Abilities
Builtin Abilities
Action
ID:
palladium:actionAn ability that can perform one or many action objects.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
first_tick_action | Action, Action[] | Action(s) that are performed during the first tick of the ability | / | |
action | Action, Action[] | Action(s) that are performed during each tick of the ability | / | |
last_tick_action | Action, Action[] | Action(s) that are performed during the last tick of the ability | / |
{
"type": "palladium:action",
"action": {
"type": "palladium:run_command",
"command": "say Hello World"
}
}
{
"type": "palladium:action",
"first_tick_action": {
"type": "palladium:run_command",
"command": "say First Tick!"
},
"action": {
"type": "palladium:run_command",
"command": "say Hello World"
},
"last_tick_action": {
"type": "palladium:run_command",
"command": "say Last Tick!"
}
}
Action On Hit
ID:
palladium:action_on_hitPerforms actions to a victim when the entity with the ability damages them.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
action | Action, Action[] | Action(s) that are performed when an entity is attacked | / | |
entity_condition | Condition, 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_only | Boolean | If false, then projectiles and other non-direct damage will also trigger the Action(s). | true |
{
"type": "palladium:action_on_hit",
"action": {
"type": "palladium:run_command",
"command": "say Hello World"
},
"entity_condition": {
"type": "palladium:crouching"
}
}
Aim
ID:
palladium:aimAllows the player to aim their arms.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
arm | nonemain_armoff_armright_armleft_armboth | The arm(s) that should point. | MAIN_ARM |
{
"type": "palladium:aim"
}
Area Action
ID:
palladium:area_actionAn ability that can perform one or many action objects on living entities within a certain range.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
first_tick_action | Action, Action[] | Action(s) that are performed during the first tick of the ability | / | |
action | Action, Action[] | Action(s) that are performed during each tick of the ability | / | |
last_tick_action | Action, Action[] | Action(s) that are performed during the last tick of the ability | / | |
entity_condition | Condition, 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. | / | |
radius | Float / Value | The area around the player that entities are looked for. | 4 | |
affect_self | Boolean | Decides if the player executing should also be effected. | false |
{
"type": "palladium:area_action",
"action": {
"type": "palladium:run_command",
"command": "say Hello World"
}
}
{
"type": "palladium:area_action",
"first_tick_action": {
"type": "palladium:run_command",
"command": "say First Tick!"
},
"action": {
"type": "palladium:run_command",
"command": "say Hello World"
},
"last_tick_action": {
"type": "palladium:run_command",
"command": "say Last Tick!"
},
"entity_condition": {
"type": "palladium:crouching"
},
"radius": 5,
"affect_self": true
}
Attribute Modifier
ID:
palladium:attribute_modifierAdds an attribute modifier to the entity while the ability is enabled.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
modifiers | Attribute Modifier (attribute*, amount*, operation*, id) | The attribute modifier(s) that will be applied | / |
{
"type": "palladium:attribute_modifier",
"modifiers": {
"attribute": "minecraft:armor",
"amount": 1,
"operation": "add_value"
}
}
{
"type": "palladium:attribute_modifier",
"modifiers": [
{
"attribute": "minecraft:movement_speed",
"amount": 5,
"operation": "add_multiplied_base"
},
{
"attribute": "minecraft:jump_strength",
"amount": {
"type": "palladium:moon_phase"
},
"operation": "add_multiplied_total"
}
]
}
Beam
ID:
palladium:beamShoots an beam in the direction the player is looking at.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
beam_renderer | Identifier | The id of the beam renderer to use | / | |
damage | Float / Value | The damage the beam deals to entities | 0 | |
damage_type | Damage Type ID | The damage type used when an entity is hit. If not set, it counts as a normal player or mob attack. | / | |
max_distance | Float / Value | The maximum distance the beam can travel | 30 | |
set_on_fire_ticks | Integer, Time String ("40s", "2m", etc.) | The amount of ticks the hit entity is set on fire | 0 | |
cause_fire | Boolean | If the beam should cause fire on blocks | false | |
smelt_blocks | Boolean | If the beam should smelt hit blocks | false | |
entity_hit_actions | Action / Action[] | Action(s) that are performed every tick the beam hits an entity. They run for the entity that was hit. | / | |
block_hit_actions | Action / 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. | / |
{
"type": "palladium:beam",
"beam_renderer": "example:beam_renderer_id",
"damage": 5,
"max_distance": 25,
"set_on_fire_ticks": 20
}
Blast
ID:
