NeoOrigins 2.0 Entity Action Reference
Entity actions run against an entity target (usually the player who owns the power, or a bientity target depending on the call site). They’re the side-effect half of the DSL — conditions filter, actions mutate.
Canonical namespace: neoorigins:* is the preferred form for new packs. Legacy neoorigins:* and apace:* prefixes still work but log a one-shot [2.0-legacy] deprecation warning. Bare type names like "type": "heal" are auto-prefixed to neoorigins:heal. Section headers below still show the traditional neoorigins:* names for familiarity with upstream docs; JSON examples use neoorigins:*.
Call sites that dispatch actions:
action_on_event.entity_action— runs against the event’s actor (player)action_on_hit.entity_action/action_on_hit_taken.entity_action— bientity (actor + target)conditional.inner_action— gated by the wrapping condition- Nested inside meta verbs (
if_else,if_else_list,and,chance,delay,area_of_effect)
Object or array. Every entity-action field — entity_action, else_action, fail_action, and the nested actions of the meta verbs (if_else, if_else_list, chance, delay, choice, area_of_effect, raycast’s block_action/bientity_action, etc.) — accepts either a single action object or an array of them, run in order (an implicit neoorigins:and). An empty array, or entries that aren’t objects, no-op. (Previously a bare array in these fields silently did nothing; wrapping in neoorigins:and was required.) The item-action verbs (the (item) section below) and block_target_action’s action remain object-only — sequence those with neoorigins:and (item).
On any parse error or unknown type, the action silently degrades to a no-op and logs a warning tagged [CompatB].
Core effect verbs
neoorigins:apply_effect
Applies a mob effect to the target. Accepts either a single inline effect spec or an effects array (only the first element is read — Apoli’s multi-effect form is simulated by wrapping in neoorigins:and).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
effect / id | resource id | yes (one of) | — | Mob effect id (e.g. minecraft:regeneration) |
duration | int ticks | no | 200 | Effect duration |
amplifier | int | no | 0 | Amplifier level (0 = level I) |
is_ambient | bool | no | false | Ambient flag (suppresses some particles) |
show_particles | bool | no | true | Render swirl particles |
show_icon | bool | no | true | Show effect icon in HUD |
effects[0] | object | alt | — | Alternative: array form where effects[0] carries the same fields |
Example:
{ "type": "neoorigins:apply_effect", "effect": "minecraft:regeneration", "duration": 100, "amplifier": 1 }
Unknown effect ids are resolved at parse time; a missing registry entry logs a warning and no-ops.
neoorigins:clear_effect
Removes a specific mob effect, or every effect if none is specified.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
effect | resource id | no | — | Effect to remove. If omitted, all effects are cleared. |
Example:
{ "type": "neoorigins:clear_effect", "effect": "minecraft:poison" }
neoorigins:heal
Heals the target by the given amount (half-hearts).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
amount | float | no | 1.0 | HP to restore (half-hearts) |
Example:
{ "type": "neoorigins:heal", "amount": 4.0 }
neoorigins:damage
Damages the target with a vanilla damage source.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
amount | float | no | 1.0 | Damage to deal (half-hearts) |
source.name | string | no | generic | Damage source name. Supported: fire/on_fire/in_fire, lava, magic, starve, drown, freeze, wither. Anything else falls through to generic. |
Example:
{ "type": "neoorigins:damage", "amount": 2.0, "source": { "name": "magic" } }
neoorigins:feed
Adds food and saturation to the target’s food data (same call as eating).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
food | int | no | 1 | Food points to add |
saturation | float | no | 0.0 | Saturation modifier |
Example:
{ "type": "neoorigins:feed", "food": 6, "saturation": 0.6 }
neoorigins:exhaust
Adds an exhaustion value to the target’s food data (depletes saturation, eventually food).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
amount | float | no | 1.0 | Exhaustion to add |
Example:
{ "type": "neoorigins:exhaust", "amount": 3.0 }
neoorigins:set_on_fire
Sets the target on fire for a fixed duration.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
ticks | int | no | 20 | Fire duration in ticks |
Example:
{ "type": "neoorigins:set_on_fire", "ticks": 100 }
neoorigins:extinguish
Clears all fire ticks on the target. Takes no fields.
Example:
{ "type": "neoorigins:extinguish" }
neoorigins:add_velocity
Adds (or overwrites) velocity to the target. Distinguishes push vs. set via the set flag.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
x | double | no | 0 | X component |
y | double | no | 0 | Y component |
z | double | no | 0 | Z component |
set | bool | no | false | If true, replaces delta movement; otherwise adds via push |
Example:
{ "type": "neoorigins:add_velocity", "y": 1.2, "set": false }
neoorigins:launch
Shortcut for “launch straight up.” Pushes the target vertically and sets hurtMarked so the client syncs.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
speed | float | no | 1.0 | Upward speed |
Example:
{ "type": "neoorigins:launch", "speed": 1.5 }
neoorigins:dismount
Forces the target to stop riding its current vehicle. Takes no fields.
Example:
{ "type": "neoorigins:dismount" }
neoorigins:mount
Makes the player start riding a nearby entity. Searches a radius around the player and mounts the first alive, non-passenger entity found; with entity_type set, only entities of that type are considered. Server-side only.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
entity_type | resource id | no | — | Entity type id to mount; omit to mount any nearby entity |
radius | float | no | 5.0 | Search radius around the player |
Example:
{ "type": "neoorigins:mount", "entity_type": "minecraft:horse", "radius": 5.0 }
neoorigins:set_fall_distance
Writes directly to the target’s fallDistance field — useful to cancel imminent fall damage.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
fall_distance | float | no | 0.0 | New fall distance |
Example:
{ "type": "neoorigins:set_fall_distance", "fall_distance": 0.0 }
neoorigins:play_sound
Plays a sound from the target’s position.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
sound | resource id | yes | — | Sound event id |
volume | float | no | 1.0 | Volume |
pitch | float | no | 1.0 | Pitch |
Example:
{ "type": "neoorigins:play_sound", "sound": "minecraft:entity.player.levelup", "volume": 1.0, "pitch": 1.0 }
neoorigins:emit_game_event
Emits a vanilla game event at the target’s position (for sculk sensors, warden detection, etc.).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
event / game_event | resource id | yes | — | Game event id (e.g. minecraft:step) |
Example:
{ "type": "neoorigins:emit_game_event", "event": "minecraft:step" }
neoorigins:swing_hand
Swings the target’s main hand. Takes no fields — off-hand is not supported at this time.
Example:
{ "type": "neoorigins:swing_hand" }
neoorigins:give
Gives an item to the target. If the inventory is full, the stack drops at their feet.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
stack.item | resource id | yes | — | Item id |
stack.count | int | no | 1 | Stack size |
item | resource id | alt | — | Shorthand: if stack is absent, the root object is treated as the stack |
count | int | alt | 1 | Stack size in shorthand form |
Example:
{ "type": "neoorigins:give", "stack": { "item": "minecraft:apple", "count": 3 } }
neoorigins:add_xp
Grants experience to the target player as points and/or whole levels. Both fields default to 0, so set at least one. Player-only.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
points | int | no | 0 | Experience points to grant |
levels | int | no | 0 | Experience levels to grant |
Example:
{ "type": "neoorigins:add_xp", "levels": 1, "points": 50 }
neoorigins:spawn_entity
Spawns an entity at the target’s feet. No orientation control — the entity faces world-default.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
entity_type | resource id | yes | — | Entity type id |
Example:
{ "type": "neoorigins:spawn_entity", "entity_type": "minecraft:zombie" }
Server-side only; on client worlds the action silently no-ops.
