Using them#
All of these work in any
Palladium power file (data/) like
Palladium's own types. Properties left
out use the defaults listed here. This is part of the Test Stone's power from the test pack: a
power level on its own energy bar, an energy blast that scales with it, and a Sling Ring portal in the fire style.
{
"name": "Test Stone",
"icon": "infinity_test_stone:test_stone",
"background": "minecraft:textures/block/pink_concrete.png",
"gui_display_type": "tree",
"energy_bars": {
"level": {
"color": "#FF69B4",
"max": 5,
"min": 0,
"synced_value": { "type": "score", "objective": "TestStoneLevel", "fallback": 0 }
}
},
"abilities": {
"level": {
"type": "infinity:power_level",
"title": "Power Level",
"description": "Level 0-5 shown on the level bar. Damage abilities below scale with it.",
"hidden_in_bar": true,
"hidden": true,
"objective": "TestStoneLevel",
"max_level": 5
},
"level_up": {
"type": "infinity:power_level_change",
"title": "Level Up",
"description": "Raises the power level.",
"bar_color": "pink",
"gui_position": [0, 1],
"amount": 1,
"conditions": {
"enabling": [ { "type": "palladium:action", "cooldown": 0 } ]
}
},
"blast": {
"type": "infinity:energy_blast",
"title": "Energy Blast",
"description": "Fires a pink blast whose damage doubles with each level.",
"bar_color": "pink",
"gui_position": [2, 1],
"damage": 6.0,
"color": "#FF69B4",
"scale_with_power_level": true,
"conditions": {
"enabling": [ { "type": "palladium:action", "cooldown": 10 } ]
}
},
"sling_ring": {
"type": "infinity:portal",
"title": "Sling Ring",
"description": "Opens the portal menu and travels through a ring of sparks, like Doctor Strange.",
"bar_color": "orange",
"gui_position": [5, 2],
"style": "fire",
"conditions": {
"enabling": [ { "type": "palladium:action", "cooldown": 40 } ]
}
}
}
}The full file in the test pack uses nearly every ability type on this page. To lock an ability until the stone is in a gauntlet, add
"unlocking": [ { "type": "infinity: to its conditions.
Palladium's generated documentation (mods/) lists the same types with the exact property formats for your installed version.
Ability types#
infinity:force_field #
While enabled, blocks hits from entities (melee, projectiles and other attacks with an attacker) dealing less than damage_threshold, and every hit from the always_blocked entity types. Damage without an attacker (falling, fire…) still goes through. Pair it with palladium:ability_enabled to tie it to a visible toggle, as the Space Stone does.
| Property | Default | Description |
|---|---|---|
damage_ | 23.0 | Hits from entities dealing less than this much damage are blocked |
always_blocked | iron_ | Entity types whose hits are blocked no matter how strong |
render_layer | none | Palladium render layer drawn on the entity while the force field is up |
hit_sound | none | Sound played when the force field blocks a hit |
infinity:invulnerability #
Cancels all damage the entity takes while enabled, from every damage type (including other mods' types), unlike palladium:damage_immunity which only blocks the listed tags. Combine it with an enabling condition such as palladium:ability_enabled.
| Property | Default | Description |
|---|---|---|
invulnerable_ | 20 | Hurt cooldown given each time a hit is blocked, so knockback and hurt effects don't stack. 0 leaves the normal cooldown |
min_damage | 0.0 | Hits weaker than this still go through |
negate_hits | false | Stops hits before they land at all: no knockback, red flash or hurt sound |
particle | none | Simple particle shown around the entity when a hit is blocked |
infinity:portal#
Players only. When enabled, opens the Space Stone portal menu (dimension with suggestions + coordinates). Opening it creates a linked pair of portals: one in front of the player, one at the destination. Use a palladium:action enabling condition.
| Property | Default | Description |
|---|---|---|
texture | infinity: | Menu background: a square image in the 172×172 layout (dimension field at y 49, coordinates at y 75, button at y 104) |
color | #4DB3FF | Color of the portals' ring and surface |
style | default | "default", or "fire" for an orange portal in a spinning ring of flames like a sling ring portal (color is then unused) |
size | 1.0 | Portal size. 1 is the normal 2.5 block tall portal |
infinity:jump_portal #
Players only. When enabled, opens a pair of short-lived portals: one in front of the player and one on safe ground at the block they look at, and jumps the player there. With
Immersive Portals installed they are real portals instead, seen and walked through from both sides, and the player walks through the near one themselves before they close. Use a palladium:action enabling condition.