palladium:blastShoots 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.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
beam_renderer | Identifier | The id of the beam renderer to use | / | |
damage | Float / Value | The damage the blast deals to entities | 0 | |
damage_type | Damage Type ID | The damage type used when an entity is hit. If not set, it counts as a normal player or mob attack. | / | |
max_distance | Float / Value | The maximum distance the blast can travel | 30 | |
speed | Float | The blocks the blast travels per tick | 2 | |
length | Float | The length of the blast in blocks | 4 | |
set_on_fire_ticks | Integer, Time String ("40s", "2m", etc.) | The amount of ticks the hit entity is set on fire | 0 | |
cause_fire | Boolean | If the blast should cause fire on blocks | false | |
smelt_blocks | Boolean | If the blast should smelt hit blocks | false | |
entity_hit_actions | Action / Action[] | Action(s) that are performed when the blast hits an entity. They run for the entity that was hit. | / | |
block_hit_actions | Action / 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. | / |
{
"type": "palladium:blast",
"beam_renderer": "example:beam_renderer_id",
"damage": 5,
"max_distance": 25,
"set_on_fire_ticks": 20
}
Breath
ID:
palladium:breathChanges 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.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
max_air_percentage | Float / Value | The maximum air as a percentage of the default 300 ticks (15 seconds). 200 doubles it. | 100 | |
refill_percentage | Float / Value | How fast air refills as a percentage of the normal speed. 200 refills it twice as fast. | 100 |
{
"type": "palladium:breath",
"max_air_percentage": 200,
"refill_percentage": 200
}
Carry
ID:
palladium:carryWhile 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).
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
range | Double | How far forward the grab raycast reaches. | / | |
carry_distance | Double | How many blocks in front of the player the carried target is held. Defaults to 2.0. | 2 | |
carry_height_offset | Double | Extra vertical offset applied to the carried target's held position. Defaults to 0.0. | 0 | |
throwable | Boolean | If true, right-clicking while carrying throws the target instead of requiring the key to drop it. Defaults to false. | false | |
throw_strength | Double | Velocity applied to the target when thrown, in the player's look direction. Only relevant if throwable is true. Defaults to 1.5. | 1.5 |
{
"type": "palladium:carry",
"range": 4,
"throwable": true
}
Combo Attack
ID:
palladium:combo_attackTracks consecutive melee attacks and deals bonus damage on the final hit of the combo. Missing a swing or hitting a block resets the combo.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
required_attacks | Integer | The number of consecutive attacks needed to trigger the final, bonus-damage attack. | / | |
bonus_damage | Float | Flat damage added to the final attack of the combo. | / | |
reset_time | Integer, 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_attack | Action, Action[] | Action(s) run when the final attack of the combo lands. | / |
{
"type": "palladium:combo_attack",
"required_attacks": 3,
"bonus_damage": 5
}
Command
ID:
palladium:commandAn ability that executes commands.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
commands | string[] | The commands that are executed during each tick of the ability being active. | / | |
first_tick_commands | string[] | The commands that are executed upon activating the ability. | / | |
last_tick_commands | string[] | The commands that are executed on the last tick of the ability being active. | / |
{
"type": "palladium:command",
"commands": "say Tick",
"first_tick_commands": "say First Tick",
"last_tick_commands": "say Last Tick"
}
Damage Immunity
ID:
palladium:damage_immunityMakes the entity immune against certain damage types.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
damage_type | Damage Type ID(s) / Tag | The damage types the entity is immune against. | / |
{
"type": "palladium:damage_immunity",
"damage_type": "minecraft:cactus"
}
Drown
ID:
palladium:drownMakes 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.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
target | selflooked_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 | |
range | Float / Value | How far away the looked at entity can be, in blocks. Only used for "looked_at". | 16 | |
drain_percentage | Float / Value | How 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 | |
bubbles | Boolean | Whether bubbles rise around the head of the target. | true |
{
"type": "palladium:drown"
}
{
"type": "palladium:drown",
"target": "looked_at",
"range": 12,
"drain_percentage": 200
}
Dual Wielding
ID:
palladium:dual_wieldingLets 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.
- Example
{
"type": "palladium:dual_wielding"
}
Dummy
ID:
palladium:dummyA dummy ability that does nothing.
