This color does not extend, however, to the particles given off by entities who ultimately receive the effect. CustomPotionColor: The item uses this custom color, and area-of-effect clouds, arrows, and splash and lingering potions use it for their particle effects.The default value is "minecraft:empty", which gives it the "Uncraftable" name. A potion or tipped arrow getting its effects from this tag is named with the proper effect. For example, the value for an "Instant Health II" potion is "minecraft:strong_healing". This name differs from the status effect name. Potion: The name of the default potion effect.show_icon: 1 or 0 (true/false) - true if effect icon is shown.show_particles: 1 or 0 (true/false) - whether or not this effect produces particles.ambient: 1 or 0 (true/false) - whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen.duration: The duration of the effect in ticks.amplifier: The amplifier of the effect, with level I having value 0.id: The resource location of the effect.custom_potion_effects: The custom potion effects (status effects) this potion or tipped arrow has.When a splash potion is dispensed from a dispenser When a splash potion is thrown by a witch When a splash potion is thrown by a player Splash potions use the Friendly Creatures sound category for entity-dependent sound events. See Item format#Potion Effects for more information, and status effect for a list of effects and IDs. In Java Edition, splash potions can be obtained with any status effect using / give and the tag CustomPotionEffects, which is an array of effects for the potion. It is also obtained any time a potion has invalid or missing potion effect tags, and thus serves as a placeholder. It can be obtained in two distinct (though functionally identical) variants, using the following commands: / give minecraft:splash_potion or / give minecraft:splash_potion. It is also available in potion and lingering potion forms, as well as for tipped arrows. In Java Edition, the uncraftable potion is a splash potion with no effect that is unobtainable in regular gameplay. Attempting to add a splash potion to a cauldron with water, dyed water or a non-matching potion empties the cauldron and creates an explosion sound (but no actual explosion). In Bedrock Edition, using a splash potion on a cauldron adds one level of that potion to the cauldron. Splash water bottles can be used on dirt, coarse dirt, or rooted dirt to turn it into mud.
Splash water bottles can extinguish a burning entity. Splash water bottles have no effect on almost all entities, but they extinguish fire in the block hit and the four blocks horizontally surrounding it.Ī splash water bottle deals 1 damage to endermen, striders, snow golems, and blazes however, endermen have a chance of teleporting away if hit with one.
For other effects, the potency is unchanged, but the duration decreases linearly on the same scale (rounded to the nearest 1⁄ 20 second), with no effect being applied if the duration would be 1 second or less. Healing or Harming), the potency of the effect reduces linearly from 100% on a direct hit to 0% at 4 blocks' distance. Otherwise, the farther away the entity is from the center of the impact, the lesser the imbued effect. If the potion directly collides with an entity, the entity gets the full duration and potency of the effect. In Java Edition, splash and drinkable forms have the same duration. In Bedrock Edition, splash potions' effects have only three-fourths of the duration of the drinkable form.
Entities within an 8.25×8.25×4.25 cuboid centered on the thrown potion at impact and within 4 blocks euclidean distance of the thrown potion at impact are affected. The bottle is lost, unlike drinkable potions. When thrown by the player, they have a range of 8 blocks if thrown at the best angle. On impact they explode, applying status effects to nearby entities. Mutually exclusive with Multishot.Lingering potions are brewed by adding dragon's breath to a splash potion. Arrows fired in this manner also ignore ]. This is useful for targeting ]s closely packed together, and for conserving arrows, as they can be picked up after piercing entities.