| Property | Default | Description |
|---|---|---|
range | 256.0 | How far away the looked-at block can be |
color | #4DB3FF | As infinity:portal |
size | 1.0 | As infinity:portal |
style | default | As infinity:portal |
infinity:telekinesis #
Players only. Use with a palladium:toggle condition. Turning it on picks up the looked-at entity or solid block. Scrolling moves it closer or further and attacking throws it. Turning it off sets it down. The toggle switches itself off when there's nothing to pick up or the target is thrown or lost. Unbreakable blocks and blocks with block entities can never be picked up.
| Property | Default | Description |
|---|---|---|
range | 32.0 | How far away the target can be |
launch_speed | 2.5 | Speed the target is thrown at |
pick_ | true | Whether entities can be picked up |
pick_up_blocks | true | Whether blocks can be picked up |
entity_ | [] | Entity type IDs or #tags that can be picked up. Empty allows all |
entity_ | [] | Entity type IDs or #tags that can never be picked up |
block_whitelist | [] | Block IDs or #tags that can be picked up. Empty allows all |
block_blacklist | [] | Block IDs or #tags that can never be picked up |
infinity:spatial_lock #
Locks entities and blocks in space: a locked object can't move, fall or be knocked back (a block floats) until it's picked up with telekinesis or clicked again the same way. Locks are saved with the world. With lock_through telekinesis (players only) it works while unlocked, so use it as a skill tree unlock with "hidden_in_bar": true and no enabling conditions. With right_click or left_click the player clicks the looked-at entity or block while the ability is enabled. Unbreakable blocks and blocks with block entities can never be locked.
| Property | Default | Description |
|---|---|---|
lock_through | telekinesis | telekinesis (using while holding something with infinity:telekinesis), right_click or left_click (clicking the looked-at entity or block) |
range | 32.0 | How far away a clicked entity or block can be. Not used with telekinesis |
lock_entities | true | Whether entities can be locked |
lock_blocks | true | Whether blocks can be locked |
entity_ | [] | Entity type IDs or #tags that can be locked. Empty allows all |
entity_ | [] | Entity type IDs or #tags that can never be locked |
block_whitelist | [] | Block IDs or #tags that can be locked. Empty allows all |
block_blacklist | [] | Block IDs or #tags that can never be locked |
color | #4DB3FF | Color of the particles around a locked entity or block |
infinity:black_hole #
Players only. Use with a palladium:toggle condition. Turning it on summons a growing black hole in front of the player that follows their aim and pulls in entities and blocks. Attacking throws it, and it collapses on its own later. Turning it off before throwing collapses it.
infinity:clones#
Players only. Replaces the player's clones with new copies around them. Clones copy the player's look, follow and defend them, attack what they hit, and vanish after their lifetime or when the player dies. Use a palladium:action condition with a cooldown.
| Property | Default | Description |
|---|---|---|
count | 3 | Number of clones |
lifetime | 1200 | Ticks each clone lasts |
spread | 2.0 | Distance from the player they appear at |
health | 20.0 | Max health of each clone |
confuse_enemies | true | Mobs targeting the player pick randomly between the player and nearby clones |
infinity:mind_reading #
Players only. Opens a read-only snapshot of the looked-at living entity: info card, effects, equipment and inventory. Use a palladium:action condition.
| Property | Default | Description |
|---|---|---|
range | 32.0 | How far away the entity can be |
show_inventory | true | Whether the inventory is shown below the equipment |
infinity:disguise #
Players only. Opens a menu to type a username and wear that player's skin and name, or Reset. Worn while any infinity:disguise ability is unlocked. Use a palladium:action condition.
infinity:energy_blast #
Fires a glowing energy blast where the entity looks that damages the first entity it hits. Use a palladium:action condition.
