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Regular Powers

Standalone powers with unique functionality.


origins:attribute

Applies attribute modifiers when the power is active, even without the condition.

FieldTypeDefaultDescription
modifier[AttributeEntry] or List[]Attribute modifier entries
update_healthBooleantrueWhether to update max health after applying

origins:attribute_modify_transfer

Transfers attribute modifiers between entities.

FieldTypeDefaultDescription
classIdentifierrequiredPower class to look for on other entities
modifier[Modifier] or List[]Multiplier for transferred values
Example
{
"type": "origins:attribute_modify_transfer",
"class": "modify_break_speed",
"attribute": "minecraft:generic.movement_speed",
"multiplier": 1.25
}

This example will transfer the value of the attribute modifier for the minecraft:generic.movement_speed attribute to the origins:modify_break_speed power, essentially giving the player mining speed boost if the player's movement speed is quite high.

origins:burn

Sets the entity on fire at regular intervals.

FieldTypeDefaultDescription
intervalIntegerrequiredInterval in ticks between fire applications
burn_durationIntegerrequiredFire duration in ticks per application
Example
{
"type": "origins:burn",
"interval": 20,
"burn_duration": 120,
"condition": {
"type": "origins:exposed_to_sun"
}
}

This example will check if the value of the entity's minecraft:generic.armor attribute is 10 or more.

origins:climbing

Allows the player to climb walls like a spider.

FieldTypeDefaultDescription
allow_holdingBooleantrueWhether the player can hold position on the wall
hold_conditionEntity ConditionoptionalCondition required to hold position
Example
{
"type": "origins:climbing",
"allow_holding": true,
"condition": {
"type": "origins:collided_horizontally"
}
}

This example will allow the player to climb when they're colliding with a wall, and they can hold their position on the wall even when not moving towards it.

origins:conditioned_attribute

Applies attribute modifiers when active (condition-dependent).

FieldTypeDefaultDescription
modifier[AttributeEntry] or List[]Attribute modifier entries
update_healthBooleantrueWhether to update max health after applying
Example
{
"type": "origins:conditioned_attribute",
"modifier": {
"attribute": "minecraft:generic.movement_speed",
"operation": "addition",
"value": 0.4,
"name": "Increased sprinting speed"
},
"tick_rate": 20,
"condition": {
"type": "origins:sprinting"
}
}

This example power will add 0.4 to the entity's minecraft:generic.movement_speed attribute if the entity is sprinting.

origins:conditioned_restrict_armor

Restricts armor based on conditions, dropping incompatible pieces.

FieldTypeDefaultDescription
headItem ConditionoptionalCondition for helmets to keep
chestItem ConditionoptionalCondition for chestplates to keep
legsItem ConditionoptionalCondition for leggings to keep
feetItem ConditionoptionalCondition for boots to keep
tick_rateInteger20Interval in ticks for checking equipment
Example
{
"type": "origins:conditioned_restrict_armor",
"head": {
"type": "origins:armor_value",
"comparison": ">",
"compare_to": 2
},
"chest": {
"type": "origins:armor_value",
"comparison": ">",
"compare_to": 5
},
"legs": {
"type": "origins:armor_value",
"comparison": ">",
"compare_to": 4
},
"feet": {
"type": "origins:armor_value",
"comparison": ">",
"compare_to": 1
},
"condition": {
"type": "origins:in_block",
"block_condition": {
"type": "origins:light_level",
"comparison": ">",
"compare_to": 6
}
},
"tick_rate": 20
}

This example will prevent the entity from equipping any armor which is more powerful than chainmail, unless the entity is in dark places (light level below 7).

origins:conduit_power_on_land

Grants conduit power effects while on land.

No additional fields beyond the common fields.

origins:cooldown

A power that simply provides a cooldown (usable by other mechanisms).

