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 | 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"
}
]
}
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"
}
Dummy
ID:
palladium:dummyA dummy ability that does nothing.
- Example
{
"type": "palladium:dummy"
}
Energy 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 | The damage the beam deals to entities | 0 | |
max_distance | Float | The maximum distance the beam can travel | 30 | |
set_on_fire_ticks | Integer | 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 |
{
"type": "palladium:beam",
"beam_renderer": "example:beam_renderer_id",
"damage": 5,
"max_distance": 25,
"set_on_fire_ticks": 20
}
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 | 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 | 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 |
{
"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 all 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, checkable with the guard_broken condition. Defaults to 0 (no 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. Defaults to 180 (front hemisphere). | 180 |
{
"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@6bb87b42 | |
rotate | Float | The rotation of the texture. | 0 | |
scale | Vector 2D | The scale of the texture. | net.minecraft.world.phys.Vec2@545ca308 | |
alignment | top_lefttop_centertop_rightmiddle_leftcentermiddle_rightbottom_leftbottom_centerbottom_rightstretch | Determines how the image is aligned on the screen. | / |
{
"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
}
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.
- 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 |
{
"type": "palladium:multi_jump",
"max_jumps": 1
}
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.prevent_gliding
ID:
palladium:prevent_glidingPrevents & stops the player from gliding with an elytra.
- Example
{
"type": "palladium:prevent_gliding"
}
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"
}
}
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"
}
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 | The target size multiplier (multiplicative with other active size modifiers). | / | |
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 | 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": []
}
Wall Climbing
ID:
palladium:wall_climbingAllows the player to climb up walls.
- Example
{
"type": "palladium:wall_climbing"
}