| Property | Default | Description |
|---|---|---|
damage | 3.0 | Damage dealt |
color | #FF00FF | Color of the blast |
speed | 1.5 | Blocks per tick |
scale_ | true | Multiplies the damage by 2^level of infinity:power_level (infinite when maxed) |
infinity:power_blast #
A palladium:energy_beam whose damage is 2^level of the entity's infinity:power_level. When maxed it switches to max_energy_beam, runs max_commands_on_block_hit and explodes where it hits blocks. damage, energy_beam and commands_on_block_hit are set by the ability itself. The other energy_beam properties work as usual.
| Property | Default | Description |
|---|---|---|
max_energy_beam | infinity: | Beam used at max level with all six stones |
max_ | [] | Commands run when the max-level beam hits a block |
max_ | 4.0 | Explosion power where the max beam hits a block, every tick (0 for none) |
infinity:power_level #
Players only. Gives the power a level from 0 to max_level, kept in a scoreboard objective (for energy bars and objective_score conditions) or directly in an energy bar of the same power. Infinity's damage abilities scale with the first enabled power_level ability.
| Property | Default | Description |
|---|---|---|
storage | scoreboard | Where the value is kept: 'scoreboard' (in objective) or 'energy_bar' (in the energy bar named by energy_bar, which must belong to the same power) |
objective | DamageCycle | Scoreboard objective the level is stored in |
energy_bar | power_level | Energy bar the level is kept in with storage energy_bar. It should have no synced_value or auto_increase |
max_level | 11 | Highest level |
unlock_ | [] | Abilities that unlock each level, in order. Level n is reachable once the first n are unlocked. Empty: every level is available |
scale_ | true | Whether base attack damage is set to 2^level |
max_ | [] | Powers the player must also have for max_level to count as maxed (infinite damage) |
infinity:power_level_change #
Players only. Each time it's enabled, changes the infinity:power_level by amount, staying between 0 and the highest unlocked level. Pair a +1 and a −1 copy with scroll_up / scroll_down action conditions.
| Property | Default | Description |
|---|---|---|
amount | 1 | Levels added each time (negative lowers) |
infinity:rocket_burst #
Launches a burst of homing rockets from the hand the power comes from (the off hand with a gauntlet). Rockets explode on impact and never hurt their shooter.
| Property | Default | Description |
|---|---|---|
rockets | 5 | Rockets launched at once |
scale_ | true | Scales damage by level ÷ max_level. Full damage when false |
rocket_type | default | Look of the rockets' trail: default (smoke with a colored puff), smoke, dust, firework, flame, soul_flame or end_rod |
rocket_color | #C32AD1 | Color of the rockets' trail (not used by smoke and flame) |
sound | infinity: | Sound the user hears on launch |
infinity:power_cyclone #
The Power Stone cyclone from
Star Tech, Man! The Legendary Mod?: rings of particles that grow upward around the entity while it's enabled, and a Power Stone rocket every rocket_interval ticks.
| Property | Default | Description |
|---|---|---|
rockets | true | Whether the cyclone launches rockets |
rocket_interval | 20 | Ticks between rockets |
rocket_type | default | Look of the rockets' trail: default (smoke with a colored puff), smoke, dust, firework, flame, soul_flame or end_rod |
rocket_color | #C32AD1 | Color of the rockets' trail (not used by smoke and flame) |
particle | default | default (dark explosion puffs, some in particle_color), dust (in particle_color), or any simple particle ID such as minecraft:flame |
particle_color | #C32AD1 | Color of default and dust particles |
particle_spread | 1.0 | How far particles stray from the rings, as a multiple of the original spread |
particle_speed | 0.0 | Speed particles are thrown outward at |
cyclone_speed | 6.0 | Degrees the cyclone spins per tick |
radius | 9.0 | Radius of the widest (bottom) ring, in blocks |
height | 10 | Number of rings, one per block upward. One appears every 10 ticks |
infinity:power_radiation #
Client render effect: glowing cracks spreading over the skin as the named animation timer counts up. Hidden by default.
| Property | Default | Description |
|---|---|---|
timer_ability | timer | Animation timer ability in the same power. Its value is the radiation's age in ticks |
stone | infinity: | Gauntlet stone whose color the cracks take |
infinity:meteor_storm #
Players only. Pulls a moon of the given size onto the spot the player looks at, breaking into meteors on the way down. One storm per player at a time.
