Regular Powers
Standalone powers with unique functionality.
origins:attribute
Applies attribute modifiers when the power is active, even without the condition.
| Field | Type | Default | Description |
|---|---|---|---|
modifier | [AttributeEntry] or List | [] | Attribute modifier entries |
update_health | Boolean | true | Whether to update max health after applying |
origins:attribute_modify_transfer
Transfers attribute modifiers between entities.
| Field | Type | Default | Description |
|---|---|---|---|
class | Identifier | required | Power 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.
| Field | Type | Default | Description |
|---|---|---|---|
interval | Integer | required | Interval in ticks between fire applications |
burn_duration | Integer | required | Fire 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.
| Field | Type | Default | Description |
|---|---|---|---|
allow_holding | Boolean | true | Whether the player can hold position on the wall |
hold_condition | Entity Condition | optional | Condition 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).
| Field | Type | Default | Description |
|---|---|---|---|
modifier | [AttributeEntry] or List | [] | Attribute modifier entries |
update_health | Boolean | true | Whether 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.
| Field | Type | Default | Description |
|---|---|---|---|
head | Item Condition | optional | Condition for helmets to keep |
chest | Item Condition | optional | Condition for chestplates to keep |
legs | Item Condition | optional | Condition for leggings to keep |
feet | Item Condition | optional | Condition for boots to keep |
tick_rate | Integer | 20 | Interval 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).
| Field | Type | Default | Description |
|---|---|---|---|
cooldown | Integer | 1 | Cooldown duration in ticks |
hud_render | [Hud Render] | optional | HUD 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.
| Field | Type | Default | Description |
|---|---|---|---|
interval | Integer | 20 | Interval in ticks between damage ticks |
damage | Float | 1.0 | Amount of damage per tick |
damage_type | Identifier | required | Custom damage type |
damage_easy | Float | optional | Damage on Easy difficulty |
onset_delay | Integer | optional | Delay 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
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.
| Field | Type | Default | Description |
|---|---|---|---|
item_condition | Item Condition | optional | Condition 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.
| Field | Type | Default | Description |
|---|---|---|---|
effect | Identifier or List | required | Effect ID(s) to be immune to |
inverted | Boolean | false | If 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.
| Field | Type | Default | Description |
|---|---|---|---|
render_elytra | Boolean | true | Whether to render elytra wings on the player |
texture_location | Identifier | optional | Custom 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.
| Field | Type | Default | Description |
|---|---|---|---|
entity_condition | Entity Condition | optional | Condition for entities that glow |
bientity_condition | Bi-entity Condition | optional | Bi-entity relationship condition |
use_teams | Boolean | true | Whether to use team colors |
color | Integer | 0xFFFFFFFF | ARGB 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).
| Field | Type | Default | Description |
|---|---|---|---|
set | Identifier | required | Entity set ID |
origins:exhaust
Adds exhaustion to the player at regular intervals.
| Field | Type | Default | Description |
|---|---|---|---|
interval | Integer | 20 | Interval in ticks |
exhaustion | Float | 1.0 | Exhaustion 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.
| Field | Type | Default | Description |
|---|---|---|---|
entity_type | Identifier | required | Entity type ID of the projectile |
cooldown | Integer | 1 | Cooldown in ticks |
hud_render | [Hud Render] | optional | HUD display settings |
count | Integer | 1 | Number of projectiles to fire |
interval | Integer | 0 | Interval between projectiles when firing multiple |
start_delay | Integer | 0 | Delay before the first projectile |
speed | Float | 1.5 | Projectile speed |
divergence | Float | 1.0 | Random spread angle |
sound | Identifier | optional | Sound event ID played on fire |
tag | NBT | optional | NBT data applied to the projectile |
key | [Key] | optional | Key binding settings |
projectile_action | Entity Action | optional | Action executed on the projectile |
shooter_action | Entity Action | optional | Action 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.
| Field | Type | Default | Description |
|---|---|---|---|
title | Text Component | container.inventory | Container title |
container_type | String | dispenser | Container type: dispenser, dropper, chest, double_chest |
drop_on_death | Boolean | false | Whether contents drop on death |
drop_on_death_filter | Item Condition | optional | Filter for items that should drop on death |
recoverable | Boolean | true | Whether items are recovered when re-gaining the power |
key | [Key] | optional | Key binding settings |
origins:invisibility
Makes the player invisible.
| Field | Type | Default | Description |
|---|---|---|---|
render_armor | Boolean | false | Whether armor is rendered while invisible |
render_outline | Boolean | false | Whether 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.
| Field | Type | Default | Description |
|---|---|---|---|
damage_condition | Damage Condition | optional | Condition 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.
| Field | Type | Default | Description |
|---|---|---|---|
using_item_condition | Item Condition | optional | Condition for the item in hand |
on_item_condition | Item Condition | optional | Condition for the target item |
result | Item Stack | optional | Result item |
result_action | Item Action | optional | Action applied to the result |
using_item_stack_amount | Integer | 1 | Consumed 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.
| Field | Type | Default | Description |
|---|---|---|---|
slots | List of Integer | optional | Specific inventory slot indices to keep |
item_condition | Item Condition | optional | Condition 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.
