DAI 3.0 · ADVANCED RUNTIME

Build Native FX, Effects & Fluid Behavior

Combine a native particle ID, native MobEffect/potion and carrier-based fluid physics into one authored gameplay effect.

Native particle

"registry_backed": true,
"native_registry": "particle",
"particle": {
  "count": 12, "spread_x": .2, "spread_y": .3, "spread_z": .2,
  "texture": "demo:particle/glow", "lifetime": 18,
  "gravity": 0, "friction": .96, "scale": .8,
  "color": 65535, "alpha": 1, "full_bright": true
}

Native effect + potion

"effect": {"category":"beneficial","color":65535,"tick_interval":20}

"potion": {
  "effects": ["demo:overclock 200 0"]
}

Effect events include apply/start/tick/remove/end.

Fluid behavior overlay

{
  "carrier": "minecraft:water",
  "numbers": {"drag":.25,"vertical_drag":.15,"buoyancy":.03,"damage":0},
  "flags": {"extinguish":false,"no_gravity":false},
  "events": {"enter":"action:demo:energy_enter","exit":"action:demo:energy_exit"}
}
Use the Creator: these schemas can be pasted into the type-specific JSON fields in DAI Content / Runtime Definitions. Unknown fields are preserved on import/export.