| Property | Default | Description |
|---|---|---|
size | 1 | Size of the moon in blocks |
scale_ | true | Adds the infinity:power_level to the size |
infinity:shockwave #
The Concussive Blast from
Star Tech, Man! The Legendary Mod?: rings of energy from the hand for the given ticks. Everything in front (in a box growing up to 4 blocks) is flung along the look and hurt every tick. Use an action condition with a cooldown.
| Property | Default | Description |
|---|---|---|
damage | 5.0 | Damage every tick of the blast |
duration | 7 | Ticks the blast lasts |
speed | 3.0 | Speed added along the look every tick |
color | white | Color of the energy rings |
infinity:movement_lock #
Stops the player walking, strafing and jumping, and optionally changing hotbar slot.
| Property | Default | Description |
|---|---|---|
lock_hotbar | true | Whether the hotbar slot is locked too (never in creative) |
infinity:potion_effect #
Keeps a potion effect applied while enabled, refreshing it only shortly before it runs out.
| Property | Default | Description |
|---|---|---|
effect | minecraft: | Effect to keep applied |
amplifier | 0 | 0 = level I |
duration | 20 | Ticks applied each time |
refresh_at | 10 | Remaining ticks at which it's topped up |
hide_particles | true | Hide particles and icon |
infinity:reality_copy #
Players only. Saves the looked-at block (not unbreakable ones) for infinity:reality_paste. Kept through death and relogging. Shown by the infinity:reality_saved_block icon. Use an action condition.
| Property | Default | Description |
|---|---|---|
range | 30.0 | How far away the block can be |
infinity:reality_paste #
Players only. Turns the looked-at block into the saved Reality block, or every non-air block within sneak_radius while sneaking. Respects build permissions and protection.
| Property | Default | Description |
|---|---|---|
range | 30.0 | How far away the block can be |
sneak_radius | 5 | Sphere radius while sneaking (1 = only the looked-at block) |
infinity:time_flow #
Players only. Requires
Chrono API. Use with a toggle. While on, the whole server runs at the tick rate of the player's current step. Off returns to 20 TPS. Give the user infinity:time_immunity.
| Property | Default | Description |
|---|---|---|
objective | tickrateCycle | Objective the current step is stored in |
display_ | timestonesidebar | Objective set to step + 6 (1 to 11), for an energy bar |
min_step | -5 | Fastest step. Each step below 0 adds 4 TPS (−5 = 40 TPS) |
max_step | 5 | Slowest step. Each step above 0 removes 4 TPS, 5 or more is 2 TPS |
compensate | true | Hidden Speed and Haste for the user while time is slowed |
infinity:time_flow_change #
Players only. Each time it's enabled while infinity:time_flow is on, moves the step by amount. Pair +1 and −1 copies with scroll conditions.
| Property | Default | Description |
|---|---|---|
amount | 1 | Steps added: positive slows time, negative speeds it up |
infinity:time_freeze #
Requires
Chrono API. Use with a toggle. While on, time is frozen for the whole server. Give the user infinity:time_immunity.
infinity:time_immunity #
Requires
Chrono API. While enabled the entity keeps moving at normal speed when the tick rate changes or time is frozen, and players are whitelisted from those changes. Hidden by default.
infinity:time_set #
Players only. While enabled, /infinity time set <time> works for the player.
infinity:projectile_stop #
While enabled, every projectile that comes within range (the #infinity:projectiles tag, and any other projectile except fishing bobbers) freezes in the air. Once it's out of range or the ability turns off, it hangs for release_delay more ticks, then carries on (or flies back with reverse). Survives reloads.
| Property | Default | Description |
|---|---|---|
range | 6.0 | Projectiles closer than this are stopped |
release_delay | 40 | Ticks a projectile keeps hanging after it's out of range or the ability turns off |
duration | 0 | Most ticks one projectile is held, even while in range. 0 holds it as long as it's in range |
reverse | false | Whether released projectiles fly back the way they came |
stop_own | false | Whether the user's own projectiles are stopped too |
infinity:soul_storage #
Players only. While enabled, every kill stores one soul, up to max (not clones or drained mobs), in a scoreboard objective or directly in an energy bar of the same power.
