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Version: 26.1+

Abilities

Builtin Abilities​

Action​

ID: palladium:action
An ability that can perform one or many action objects.
KeyTypeDescriptionRequiredFallback
first_tick_actionAction,
Action[]
Action(s) that are performed during the first tick of the ability/
actionAction,
Action[]
Action(s) that are performed during each tick of the ability/
last_tick_actionAction,
Action[]
Action(s) that are performed during the last tick of the ability/

Action On Hit​

ID: palladium:action_on_hit
Performs actions to a victim when the entity with the ability damages them.
KeyTypeDescriptionRequiredFallback
actionAction,
Action[]
Action(s) that are performed when an entity is attacked/
entity_conditionCondition,
Condition[]
Condition(s) that must be met for an entity to be affected by the ability. If no conditions are specified, then all entities will be affected. If multiple conditions are specified, then only entities that satisfy all conditions will be affected./
direct_onlyBooleanIf false, then projectiles and other non-direct damage will also trigger the Action(s).true

Aim​

ID: palladium:aim
Allows the player to aim their arms.
KeyTypeDescriptionRequiredFallback
armnone
main_arm
off_arm
right_arm
left_arm
both
The arm(s) that should point.MAIN_ARM

Area Action​

ID: palladium:area_action
An ability that can perform one or many action objects on living entities within a certain range.
KeyTypeDescriptionRequiredFallback
first_tick_actionAction,
Action[]
Action(s) that are performed during the first tick of the ability/
actionAction,
Action[]
Action(s) that are performed during each tick of the ability/
last_tick_actionAction,
Action[]
Action(s) that are performed during the last tick of the ability/
entity_conditionCondition,
Condition[]
Condition(s) that must be met for an entity to be affected by the ability. If no conditions are specified, then all entities will be affected. If multiple conditions are specified, then only entities that satisfy all conditions will be affected./
radiusFloat / ValueThe area around the player that entities are looked for.4
affect_selfBooleanDecides if the player executing should also be effected.false

Attribute Modifier​

ID: palladium:attribute_modifier
Adds an attribute modifier to the entity while the ability is enabled.
KeyTypeDescriptionRequiredFallback
modifiersAttribute Modifier (attribute*, amount*, operation*, id)The attribute modifier(s) that will be applied/

Beam​

ID: palladium:beam
Shoots an beam in the direction the player is looking at.
KeyTypeDescriptionRequiredFallback
beam_rendererIdentifierThe id of the beam renderer to use/
damageFloat / ValueThe damage the beam deals to entities0
damage_typeDamage Type IDThe damage type used when an entity is hit. If not set, it counts as a normal player or mob attack./
max_distanceFloat / ValueThe maximum distance the beam can travel30
set_on_fire_ticksInteger,
Time String ("40s", "2m", etc.)
The amount of ticks the hit entity is set on fire0
cause_fireBooleanIf the beam should cause fire on blocksfalse
smelt_blocksBooleanIf the beam should smelt hit blocksfalse
entity_hit_actionsAction / Action[]Action(s) that are performed every tick the beam hits an entity. They run for the entity that was hit./
block_hit_actionsAction / Action[]Action(s) that are performed every tick the beam hits a block. They run for the entity that shoots the beam, but commands and sounds are positioned where the beam hits, and the hit block is used as the block position./

Blast​

ID: palladium:blast
Shoots a piece of a beam into the direction the player is looking at. The blast keeps the direction it was fired in and only deals damage once it reached its target.
KeyTypeDescriptionRequiredFallback
beam_rendererIdentifierThe id of the beam renderer to use/
damageFloat / ValueThe damage the blast deals to entities0
damage_typeDamage Type IDThe damage type used when an entity is hit. If not set, it counts as a normal player or mob attack./
max_distanceFloat / ValueThe maximum distance the blast can travel30
speedFloatThe blocks the blast travels per tick2
lengthFloatThe length of the blast in blocks4
set_on_fire_ticksInteger,
Time String ("40s", "2m", etc.)
The amount of ticks the hit entity is set on fire0
cause_fireBooleanIf the blast should cause fire on blocksfalse
smelt_blocksBooleanIf the blast should smelt hit blocksfalse
entity_hit_actionsAction / Action[]Action(s) that are performed when the blast hits an entity. They run for the entity that was hit./
block_hit_actionsAction / Action[]Action(s) that are performed when the blast hits a block. They run for the entity that fired the blast, but commands and sounds are positioned where the blast hits, and the hit block is used as the block position./