neoorigins:spawn_projectile
Spawns a projectile from the target’s eye height, aimed along their look vector. neoorigins:fire_projectile is accepted as a legacy Apoli alias for the canonical spawn_projectile. Non-projectile entity types fall back to a linear velocity shove along look.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
entity_type / projectile | resource id | yes | — | Entity type id |
speed | float | no | 1.5 | Launch speed |
inaccuracy | float | no | 0.0 | Random spread |
vertical_offset | float | no | 0.0 | Added to the spawn Y (relative to eye height) |
effect_type | string | no | "" | Colour key from VfxEffectTypes. Sets defaults for orb_color/glow_color/shape/trail_particle; explicit fields below override it. |
orb_color | [r,g,b] or "#RRGGBB" | no | effect_type colour | Core orb colour. RGB array (0–255) or hex string. |
glow_color | [r,g,b] or "#RRGGBB" | no | orb_color | Outer-glow colour. RGB array or hex string. |
size | float | no | 0.3 | Core quad scale. |
glow_size | float | no | 0.7 | Glow base scale (pulse layered on top). |
glow_alpha | int 0–255 | no | 140 | Glow halo opacity. |
shape | enum | no | cross / effect_type default | One of cross / cube / ring / sphere. |
trail_particle | resource id | no | effect_type default | Vanilla particle id for the flight trail (e.g. minecraft:witch). |
count | int | no | 1 | For plain projectiles: number spawned in one fire (shotgun spread when combined with inaccuracy). For the magic orb: trail particles per tick (always one orb). |
spread | float | no | 0.05 | Trail particle position spread. |
trail_speed | float | no | 0.0 | Trail particle speed/velocity. Also accepted under the Apoli legacy name speed_particle. |
no_gravity | bool | no | false | When true the projectile ignores gravity and flies straight along its launch vector (drag still applies). Works for any projectile entity, not just the magic orb. |
projectile_action | object | no | — | Entity action applied to the spawned projectile itself (actor = projectile), immediately on launch. |
on_hit_action | object | no | — | Action fired when the projectile impacts. area_of_effect inside this auto-rebases to the impact point. |
Example — magic-orb with impact-AoE:
{ "type": "neoorigins:spawn_projectile",
"entity_type": "neoorigins:magic_orb",
"speed": 1.8,
"effect_type": "poison",
"on_hit_action": {
"type": "neoorigins:area_of_effect",
"radius": 4.0,
"entity_action": { "type": "neoorigins:apply_effect",
"effect": "minecraft:poison", "duration": 100, "amplifier": 1 }
} }
Example — fully data-driven visuals (green sphere, purple trail):
{ "type": "neoorigins:spawn_projectile",
"entity_type": "neoorigins:magic_orb",
"orb_color": [60, 220, 90],
"glow_color": "#8030FF",
"shape": "sphere",
"size": 0.35,
"glow_alpha": 160,
"trail_particle": "minecraft:witch" }
effect_type and the explicit fields compose: effect_type fills any field you leave out, and any field you set wins. See CUSTOM_PROJECTILES.md for the full visual model.
neoorigins:fire_projectile
Legacy Apoli alias for neoorigins:spawn_projectile — identical fields and behaviour. Use spawn_projectile in new packs.
Example:
{ "type": "neoorigins:fire_projectile", "entity_type": "minecraft:arrow", "speed": 2.0 }
neoorigins:spawn_effect_cloud
Spawns a vanilla area-effect cloud at the target that applies a mob effect to entities passing through it. Omit effect for an empty (visual-only) cloud.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
effect | resource id or object | no | — | Mob effect id (bare string), or object {effect, duration, amplifier}. Omit for an empty cloud |
duration | int ticks | no | 200 | Cloud + effect duration |
amplifier | int | no | 0 | Effect amplifier level |
radius | float | no | 3.0 | Cloud radius in blocks |
wait_time | int ticks | no | 10 | Ticks before the cloud starts applying its effect |
Example:
{ "type": "neoorigins:spawn_effect_cloud", "effect": "minecraft:poison", "duration": 200, "radius": 4.0 }
neoorigins:spawn_particles
Broadcasts particles from the target’s position via the server, so all nearby clients see them. Simple (data-less) particle types only: data-bearing particles (dust/block/item) can’t be reached from a plain id and no-op with a warning.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
particle | resource id | no | minecraft:poof | Particle id (simple particles only) |
count | int | no | 1 | Number of particles |
speed | float | no | 0.0 | Particle speed / extra-data scalar |
offset_y | float | no | 0.0 | Vertical offset from the player’s feet |
spread | object | no | — | {x,y,z} per-axis gaussian spread radius |
force | bool | no | false | Apoli force-render flag (accepted; the server always broadcasts) |
Example:
{ "type": "neoorigins:spawn_particles", "particle": "minecraft:flame", "count": 20, "offset_y": 1.0, "spread": { "x": 0.5, "y": 0.5, "z": 0.5 } }
neoorigins:spawn_lingering_area
Spawns a stationary AoE entity that emits particles and, every N ticks, runs a stored action against the caster. Great for ground-marker auras, poison clouds, lingering rune effects.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
radius | float | no | 3.0 | Horizontal radius (synched to client) |
duration_ticks | int | no | 100 | Lifetime |
interval_ticks | int | no | 20 | How often entity_action runs |
effect_type | string | no | "" | Colour key for future renderer hooks |
particle_type | string | no | minecraft:witch | Particle emitted every 2 ticks |
entity_action | object | no | — | Action fired against caster each interval; pair with area_of_effect inside to hit entities in radius |
Position: impact point when invoked from on_hit_action, else caster’s feet.
Example — poison cloud at projectile impact:
{ "type": "neoorigins:spawn_lingering_area",
"radius": 4.0,
"duration_ticks": 120,
"interval_ticks": 20,
"particle_type": "minecraft:witch",
"entity_action": {
"type": "neoorigins:area_of_effect",
"radius": 4.0,
"entity_action": { "type": "neoorigins:apply_effect",
"effect": "minecraft:poison", "duration": 60, "amplifier": 1 }
} }
neoorigins:spawn_black_hole
Spawns a gravity-well entity that pulls nearby entities toward its center and damages anything in the inner radius every 10 ticks.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
radius | float | no | 6.0 | Outer pull radius. Inner damage radius is 30% of this. |
duration_ticks | int | no | 100 | Lifetime |
pull_strength | float | no | 1.5 | Inward force multiplier |
damage_per_tick | float | no | 2.0 | Damage per 10-tick interval in inner radius |
effect_type | string | no | "" | Colour key for renderer |
Example:
{ "type": "neoorigins:spawn_black_hole",
"radius": 8.0,
"duration_ticks": 100,
"pull_strength": 2.0,
"damage_per_tick": 3.0 }
neoorigins:spawn_tornado
Spawns a tornado that pulls entities inward, lifts them upward, and spins them tangentially.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
radius | float | no | 5.0 | Horizontal influence radius |
duration_ticks | int | no | 100 | Lifetime |
pull_strength | float | no | 1.0 | Inward force |
lift_strength | float | no | 0.5 | Upward force |
spin_strength | float | no | 0.5 | Tangential spin force |
damage_per_interval | float | no | 2.0 | Damage every damage_interval_ticks (set to 0 to disable) |
damage_interval_ticks | int | no | 10 | How often damage fires |
move_speed | float | no | 0.2 | Blocks/tick the funnel drifts forward along the caster’s facing (0 = stationary) |
gravity | bool | no | false | When true the funnel falls under gravity until its base hits the ground, so a tornado spawned in mid-air drops while it drifts forward |
impact_action | action / array | no | — | Composable action run on each damage-interval tick against every entity caught in the funnel’s inner radius. When set it replaces the built-in damage_per_interval. An array is wrapped in neoorigins:and. |
effect_type | string | no | "" | Colour key |
Example:
{ "type": "neoorigins:spawn_tornado",
"radius": 6.0,
"duration_ticks": 80,
"pull_strength": 1.5,
"lift_strength": 0.8,
"spin_strength": 0.8,
"damage_per_interval": 1.5 }
Composable payload — drop the flat damage and run any action against each caught entity every interval (e.g. fling them upward):
{ "type": "neoorigins:spawn_tornado",
"radius": 6.0,
"duration_ticks": 120,
"gravity": true,
"impact_action": { "type": "neoorigins:add_velocity", "y": 0.6, "set": false } }
neoorigins:spawn_projectile_rain
Rains a storm of projectiles that fall from the sky across a disk, each landing at a random moment over the duration so the storm reads as a meteor shower rather than one instant pop. A ground telegraph plays during the lead-in before anything falls. Server-side the entity owns the staggered damage: as each projectile lands it hits living entities near that ground point (caster excluded) and launches them, so the damage scales naturally with how exposed a victim is.
By default the falling object is a choreographed spectral-sword visual (model: "sword"); set model to pick a different baked mesh, or projectile to rain a real entity that falls under physics (see below).
