A glass bottle is used as a container for liquids and can be used to collect water directly.=
To collect water, use it on a cauldron with water (which removes a level of water) or any water source (which removes no water).=
Water Bottle=
No effect=
Water bottles can be used to fill cauldrons. Drinking water has no effect.=
Use the “Place” key to drink. Place this item on a cauldron to pour the water into the cauldron.=
River Water Bottle=
River water bottles can be used to fill cauldrons. Drinking it has no effect.=
Use the “Place” key to drink. Place this item on a cauldron to pour the river water into the cauldron.=
Splash Water Bottle=
Extinguishes fire and hurts some mobs=
A throwable water bottle that will shatter on impact, where it extinguishes nearby fire and hurts mobs that are vulnerable to water.=
Lingering Water Bottle=
A throwable water bottle that will shatter on impact, where it creates a cloud of water vapor that lingers on the ground for a while. This cloud extinguishes fire and hurts mobs that are vulnerable to water.=
Glistering Melon=
This shiny melon is full of tiny gold nuggets and would be nice in an item frame. It isn't edible and not useful for anything else.=
Add a status effect to yourself. Arguments: <effect>: name of status effect. Passing "list" as effect name lists available effects. Passing "heal" as effect name heals (or harms) by amount designed by the next parameter. Passing "clear" as effect name removes all effects. Passing "remove" as effect name removes the effect named by the next parameter. <duration>: duration in seconds. Passing "INF" as duration makes the effect infinite. (<heal-amount>: amount of healing when the effect is "heal", passing a negative value subtracts health. <effect>: name of a status effect to be removed when using "remove" as the previous parameter.) <level>: effect power determinant, bigger level results in more powerful effect for effects that depend on the level (no changes for other effects), defaults to 1, pass F to use low-level factor instead. <factor>: effect strength modifier, can mean different things depending on the effect, no changes for effects that do not depend on level/factor. NOPART at the end means no particles will be shown for this effect.=
Missing effect parameter!=
Missing or invalid heal amount parameter!=
Player @1 healed by @2 HP.=
Player @1 harmed by @2 HP.=
Effects cleared for player @1=
Removed effect @1 from player @2=
@1 is not an available status effect.=
Missing or invalid duration parameter!=
Invalid level parameter!=
Missing or invalid factor parameter when level is F!=
@1 effect given to player @2 for @3 seconds with factor of @4.=
@1 effect given to player @2 for @3 seconds.=
Giving effect @1 to player @2 failed.=
@1 effect on level @2 given to player @3 for @4 seconds.=
A throwable potion that will shatter on impact, where it creates a magic cloud that lingers around for a while. Any player or mob inside the cloud will receive the potion's effect or set of effects, possibly repeatedly.=