FieldTypeDefaultDescription
cooldownInteger1Cooldown duration in ticks
hud_render[Hud Render]optionalHUD display settings
Example
{
"type": "origins:cooldown",
"cooldown": 200,
"hud_render": {
"bar_index": 3
}
}

This example will set the entity on fire for 1 second, within an interval of 20 ticks if the said entity is not wearing a Leather Helmet.

origins:creative_flight

Grants creative flight while active.

No additional fields beyond the common fields.

origins:damage_over_time

Damages the player at regular intervals.

FieldTypeDefaultDescription
intervalInteger20Interval in ticks between damage ticks
damageFloat1.0Amount of damage per tick
damage_typeIdentifierrequiredCustom damage type
damage_easyFloatoptionalDamage on Easy difficulty
onset_delayIntegeroptionalDelay before first damage tick
Example
{
"type": "origins:damage_over_time",
"interval": 20,
"onset_delay": 1,
"damage": 2,
"damage_easy": 1,
"damage_type": "origins:hurt_by_water",
"protection_enchantment": "origins:water_protection",
"protection_effectiveness": 1.0,
"condition": {
"type": "origins:or",
"conditions": [
{
"type": "origins:fluid_height",
"fluid": "minecraft:water",
"comparison": ">",
"compare_to": 0.0
},
{
"type": "origins:in_rain"
}
]
}
}

This example will deal damage to the entity if the entity is in water.

origins:disable_regen

Disables natural health regeneration.

No additional fields beyond the common fields.

origins:edible_item

Not yet implemented

This power type is not yet implemented in the Origins (NeoForge). It will be available in a future update.

Makes certain items edible for the player.

FieldTypeDefaultDescription
item_conditionItem ConditionoptionalCondition for items that become edible
Example
{
"type": "origins:edible_item",
"item_condition": {
"type": "origins:ingredient",
"ingredient": {
"item": "minecraft:axolotl_bucket"
}
},
"food_component": {
"hunger": 4,
"saturation": 1,
"meat": true
},
"use_action": "eat",
"result_stack": {
"item": "minecraft:water_bucket",
"amount": 1
}
}

This example will grant the players the ability to eat axolotls in buckets. It will give 4 hunger shanks and 8 saturation (4 * 1 * 2), it also counts as meat. This returns a water bucket upon consumption and uses the eat action.

origins:effect_immunity

Grants immunity to specific status effects.

FieldTypeDefaultDescription
effectIdentifier or ListrequiredEffect ID(s) to be immune to
invertedBooleanfalseIf true, only the listed effects apply
Example
{
"type": "origins:effect_immunity",
"effects": [
"minecraft:weakness",
"minecraft:strength"
]
}

This example will make the entity immune to the Weakness and Strength status effects.

origins:elytra_flight

Grants elytra flight capability without needing an elytra item.

FieldTypeDefaultDescription
render_elytraBooleantrueWhether to render elytra wings on the player
texture_locationIdentifieroptionalCustom elytra texture location
Example
{
"type": "origins:elytra_flight",
"render_elytra": true
}

This example power will add 0.4 to the entity's minecraft:generic.movement_speed attribute if the entity is sprinting.

origins:entity_glow

Makes other entities glow (outline) for the player.

FieldTypeDefaultDescription
entity_conditionEntity ConditionoptionalCondition for entities that glow
bientity_conditionBi-entity ConditionoptionalBi-entity relationship condition
use_teamsBooleantrueWhether to use team colors
colorInteger0xFFFFFFFFARGB color for the glow outline
Example
{
"type": "origins:entity_glow",
"entity_condition": {
"type": "origins:and",
"conditions": [
{
"type": "origins:in_block_anywhere",
"block_condition": {
"type": "origins:in_tag",
"tag": "origins:cobwebs"
}
},
{
"type": "origins:entity_group",
"group": "arthropod",
"inverted": true
}
]
}
}

This example will make all entities which are not arthropods glow when they're in cobwebs. The glow is the same color as the entity's team.

origins:entity_set

Adds the entity to an entity set (tag-based group).