Breath​

ID: palladium:breath
Changes how much air the entity can hold and how fast it refills when it can breathe. A bigger air supply also makes it last longer underwater, since air is still used up at the normal speed. Multiple active Breath abilities multiply with each other.
KeyTypeDescriptionRequiredFallback
max_air_percentageFloat / ValueThe maximum air as a percentage of the default 300 ticks (15 seconds). 200 doubles it.100
refill_percentageFloat / ValueHow fast air refills as a percentage of the normal speed. 200 refills it twice as fast.100

Carry​

ID: palladium:carry
While enabled, pressing the ability's key grabs the first living entity hit by a forward raycast, holding it until the key is pressed again (drop) or, if throwable, the player right-clicks (throw).
KeyTypeDescriptionRequiredFallback
rangeDoubleHow far forward the grab raycast reaches./
carry_distanceDoubleHow many blocks in front of the player the carried target is held. Defaults to 2.0.2
carry_height_offsetDoubleExtra vertical offset applied to the carried target's held position. Defaults to 0.0.0
throwableBooleanIf true, right-clicking while carrying throws the target instead of requiring the key to drop it. Defaults to false.false
throw_strengthDoubleVelocity applied to the target when thrown, in the player's look direction. Only relevant if throwable is true. Defaults to 1.5.1.5

Combo Attack​

ID: palladium:combo_attack
Tracks consecutive melee attacks and deals bonus damage on the final hit of the combo. Missing a swing or hitting a block resets the combo.
KeyTypeDescriptionRequiredFallback
required_attacksIntegerThe number of consecutive attacks needed to trigger the final, bonus-damage attack./
bonus_damageFloatFlat damage added to the final attack of the combo./
reset_timeInteger,
Time String ("40s", "2m", etc.)
The amount of time, in ticks, the entity can go without attacking before the combo counter resets.60
on_final_attackAction,
Action[]
Action(s) run when the final attack of the combo lands./

Command​

ID: palladium:command
An ability that executes commands.
KeyTypeDescriptionRequiredFallback
commandsstring[]The commands that are executed during each tick of the ability being active./
first_tick_commandsstring[]The commands that are executed upon activating the ability./
last_tick_commandsstring[]The commands that are executed on the last tick of the ability being active./

Damage Immunity​

ID: palladium:damage_immunity
Makes the entity immune against certain damage types.
KeyTypeDescriptionRequiredFallback
damage_typeDamage Type ID(s) / TagThe damage types the entity is immune against./

Drown​

ID: palladium:drown
Makes the target lose air as if it was underwater, so it starts drowning once the air runs out. Respiration still slows it down, players in creative mode are not affected.
KeyTypeDescriptionRequiredFallback
targetself
looked_at
Who is drowned. "self" drowns the entity with the ability, "looked_at" drowns the living entity it looks at within the range. That entity stays the target until the ability is disabled or the target dies.self
rangeFloat / ValueHow far away the looked at entity can be, in blocks. Only used for "looked_at".16
drain_percentageFloat / ValueHow fast the target loses air as a percentage of normal drowning. 200 drowns it twice as fast. If several Drown abilities hit the same target, the highest value is used.100
bubblesBooleanWhether bubbles rise around the head of the target.true

Dual Wielding​

ID: palladium:dual_wielding
Lets you attack with the item in your off hand by right-clicking. The off hand has its own attack cooldown, and the attack only happens if right-clicking didn't already do something else, like placing a block or eating. While active, your empty off hand is also shown in first person.
{
"type": "palladium:dual_wielding"
}

Dummy​

ID: palladium:dummy
A dummy ability that does nothing.
{
"type": "palladium:dummy"
}

Entity Glow​

ID: palladium:entity_glow
Makes the entity itself glow, or lets you see other entities with their glow effect.
KeyTypeDescriptionRequiredFallback
modeStringDetermines if this ability makes the entity itself glow ("self"), or lets you see other entities with their glow effect ("others").self
colorColorDetermines the color of the glow effect. If left empty, it will use the default team color./
distanceFloat (>= 0.0)The distance at which the glow effect is visible. If 0, it will behave normally.0
conditionCondition,
Condition[]
A condition, evaluated on the client, that must be met for the glow to appear.true

