled |
true |
Master toggle for all aura effects |
noteWindowTicks |
100 |
Ticks after the last note before the aura deactivates (100 = 5 sec) |
auraTickIntervalTicks |
10 |
How often (in ticks) aura effects refresh on targets |
defaultRadius |
16 |
Default aura range in blocks (used when a preset's radius is -1) |
Targeting settings:
| Setting | Default | Description |
|---|---|---|
allowSelfBuff |
true |
Whether the musician receives their own aura effects |
includeOtherPlayers |
true |
Whether other players in range receive effects |
includeTamedPets |
true |
Whether tamed animals in range receive effects |
petEntityTypeAllowlist |
[] |
Extra entity type IDs to treat as pets (e.g. ["alexsmobs:crow"]) |
Mobile tier settings (new in 1.3.0):
These no-op when Immersive Melodies is not installed.
| Setting | Default | Description |
|---|---|---|
enabled |
true |
Master toggle for mobile tier |
pulseIntervalTicks |
20 |
How often (in ticks) mobile effects refresh (20 = 1 sec) |
lingerTicks |
60 |
How long effects linger after the player stops playing |
defaultRadius |
8 |
Mobile aura range when JSON radius is -1 |
maxTargetsPerTick |
16 |
Entity cap per mobile musician per pulse |
allowSelfBuff |
true |
Musician receives their own mobile effects |
includeOtherPlayers |
true |
Other players in range receive mobile effects |
includeTamedPets |
false |
Tamed pets receive mobile effects (off by default for balance) |
suppressWhenStationaryActive |
true |
Stationary tier suppresses mobile for the same player |
client.toml)| Setting | Default | Description |
|---|---|---|
showOverlay |
true |
Show the aura selector buttons on instrument screens |
overlayScale |
1.0 |
Scale factor for overlay buttons (0.5 - 2.0) |
compactMode |
false |
Use a compact button layout |
particlesMode |
ALL |
Floating music note particles: ALL, MINIMAL, or NONE |
reducedMotion |
false |
Dampen particle drift and pulse (accessibility) |
screenClassAllowlist |
[] |
Fully-qualified class names for instrument screens from other mods that don't extend Genshin Instruments' InstrumentScreen |
When an aura is active, colored floating music note particles spawn across the full radius of the aura's effect range. The particles are tinted to match the aura's configured color — teal drifting notes for Zephyr's Blessing, crimson for Warcry Cadence, violet for Moonlit Passage, and so on. They gently rise, drift, pulse in size, and fade out.
Particle rendering is entirely client-side. If particles cause performance issues, use the particlesMode client config option to reduce or disable them.
InstrumentScreen and are automatically supported, including all 16 Note Block Instrument variantsscreenClassAllowlist client config to add support for screens from mods that don't extend InstrumentScreenEffects from other mods (potion effects, beacons, etc.) are never stripped or overwritten unless the aura provides a stronger or equal version.
config/effective_instruments/auras/.config/effective_instruments/./effectiveinstruments reload to apply changes without restarting.请登录后举报
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