FieldTypeDefaultDescription
setIdentifierrequiredEntity set ID

origins:exhaust

Adds exhaustion to the player at regular intervals.

FieldTypeDefaultDescription
intervalInteger20Interval in ticks
exhaustionFloat1.0Exhaustion amount per interval
Example
"entity_action": {
"type": "origins:exhaust",
"amount": 0.4
}

This example will apply 0.4 exhaustion to the player, which is similar in effect to jumping 8 times (without sprinting).

origins:fire_immunity

Grants immunity to fire damage.

No additional fields beyond the common fields.

Example
{
"type": "origins:fire_immunity",
"condition": {
"type": "origins:equipped_item",
"equipment_slot": "mainhand",
"item_condition": {
"type": "origins:ingredient",
"ingredient": {
"item": "minecraft:magma_block"
}
}
}
}

This example will grant immunity to fire if the entity is holding a Magma Block in their mainhand.

origins:fire_projectile

Fires a projectile on key press with cooldown.

FieldTypeDefaultDescription
entity_typeIdentifierrequiredEntity type ID of the projectile
cooldownInteger1Cooldown in ticks
hud_render[Hud Render]optionalHUD display settings
countInteger1Number of projectiles to fire
intervalInteger0Interval between projectiles when firing multiple
start_delayInteger0Delay before the first projectile
speedFloat1.5Projectile speed
divergenceFloat1.0Random spread angle
soundIdentifieroptionalSound event ID played on fire
tagNBToptionalNBT data applied to the projectile
key[Key]optionalKey binding settings
projectile_actionEntity ActionoptionalAction executed on the projectile
shooter_actionEntity ActionoptionalAction executed on the shooter

origins:freeze

Causes the player to freeze (like in powdered snow).

No additional fields beyond the common fields.

Example
{
"type": "origins:freeze"
}

This example will freeze the entity that has the power.

origins:grounded

Prevents the player from flying (elytra, creative flight, etc.).

No additional fields beyond the common fields.

Example
{
"type": "origins:grounded"
}

The most basic example - always counts the player as being on the ground, allowing them to jump even while in the air.

origins:ignore_water

Makes the player ignore water for movement (walk through water normally).

No additional fields beyond the common fields.

Example
{
"type": "origins:ignore_water"
}

This example makes the entity that has the power ignore water. :)

origins:inventory

Provides an additional inventory accessible via key press.

FieldTypeDefaultDescription
titleText Componentcontainer.inventoryContainer title
container_typeStringdispenserContainer type: dispenser, dropper, chest, double_chest
drop_on_deathBooleanfalseWhether contents drop on death
drop_on_death_filterItem ConditionoptionalFilter for items that should drop on death
recoverableBooleantrueWhether items are recovered when re-gaining the power
key[Key]optionalKey binding settings

origins:invisibility

Makes the player invisible.

FieldTypeDefaultDescription
render_armorBooleanfalseWhether armor is rendered while invisible
render_outlineBooleanfalseWhether the player outline is rendered
Example
{
"type": "origins:invisibility",
"render_armor": false,
"condition": {
"type": "origins:on_fire",
"inverted": true
}
}

This example will make the entity that has the power invisible if the entity is not burning, even hiding the armor.

origins:invulnerability

Grants damage invulnerability.

FieldTypeDefaultDescription
damage_conditionDamage ConditionoptionalCondition for damage types the player is vulnerable to (unless inverted)
Example
{
"type": "origins:invulnerability",
"damage_condition": {
"type": "origins:name",
"name": "fall"
}
}

This example will make the entity immune to fall damage.

origins:item_on_item

Combines two items on right-click.