- Example
{
"type": "palladium:dummy"
}
Entity Glow
ID:
palladium:entity_glowMakes the entity itself glow, or lets you see other entities with their glow effect.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
mode | String | Determines if this ability makes the entity itself glow ("self"), or lets you see other entities with their glow effect ("others"). | self | |
color | Color | Determines the color of the glow effect. If left empty, it will use the default team color. | / | |
distance | Float (>= 0.0) | The distance at which the glow effect is visible. If 0, it will behave normally. | 0 | |
condition | Condition, Condition[] | A condition, evaluated on the client, that must be met for the glow to appear. | true |
{
"type": "palladium:entity_glow"
}
Fire Aspect
ID:
palladium:fire_aspectMakes this entity's attacks light targets on fire as if fire aspect was used.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
time | Integer, Time String ("40s", "2m", etc.) | The amount of time, in ticks, that the victim entity will be set on fire for | / | |
should_stack_time | Boolean | If true, attacking an entity that's already on fire will add the "time" field to their current burn time instead of setting it | false | |
max_time | Integer, 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 hit | 1200 |
{
"type": "palladium:fire_aspect",
"time": 5,
"max_time": 5
}
Flight
ID:
palladium:flightAllows the player to fly using a pre-defined flight type
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
flight_type | Flight Type ID | The ID of the flight type that will be used. | palladium:propelled | |
speed_multiplier | Float / Value | Multiplier applied to the speeds defined in the flight type. | 1 |
{
"type": "palladium:flight"
}
Fluid Walking
ID:
palladium:fluid_walkingAllows the entity to walk on a specific fluid.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
fluid_tag | Fluid Tag, Fluid Tag[] | The fluid tag(s) the entity can walk on. | minecraft:water |
{
"type": "palladium:fluid_walking",
"fluid_tag": [
"#minecraft:water",
"#minecraft:lava"
]
}
Geo Animation
ID:
geckolib:trigger_layer_animationThis ability let's you trigger animations defined in a GeckoLib render layer.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
render_layer | Identifier | The ID of the render layer receiving the animation. Must be a gecko render layer! | / | |
controller | String | Name of the animation controller the animation is played on. | / | |
trigger | String | Name of the animation trigger | / |
{
"type": "geckolib:trigger_layer_animation",
"render_layer": "example:geo_render_layer",
"controller": "example_controller",
"trigger": "example_trigger"
}
Gliding
ID:
palladium:glidingAllows the player to use the elytra gliding
- Example
{
"type": "palladium:gliding"
}
Grapple
ID:
palladium:grappleFires 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.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
range | Double | The maximum distance the grapple can reach. | / | |
attach_to_entity | Boolean | If true, the hook latches onto a living entity it flies into and reels it toward the caster. | true | |
attach_to_block | Boolean | If true, the hook latches onto a block it flies into and reels the caster toward it. | true | |
speed | Double | The velocity, in blocks/tick, that the pulled entity (or the caster) is reeled at. | / | |
hook_speed | Double | The velocity, in blocks/tick, that the hook itself flies out at. | 2 | |
mode | heldone_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_renderer | Identifier | The id of the beam renderer used to draw the rope, e.g. one used by the swinging flight type or your own under assets/ | / | |
shot_sound | Identifier | Sound played once when the grapple is fired. | / | |
pulling_sound | Identifier | Looping sound played while the grapple is actively reeling. | / | |
detached_sound | Identifier | Sound played once when the grapple detaches (arrives, times out, or is released mid-pull). | / |
{
"type": "palladium:grapple",
"range": 20,
"speed": 1.2,
"beam_renderer": "example:beam_renderer_id"
}
Guard
ID:
palladium:guardWhile 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.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
guard_threshold | Float | The cumulative damage the entity can absorb while guarding before the guard breaks. | / | |
break_damage | Float | The damage dealt to the entity when the guard breaks. | / | |
break_lockout | Integer, 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_angle | Float | The 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_by | Damage Type ID(s) / Tag | Damage types that go through the guard. Defaults to the #minecraft:bypasses_shield tag, which also covers fall, fire and void damage. | / | |
disable_attacking | Boolean | If 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_strength | Float | How 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_sound | Identifier | Sound played whenever a hit is blocked. | minecraft:item.shield.block | |
break_sound | Identifier | Sound played when the guard breaks. | minecraft:item.shield.break |
{
"type": "palladium:guard",
"guard_threshold": 20,
"break_damage": 4,