| Field | Type | Default | Description |
|---|---|---|---|
speed | Float | required | Upward launch speed |
cooldown | Integer | 1 | Cooldown in ticks |
hud_render | [Hud Render] | optional | HUD display settings |
sound | Identifier | optional | Sound event ID played on launch |
key | [Key] | optional | Key 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.
| Field | Type | Default | Description |
|---|---|---|---|
red | Float | optional | Red channel (0-1) |
green | Float | optional | Green channel (0-1) |
blue | Float | optional | Blue channel (0-1) |
alpha | Float | optional | Alpha channel (0-1) |
color | Integer | optional | ARGB 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.
| Field | Type | Default | Description |
|---|---|---|---|
strength | Float | 1.0 | Night 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.
| Field | Type | Default | Description |
|---|---|---|---|
texture | Identifier | required | Overlay texture location |
strength | Float | 1.0 | Overlay opacity (0-1) |
draw_mode | String | optional | Drawing mode (e.g. nausea) |
draw_phase | String | optional | Drawing phase |
texture_width | Integer | optional | Override texture width |
texture_height | Integer | optional | Override 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.
| Field | Type | Default | Description |
|---|---|---|---|
particle | Identifier | required | Particle type ID |
frequency | Integer | 4 | How 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.
| Field | Type | Default | Description |
|---|---|---|---|
blacklist | Boolean | false | If true, the block condition becomes a blacklist instead of whitelist |
block_condition | Block Condition | optional | Condition for blocks to phase through (or to block phasing if blacklist) |
render_type | String | blindness | Visual effect: blindness or remove_blocks |
view_distance | Float | 10.0 | How far the player can see while phasing |
phase_down_condition | Entity Condition | optional | Condition 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.
| Field | Type | Default | Description |
|---|---|---|---|
recipe | Identifier | required | Recipe ID to grant |
replace | Boolean | optional | If 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.
| Field | Type | Default | Description |
|---|---|---|---|
replace | Object | required | Map 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.
| Field | Type | Default | Description |
|---|---|---|---|
min | Integer | required | Minimum resource value |
max | Integer | required | Maximum resource value |
hud_render | [Hud Render] | optional | HUD display settings |
start_value | Integer | optional | Initial resource value (defaults to min) |
min_action | Entity Action | optional | Action executed when resource hits minimum |
max_action | Entity Action | optional | Action executed when resource hits maximum |
origins:restrict_armor
Prevents equipping armor that does not match conditions.
| Field | Type | Default | Description |
|---|---|---|---|
head | Item Condition | optional | Condition for allowed helmets |
chest | Item Condition | optional | Condition for allowed chestplates |
legs | Item Condition | optional | Condition for allowed leggings |
feet | Item Condition | optional | Condition for allowed boots |
tick_rate | Integer | 20 | Interval 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.
| Field | Type | Default | Description |
|---|---|---|---|
radius | Float | optional | Effect radius |
speed | Float | optional | Scare effect intensity |
origins:self_glow
Makes the player glow.
| Field | Type | Default | Description |
|---|---|---|---|
use_teams | Boolean | true | Whether to use team colors |
color | Integer | optional | ARGB 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.
| Field | Type | Default | Description |
|---|---|---|---|
shader | Identifier | required | Shader resource location |
toggleable | Boolean | optional | Whether 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.
| Field | Type | Default | Description |
|---|---|---|---|
shake_intensity | Float | optional | Shake intensity |
shake_frequency | Float | optional | Shake 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.
| Field | Type | Default | Description |
|---|---|---|---|
min_stacks | Integer | 0 | Minimum effect amplifier stacks |
max_stacks | Integer | 10 | Maximum effect amplifier stacks |
duration_per_stack | Integer | 10 | Effect duration per stack in seconds |
effect | List of EffectEntry | [] | Effects to apply |
EffectEntry fields:
| Field | Type | Default | Description |
|---|---|---|---|
id | Identifier | required | Effect ID |
amplifier | Integer | 0 | Base amplifier |
ambient | Boolean | false | Whether the effect is ambient |
show_particles | Boolean | true | Whether to show particles |
show_icon | Boolean | true | Whether to show the icon |
origins:starting_equipment
Grants items when the power is gained.
| Field | Type | Default | Description |
|---|---|---|---|
stack | [PositionedItemStack] or List | required | Items to grant, optionally with slot position |
recurrent | Boolean | false | If 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.).
| Field | Type | Default | Description |
|---|---|---|---|
texture | Identifier | required | Texture location |
draw_mode | String | optional | Drawing mode |
priority | Integer | 0 | Draw 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.
| Field | Type | Default | Description |
|---|---|---|---|
active_by_default | Boolean | true | Whether the power starts active |
retain_state | Boolean | true | Whether the state persists across deaths/dimension changes |
key | [Key] | optional | Key binding settings |
origins:tooltip
Adds a tooltip line to the player's items.
| Field | Type | Default | Description |
|---|---|---|---|
text | Text Component | required | Tooltip text |
item_condition | Item Condition | optional | Condition 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.
| Field | Type | Default | Description |
|---|---|---|---|
fluid | Identifier | required | Fluid 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.
| Field | Type | Default | Description |
|---|---|---|---|
strength | Float | 1.0 | Vision clarity strength (0-1) |