FieldTypeDefaultDescription
using_item_conditionItem ConditionoptionalCondition for the item in hand
on_item_conditionItem ConditionoptionalCondition for the target item
resultItem StackoptionalResult item
result_actionItem ActionoptionalAction applied to the result
using_item_stack_amountInteger1Consumed amount from the using item
Example
{
"type": "origins:item_on_item",
"on_item_condition": {
"type": "origins:smeltable"
},
"using_item_condition": {
"type": "origins:ingredient",
"ingredient": {
"item": "minecraft:coal"
}
},
"result_from_on_stack": 8,
"result_item_action": {
"type": "origins:modify",
"modifier": "example:furnace_smelt"
},
"using_item_action": {
"type": "origins:consume",
"amount": 1
}
}

This example will smelt smeltable items by using a Coal item on it.

origins:keep_inventory

Keeps the player's inventory on death.

FieldTypeDefaultDescription
slotsList of IntegeroptionalSpecific inventory slot indices to keep
item_conditionItem ConditionoptionalCondition for items to keep
Example
{
"type": "origins:keep_inventory",
"slots": [
0,
1,
2,
3,
4,
5,
6,
7,
8
]
}

This example will make items in the hotbar slots persist.

origins:launch

Launches the player into the air on key press.

FieldTypeDefaultDescription
speedFloatrequiredUpward launch speed
cooldownInteger1Cooldown in ticks
hud_render[Hud Render]optionalHUD display settings
soundIdentifieroptionalSound event ID played on launch
key[Key]optionalKey binding settings
Example
{
"type": "origins:launch",
"cooldown": 600,
"hud_render": {
"bar_index": 4
},
"sound": "minecraft:entity.parrot.fly",
"speed": 2,
"key": {
"key": "key.origins.primary_active",
"continuous": true
}
}

This example will launch the player into the air, with a cooldown of 30 seconds.

origins:like_water

Makes the player treated as being in water for various checks.

No additional fields beyond the common fields.

origins:model_color

Changes the player model's render color.

FieldTypeDefaultDescription
redFloatoptionalRed channel (0-1)
greenFloatoptionalGreen channel (0-1)
blueFloatoptionalBlue channel (0-1)
alphaFloatoptionalAlpha channel (0-1)
colorIntegeroptionalARGB color as a single integer
Example
{
"type": "origins:model_color",
"red": 0.5,
"green": 0.5,
"alpha": 0.7
}

This example will give the entity's texture a blue-ish tint and makes it slightly transparent.

origins:night_vision

Grants night vision.

FieldTypeDefaultDescription
strengthFloat1.0Night vision strength (0-1)
Example
{
"type": "origins:night_vision"
}

This example will give the player regular night vision.

origins:overlay

Renders an overlay texture on the screen.

FieldTypeDefaultDescription
textureIdentifierrequiredOverlay texture location
strengthFloat1.0Overlay opacity (0-1)
draw_modeStringoptionalDrawing mode (e.g. nausea)
draw_phaseStringoptionalDrawing phase
texture_widthIntegeroptionalOverride texture width
texture_heightIntegeroptionalOverride texture height
Example
{
"type": "origins:overlay",
"texture": "minecraft:textures/block/ice.png",
"strength": 1.0,
"red": 1.0,
"green": 1.0,
"blue": 1.0,
"draw_mode": "texture",
"draw_phase": "below_hud",
"hide_with_hud": false,
"visible_in_third_person": false
}

This example will render an overlay with the texture of an Ice block, below the HUD and is not visible in third person.

origins:particle

Spawns particles around the player.

FieldTypeDefaultDescription
particleIdentifierrequiredParticle type ID
frequencyInteger4How often to spawn particles (ticks per spawn)
Example
{
"type": "origins:particle",
"particle": "minecraft:portal",
"frequency": 4
}

This example will continuously spawn portal particles on the entity that has the power.

origins:phasing

Allows the player to phase through blocks.