Fire Aspect​

ID: palladium:fire_aspect
Makes this entity's attacks light targets on fire as if fire aspect was used.
KeyTypeDescriptionRequiredFallback
timeInteger,
Time String ("40s", "2m", etc.)
The amount of time, in ticks, that the victim entity will be set on fire for/
should_stack_timeBooleanIf true, attacking an entity that's already on fire will add the "time" field to their current burn time instead of setting itfalse
max_timeInteger,
Time String ("40s", "2m", etc.)
If "should_stack_time" is true, the victim's burn time (in ticks) will not exceed this value after being hit1200

Flight​

ID: palladium:flight
Allows the player to fly using a pre-defined flight type
KeyTypeDescriptionRequiredFallback
flight_typeFlight Type IDThe ID of the flight type that will be used.palladium:propelled
speed_multiplierFloat / ValueMultiplier applied to the speeds defined in the flight type.1

Fluid Walking​

ID: palladium:fluid_walking
Allows the entity to walk on a specific fluid.
KeyTypeDescriptionRequiredFallback
fluid_tagFluid Tag,
Fluid Tag[]
The fluid tag(s) the entity can walk on.minecraft:water

Geo Animation​

ID: geckolib:trigger_layer_animation
This ability let's you trigger animations defined in a GeckoLib render layer.
KeyTypeDescriptionRequiredFallback
render_layerIdentifierThe ID of the render layer receiving the animation. Must be a gecko render layer!/
controllerStringName of the animation controller the animation is played on./
triggerStringName of the animation trigger/

Gliding​

ID: palladium:gliding
Allows the player to use the elytra gliding
{
"type": "palladium:gliding"
}

Grapple​

ID: palladium:grapple
Fires a grappling hook that flies out to a range and latches on contact: reels a hit living entity toward the caster, or reels the caster toward a hit block.
KeyTypeDescriptionRequiredFallback
rangeDoubleThe maximum distance the grapple can reach./
attach_to_entityBooleanIf true, the hook latches onto a living entity it flies into and reels it toward the caster.true
attach_to_blockBooleanIf true, the hook latches onto a block it flies into and reels the caster toward it.true
speedDoubleThe velocity, in blocks/tick, that the pulled entity (or the caster) is reeled at./
hook_speedDoubleThe velocity, in blocks/tick, that the hook itself flies out at.2
modeheld
one_shot
"held" keeps the grapple active only while the ability is enabled (released on disable); "one_shot" fires once and runs to completion on its own.held
beam_rendererIdentifierThe id of the beam renderer used to draw the rope, e.g. one used by the swinging flight type or your own under assets//palladium/beams/./
shot_soundIdentifierSound played once when the grapple is fired./
pulling_soundIdentifierLooping sound played while the grapple is actively reeling./
detached_soundIdentifierSound played once when the grapple detaches (arrives, times out, or is released mid-pull)./

Guard​

ID: palladium:guard
While enabled, blocks incoming damage until a threshold is reached, at which point the guard breaks: damage is dealt to the entity and a break effect plays.
KeyTypeDescriptionRequiredFallback
guard_thresholdFloatThe cumulative damage the entity can absorb while guarding before the guard breaks./
break_damageFloatThe damage dealt to the entity when the guard breaks./
break_lockoutInteger,
Time String ("40s", "2m", etc.)
How long the guard stays broken after breaking. Using the palladium:guard_broken condition inside a not condition on this ability to enable this lockout.0
block_angleFloatThe width, in degrees, of the arc in front of the entity's look direction that can block damage. 360 blocks from all directions, including damage without a source position (e.g. magic). Defaults to 180 (front hemisphere).180
bypassed_byDamage Type ID(s) / TagDamage types that go through the guard. Defaults to the #minecraft:bypasses_shield tag, which also covers fall, fire and void damage./
disable_attackingBooleanIf true, the entity cannot attack entities or interact with items/blocks/entities while this ability is enabled. Only applies to players. Defaults to true.true
knockback_strengthFloatHow strongly the entity that directly hit the guarding entity is knocked away whenever a hit is blocked. Projectile shooters are not affected. 0 disables this. Defaults to 0.5 (roughly 1 block of push).0.5
block_soundIdentifierSound played whenever a hit is blocked.minecraft:item.shield.block
break_soundIdentifierSound played when the guard breaks.minecraft:item.shield.break

