Abilities
Builtin Abilities
ability.palladium.trail
ID:
palladium:trailAn ability that renders a trail behind the entity.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
trail | Identifier | The id of the trail renderer to use. Trail files are located in "assets/namespace/palladium/trails". | / |
{
"type": "palladium:trail",
"trail": "example:trail_id"
}
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"
}
Attribute Modifier
ID:
palladium:attribute_modifierAdds an attribute modifier to the entity while the ability is enabled.
- Example 1
- Example 2
{
"type": "palladium:attribute_modifier",
"modifier": {
"attribute": "minecraft:armor",
"amount": 1,
"operation": "add_value"
}
}
{
"type": "palladium:attribute_modifier",
"modifiers": [
{
"attribute": "minecraft:jump_strength",
"amount": {
"type": "palladium:moon_phase"
},
"operation": "add_multiplied_total"
},
{
"attribute": "minecraft:movement_speed",
"amount": 5,
"operation": "add_multiplied_base"
}
]
}
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(s) | 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
}
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:propulsion |
{
"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"
}
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@64865f12 | |
rotate | Float | The rotation of the texture. | 0 | |
scale | Vector 2D | The scale of the texture. | net.minecraft.world.phys.Vec2@36de6640 | |
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
}
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"
}
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 | (Dynamic) 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 |
{
"type": "palladium:projectile"
}
{
"type": "palladium:projectile",
"entity_type": "minecraft:ender_pearl",
"inaccuracy": 0.2,
"velocity": 2,
"swinging_arm": "both",
"ignore_player_movement": true
}
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:sizeAn ability that changes the size of the entity using Pehkui.
- Settings
- Example
| Key | Type | Description | Required | Fallback |
|---|---|---|---|---|
scale | Float | The target scale of the entity. | / |
{
"type": "palladium:size",
"scale": 1.5
}
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"
}
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"
}
Wall Climbing
ID:
palladium:wall_climbingAllows the player to climb up walls.
- Example
{
"type": "palladium:wall_climbing"
}