Also registered under the legacy alias neoorigins:spawn_sword_rain (same action) so packs written before it was generalised keep working.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
radius | float | no | 6.0 | Radius of the disk the projectiles rain across |
duration_ticks | int | no | 70 | How long the storm lingers before fading |
count | int | no | 16 | Number of projectiles in the storm. Legacy alias: sword_count |
damage_per_impact | float | no | 4.0 | Flat damage each landing projectile deals to foes near it. Legacy alias: damage_per_sword |
knockup | float | no | 0.5 | Upward velocity applied to struck foes |
impact_radius | float | no | 2.0 | Horizontal radius of each projectile’s hit |
weapon_damage_scale | float | no | 0.0 | Per-impact bonus = this × the caster’s attack-damage attribute (folds in the held weapon), captured at cast time. 0 = flat damage |
impact_action | action | no | — | Composable action run at each landing point against entities within impact_radius. When set it replaces the built-in damage/knockup; omit to keep the default damage. Accepts a single action object or an array (run in order) |
model | string | no | "sword" | Which baked-mesh model the client renders for the falling object. Built-in: "sword" (spectral blade). Unknown ids fall back to "sword". Ignored when projectile is set |
projectile | string | no | — | Real-projectile mode. A registered entity-type id (e.g. minecraft:arrow, minecraft:trident, minecraft:snowball) to rain instead of the choreographed baked-mesh blade. Each scatter point spawns this actual entity from the sky and lets it fall under real physics. impact_action becomes the projectile’s on-hit (caster-owned projectiles only). Unknown/unset keeps the spectral-blade visual |
projectile_speed | float | no | 1.0 | Initial downward launch speed of each rained entity; gravity then accelerates it. Only used when projectile is set |
spawn_height | float | no | 18.0 | Blocks above each scatter point the entity spawns from. Only used when projectile is set |
tag | string | no | — | SNBT compound merged onto each rained entity (e.g. "{pickup:1b}" so fired arrows can be picked up). Only used when projectile is set |
follow_terrain | bool | no | true | Each blade/projectile lands on the surface Y under its own scatter point (MOTION_BLOCKING heightmap), so the storm follows hills/stairs instead of all dropping on one flat plane. Set false to lock every drop to the storm center’s Y |
origin | string | no | "self" | Where the storm centers: "self" (around caster), "look" (what the caster aims at), or "impact" (projectile hit point, when cast from an on-hit context) |
effect_type | string | no | "" | Colour key |
In real-projectile mode the rain keeps owning the scatter pattern, the staggered launch schedule and the lead-in telegraph, but each blade is swapped for a genuine entity that flies and hits on its own — so you can rain any projectile you could otherwise spawn_projectile/summon (arrows, tridents, snowballs, fireballs, …). The client skips the fake-blade render so the visuals don’t double up.
Example — a heavy spectral-sword storm centered on what the caster is looking at, scaling with the held weapon, that applies Glowing instead of the built-in damage:
{ "type": "neoorigins:spawn_projectile_rain",
"origin": "look",
"radius": 8.0,
"duration_ticks": 100,
"count": 40,
"weapon_damage_scale": 0.4,
"impact_action": {
"type": "neoorigins:apply_effect",
"effect": "minecraft:glowing",
"duration": 60
} }
Example — rain real arrows from the sky that fall under physics and stick where they land, scattered over the duration:
{ "type": "neoorigins:spawn_projectile_rain",
"origin": "look",
"radius": 7.0,
"duration_ticks": 80,
"count": 30,
"projectile": "minecraft:arrow",
"projectile_speed": 1.5,
"tag": "{pickup:1b}" }
Example — throw a sword, and where it lands becomes the storm’s centre. This composes two primitives: spawn_projectile hurls a neoorigins:thrown_sword (a spinning spectral blade that flies under physics) along the caster’s aim, and its on_hit_action fires spawn_projectile_rain with origin: "impact", so the rain centres on the blade’s landing point rather than the caster:
{ "type": "neoorigins:spawn_projectile",
"entity_type": "neoorigins:thrown_sword",
"speed": 1.6,
"on_hit_action": {
"type": "neoorigins:spawn_projectile_rain",
"origin": "impact",
"radius": 11,
"count": 56,
"duration_ticks": 200,
"telegraph_ticks": 14,
"damage_per_impact": 4,
"weapon_damage_scale": 0.4,
"knockup": 0.6,
"impact_radius": 2.5
} }
neoorigins:spawn_sword_rain
Legacy alias for neoorigins:spawn_projectile_rain — same action and fields, kept so packs written before the verb was generalised keep working. The legacy field names sword_count (→ count) and damage_per_sword (→ damage_per_impact) are accepted. Prefer spawn_projectile_rain in new packs.
Example:
{ "type": "neoorigins:spawn_sword_rain", "radius": 6.0, "sword_count": 16, "damage_per_sword": 4.0 }
neoorigins:spawn_telegraph
Spawns a particle-only ground danger marker: a static outer ring marking the full footprint plus a reticle ring that contracts toward the centre over the wind-up, then optionally fires a composable action when it expires. Use it as a reusable “marked, dodgeable zone that pays off at the end” — the telegraph and the payoff are composed in the datapack rather than hard-wired together. The marker has no model and needs no client assets.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
radius | float | no | 3.0 | Radius of the marked danger zone |
duration_ticks | int | no | 20 | Wind-up length: ticks the reticle takes to contract before it expires |
on_expire | action | no | — | Composable action run once when the wind-up ends, against entities within radius (caster excluded). Omit for a pure dodge cue with no payoff. Accepts a single action object or an array (run in order) |
origin | string | no | "self" | Where the marker centers: "self" (at caster), "look" (what the caster aims at), or "impact" (projectile hit point) |
effect_type | string | no | "" | Colour key |
Example — a 1-second marker on what the caster aims at that detonates for damage when it expires:
{ "type": "neoorigins:spawn_telegraph",
"origin": "look",
"radius": 4.0,
"duration_ticks": 20,
"on_expire": {
"type": "neoorigins:damage",
"amount": 10.0
} }
neoorigins:execute_command
Runs a server command at permission level 2 (vanilla’s function-permission-level default). Works for non-op players — mirrors upstream Origins behaviour. Output is suppressed.
Also accepted under the alias command (Apoli’s verb name, same field shape), so apoli:command / origins:command actions in imported packs dispatch here directly. The alias is the same factory: the server-config command blacklist (command_power_blacklist under [command_powers]) applies identically to both spellings.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
command | string | yes | — | Command line (no leading slash) |
Example:
{ "type": "neoorigins:execute_command", "command": "effect give @s minecraft:glowing 10 0" }
Runs only if the target is on a server (player.level().getServer() != null).
Position resolution
The command source is positioned at the player by default. When the dispatch context is a block-shaped event (block_break, block_place, block_use), the command source is repositioned at the block’s centre instead — so ~ ~ ~ resolves to the broken/placed/used block. Matches Apoli’s block_action pattern; lets pack authors write the standard “drop loot at the block” recipe without manual coord lookup:
{
"type": "neoorigins:action_on_event",
"event": "block_break",
"block_condition": { "type": "neoorigins:block", "id": "minecraft:stone" },
"entity_action": {
"type": "neoorigins:execute_command",
"command": "loot spawn ~ ~ ~ loot mypack:generic/stone_drops"
}
}
For non-block events (hit_taken, kill, tick, etc.) the source stays at the player.
neoorigins:command
Apoli-verb alias for neoorigins:execute_command — same factory, same command field, same level-2 permission and command blacklist. Lets apoli:command / origins:command actions in imported packs dispatch directly.
Example:
{ "type": "neoorigins:command", "command": "say hello" }
Runs only if the target is on a server (player.level().getServer() != null).
Position resolution
The command source is positioned at the player by default. When the dispatch context is a block-shaped event (block_break, block_place, block_use), the command source is repositioned at the block’s centre instead — so ~ ~ ~ resolves to the broken/placed/used block. Matches Apoli’s block_action pattern; lets pack authors write the standard “drop loot at the block” recipe without manual coord lookup:
{
"type": "neoorigins:action_on_event",
"event": "block_break",
"block_condition": { "type": "neoorigins:block", "id": "minecraft:stone" },
"entity_action": {
"type": "neoorigins:execute_command",
"command": "loot spawn ~ ~ ~ loot mypack:generic/stone_drops"
}
}
For non-block events (hit_taken, kill, tick, etc.) the source stays at the player.
neoorigins:drop_items
Drops one or more item stacks at the dispatch position. Inline alternative to authoring a vanilla loot table — pack authors who want “5% chance to drop a diamond when you break stone” don’t need a separate data/.../loot_table/...json file.