Gui Overlay​

ID: palladium:gui_overlay
Renders an image on the screen.
KeyTypeDescriptionRequiredFallback
textureTexture ReferenceThe texture to render./
texture_widthIntegerThe width of the texture.256
texture_heightIntegerThe height of the texture.256
translateVector 2DThe translation of the texture.net.minecraft.world.phys.Vec2@214cb570
rotateFloatThe rotation of the texture.0
scaleVector 2DThe scale of the texture.net.minecraft.world.phys.Vec2@24e58858
alignmenttop_left
top_center
top_right
middle_left
center
middle_right
bottom_left
bottom_center
bottom_right
stretch
Determines how the image is aligned on the screen./
hideableBooleanIf enabled, the image is hidden together with the rest of the GUI when pressing F1. Disable it for images that should always stay visible, like the inside of a helmet.true

Healing​

ID: palladium:healing
An ability that heals the entity every x ticks by y amount.
KeyTypeDescriptionRequiredFallback
frequencyIntegerThe frequency of healing (in ticks)/
amountFloatThe amount of hearts for each healing/

Hide Body Part​

ID: palladium:hide_model_part
Hides the specified body parts of the entity.
KeyTypeDescriptionRequiredFallback
body_partsString,
String[]
The body parts to hide./
affects_first_personBooleanDetermines if the first person arm should disappear as well (if it's disabled)./

Immediate Respawn​

ID: palladium:immediate_respawn
Lets the player skip the death screen and respawn right away, as if the "minecraft:immediate_respawn" game rule was enabled. The ability has to be enabled at the moment the player dies.
{
"type": "palladium:immediate_respawn"
}

Intangibility​

ID: palladium:intangibility
Makes the entity intangible to certain blocks.
KeyTypeDescriptionRequiredFallback
verticalBooleanMakes the player vertically intangible aswell.false
whitelistBlock TagBlock tag which includes the block the player can phase through. Leave null for all blocks./
blacklistBlock TagBlock tag which includes the block the player can phase through. Leave null for all blocks.palladium:prevents_intangibility

Invisibility​

ID: palladium:invisibility
Makes the player invisible. Also makes mobs not see the player anymore.
KeyTypeDescriptionRequiredFallback
opacityFloat (>= 0.0)The opacity the player will adapt0
opacity_selfFloatThe opacity at which the player will see themself. If this is being set to something less than 0 it will use the default opacity setting.0.2
mob_visibility_modifierFloat (>= 0.0)A multiplier for how visible the player is to mobs. 0.0 means completely invisible, 1.0 means normal visibility.0

Mode Switch​

ID: palladium:mode_switch
Cycles through a map of modes each time it is activated, switching to the next one whose conditions are met and briefly showing it on screen.
KeyTypeDescriptionRequiredFallback
modesAnythingA map of mode key -> mode (at least one). Each mode has a required "title", an optional "icon" texture, and optional "conditions" (a mode is only switchable-to while its conditions are met). The key is the unique id used by the mode condition and value./

Multi Jump​

ID: palladium:multi_jump
While enabled, lets the entity jump again in mid-air up to a set number of times before it needs to touch the ground again to refill its extra jumps. Fall damage is only taken for the distance fallen below the position of the last extra jump.
KeyTypeDescriptionRequiredFallback
max_jumpsInteger (>= 0)How many extra mid-air jumps the entity can perform before landing again./
jump_velocityFloatThe vertical velocity applied per extra jump. Defaults to the same strength as a normal jump.0.42
forward_velocityFloatThe horizontal velocity added in the direction the entity is facing per extra jump.0
soundIdentifierSound played whenever an extra jump is performed./

Name Change​

ID: palladium:name_change
Changes the name of the player executing the ability.
KeyTypeDescriptionRequiredFallback
nameText ComponentThe new name of the player./

palladium.ability.palladium.forced_perspective​

ID: palladium:forced_perspective
Locks the camera of the player into a perspective while enabled. The perspective the player had before is restored afterwards.
KeyTypeDescriptionRequiredFallback
perspectivefirst_person
third_person_back
third_person_front
The perspective the camera is locked into./

Particles​

ID: palladium:particles
Spawns particles around the entity.
KeyTypeDescriptionRequiredFallback
emitterIdentifier,
Identifier[]
List of emitter IDs where the particles spawn at./
particle_typeParticle Type IDID of the particle you want to spawn./
optionsNBTAdditional options for the particle (like color of a dust particle)./