FieldTypeDefaultDescription
blacklistBooleanfalseIf true, the block condition becomes a blacklist instead of whitelist
block_conditionBlock ConditionoptionalCondition for blocks to phase through (or to block phasing if blacklist)
render_typeStringblindnessVisual effect: blindness or remove_blocks
view_distanceFloat10.0How far the player can see while phasing
phase_down_conditionEntity ConditionoptionalCondition to phase downward (default requires sneaking)
Example
{
"type": "origins:phasing",
"blacklist": true,
"render_type": "blindness",
"view_distance": 10,
"block_condition": {
"type": "origins:in_tag",
"tag": "origins:unphasable"
},
"phase_down_condition": {
"type": "origins:and",
"conditions": [
{
"type": "origins:sneaking"
},
{
"type": "origins:on_block"
}
]
}
}

This example will allow the player to phase through all blocks except for those in the origins:unphasable (data/origins/tags/blocks/unphasable.json) block tag. They can also phase down while sneaking, but will make a short stop at each block so they don't take fall damage.

origins:recipe

Grants additional crafting recipes to the player.

FieldTypeDefaultDescription
recipeIdentifierrequiredRecipe ID to grant
replaceBooleanoptionalIf true, replace existing recipe
Example
{
"type": "origins:recipe",
"recipe": {
"id": "origins:master_of_webs/web_crafting",
"type": "minecraft:crafting_shapeless",
"ingredients": [
{
"item": "minecraft:string"
},
{
"item": "minecraft:string"
}
],
"result": {
"item": "minecraft:cobweb"
}
}
}

This example will allow the player that has the power to craft Cobwebs by combining two strings in a crafting grid with no specific order.

origins:replace_loot_table

Replaces loot tables.

FieldTypeDefaultDescription
replaceObjectrequiredMap of original loot table 闂?replacement loot table IDs
Example
{
"type": "minecraft:block",
"pools": [
{
"rolls": 2,
"entries": [
{
"type": "minecraft:loot_table",
"name": "apoli:replaced_loot_table"
}
]
}
]
}

data/example/powers/double_ores_except_diamond_ore.json

origins:resource

Provides a numeric resource that can be modified by actions.

FieldTypeDefaultDescription
minIntegerrequiredMinimum resource value
maxIntegerrequiredMaximum resource value
hud_render[Hud Render]optionalHUD display settings
start_valueIntegeroptionalInitial resource value (defaults to min)
min_actionEntity ActionoptionalAction executed when resource hits minimum
max_actionEntity ActionoptionalAction executed when resource hits maximum

origins:restrict_armor

Prevents equipping armor that does not match conditions.

FieldTypeDefaultDescription
headItem ConditionoptionalCondition for allowed helmets
chestItem ConditionoptionalCondition for allowed chestplates
legsItem ConditionoptionalCondition for allowed leggings
feetItem ConditionoptionalCondition for allowed boots
tick_rateInteger20Interval for checking equipment
Example
{
"type": "origins:restrict_armor",
"head": {
"type": "origins:armor_value",
"comparison": ">",
"compare_to": 2
},
"chest": {
"type": "origins:armor_value",
"comparison": ">",
"compare_to": 5
},
"legs": {
"type": "origins:armor_value",
"comparison": ">",
"compare_to": 4
},
"feet": {
"type": "origins:armor_value",
"comparison": ">",
"compare_to": 1
}
}

This example will prevent the entity from equipping any armor which has more defense than chainmail.

origins:scare_creepers

Causes nearby creepers to flee from the player.

FieldTypeDefaultDescription
radiusFloatoptionalEffect radius
speedFloatoptionalScare effect intensity

origins:self_glow

Makes the player glow.

FieldTypeDefaultDescription
use_teamsBooleantrueWhether to use team colors
colorIntegeroptionalARGB color for the glow
Example
{
"type": "origins:self_glow",
"use_teams": false,
"red": 0.56862745098,
"green": 0.89019607843,
"blue": 0.65098039215,
"condition": {
"type": "origins:in_rain"
}
}

This example will make the entity that has the power glow for everyone if the entity in question is in rain.

origins:shader

Applies a post-processing shader to the player's view.