Position resolution mirrors execute_command: drops at the dispatch BlockPos for block events, at the player for everything else.
Top-level fields
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
items | array | yes | — | List of drop entries |
mode | string | no | "each" | "each" (per-entry independent rolls) or "one_of" (weighted single pick) |
rolls | int | no | 1 | Only used in "one_of" mode — repeat the pick with replacement |
Per-entry fields
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
item | resource id | yes | — | Item registry id |
count | int OR [min, max] | no | 1 | Exact count or inclusive range |
chance | float (0.0–1.0) | no | 1.0 | Per-entry roll. Only used in "each" mode |
weight | int | no | 1 | Selection weight. Only used in "one_of" mode |
Modes
each (default) — every entry rolls its own chance independently. Multiple drops possible per trigger. Mirrors a multi-pool vanilla loot table where every pool has a random_chance condition:
{
"type": "neoorigins:drop_items",
"items": [
{ "item": "minecraft:diamond", "count": 1, "chance": 0.05 },
{ "item": "minecraft:emerald", "count": [1, 3], "chance": 0.10 }
]
}
one_of — exactly one entry is picked, weighted by each entry’s weight. The picked entry’s count range still rolls. Mirrors a single vanilla loot pool with rolls: 1:
{
"type": "neoorigins:drop_items",
"mode": "one_of",
"items": [
{ "item": "minecraft:diamond", "weight": 1, "count": [1, 2] },
{ "item": "minecraft:emerald", "weight": 4, "count": [2, 5] },
{ "item": "minecraft:gold_ingot", "weight": 10, "count": 1 }
]
}
Total weight 1+4+10 = 15. Diamond 6.7%, emerald 27%, gold 67%. The picked type rolls its own count range.
Use rolls: N to repeat the pick (with replacement) — same item type can win multiple rolls.
Notes
- Unknown item ids log a one-shot warning at parse time and skip that entry.
- Dropped items have default pickup delay (no 0.5s wait), so the triggering player can pick them up immediately.
- For random_count without
chance, omitchance(defaults to 1.0 = always). - For 80% chance to drop a single item, just
{ "item": "...", "chance": 0.8 }.
neoorigins:set_block
Replaces the block at the target’s feet (their blockPosition) with the given block’s default state.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
block | resource id | yes | — | Block id |
Example:
{ "type": "neoorigins:set_block", "block": "minecraft:cobweb" }
neoorigins:modify_food
Mutates the target’s food/saturation levels. Gotcha: upstream Apoli’s modify_food is contextual to an item-use hook — this port applies the delta as a one-shot adjustment because our action context has no item-stack reference.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
food / food_component_food | int | no | 0 | Food delta, clamped to [0,20] |
saturation / food_component_saturation | float | no | 0.0 | Saturation delta, clamped to [0, newFood] |
Example:
{ "type": "neoorigins:modify_food", "food": 4, "saturation": 0.4 }
neoorigins:grant_power
Dynamically grants a power to the target. Tracks dynamic grants separately from origin-granted powers so later revoke_power calls don’t strip origin-granted ones. Fires PowerGrantedEvent and syncs to the client.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
power / power_id | resource id | yes | — | Power id |
Example:
{ "type": "neoorigins:grant_power", "power": "examplepack:super_jump" }
neoorigins:revoke_power
Removes a previously grant_powered power. No-op if the power was granted by an origin (not dynamic).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
power / power_id | resource id | yes | — | Power id |
Example:
{ "type": "neoorigins:revoke_power", "power": "examplepack:super_jump" }
neoorigins:activate_power
Triggers another power’s activation exactly as if the player pressed its key — the target power’s condition, cooldown, and fail_action all apply. The player must currently have the target power (origin-granted or dynamic). Reaches skill-slot actives (active_self, toggle, launch) and named-hotkey powers; powers driven purely by vanilla input state (key.sneak, key.use, …) have no activation entry point and cannot be reached. Recursive activation (a power activating itself, directly or through a cycle) is detected and blocked with a log warning.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
power | resource id | yes | — | Power id to activate |
Example:
{ "type": "neoorigins:activate_power", "power": "examplepack:fireball" }
neoorigins:explode
Creates an explosion centred on the target.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
power | float | no | 3.0 | Explosion radius/strength |
destruction_type | string | no | "break" | If set to "none", no blocks break; any other value (or absent) lets blocks break |
create_fire | bool | no | false | Leave fire behind |
Example:
{ "type": "neoorigins:explode", "power": 4.0, "destruction_type": "break", "create_fire": false }
Server-side only.
neoorigins:gain_air
Restores air supply (bubbles), clamped to getMaxAirSupply().
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
amount | int | no | 10 | Air ticks to add |
Example:
{ "type": "neoorigins:gain_air", "amount": 40 }
neoorigins:change_resource
Mutates a resource power’s stored integer. The resource state lives on a player attachment, keyed by power id. Also accepted under the Apoli legacy alias modify_resource (same field shape).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
resource | resource id | yes | — | Power id owning the resource |
operation | string | no | "add" | "add" (default) or "set". Unknown values fall through to add. |
change | int | no | 0 | Value to add or set |
Example:
{ "type": "neoorigins:change_resource", "resource": "examplepack:mana", "operation": "add", "change": -5 }
Clamped to [Integer.MIN_VALUE, Integer.MAX_VALUE] on add.
⚠️
resourcemust be the full namespaced power id. The*:/*:*self-reference wildcard is not resolved for resources (onlypower_activeandorigins:multiplesub-powers support it) — a reference containing*targets a non-existent key and is warned about at load. This applies equally toset_resourceand theneoorigins:resourcecondition.
neoorigins:modify_resource
Apoli legacy alias for neoorigins:change_resource — same factory and field shape (resource, operation, change). The change field also accepts Apoli’s nested modifier {operation, amount} form. Prefer change_resource in new packs.
Example:
{ "type": "neoorigins:modify_resource", "resource": "examplepack:mana", "change": 10 }
neoorigins:set_resource
Assigns a resource power’s stored integer to a fixed value (the set-only sibling of change_resource). Same attachment-backed state and the same full-power-id requirement (no * wildcard).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
resource | resource id | yes | — | Power id owning the resource |
value / change | int | no | 0 | Value to assign (change is an accepted alias) |
Example:
{ "type": "neoorigins:set_resource", "resource": "examplepack:mana", "value": 0 }
neoorigins:trigger_cooldown
Manually places a power on cooldown. Used when an ability’s fire path is custom but should still show the HUD cooldown bar.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
power | resource id | yes | — | Power id to cool down |
cooldown | int ticks | no | 20 | Cooldown duration |
Example:
{ "type": "neoorigins:trigger_cooldown", "power": "examplepack:fireball", "cooldown": 40 }
Meta verbs
neoorigins:nothing
Explicit no-op. Useful as the default branch of if_else or for placeholder authoring. Takes no fields.
Example:
{ "type": "neoorigins:nothing" }
neoorigins:and (alias neoorigins:all_of)
Runs a sequence of actions in order against the same target. all_of is Apoli 2.9+’s rename of the and meta action: imported packs using origins:all_of / apoli:all_of dispatch here unchanged (there is no any_of action).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
actions | array of action | yes | [] | Actions to run in order |
Example:
{ "type": "neoorigins:and", "actions": [
{ "type": "neoorigins:heal", "amount": 2.0 },
{ "type": "neoorigins:play_sound", "sound": "minecraft:entity.player.levelup" }
] }
neoorigins:if_else
Conditional dispatch. If condition is absent or not an object, it’s treated as always-false (CompatPolicy.FALSE_CONDITION), so the else_action runs.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
condition | entity condition | no | FALSE | Guard |
if_action | action | no | noop | Runs when condition passes |
else_action | action | no | noop | Runs when condition fails |
Example:
{ "type": "neoorigins:if_else",
"condition": { "type": "neoorigins:submerged_in", "fluid": "minecraft:water" },
"if_action": { "type": "neoorigins:gain_air", "amount": 40 },
"else_action": { "type": "neoorigins:nothing" } }
neoorigins:if_else_list
First-match-wins chain of (condition, action) pairs. Stops after the first matching branch.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
actions | array | yes | [] | Each entry has condition + action |
Example:
{ "type": "neoorigins:if_else_list", "actions": [
{ "condition": { "type": "neoorigins:in_rain" }, "action": { "type": "neoorigins:heal", "amount": 2 } },
{ "condition": { "type": "neoorigins:daytime" }, "action": { "type": "neoorigins:set_on_fire", "ticks": 40 } }
] }
neoorigins:chance
Probabilistic dispatch. Uses the target’s RNG source.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
chance | float [0,1] | no | 0.5 | Probability of running the inner action |
action | action | no | noop | Inner action |
Example:
{ "type": "neoorigins:chance", "chance": 0.2, "action": { "type": "neoorigins:play_sound", "sound": "minecraft:entity.cat.ambient" } }
neoorigins:choice
Picks one action from a weighted list and runs it. Each entry pairs an action with a weight; one is selected weighted-randomly per dispatch.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
actions | array of {action, weight} | yes | — | Candidate entries; one is picked weighted-randomly |
Example:
{ "type": "neoorigins:choice", "actions": [
{ "weight": 3, "action": { "type": "neoorigins:heal", "amount": 2.0 } },
{ "weight": 1, "action": { "type": "neoorigins:set_on_fire", "ticks": 40 } }
] }
neoorigins:delay
Schedules the inner action to run N ticks in the future via CompatTickScheduler.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
ticks | int | no | 1 | Tick delay |
action | action | no | noop | Action to fire at currentTick + ticks |
Example:
{ "type": "neoorigins:delay", "ticks": 40, "action": { "type": "neoorigins:extinguish" } }
Server-side only.