"break_lockout": 60
}
Gui Overlay
ID:
palladium:gui_overlayRenders an image on the screen.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
texture | Texture Reference | The texture to render. | / | |
texture_width | Integer | The width of the texture. | 256 | |
texture_height | Integer | The height of the texture. | 256 | |
translate | Vector 2D | The translation of the texture. | net.minecraft.world.phys.Vec2@214cb570 | |
rotate | Float | The rotation of the texture. | 0 | |
scale | Vector 2D | The scale of the texture. | net.minecraft.world.phys.Vec2@24e58858 | |
alignment | top_lefttop_centertop_rightmiddle_leftcentermiddle_rightbottom_leftbottom_centerbottom_rightstretch | Determines how the image is aligned on the screen. | / | |
hideable | Boolean | If 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 |
{
"type": "palladium:gui_overlay",
"texture": "minecraft:textures/gui/presets/isles.png",
"alignment": "top_left"
}
Healing
ID:
palladium:healingAn ability that heals the entity every x ticks by y amount.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
frequency | Integer | The frequency of healing (in ticks) | / | |
amount | Float | The amount of hearts for each healing | / |
{
"type": "palladium:healing",
"frequency": 20,
"amount": 1
}
Hide Body Part
ID:
palladium:hide_model_partHides the specified body parts of the entity.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
body_parts | String, String[] | The body parts to hide. | / | |
affects_first_person | Boolean | Determines if the first person arm should disappear as well (if it's disabled). | / |
{
"type": "palladium:hide_model_part",
"body_parts": [
"head",
"body"
],
"affects_first_person": false
}
Immediate Respawn
ID:
palladium:immediate_respawnLets 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.
- Example
{
"type": "palladium:immediate_respawn"
}
Intangibility
ID:
palladium:intangibilityMakes the entity intangible to certain blocks.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
vertical | Boolean | Makes the player vertically intangible aswell. | false | |
whitelist | Block Tag | Block tag which includes the block the player can phase through. Leave null for all blocks. | / | |
blacklist | Block Tag | Block tag which includes the block the player can phase through. Leave null for all blocks. | palladium:prevents_intangibility |
{
"type": "palladium:intangibility"
}
Invisibility
ID:
palladium:invisibilityMakes the player invisible. Also makes mobs not see the player anymore.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
opacity | Float (>= 0.0) | The opacity the player will adapt | 0 | |
opacity_self | Float | The 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_modifier | Float (>= 0.0) | A multiplier for how visible the player is to mobs. 0.0 means completely invisible, 1.0 means normal visibility. | 0 |
{
"type": "palladium:invisibility"
}
{
"type": "palladium:invisibility",
"opacity": 0.1,
"opacity_self": 0.5,
"mob_visibility_modifier": 0.5
}
Mode Switch
ID:
palladium:mode_switchCycles 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.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
modes | Anything | A 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. | / |
{
"type": "palladium:mode_switch",
"modes": {
"mode_a": {
"title": "Mode A"
}
}
}
Multi Jump
ID:
palladium:multi_jumpWhile 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.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
max_jumps | Integer (>= 0) | How many extra mid-air jumps the entity can perform before landing again. | / | |
jump_velocity | Float | The vertical velocity applied per extra jump. Defaults to the same strength as a normal jump. | 0.42 | |
forward_velocity | Float | The horizontal velocity added in the direction the entity is facing per extra jump. | 0 | |
sound | Identifier | Sound played whenever an extra jump is performed. | / |
{
"type": "palladium:multi_jump",
"max_jumps": 1,
"forward_velocity": 0.5,
"sound": "minecraft:entity.breeze.jump"
}
Name Change
ID:
palladium:name_changeChanges the name of the player executing the ability.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
name | Text Component | The new name of the player. | / |
{
"type": "palladium:name_change",
"name": "New Name"
}
palladium.ability.palladium.forced_perspective
ID:
palladium:forced_perspectiveLocks the camera of the player into a perspective while enabled. The perspective the player had before is restored afterwards.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
perspective | first_personthird_person_backthird_person_front | The perspective the camera is locked into. | / |
{
"type": "palladium:forced_perspective",
"perspective": "third_person_front"
}
Particles
ID:
palladium:particlesSpawns particles around the entity.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
emitter | Identifier, Identifier[] | List of emitter IDs where the particles spawn at. | / | |
particle_type | Particle Type ID | ID of the particle you want to spawn. | / | |
options | NBT | Additional options for the particle (like color of a dust particle). | / |
{
"type": "palladium:particles",
"emitter": "example:emitter_id",