FieldTypeDefaultDescription
shaderIdentifierrequiredShader resource location
toggleableBooleanoptionalWhether the shader can be toggled
Example
{
"type": "origins:shader",
"shader": "minecraft:shaders/post/pencil.json"
}

This example makes the player view the world as a pencil sketch!

origins:shaking

Causes the player's camera to shake.

FieldTypeDefaultDescription
shake_intensityFloatoptionalShake intensity
shake_frequencyFloatoptionalShake frequency
Example
{
"type": "origins:shaking",
"condition": {
"type": "origins:on_fire",
"inverted": true
}
}

This example will make the entity shake if the entity is not burning.

origins:stacking_effect

Applies status effects that stack based on a condition.

FieldTypeDefaultDescription
min_stacksInteger0Minimum effect amplifier stacks
max_stacksInteger10Maximum effect amplifier stacks
duration_per_stackInteger10Effect duration per stack in seconds
effectList of EffectEntry[]Effects to apply

EffectEntry fields:

FieldTypeDefaultDescription
idIdentifierrequiredEffect ID
amplifierInteger0Base amplifier
ambientBooleanfalseWhether the effect is ambient
show_particlesBooleantrueWhether to show particles
show_iconBooleantrueWhether to show the icon

origins:starting_equipment

Grants items when the power is gained.

FieldTypeDefaultDescription
stack[PositionedItemStack] or ListrequiredItems to grant, optionally with slot position
recurrentBooleanfalseIf true, items are also granted on respawn
Example
{
"type": "origins:starting_equipment",
"stacks": [
{
"item": "minecraft:compass"
},
{
"item": "minecraft:clock"
},
{
"item": "minecraft:map",
"amount": 9
}
]
}

This example will give the player the "Explorer Kit" known from Origins: Classes that consists of a compass, a clock and 9 empty maps.

origins:status_bar_texture

Changes the player's status bar textures (hearts, hunger, etc.).

FieldTypeDefaultDescription
textureIdentifierrequiredTexture location
draw_modeStringoptionalDrawing mode
priorityInteger0Draw priority
Example
{
"type": "origins:status_bar_texture",
"texture": "example:textures/gui/custom_thing.png"
}

This example will replace the status bar textures with the example:textures/gui/custom_thing.png (assets/example/textures/gui/custom_thing.png) sprite sheet.

origins:toggle

A toggleable power that can be switched on/off via key press.

FieldTypeDefaultDescription
active_by_defaultBooleantrueWhether the power starts active
retain_stateBooleantrueWhether the state persists across deaths/dimension changes
key[Key]optionalKey binding settings

origins:tooltip

Adds a tooltip line to the player's items.

FieldTypeDefaultDescription
textText ComponentrequiredTooltip text
item_conditionItem ConditionoptionalCondition for items that get the tooltip
Example
{
"type": "origins:tooltip",
"sprite": "origins:textures/gui/badge/star.png",
"text": "A gold star!"
}

This example will display the origins:textures/gui/badge/star.png texture alongside a text that says "A gold star!"

origins:walk_on_fluid

Allows the player to walk on a specific fluid.

FieldTypeDefaultDescription
fluidIdentifierrequiredFluid ID to walk on (e.g. minecraft:water)
Example
{
"type": "origins:walk_on_fluid",
"fluid": "minecraft:lava",
"condition": {
"type": "origins:fluid_height",
"fluid": "minecraft:lava",
"comparison": "<=",
"compare_to": 0.4
}
}

This example will allow the entity that has the power to walk on lava similar to Striders. The suggested condition was added to allow the entity to swim in lava once they sink, which may happens when they walk into a Lava-fall.

origins:water_breathing

Grants water breathing (prevents drowning).

No additional fields beyond the common fields.

origins:water_vision

Improves underwater visibility.

FieldTypeDefaultDescription
strengthFloat1.0Vision clarity strength (0-1)