neoorigins:offset
Apoli-compatibility wrapper that runs its inner action. The x/y/z offset fields are accepted for parity with Apoli’s positional offset verb but have no positional effect here: position comes from the dispatch context, so this is effectively a transparent pass-through to the inner action.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
action | action | no | noop | Inner action to run |
x | float | no | 0.0 | Accepted for Apoli parity; no positional effect |
y | float | no | 0.0 | Accepted for Apoli parity; no positional effect |
z | float | no | 0.0 | Accepted for Apoli parity; no positional effect |
Example:
{ "type": "neoorigins:offset", "action": { "type": "neoorigins:spawn_particles", "particle": "minecraft:flame" } }
neoorigins:block_action_at
Runs block_action at the entity’s current block position, publishing that block position to the dispatch context so nested verbs (e.g. execute_command with ~ ~ ~) resolve to the block centre.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
block_action | action | no | noop | Action run at the entity’s block position |
Example:
{ "type": "neoorigins:block_action_at", "block_action": { "type": "neoorigins:set_block", "block": "minecraft:torch" } }
neoorigins:area_of_effect
Iterates every living entity within the radius and runs entity_action against each. Mobs and players are hit when entity_action uses an entity-general verb — damage, heal, apply_effect, clear_effect, set_on_fire, add_velocity, spawn_particles, shear, dye, … (and an and of only those). A player-only verb (e.g. launch, set_block) still runs on player targets only and skips mobs. Mob targets are also subject to the friendly-fire protections in gameplay.toml (pets/minions/villagers/iron golems/animals).
entity_condition filters which entities are affected. When it uses an entity-general condition — entity_type (incl. a #tag group), target_group, health, relative_health, has_effect/status_effect, on_fire, living, and and/or/not of those — it filters both mobs and players, so an aura can restrict itself to players only (entity_type: minecraft:player), a tag group, a specific mob, etc. A player-only condition verb only gates player targets (mobs bypass it, as before).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
radius | float | no | 16.0 | Radius |
shape | string | no | "sphere" | "sphere" culls by squared distance; any other string skips the distance cull (behaves like a cube/AABB) |
include_source | bool | no | true | Whether the source entity is included |
entity_action | action | no | noop | Runs per affected entity (mobs + players for entity-general verbs) |
entity_condition | condition | no | always-true | Target filter; entity-general conditions filter mobs + players (see above) |
Example — burn nearby mobs but never other players:
{ "type": "neoorigins:area_of_effect",
"radius": 8.0,
"shape": "sphere",
"include_source": false,
"entity_condition": {
"type": "neoorigins:not",
"condition": { "type": "neoorigins:entity_type", "entity_type": "minecraft:player" }
},
"entity_action": { "type": "neoorigins:set_on_fire", "ticks": 40 } }
Example — affect players only (e.g. a support aura):
{ "type": "neoorigins:area_of_effect",
"radius": 8.0,
"entity_condition": { "type": "neoorigins:entity_type", "entity_type": "minecraft:player" },
"entity_action": { "type": "neoorigins:apply_effect", "effect": "minecraft:regeneration", "duration": 60 } }
Caster & target (bientity actions)
Some call sites dispatch a bientity action — an action that runs against a pair of entities rather than one. The pair is always (actor, target):
- actor — the caster: the player who owns the power. Always a player.
- target — the other entity in the interaction: the mob or player you hit, were hit by, or interacted with. May be a player or a non-player mob.
Bientity actions are how a single power can affect both sides of an interaction. The call sites that supply a bientity pair are:
action_on_hit.bientity_action— actor = the attacker (you), target = the entity you hitaction_on_hit_taken.bientity_action— actor = you, target = the entity that hit youaction_when_hit/ projectile on-hit (action_on_hiton a thrown/launched entity) — actor = the launcher, target = the entity struck- entity-interact powers — actor = you, target = the entity you interacted with
Both the caster and the target are available at the same time. To route an effect to one side or the other, wrap it in actor_action or target_action.
These wrapper verbs are Apoli-namespaced (origins: / apoli: / apace: prefixes are all accepted); the inner action they wrap is an ordinary entity-action from this reference.
actor_action
Runs the inner entity-action against the caster (the power holder). While it runs, the target is published to the dispatch context, so context-reading verbs (e.g. set verbs, damage_target-style sub-actions) can resolve the hit entity.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
action | entity action | yes | noop | Action run against the actor (caster) |
Example — heal yourself when you land a hit:
{ "type": "apoli:actor_action", "action": { "type": "neoorigins:heal", "amount": 4.0 } }
target_action
Runs the inner entity-action against the target — the entity on the other side of the interaction, resolved from the active dispatch context (the entity you hit / were hit by / killed / interacted with, or the entity a projectile struck). If no target resolves, the action is a no-op.
- When the target is a player, the full entity-action surface runs on it (PvP-style scenarios). The actor is published to the dispatch context while it runs.
- When the target is a non-player mob, the entity-general verbs run directly on the mob:
apply_effect,clear_effect,damage,heal,set_on_fire,extinguish,add_velocity,play_sound,set_fall_distance,dismount,swing_hand,nothing. Verbs that depend on player-only systems (powers, resources, XP, food, inventory, command execution) only apply when the target is a player.
This verb also works directly as a neoorigins:-namespaced entity-action (e.g. inside a projectile on_hit_action), where it reads the same context target rather than being a transparent pass-through to the holder.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
action | entity action | yes | noop | Action run against the target entity |
Example — set the entity you hit on fire and poison it (works on mobs and players alike):
{ "type": "apoli:target_action", "action": { "type": "neoorigins:and", "actions": [
{ "type": "neoorigins:set_on_fire", "ticks": 60 },
{ "type": "neoorigins:apply_effect", "effect": "minecraft:poison", "duration": 100 }
] } }
invert
Swaps actor and target, then runs the inner bientity action against the swapped pair. Because the actor slot must be a player, the swap only takes effect when the original target is itself a player.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
action | bientity action | no | noop | Action run with actor/target swapped |
riding_action
Runs the inner action against the entity the holder is riding (its vehicle), but only when that vehicle is a player. If the holder isn’t riding a player, it no-ops.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
action / entity_action | entity action | no | noop | Action run on the ridden entity (entity_action is an accepted alias) |
Example:
{ "type": "neoorigins:riding_action", "action": { "type": "neoorigins:heal", "amount": 2.0 } }
passenger_action
Runs the inner action against every passenger of the holder. Only ServerPlayer passengers are affected; non-player passengers are skipped.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
action / entity_action | entity action | no | noop | Action run on each player passenger (entity_action is an accepted alias) |
Example:
{ "type": "neoorigins:passenger_action", "action": { "type": "neoorigins:apply_effect", "effect": "minecraft:speed", "duration": 100 } }
selector_action
Resolves a vanilla entity selector relative to the holder’s command source, then runs bientity_action once per selected entity. Each selected entity is published as the action’s source (its origin + rotation), so a nested spawn_projectile / fire_projectile fires from that entity. sort / limit / tag predicates inside the selector string are honoured by vanilla’s parser.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
selector | string | yes | — | Vanilla entity selector (e.g. @e[type=area_effect_cloud,tag=foo,limit=2,sort=nearest]) |
bientity_action / entity_action | action | yes | — | Action run once per selected entity (entity_action is an accepted alias) |
Example:
{ "type": "neoorigins:selector_action",
"selector": "@e[type=minecraft:area_effect_cloud,tag=volley,limit=4]",
"bientity_action": { "type": "neoorigins:fire_projectile", "entity_type": "minecraft:arrow", "speed": 2.0 } }
and / chance (bientity form)
and runs a list of bientity actions in order against the same (actor, target) pair; chance runs one with a probability (uses the actor’s RNG). Both mirror their entity-action counterparts but operate on the pair.
