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}" }

Examplethrow 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, omit chance (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.

⚠️ resource must be the full namespaced power id. The *: / *:* self-reference wildcard is not resolved for resources (only power_active and origins:multiple sub-powers support it) — a reference containing * targets a non-existent key and is warned about at load. This applies equally to set_resource and the neoorigins:resource condition.


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 hit
  • action_on_hit_taken.bientity_action — actor = you, target = the entity that hit you
  • action_when_hit / projectile on-hit (action_on_hit on 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 blocks
  • force: 2.0 → ~7–9 blocks
  • force: 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:

  1. Dispatch context first — if the action fires from an interaction that carries a target entity (the mob you hit, the entity a raycast’s bientity_action struck, a projectile’s on_hit_action target), that entity is tamed.
  2. Crosshair fallback — when no context target resolves, the mob under the actor’s crosshair within max_distance is 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 components list 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.