Effects
An effect entry describes one visual change. It sits on the same Manifest page as the rule that
uses it, and the rule points at it through its Effect field. Any number of rules can share the
same effect.
Hiding and showing
Hide removes the target from the viewer's client completely, as if they were never there. Use it for vanished staff, or for players who belong to a different arena.
Show renders the target the way vanilla would, which on its own does nothing. It exists for one case: a higher priority rule with this effect reveals a target that a lower priority rule hides. See Priority.
Changing how a player looks
Glow
The target gets a colored outline that only this viewer sees, visible through walls. Minecraft only has team colors to work with, so the outline uses the closest team color to the one you pick.
The glow also colors the target's nametag, which is what vanilla does for any glowing entity.
Ghost
The target's body turns semi transparent, the same way a teammate under an invisibility potion looks. Armor and held items keep rendering, so bundle an armor effect with it when you want a fully translucent figure.
This one leans on a client side team, and every ghost a viewer sees ends up in the same one. That limits how far you can mix it with glow and nametag changes. See things that can catch you out.
Invisibility
The target's body disappears while their armor and held items keep rendering, like the vanilla invisibility potion. Where the ghost effect leaves a translucent shape, this leaves a floating set of gear.
Armor
Choose hidden to strip the armor the viewer sees, or replaced to fill in a helmet, chestplate,
leggings and boots of your own. Typewriter never touches the target's real inventory, and everyone
else keeps seeing their real gear.
Skin
The viewer sees a different skin on the target, in the world and in the tab list. The skin field takes a texture and signature pair, and can be fetched from a url or a player uuid the same way an NPC skin is.
Name
The viewer reads a different name on the target, above their head and in the tab list. Leave the name empty to keep the real one and only change the prefix and suffix around it.
Chat, commands and death messages still use the real name, since those go through the server rather than the viewer's client.
Nametag
Three things you can do to the tag above a target's head:
hiddenremoves it.replacedswaps it for text of your own, with placeholders and formatting.text_abovekeeps the real name and hangs an extra line above or below it. The offset field moves that line up or down in blocks if it does not sit where you want.
Pose
The target is locked into one pose for this viewer, no matter what they are doing. You can pick standing, sneaking, swimming, gliding, riptide, sleeping or dying.
Scale
The target is rendered larger or smaller. 1.0 is the normal size, so 0.5 is half height and 2.0
is twice as tall. Everyone outside the rule keeps seeing them at their real size, and the target's
hitbox on the server does not change.
Disguise
The viewer sees an entity from an entity definition instead of the target. The real player is hidden and the definition entity follows their movement. Any definition works, a zombie as easily as an NPC with a different skin. Use this when a player has to stop looking like a player.
The glow color, the replacement armor, the nametag text and the scale are resolved for the viewer at the moment the effect starts, and stay that way until the rule stops applying. A placeholder that changes while the effect is running does not update the target's appearance.
Seeing yourself
Glow, ghost, invisibility, pose and scale each have an Also apply to the target's own view of themselves toggle.
Your own view follows the target selection alone, so a selected target sees the effect on themselves even when the rule's viewer selector matches nobody. A player who is shrunk for everyone else can therefore also be shrunk in their own view, or stay their normal size, whichever you configure.
The other effects cannot do this. A client reads its own name and skin from the session it logged in with, so those cannot be changed for the player themselves.
Combining effects
A pair of players only ever has one active effect. To apply several changes at once, bundle them.
Reference the bundle from the rule instead of an individual effect. A ghost that also glows, or a disguise that hides the nametag, is built this way. If one effect in the bundle fails to start, the whole bundle is rolled back, so a player is never left half changed.
Things that can catch you out
Minecraft clients place each player in at most one scoreboard team. The glow color, the hidden nametag and the ghost transparency all rely on that team, so a viewer with several ghost targets shares one color and one nametag setting across all of them. Typewriter logs a warning naming the viewer when the ghost rules of one viewer disagree.
A name given by the Name effect has to be at most 16 characters, and must not be the name of a player who is on the server when the effect starts. Colors belong in the prefix and the suffix rather than in the name itself. Typewriter logs a warning and keeps the real name when a name cannot be used.
Armor and held items keep rendering under the Ghost and Invisibility effects, which is what vanilla does. Bundle an Armor effect with them to hide those too.