{ "type": "apoli:and", "actions": [
{ "type": "apoli:actor_action", "action": { "type": "neoorigins:heal", "amount": 2.0 } },
{ "type": "apoli:target_action", "action": { "type": "neoorigins:damage", "amount": 4.0 } }
] }
damage (bientity form)
Directly damages the target, attributed to the actor. Supports amount and an optional damage_type (defaults to minecraft:generic).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
amount | float | no | 1.0 | Damage in half-hearts |
damage_type | resource id | no | minecraft:generic | Registered damage type; falls back to a player-attack source if unresolved |
Set / capability verbs (2.0)
These verbs are new in 2.0 and read from ActionContextHolder — the service that publishes the current dispatch context while EventPowerIndex walks handlers. They no-op outside a compatible context.
neoorigins:add_to_set
Adds the current bientity target’s UUID to a named entity-set on the actor player. The backing sets power relationship tracking (who I’ve tagged, who I’m tracking, etc.). Aliased as neoorigins:add_to_set.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
set | string | yes | — | Set name |
Gotcha — bientity-only: requires an active HitTakenContext, KillContext, EntityInteractContext, or ProjectileHitContext carrying a LivingEntity target. Silently no-ops otherwise.
Example:
{ "type": "neoorigins:add_to_set", "set": "tagged_enemies" }
neoorigins:remove_from_set
Removes the current bientity target’s UUID from a named entity-set. Same context requirements as add_to_set. Aliased as neoorigins:remove_from_set.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
set | string | yes | — | Set name |
Example:
{ "type": "neoorigins:remove_from_set", "set": "tagged_enemies" }
neoorigins:toggle
Flips or sets a named toggle state on the target. Used by 2.0’s toggle alias family. If value is given it’s set explicitly; otherwise the current state is flipped (resolving the registered neoorigins:toggle power’s default field as the starting value).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
power | string | yes | — | Toggle key (usually the power id) |
value | bool | no | — | If present, set to this value; otherwise flip |
Example:
{ "type": "neoorigins:toggle", "power": "examplepack:flight_toggle" }
See COOKBOOK.md → Toggleable abilities (no keybind slot) for full recipes.
neoorigins:cancel_event
Cancels the currently dispatched event. Used internally by the food_restriction alias to reject food consumption.
Gotcha — context-only: works only when the current ActionContextHolder value carries a cancellable event. That covers food_eaten (FoodContext), effect_applied (EffectAppliedContext), entity_use / villager_interact / breed / tame (EntityInteractContext), block_use / bonemeal (BlockInteractContext), and any dispatch whose context is itself an ICancellableEvent (e.g. block_place). No-op elsewhere — post-hoc events like food_finished, trade_completed or kill cannot be cancelled.
Example:
{ "type": "neoorigins:cancel_event" }
neoorigins:damage_attacker
Hurts the attacker recorded in the current HitTakenContext. Used by the thorns_aura alias.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
amount | float | no | 2.0 | Fixed damage |
amount_ratio | float | no | — | If present, damage = max(0.5, incomingDamage * ratio). Overrides amount. |
source.name | string | no | magic | Damage source. Supported: fire/on_fire/in_fire, lava, magic, generic. Unknown values fall through to magic. |
Gotcha — hit-taken only: requires an active HitTakenContext whose attacker is a LivingEntity. No-op elsewhere.
Example:
{ "type": "neoorigins:damage_attacker", "amount_ratio": 0.5, "source": { "name": "magic" } }
neoorigins:ignite_attacker
Sets the current HitTakenContext attacker on fire. Gotcha: hit-taken context only.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
ticks | int | no | 60 | Fire duration |
Example:
{ "type": "neoorigins:ignite_attacker", "ticks": 100 }
neoorigins:effect_on_attacker
Applies a mob effect to the current HitTakenContext attacker. Gotcha: hit-taken context only, and the attacker must be a LivingEntity.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
effect | resource id | yes | — | Effect id |
duration | int | no | 100 | Effect duration |
amplifier | int | no | 0 | Amplifier level |
Example:
{ "type": "neoorigins:effect_on_attacker", "effect": "minecraft:weakness", "duration": 100, "amplifier": 0 }
neoorigins:random_teleport
Random-teleports the target within a bounded box. Retries up to attempts times, requiring 2-block air clearance at the destination.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
horizontal_range / range | double | no | 16.0 | Half-width of the XZ search box |
vertical_range | double | no | 8.0 | Half-height of the Y search range |
attempts | int | no | 16 | Number of candidate positions to try |
Server-side only. Silently gives up if no viable spot is found in attempts tries.
Example:
{ "type": "neoorigins:random_teleport", "horizontal_range": 8.0, "vertical_range": 4.0, "attempts": 32 }
neoorigins:chain_to_nearest
Pulls the actor toward the nearest matching living entity within radius.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
radius | float | no | 16.0 | Search radius |
speed | float | no | 1.0 | Launch speed along the vector |
target_condition | condition | no | always-true | Filter applied to ServerPlayer candidates only (non-players are accepted as-is) |
Example:
{ "type": "neoorigins:chain_to_nearest", "radius": 12.0, "speed": 1.2 }
neoorigins:pull_entities
Pulls nearby living entities toward the actor — inverse of chain_to_nearest.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
radius | float | no | 8.0 | Search radius |
strength | float | no | 0.5 | Pull strength (velocity magnitude) |
include_players | bool | no | true | Include other players |
entity_condition | condition | no | always-true | Filter (applied to ServerPlayer candidates only) |
Example:
{ "type": "neoorigins:pull_entities", "radius": 6.0, "strength": 0.8, "include_players": false }
neoorigins:throw_target
Hurls the single living entity directly under the actor’s crosshair away from the actor and upward. Unlike pull_entities (radius AOE) this is a precise raycast pick — the entity must be visible along the look ray within max_distance.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
force | float | no | 1.5 | Horizontal velocity impulse magnitude (knockback strength) |
vertical_lift | float | no | 0.5 | Upward velocity component, applied independently of force so packs can tune throw arc separately from horizontal range |
max_distance | float | no | 5.0 | Raycast range from the actor’s eye — targets beyond this are ignored |
Direction is the XZ vector from actor to target, so the throw is always purely “away horizontally + up”. When the target’s XZ position equals the actor’s (rare — overhead pickup), the actor’s look-yaw is used as the fallback horizontal direction.
The action sets target.hurtMarked = true after pushing so client-side prediction picks up the velocity change immediately (otherwise the visible knockback can lag a packet).
Approximate empirical range (vanilla LivingEntity drag, no obstacles):
force: 1.0→ target travels ~3–4 blocksforce: 2.0→ ~7–9 blocksforce: 3.0→ ~13–15 blocks
Not strictly linear — vanilla drag is non-trivial.
Example — light shove:
{ "type": "neoorigins:throw_target", "force": 1.2, "vertical_lift": 0.4, "max_distance": 4.0 }
Example — heavy hurl:
{ "type": "neoorigins:throw_target", "force": 2.5, "vertical_lift": 0.9, "max_distance": 6.0 }
Typically wrapped in active_ability for a cooldown + hunger cost.
neoorigins:tame_target
Tames a mob as a side-effect of an action, using the same taming behaviour as the tame_mob active power — the tamed mob follows and defends the actor, is marked persistent, and is tracked for despawn + death-damage. This is the action form: use it inside an entity_action field (an action_on_event with event: "attack", a raycast bientity_action, an active_ability, etc.) rather than as a standalone power.