| Property | Default | Description |
|---|---|---|
storage | scoreboard | Where the value is kept: 'scoreboard' (in objective) or 'energy_bar' (in the energy bar named by energy_bar, which must belong to the same power) |
objective | SoulStorage | Objective the souls are stored in |
energy_bar | souls | Energy bar the souls are kept in with storage energy_bar |
max | 50 | Most souls that can be stored |
infinity:soul_heal #
Players only. Spends cost souls to restore heal health. Does nothing at full health or without enough souls.
| Property | Default | Description |
|---|---|---|
heal | 4.0 | Health restored (2 = one heart) |
cost | 1 | Souls spent |
infinity:soul_drain #
Players only, needs an enabled infinity:soul_storage. Drains the looked-at mob (AI off, greyscale) for souls. While sneaking gives a drained mob its soul back. Players, #forge:bosses, clones and AI-less mobs can't be drained.
| Property | Default | Description |
|---|---|---|
range | 8.0 | How far away the mob can be |
souls | 1 | Souls gained per drain and spent per restore |
infinity:pocket_dimension_enter #
Players only. Takes the player and every entity in range to the dimension, remembering where each came from.
| Property | Default | Description |
|---|---|---|
dimension | infinity: | Dimension to go to |
range | 5.0 | Radius of entities taken along |
arrival_y | 72.0 | Arrival height (same X/Z) |
tag | in_soul | Scoreboard tag added to the player (empty for none) |
infinity:pocket_dimension_exit #
Players only. In the dimension, sends the player and every entity in range back to where each came from (or to arrival_y in the overworld with slow falling).
| Property | Default | Description |
|---|---|---|
dimension | infinity: | Dimension to leave |
range | 5.0 | Radius of entities sent back |
arrival_y | 72.0 | Overworld height for entities with no origin |
tag | in_soul | Scoreboard tag removed from the player |
infinity:locate_player #
Players only. While enabled, /infinity soul locateplayer <player> works for the player.
infinity:eye_of_agamotto #
Players only. Acts on the worn Eye of Agamotto (chest or
Curios necklace). Use with an action condition and the infinity:eye_of_agamotto condition.
| Property | Default | Description |
|---|---|---|
action | open | open, close, remove_stone or insert_stone |
infinity:gauntlet_skin_layer #
Renders the skin of the gauntlet at the given position, as defined in data/infinity/gauntlet_skins.
| Property | Default | Description |
|---|---|---|
position | worn | worn (off hand / Curios), mainhand or ground (armor stand head) |
infinity:gauntlet_stones_layer #
Renders the stones of the gauntlet at the given position, each in the slot it occupies.
| Property | Default | Description |
|---|---|---|
position | worn | worn, mainhand, ground, custom (the worn custom gauntlet) or head (stones with "head": true in the Curios head slot) |
infinity:super_punch #
Punches a shockwave forward from the hand: it travels range blocks at speed, hurting and flinging every entity within size of its path once, and breaking the blocks it passes through when blocks is true. The user is pushed back by recoil. Use a palladium:action condition (e.g. right_click) with a cooldown so one press is one punch. To allow it only while another ability is on, as the Power Stone does with Damage Control, give it a palladium:ability_enabled unlocking condition.
| Property | Default | Description |
|---|---|---|
damage | 3.0 | Damage dealt to each entity hit |
damage_type | null | Damage type ID, e.g. minecraft:explosion. null for a normal attack |
color | #FF00FF | Color of the shockwave |
speed | 1.5 | Blocks travelled per tick |
range | 12.0 | How far the punch travels |
size | 2.0 | Width of the punch: entities and blocks this close to its path are hit |
knockback | 1.5 | Speed hit entities are flung at |
recoil | 0.5 | Speed the user is pushed back at. 0 for none |
blocks | true | Whether it breaks the blocks it passes through (never unbreakable ones) |
whitelist | [] | Block IDs or #tags that can be broken. Empty allows all |
blacklist | [] | Block IDs or #tags that are never broken |
scale_ | true | Whether the properties in power_level_scales follow infinity:power_level |
power_ | ["damage", "recoil"] | Which of damage, speed, range, size, knockback and recoil scale: damage by 2^level (infinite when maxed), the rest by 1 + level ÷ max_level |
infinity:toggle#
A switch in the skill tree. Give it a palladium:experience_level_buyable unlocking condition with 0 levels: buying it switches 'setting' (a player setting, on until first switched, read by the infinity:setting condition) or 'gamerule' (a boolean game rule) over, shows the new state above the hotbar, and locks it again for the next click. Settings are saved with the player and synced to every client. The stones' passive toggles use it.