Player Skin Change​

ID: palladium:player_skin_change
An ability that changes the player's skin to the one of a Minecraft player one.
KeyTypeDescriptionRequiredFallback
usernameString / ValueThe username of the player you want to turn into./
priorityIntegerPriority for the skin (in case multiple skin changes are applied, the one with the highest priority will be used)50

Prevent Death​

ID: palladium:prevent_death
Prevents the entity from dying. When it would die, it keeps a bit of health instead, similar to a Totem of Undying. It takes effect before a totem would be used, so totems are not wasted while this ability is active.
KeyTypeDescriptionRequiredFallback
healthFloat / ValueThe health the entity is left with after its death was prevented. Can't be higher than its max health.1
clear_effectsBooleanIf true, all effects are removed from the entity when its death is prevented, like a totem does. This also stops effects like poison or wither from finishing the entity off right away.true
bypassed_byDamage Type ID(s) / TagDamage types that still kill the entity. Defaults to the #minecraft:bypasses_invulnerability tag, which covers things like the void and /kill./
actionAction / Action[]Action(s) that are performed every time a death is prevented./

Prevent Effects​

ID: palladium:prevent_effects
Prevents the entity from being able to gain OR only be able to gain the specified effects. Does NOT clear effects.
KeyTypeDescriptionRequiredFallback
inverted(Dynamic) ValueIf to be immune to all BUT the specified effects.false
effectsMob Effect ID(s) / TagThe effects that you will be immune to./

Prevent Gliding​

ID: palladium:prevent_gliding
Prevents & stops the player from gliding with an elytra.
{
"type": "palladium:prevent_gliding"
}

Prevent Healing​

ID: palladium:prevent_healing
Prevents the entity from healing via natural means (like the "minecraft:natural_health_regeneration" game rule) or further means.
KeyTypeDescriptionRequiredFallback
full_prevention(Dynamic) ValueIf true, healing from things like potion effects will also be prevented.false

Prevent Sprinting​

ID: palladium:prevent_sprinting
Prevents the player from sprinting.
{
"type": "palladium:prevent_sprinting"
}

Projectile​

ID: palladium:projectile
Shoots a projectile entity
KeyTypeDescriptionRequiredFallback
entity_typeEntity Type IDID of an entity type (must be a projectile)./
entity_dataNBTAdditional NBT data for the projectile entity./
inaccuracyFloat (>= 0.0)Inaccurary when shooting the projectile0
velocityFloat (>= 0.0)Velocity with which the projectile is being shot1.5
swinging_armnone
main_arm
off_arm
right_arm
left_arm
both
The arm which will swing when the projectile is being shotMAIN_ARM
ignore_player_movementBooleanUsually, the current velocity of player will be added to the projectile's velocity. This setting can disable that.false
offsetVector 3DA [x, y, z] spawn offset, relative to the entity's facing direction. Defaults to [0, 0, 0].(0.0, 0.0, 0.0)

Push​

ID: palladium:push
When activated, applies a one-time velocity impulse to every living entity within range - either vertically (positive amount pushes up, negative pulls down) or horizontally, away from or toward the user's location (positive pushes away, negative pulls toward).
KeyTypeDescriptionRequiredFallback
rangeDoubleHow far from the entity other living entities can be to be affected./
modevertical
horizontal
Whether to push vertically (up/down) or horizontally (away from/toward the user)./
amountDoubleThe velocity applied. For vertical: positive is up, negative is down. For horizontal: positive pushes targets away from the user, negative pulls them toward the user./

Restrict Slots​

ID: palladium:restrict_slots
Restricts the slots of the entity.
KeyTypeDescriptionRequiredFallback
slotsmainhand
offhand
head
chest
legs
feet
body
curios:head
curios:necklace
The slots that should be restricted./

Screen Shake​

ID: palladium:screen_shake
Shakes the camera of the player who has the ability while it is enabled. The strength follows the ability's animation timer, so setting an "animation_timer" in the properties makes the shake fade in and out smoothly. Without one, the shake starts and stops instantly.
KeyTypeDescriptionRequiredFallback
intensityFloat,
Shake Intensity (yaw, pitch, roll)
How far the camera moves, in degrees. A single number shakes yaw and pitch by that amount, an object sets yaw, pitch and roll separately./
frequencyFloat / ValueHow many shake cycles happen per tick. Higher values shake faster. Can be a dynamic value, the shake then speeds up or slows down smoothly.0.3

Sculk Immunity​

ID: palladium:sculk_immunity
When enabled, the player will not cause any walk-related sculk vibrations anymore.
{
"type": "palladium:sculk_immunity"
}