The target is resolved in two steps:
- Dispatch context first — if the action fires from an interaction that carries a target entity (the mob you hit, the entity a
raycast’sbientity_actionstruck, a projectile’son_hit_actiontarget), that entity is tamed. - Crosshair fallback — when no context target resolves, the mob under the actor’s crosshair within
max_distanceis used.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
max_tamed | int | no | 4 | Max tamed mobs alive at once. Shared with tame_mob through the same tracker, so they count toward one combined cap. Once reached the action no-ops. |
max_distance | float | no | 5.0 | Crosshair raycast range, used only when no context target resolves |
despawn_ticks | int | no | 36000 | Ticks the tamed mob lasts before despawning (36000 = 30 min) |
death_damage | float | no | 0.5 | Damage dealt to the actor when the tamed mob dies (half-hearts) |
hostile_only | bool | no | true | When true, only mobs implementing Enemy can be tamed; set false to allow any non-player Mob |
entity_blacklist | array | no | [] | Entity ids ("minecraft:warden") and tag refs ("#mymod:untameable") this action can never tame |
The Warden, Ender Dragon and Wither (plus the server’s tame_scare_entity_blacklist config list) are always excluded regardless of entity_blacklist. A capped, no-target, or excluded activation is a silent no-op — unlike tame_mob, this action does not send actionbar feedback, since it fires from events rather than a deliberate keybind.
Example — tame the mob you hit, on attack:
{
"type": "neoorigins:action_on_event",
"event": "attack",
"entity_action": { "type": "neoorigins:tame_target", "hostile_only": false }
}
Example — crosshair tame, no fallback distance change:
{ "type": "neoorigins:tame_target", "max_tamed": 2, "entity_blacklist": ["minecraft:creeper"] }
neoorigins:dash
Applies a forward impulse in the direction the player is currently facing. Unlike add_velocity (which uses fixed x/y/z), dash reads the player’s look vector and projects strength along it — so looking up-forward causes a diagonal upward dash, horizontal look causes a flat dash, etc.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
strength | float | no | 1.5 | Velocity magnitude along the look vector |
allow_vertical | bool | no | true | When false, pins the dash to horizontal (ignores look Y component) |
Sets hurtMarked = true internally so the client doesn’t discard the server-authoritative velocity change on the next movement packet — same guarantee as add_velocity.
Example — cat pounce (2.2 strength, vertical allowed):
{ "type": "neoorigins:dash", "strength": 2.2, "allow_vertical": true }
Example — shadow dash (ground-level only):
{ "type": "neoorigins:dash", "strength": 2.0, "allow_vertical": false }
Preferred canonical replacement for the legacy active_dash type when paired with active_ability.
neoorigins:swap_with_entity
Swaps positions and facing with the nearest matching living entity within radius.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
radius | float | no | 16.0 | Search radius |
target_condition | condition | no | always-true | Filter (applied to ServerPlayer candidates only) |
Example:
{ "type": "neoorigins:swap_with_entity", "radius": 10.0 }
neoorigins:swap_positions
Atomically swaps the actor’s and the context target’s full transform (position, yaw, pitch). The target is the entity on the other side of the interaction (the mob/player hit, hit-by, killed, interacted-with, or struck by a projectile), not a radius search. Both transforms are snapshotted before either entity moves, so the two never collapse to one point. No-op if no target resolves.
This is a dual-actor verb — pair it with a bientity context (e.g. a projectile on_hit_action).
No fields.
Example — a projectile that swaps you with whatever it hits:
{ "type": "neoorigins:swap_positions" }
neoorigins:teleport_to_target
Moves the actor to the context target’s position and facing. No-op if no target resolves. No fields.
Example:
{ "type": "neoorigins:teleport_to_target" }
neoorigins:teleport_target_to_self
Moves the context target to the actor’s position and facing. No-op if no target resolves. No fields.
Example:
{ "type": "neoorigins:teleport_target_to_self" }
neoorigins:shear
Shears the context target the way vanilla or modded shears would — sheep drop wool and go bald, mooshrooms convert to cows and drop their mushroom (or flower), snow golems lose their pumpkin, bogged and modded shearables behave correctly. Uses the NeoForge IShearable seam so any registered shearable is covered. No-op if no target resolves or the target isn’t currently shearable (e.g. an already-sheared sheep or a non-shearable mob).
This is a dual-actor verb — pair it with a bientity context (e.g. a projectile on_hit_action) or wrap it in target_action to hit an arbitrary mob target.
No fields.
Example — a projectile that shears whatever it hits:
{ "type": "neoorigins:shear" }
neoorigins:dye
Sets the colour of a dyeable context target. This dyes a sheep’s wool colour; mobs with no public colour setter (wolf/cat collars) no-op cleanly. No-op if no target resolves, the target is non-dyeable, or color is an unknown dye name.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
color | string | no | — | Dye colour name (e.g. "red", "light_blue"). Unknown names no-op. |
Example — dye the sheep you hit red:
{ "type": "neoorigins:dye", "color": "red" }
neoorigins:force_drop
Makes the context target drop the item in a named equipment slot as an item entity, then clears that slot. No-op if no target resolves or the slot is empty.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
slot | string | no | mainhand | Equipment slot: mainhand / offhand / head / chest / legs / feet. Unknown names fall back to mainhand. |
Example — disarm the mob you hit:
{ "type": "neoorigins:force_drop", "slot": "mainhand" }
neoorigins:steal_item
Like force_drop, but transfers the item from the context target’s named slot to the actor (the power holder): added to the actor’s inventory, or dropped at the actor if the inventory is full. No-op if no target resolves or the slot is empty.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
slot | string | no | mainhand | Equipment slot: mainhand / offhand / head / chest / legs / feet. Unknown names fall back to mainhand. |
Example — steal the weapon out of the hand of whatever you hit:
{ "type": "neoorigins:steal_item", "slot": "mainhand" }
neoorigins:drop_inventory
Drops items from the target player’s vanilla inventory. By default it scatters every slot’s contents; restrict by slot list and/or an item condition. Only the inventory container is supported.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
inventory_type | string | no | "inventory" | Only inventory (the vanilla player inventory) is supported; power inventories no-op |
slots | array of string | no | — | Restrict to these vanilla/Apoli slot names (e.g. weapon.mainhand, weapon.offhand, armor.head). Omit or leave empty to scan every slot |
item_condition | item condition | no | — | Only drop stacks matching this condition. Omit to drop everything |
throw_randomly | bool | no | true | Scatter the dropped items |
retain_ownership | bool | no | false | Tag drops with the thrower for pickup priority |
Example — drop just the held weapon:
{ "type": "neoorigins:drop_inventory", "slots": ["weapon.mainhand"] }
Block-target verbs
These act on the block on the other side of the interaction — the block a projectile or raycast impacted — rather than on an entity. They resolve the impacted block from the active dispatch context (a projectile on_hit_action that lands on a block, or a raycast block_action), so you can write them directly as an on_hit_action / block_action and they self-resolve the hit block. Each no-ops cleanly when no block resolves or the block isn’t applicable. To run one against a specific resolved block context explicitly, wrap it in block_target_action.
neoorigins:strip
Axe-strips the context block — logs and wood (all vanilla wood families, including crimson/warped stems and hyphae, and bamboo blocks) become their stripped variant, preserving the pillar axis. No-op if the block has no strip mapping.
No fields.
Example — a projectile that strips logs it hits:
{ "type": "neoorigins:strip" }
neoorigins:till
Hoe-tills the context block — grass / dirt / coarse-dirt / rooted-dirt / dirt-path become farmland (coarse dirt becomes plain dirt), but only when the block directly above is air (the vanilla hoe rule). No-op otherwise.
No fields.
Example:
{ "type": "neoorigins:till" }
neoorigins:path
Shovels the context block into a dirt path — grass / dirt / podzol / mycelium / coarse-dirt / rooted-dirt, only when the block directly above is air (the vanilla shovel rule). No-op otherwise.
No fields.
Example:
{ "type": "neoorigins:path" }
neoorigins:grow
Applies one bonemeal-style growth tick to the context block if it’s a bonemealable block ready to grow (crops, saplings, grass, etc.), with the green growth particles. No-op when the block isn’t bonemealable or isn’t valid for growth right now.
No fields.