"particle_type": "minecraft:dust"
}
Player Skin Change
ID:
palladium:player_skin_changeAn ability that changes the player's skin to the one of a Minecraft player one.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
username | String / Value | The username of the player you want to turn into. | / | |
priority | Integer | Priority for the skin (in case multiple skin changes are applied, the one with the highest priority will be used) | 50 |
{
"type": "palladium:player_skin_change",
"username": "Lucraaaft"
}
{
"type": "palladium:player_skin_change",
"username": {
"type": "palladium:string_data_attachment",
"attachment": "example:data_attachment_id"
}
}
Prevent Death
ID:
palladium:prevent_deathPrevents 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.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
health | Float / Value | The health the entity is left with after its death was prevented. Can't be higher than its max health. | 1 | |
clear_effects | Boolean | If 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_by | Damage Type ID(s) / Tag | Damage types that still kill the entity. Defaults to the #minecraft:bypasses_invulnerability tag, which covers things like the void and /kill. | / | |
action | Action / Action[] | Action(s) that are performed every time a death is prevented. | / |
{
"type": "palladium:prevent_death"
}
{
"type": "palladium:prevent_death",
"health": 10,
"clear_effects": false,
"action": {
"type": "palladium:run_command",
"command": "effect give @s minecraft:regeneration 5 1"
}
}
Prevent Effects
ID:
palladium:prevent_effectsPrevents the entity from being able to gain OR only be able to gain the specified effects. Does NOT clear effects.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
inverted | (Dynamic) Value | If to be immune to all BUT the specified effects. | false | |
effects | Mob Effect ID(s) / Tag | The effects that you will be immune to. | / |
{
"type": "palladium:prevent_effects",
"inverted": false,
"effects": [
"minecraft:poison",
"minecraft:weakness"
]
}
Prevent Gliding
ID:
palladium:prevent_glidingPrevents & stops the player from gliding with an elytra.
- Example
{
"type": "palladium:prevent_gliding"
}
Prevent Healing
ID:
palladium:prevent_healingPrevents the entity from healing via natural means (like the "minecraft:natural_health_regeneration" game rule) or further means.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
full_prevention | (Dynamic) Value | If true, healing from things like potion effects will also be prevented. | false |
{
"type": "palladium:prevent_healing",
"full_prevention": true
}
Prevent Sprinting
ID:
palladium:prevent_sprintingPrevents the player from sprinting.
- Example
{
"type": "palladium:prevent_sprinting"
}
Projectile
ID:
palladium:projectileShoots a projectile entity
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
entity_type | Entity Type ID | ID of an entity type (must be a projectile). | / | |
entity_data | NBT | Additional NBT data for the projectile entity. | / | |
inaccuracy | Float (>= 0.0) | Inaccurary when shooting the projectile | 0 | |
velocity | Float (>= 0.0) | Velocity with which the projectile is being shot | 1.5 | |
swinging_arm | nonemain_armoff_armright_armleft_armboth | The arm which will swing when the projectile is being shot | MAIN_ARM | |
ignore_player_movement | Boolean | Usually, the current velocity of player will be added to the projectile's velocity. This setting can disable that. | false | |
offset | Vector 3D | A [x, y, z] spawn offset, relative to the entity's facing direction. Defaults to [0, 0, 0]. | (0.0, 0.0, 0.0) |
{
"type": "palladium:projectile"
}
{
"type": "palladium:projectile",
"entity_type": "minecraft:ender_pearl",
"inaccuracy": 0.2,
"velocity": 2,
"swinging_arm": "both",
"ignore_player_movement": true,
"offset": [
0.3,
-0.2,
0.5
]
}
Push
ID:
palladium:pushWhen 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).
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
range | Double | How far from the entity other living entities can be to be affected. | / | |
mode | verticalhorizontal | Whether to push vertically (up/down) or horizontally (away from/toward the user). | / | |
amount | Double | The 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. | / |
{
"type": "palladium:push",
"range": 5,
"mode": "horizontal",
"amount": 1.2
}
Restrict Slots
ID:
palladium:restrict_slotsRestricts the slots of the entity.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
slots | mainhandoffhandheadchestlegsfeetbodycurios:headcurios:necklace | The slots that should be restricted. | / |
{
"type": "palladium:restrict_slots",
"slots": "chest"
}
Screen Shake
ID:
palladium:screen_shakeShakes 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.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
intensity | Float, 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. | / | |
frequency | Float / Value | How 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 |
{
"type": "palladium:screen_shake",
"intensity": {
"yaw": 1.5,
"pitch": 1.5,
"roll": 0.5
}
}
Sculk Immunity
ID:
palladium:sculk_immunityWhen enabled, the player will not cause any walk-related sculk vibrations anymore.