Shader Effect​

ID: palladium:shader_effect
Applies a shader effect to the player.
KeyTypeDescriptionRequiredFallback
shaderIdentifierThe ID of the shader that shall be applied./

Show Both Arms​

ID: palladium:show_both_arms
Enables the rendering of your off-hand in first-person.
{
"type": "palladium:show_both_arms"
}

Shrink Body Overlay​

ID: palladium:shrink_player_overlay
An ability that shrinks the body overlay of the entity.
{
"type": "palladium:shrink_player_overlay"
}

Size​

ID: palladium:size
Changes the size of the entity while the ability is enabled, smoothly reverting when disabled.
KeyTypeDescriptionRequiredFallback
sizeFloat / ValueThe target size multiplier (multiplicative with other active size modifiers). Clamped to the size change type's min/max size./
size_change_typeIdentifierThe size change type defining the transition duration and easing./

Skin Change​

ID: palladium:skin_change
An ability that changes the player's skin.
KeyTypeDescriptionRequiredFallback
textureTexture ReferenceThe texture that should be used for the player's skin./
model_typeslim
wide
Model type for the player. If left empty it will keep the player's model type. 'wide' = Wide-armed Steve model; 'slim' = Slim-armed Alex model;/
priorityIntegerPriority for the skin (in case multiple skin changes are applied, the one with the highest priority will be used)50

Slide​

ID: palladium:slide
While enabled, pressing crouch during a sprint launches the entity into a ground slide along its facing direction, knocking back any living entities it slides into.
KeyTypeDescriptionRequiredFallback
speedDoubleHorizontal blocks/tick the slide starts at./
durationInteger (> 0)How many ticks the slide lasts (speed decays linearly to 0 over this time)./
frictionDoublePer-tick retention (0-1) of any pre-existing horizontal velocity blended into the slide. Defaults to 0.93.0.93
knockback_strengthDoubleKnockback strength applied to entities the slide sweeps into, in the slide's direction./
rangeDoubleHow far past the entity's own hitbox the knockback sweep reaches each tick. Defaults to 1.0.1

Slowfall​

ID: palladium:slowfall
Makes the entity fall slower.
{
"type": "palladium:slowfall"
}

Sound​

ID: palladium:play_sound
Plays a sound.
KeyTypeDescriptionRequiredFallback
soundIdentifierThe sound that is being played./
volumeFloatThe volume for the played sound.1
pitchFloatThe pitch for the played sound.1
loopingBooleanWhether or not the sound should loop during the time the ability is enabled.false
play_selfBooleanWhether or not the sound should be played to just the player executing the ability, or to all players.false

Step Down​

ID: palladium:step_down
Allows for stepping down blocks quickly.
KeyTypeDescriptionRequiredFallback
fall_speedFloatSpeed at which you fall off the block./
fall_distanceFloat / ValueFall distance it will enable at./
safety_checksBooleanIf false, checks for if the ability SHOULD be enabled such as the entity being in spectator, fall flying, swimming, or on the ground will be disabled.true
allow_vehiclesBooleanIf true, it will work for living vehicles.false
allow_fluidsBooleanIf true, it will work in fluids.false
allowed_fluidsFluid ID(s) / TagThe fluid the entity can walk down when in.#minecraft:water

Teleport​

ID: palladium:teleport
Teleports the entity to where it is looking as soon as the ability gets enabled. If it looks at a block, it lands right in front of or on top of it. If it looks into the air, it ends up as far as the range allows. If there isn't enough room at the destination, nothing happens.
KeyTypeDescriptionRequiredFallback
rangeFloat / ValueHow many blocks the entity can teleport at most.32
require_targetBooleanIf true, the entity only teleports when it looks at a block within range. Otherwise it teleports into the air at the end of the range.false
actionAction / Action[]Action(s) that are performed after every teleport, at the new position./

Transformation​

ID: palladium:transformation
Transforms the entity into the given transformation while the ability is enabled. If several transformation abilities are enabled at once, the one from the power with the highest priority wins (items before suits before superpowers). If the priority is the same, the one enabled last wins.
KeyTypeDescriptionRequiredFallback
transformationIdentifierThe ID of the transformation, found in data//palladium/transformation/./

Wall Climbing​

ID: palladium:wall_climbing
Allows the player to climb up walls.
{
"type": "palladium:wall_climbing"
}