Example — a projectile that fertilises crops it hits:
{ "type": "neoorigins:grow" }
neoorigins:transform_block
The generic primitive: sets the context block to to, optionally only when it currently matches from. Use this as the fallback for any block state swap not covered by the verbs above. No-op when to is missing/unknown or the from guard fails.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
from | string | no | — | Optional block-id guard; only transform when the impacted block matches (e.g. "minecraft:stone"). |
to | string | yes | — | Block id to set the impacted block to (e.g. "minecraft:gold_block"). |
Example — turn the stone you hit into gold:
{ "type": "neoorigins:transform_block", "from": "minecraft:stone", "to": "minecraft:gold_block" }
neoorigins:block_target_action
The block-side analogue of target_action: resolves the impacted block from the active dispatch context and runs the inner block-target verb against it. No-op when no block context resolves or the inner action isn’t a block-target verb (strip / till / path / grow / transform_block). The actor (the power holder) is the one running the power.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
action | object | no | — | Inner block-target verb to run on the resolved context block. |
Example — a projectile that strips the block it hits, via the wrapper:
{ "type": "neoorigins:block_target_action", "action": { "type": "neoorigins:strip" } }
neoorigins:teleport_to_marker
Teleports the target to an absolute position or by a relative offset. The “marker” naming is aspirational — named-marker lookup is not yet wired; only absolute position and dx/dy/dz offsets are honoured.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
position.x / .y / .z | double | no | — | Absolute target (if position is present, offsets are ignored) |
dx / dy / dz | double | no | 0 | Relative offset from current position |
Example:
{ "type": "neoorigins:teleport_to_marker", "dx": 0.0, "dy": 16.0, "dz": 0.0 }
neoorigins:equipped_item_action
Runs an item action on the stack in a given equipment slot. Delegates per-stack verbs to ItemActionParser.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
equipment_slot | string | no | "mainhand" | "head", "chest", "legs", "feet", "offhand", or "mainhand" |
item_action | object | yes | — | Item action to run (see Item Actions below) |
Example — damage the held item by 5:
{ "type": "neoorigins:equipped_item_action",
"equipment_slot": "mainhand",
"item_action": { "type": "neoorigins:damage", "amount": 5 } }
neoorigins:modify_inventory
Iterates inventory slots and runs an item action on each matching stack.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
item_action | object | yes | — | Item action to run per matching stack |
item_condition | object | no | — | Item condition to filter stacks (see Item Conditions below); all stacks if absent |
slot | string | no | — | Restrict to a single slot name; iterates all slots if absent |
Example — consume all rotten flesh in inventory:
{ "type": "neoorigins:modify_inventory",
"item_condition": { "type": "neoorigins:ingredient", "item": "minecraft:rotten_flesh" },
"item_action": { "type": "neoorigins:consume" } }
neoorigins:raycast
Performs a block and/or entity raycast from the player’s eye position along their look vector. Runs nested actions at the hit position.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
distance | double | no | 10.0 | Max raycast distance |
block | bool | no | true | Include block hits |
entity | bool | no | false | Include entity hits |
fluid_handling | enum | no | none | How fluids are treated: none / source_only / any |
shape_type | enum | no | visual | Block shape used for the trace: visual or collider |
block_action | object | no | — | Action to run at the hit block position (dispatched with RaycastBlockContext so ~ ~ ~ resolves to the hit block) |
bientity_action | object | no | — | Action to run when an entity is hit (actor = caster, target = hit entity) |
miss_action | object | no | — | Action to run when nothing is hit within range |
before_action | object | no | — | Entity action run once before the ray is cast, regardless of hit outcome (e.g. consume a reagent) |
command_along_ray | string | no | — | Command run at each step along the ray, hit or miss. Bare /particle <id> ~ ~ ~ commands are force-rendered so trails stay visible past the client particle setting |
command_step | double | no | 1.0 | Block increment between command_along_ray executions |
command_at_hit | string | no | — | Command run at the precise impact point when the ray hits a block or entity (same force-rendering as command_along_ray) |
Example — execute command at the looked-at block:
{ "type": "neoorigins:raycast",
"distance": 32.0,
"entity": false,
"block_action": {
"type": "neoorigins:execute_command",
"command": "particle minecraft:flame ~ ~ ~ 0.5 0.5 0.5 0.1 20"
} }
neoorigins:cast_spell
Casts an inline, author-baked Build A Spell (buildaspell) spell as the player. This is an integration action: it only does anything when Build A Spell is installed. Gate any power that uses it with the top-level "required_mods": ["buildaspell"] field so the power doesn’t even load without BaS — without that gate the action degrades to a logged no-op when BaS is absent.
The spell is assembled once at datapack-load time and reused on every dispatch. Cost is charged on your NeoOrigins power (resource / hunger / cooldown), so the BaS mana pool is never touched — but BaS’s own per-component enable/disable config toggles are still honoured.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
delivery | enum | yes | — | One of Build A Spell’s 5 delivery methods: rune, sight, self, cast, tracking |
components | array | yes | — | The ordered component list (effect / modifier / compat:* ids). See ordering below |
Component order is EFFECT-FIRST
components is a single ordered list, not a split of effects and modifiers. A modifier binds to the effect that precedes it, so each effect id is followed by the modifier ids that apply to it. A modifier appearing before the first effect is silently dropped.
EFFECT-FIRST (correct): ["damage", "increased_power", "increased_power", "lightning", "chain"]
^ damage, doubly powered ^ lightning, chained
Any id that isn’t a known effect, a known modifier, or a compat:-prefixed compat effect causes the whole spell to fail to build (logged, naming the bad id) and the power does nothing. The list is capped at 30 components and a duplicate non-stackable modifier is dropped — the same limits a player hits in the in-game builder.
Easiest authoring path: build the spell in the in-game Build A Spell editor, hit its “Export to Power” button, and paste. The button emits the
componentslist in the correct effect-first order; hand-writing it is the error-prone path.
Example — a doubly-powered, chained lightning bolt on an active ability:
{
"type": "neoorigins:active_ability",
"key": "key.neoorigins.spell",
"cooldown_ticks": 40,
"entity_action": {
"type": "neoorigins:cast_spell",
"delivery": "cast",
"components": ["damage", "increased_power", "increased_power", "lightning", "chain"]
}
}
(The inner cast_spell block is a plain entity_action — lift it into action_on_event / condition_passive for a passive trigger.)
neoorigins:crafting_table
Opens a 3×3 crafting menu for the target player, anchored at the player’s position (so any recipe needing the table works). Takes no fields. Player-only.
Example:
{ "type": "neoorigins:crafting_table" }
Item actions
Item actions operate on a single ItemStack and are used inside equipped_item_action, modify_inventory, and other per-stack contexts. They use the ItemActionParser verb set.
neoorigins:merge_nbt
Merges SNBT data into the stack’s data components via LegacyTagToComponents. Pre-1.21 SNBT keys (Potion, Enchantments, Damage, Unbreakable, CustomModelData, display.Name/Lore) are auto-translated to modern data components.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
nbt | string (SNBT) | yes | — | SNBT to merge |
neoorigins:consume
Removes the stack entirely (sets count to 0). No fields.
neoorigins:damage
Damages the stack’s durability.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
amount | int | no | 1 | Durability to remove |
neoorigins:set_count
Sets the stack’s count.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
count | int | no | 1 | New stack size |
neoorigins:and (item)
Runs multiple item actions in sequence.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
actions | array of item action | yes | — | Actions to run in order |
neoorigins:if_else (item)
Conditional item action dispatch.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
condition | item condition | no | FALSE | Guard |
if_action | item action | no | noop | Runs when condition passes |
else_action | item action | no | noop | Runs when condition fails |
Item conditions
Item conditions evaluate to true/false against an ItemStack. Used inside equipped_item entity conditions and if_else item actions. They use the ItemConditionParser verb set. All item conditions support the universal "inverted": true flag.
neoorigins:empty
True when the stack is empty. No fields.
neoorigins:nbt
True when the stack’s persistent data contains the given SNBT compound (subset match).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
nbt | string (SNBT) | yes | — | SNBT to match against |
neoorigins:enchantment
True when the stack has the given enchantment at or above a minimum level.
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
enchantment | resource id | yes | — | Enchantment ID |
min_level | int | no | 1 | Minimum level |
neoorigins:ingredient
True when the stack matches a vanilla ingredient (item ID or tag).
| Field | Type | Required | Default | Description |
|---|---|---|---|---|
item | resource id | no | — | Exact item ID |
tag | resource id | no | — | Item tag |
Bare item ID strings (no type field) also match via the ingredient fallback path.
neoorigins:and / neoorigins:or / neoorigins:not (item)
Standard boolean combinators, same shape as entity conditions but operating on ItemStack.