- Example
{
"type": "palladium:sculk_immunity"
}
Shader Effect
ID:
palladium:shader_effectApplies a shader effect to the player.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
shader | Identifier | The ID of the shader that shall be applied. | / |
{
"type": "palladium:shader_effect",
"shader": "minecraft:creeper"
}
Show Both Arms
ID:
palladium:show_both_armsEnables the rendering of your off-hand in first-person.
- Example
{
"type": "palladium:show_both_arms"
}
Shrink Body Overlay
ID:
palladium:shrink_player_overlayAn ability that shrinks the body overlay of the entity.
- Example
{
"type": "palladium:shrink_player_overlay"
}
Size
ID:
palladium:sizeChanges the size of the entity while the ability is enabled, smoothly reverting when disabled.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
size | Float / Value | The target size multiplier (multiplicative with other active size modifiers). Clamped to the size change type's min/max size. | / | |
size_change_type | Identifier | The size change type defining the transition duration and easing. | / |
{
"type": "palladium:size",
"size": 2,
"size_change_type": "palladium:default"
}
Skin Change
ID:
palladium:skin_changeAn ability that changes the player's skin.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
texture | Texture Reference | The texture that should be used for the player's skin. | / | |
model_type | slimwide | 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; | / | |
priority | Integer | Priority for the skin (in case multiple skin changes are applied, the one with the highest priority will be used) | 50 |
{
"type": "palladium:skin_change",
"texture": "minecraft:textures/entity/zombie/drowned.png"
}
{
"type": "palladium:skin_change",
"texture": "minecraft:textures/entity/zombie/drowned.png",
"model_type": "wide"
}
Slide
ID:
palladium:slideWhile 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.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
speed | Double | Horizontal blocks/tick the slide starts at. | / | |
duration | Integer (> 0) | How many ticks the slide lasts (speed decays linearly to 0 over this time). | / | |
friction | Double | Per-tick retention (0-1) of any pre-existing horizontal velocity blended into the slide. Defaults to 0.93. | 0.93 | |
knockback_strength | Double | Knockback strength applied to entities the slide sweeps into, in the slide's direction. | / | |
range | Double | How far past the entity's own hitbox the knockback sweep reaches each tick. Defaults to 1.0. | 1 |
{
"type": "palladium:slide",
"speed": 0.8,
"duration": 10,
"knockback_strength": 1.2
}
Slowfall
ID:
palladium:slowfallMakes the entity fall slower.
- Example
{
"type": "palladium:slowfall"
}
Sound
ID:
palladium:play_soundPlays a sound.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
sound | Identifier | The sound that is being played. | / | |
volume | Float | The volume for the played sound. | 1 | |
pitch | Float | The pitch for the played sound. | 1 | |
looping | Boolean | Whether or not the sound should loop during the time the ability is enabled. | false | |
play_self | Boolean | Whether or not the sound should be played to just the player executing the ability, or to all players. | false |
{
"type": "palladium:play_sound",
"sound": "minecraft:item.elytra.flying"
}
Step Down
ID:
palladium:step_downAllows for stepping down blocks quickly.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
fall_speed | Float | Speed at which you fall off the block. | / | |
fall_distance | Float / Value | Fall distance it will enable at. | / | |
safety_checks | Boolean | If 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_vehicles | Boolean | If true, it will work for living vehicles. | false | |
allow_fluids | Boolean | If true, it will work in fluids. | false | |
allowed_fluids | Fluid ID(s) / Tag | The fluid the entity can walk down when in. | #minecraft:water |
{
"type": "palladium:step_down",
"fall_speed": 1,
"fall_distance": 1,
"allowed_fluids": []
}
Teleport
ID:
palladium:teleportTeleports 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.
- Settings
- Example 1
- Example 2
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
range | Float / Value | How many blocks the entity can teleport at most. | 32 | |
require_target | Boolean | If 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 | |
action | Action / Action[] | Action(s) that are performed after every teleport, at the new position. | / |
{
"type": "palladium:teleport"
}
{
"type": "palladium:teleport",
"range": 16,
"require_target": true,
"action": {
"type": "palladium:run_command",
"command": "playsound minecraft:entity.enderman.teleport player @a ~ ~ ~"
}
}
Transformation
ID:
palladium:transformationTransforms 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.
- Settings
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
transformation | Identifier | The ID of the transformation, found in data/ | / |
Wall Climbing
ID:
palladium:wall_climbingAllows the player to climb up walls.
- Example
{
"type": "palladium:wall_climbing"
}