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    <title>Mojang Studios Jira</title>
    <link>https://bugs.mojang.com</link>
    <description>This file is an XML representation of an issue</description>
    <language>en</language>    <build-info>
        <version>9.12.2</version>
        <build-number>9120002</build-number>
        <build-date>10-01-2024</build-date>
    </build-info>


<item>
            <title>[MC-10462] Using /effect with the amplifier specified gives an effect with higher than expected strength</title>
                <link>https://bugs.mojang.com/browse/MC-10462</link>
                <project id="10400" key="MC">Minecraft: Java Edition</project>
                    <description>&lt;p&gt;If you use the /effect command like so:&lt;/p&gt;

&lt;p&gt;/effect &amp;lt;player&amp;gt; 1 10 1&lt;/p&gt;

&lt;p&gt;The player gets Speed II for 10 seconds NOT speed I, and if I had said 1 10 2 it would be speed III, and 3 is IV. However 4 is also IV, but dose not show the power level in the inventory screen&lt;/p&gt;

&lt;p&gt;I would have expected that 1 = I, 2 = II, 3 = III, etc. However the amplifier adds the number to the base of 1, instead of setting the strength as expected.&lt;/p&gt;</description>
                <environment>Windows 8&lt;br/&gt;
Java 7 x64</environment>
        <key id="24420">MC-10462</key>
            <summary>Using /effect with the amplifier specified gives an effect with higher than expected strength</summary>
                <type id="1" iconUrl="https://bugs.mojang.com/secure/viewavatar?size=xsmall&amp;avatarId=18903&amp;avatarType=issuetype">Bug</type>
                                    <status id="5" iconUrl="https://bugs.mojang.com/images/icons/statuses/resolved.png" description="A resolution has been taken, and it is awaiting verification by reporter. From here issues are either reopened, or are closed.">Resolved</status>
                    <statusCategory id="3" key="done" colorName="success"/>
                                    <resolution id="6">Works As Intended</resolution>
                                        <assignee username="-1">Unassigned</assignee>
                                    <reporter username="zeel">Josh Olsen</reporter>
                        <labels>
                    </labels>
                <created>Wed, 27 Feb 2013 23:05:26 +0100</created>
                <updated>Fri, 18 Jun 2021 01:38:50 +0200</updated>
                            <resolved>Tue, 19 Mar 2013 00:46:20 +0100</resolved>
                                    <version>Snapshot 13w09b</version>
                                                                        <votes>0</votes>
                                    <watches>4</watches>
                                                                            <comments>
                            <comment id="55315" author="kumasasa" created="Tue, 19 Mar 2013 00:46:20 +0100"  >&lt;p&gt;Resolved as Working As Intended, since established in version 1.5&lt;/p&gt;</comment>
                            <comment id="48769" author="kumasasa" created="Fri, 1 Mar 2013 20:19:20 +0100"  >&lt;p&gt;In 13w09c the amplifier isn&apos;t limited to 4 anymore, it&apos;s (nearly) unlimited.&lt;/p&gt;</comment>
                            <comment id="48225" author="wolfiemario" created="Thu, 28 Feb 2013 04:31:07 +0100"  >&lt;p&gt;The strange thing is, enchantment IDs start at 0, while potion IDs start at 1. Enchantment levels start at 1, while potion levels start at 0. It really is just inconsistent implementation - presumably, the shift operators used by Instant Health, Instant Harm, Strength, and Weakness were simply easier to code if the default potions were &apos;level&apos; 0, while enchantments (which do not rely on shift operators for their calculations) were easier to code with 1 as the default.&lt;/p&gt;</comment>
                            <comment id="48218" author="cubethethird" created="Thu, 28 Feb 2013 04:11:33 +0100"  >&lt;p&gt;When I said levels what I mean was indexes of lists/sets.&lt;/p&gt;</comment>
                            <comment id="48201" author="wolfiemario" created="Thu, 28 Feb 2013 03:05:01 +0100"  >&lt;p&gt;I think this is probably intended, as the word chosen is explicitly &quot;amplifier&quot; and not &quot;level&quot;. I&apos;m not happy about it (it&apos;s always been at least a little tedious to work with when NBT editing, especially since it&apos;s inconsistent with enchantments), but I think it&apos;s intended as it&apos;s too late to change the potion effect format (you would ruin backwards and forwards compatibility for any custom map features, or even for players/entities saved to disk with a potion effect).&lt;/p&gt;</comment>
                            <comment id="48181" author="cubethethird" created="Thu, 28 Feb 2013 01:35:54 +0100"  >&lt;p&gt;I am not saying that this is intended, but rather explaining why it works this way. I do however agree that this can be confusing.&lt;/p&gt;</comment>
                            <comment id="48158" author="kumasasa" created="Thu, 28 Feb 2013 00:36:07 +0100"  >&lt;p&gt;Probably intended, the valid range for &lt;tt&gt;amplifier&lt;/tt&gt; is 0..4&lt;br/&gt;
Issuing&lt;/p&gt;
&lt;div class=&quot;code panel&quot; style=&quot;border-width: 1px;&quot;&gt;&lt;div class=&quot;codeContent panelContent&quot;&gt;
&lt;pre class=&quot;code-java&quot;&gt;/effect player 1 5 5
&lt;/pre&gt;
&lt;/div&gt;&lt;/div&gt;
&lt;p&gt;gives&lt;/p&gt;
&lt;div class=&quot;code panel&quot; style=&quot;border-width: 1px;&quot;&gt;&lt;div class=&quot;codeContent panelContent&quot;&gt;
&lt;pre class=&quot;code-java&quot;&gt;The number you have entered (5) is too big, it must be at most 4
&lt;/pre&gt;
&lt;/div&gt;&lt;/div&gt;</comment>
                            <comment id="48156" author="zeel" created="Thu, 28 Feb 2013 00:32:27 +0100"  >&lt;p&gt;Not really, because 1 = II, this is wrong. Even when you start at 0, 0 != 1, and 1 != 2. Thus 1 != II, and 2 != III. It is irrelevant that the first level is zero, if you are going to display the level as a number &quot;II&quot; it needs to match up with the number you give it. &lt;/p&gt;</comment>
                            <comment id="48135" author="cubethethird" created="Wed, 27 Feb 2013 23:10:46 +0100"  >&lt;p&gt;This is because, as many things do in computer science, indexes start at 0. Another example is how difficulty easy is 0 , normal 1 and so on.&lt;/p&gt;</comment>
                    </comments>
                <issuelinks>
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                                                                <inwardlinks description="is cloned by">
                                        <issuelink>
            <issuekey id="77803">MC-51813</issuekey>
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                            <issuelinktype id="10102">
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                                                                <inwardlinks description="is duplicated by">
                                        <issuelink>
            <issuekey id="26948">MC-12205</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="36189">MC-18029</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="78620">MC-52522</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="96334">MC-68731</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="120555">MC-88071</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="185568">MC-121800</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="223899">MC-142104</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="235072">MC-147919</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="287865">MC-171157</issuekey>
        </issuelink>
            <issuelink>
            <issuekey id="358799">MC-196101</issuekey>
        </issuelink>
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