| Property | Default | Description |
|---|---|---|
setting | "" | The player setting it switches, read by the infinity:setting condition (e.g. space_stone.speed) |
gamerule | "" | Instead, a boolean game rule it switches for the whole world (e.g. doDaylightCycle) |
infinity:effect_immunity #
While enabled, the listed effects can't be given to the entity (they are refused as they are applied, by potions, mobs or commands), and any of them it already has are removed when it starts. Used by the Soul Stone's Effect Immunity.
| Property | Default | Description |
|---|---|---|
effects | [] | IDs of the effects it can't be given, e.g. minecraft:poison |
infinity:score_step #
Each time it is enabled (usually by a palladium:action condition, e.g. scrolling), adds amount to the player's score in objective, kept between min and max, and plays sound.
| Property | Default | Description |
|---|---|---|
objective | "" | The scoreboard objective (created when first written) |
amount | 1 | How much it adds; negative to take away |
min | lowest int | Lowest score |
max | highest int | Highest score |
sound | "" | Sound played to the player on each step (empty for none) |
infinity:dynamic_scale #
Scales the entity with
Pehkui from a scoreboard, an energy bar, a
Palladium property, experience levels or experience progress. Sizes glide over duration ticks, and back to normal when the ability is disabled. With steps, each whole value picks its own scale from the table. Needs
Pehkui and does nothing without it. Based on DynamicPehkuiScale from Chrono Palladium by Ender/Nox. The Reality Stone's Size Control uses it.
| Property | Default | Description |
|---|---|---|
scale_types | ["base"] | base, width, height, hitbox, eye_height, model, motion, reach, jump_height, visibility, mining_speed and the other Pehkui scale types, or any Pehkui scale type ID |
dynamic_ | "" | Where the value comes from: scoreboard, energy_bar, palladium_property, xp_level or xp |
property | "" | What is read: the scoreboard objective, the energy bar, or a number property of this ability |
multiplier | add | How amount is applied to the value: add, multiply or divide. Not used with steps |
amount | 1 | The amount added to, multiplied with or divided into the value |
steps | [] | Instead of multiplier and amount: the scale for each whole value, starting at first_step |
first_step | 0 | The value the first of the steps is for |
duration | 1 | Ticks each size change (and the return to normal size) takes |
Conditions#
infinity:gauntlet_slot #
The given stone is installed, in any slot, in the worn gauntlet: an Infinity Gauntlet in the off hand or
Curios hands slot, otherwise a custom gauntlet.
| Property | Default | Description |
|---|---|---|
item | none | Stone as an ingredient, e.g. {"item": "infinity:power_stone"} |
infinity:gauntlet_slot_mainhand #
The given stone is installed, in any slot, in the Infinity Gauntlet in the main hand.
| Property | Default | Description |
|---|---|---|
item | none | Stone as an ingredient |
infinity:stone_equipped #
The Infinity Stone is in the active gauntlet, a held Cosmi-Rod, or the
Curios head slot.
| Property | Default | Description |
|---|---|---|
stone | infinity: | Stone item ID |
infinity:gauntlet_skin #
The relevant Infinity Gauntlet has the given skin. Empty checks for no skin and "*" any skin. Skins that no longer exist count as no skin.
| Property | Default | Description |
|---|---|---|
skin | "" | Skin ID |
main_hand | false | Check the gauntlet in the main hand instead |
ground | false | Check the gauntlet on a ground armor stand's head |
infinity:gauntlet_visible #
The worn gauntlet should be drawn: false when it's only in a
Curios hands slot whose visibility button is off. Use it on render layers.
infinity:custom_gauntlet #
The active gauntlet is a custom gauntlet (an Infinity Gauntlet in the off hand or
Curios hands takes priority), optionally a specific one.
| Property | Default | Description |
|---|---|---|
gauntlet | "" | Custom gauntlet ID (file name). Empty for any |
infinity:double_action #
Like palladium:action, but the key must be pressed twice within confirm_ticks. The first press only shows the message.
| Property | Default | Description |
|---|---|---|
confirm_ticks | 60 | Ticks the second press must come within |
message | Press again to confirm | Action bar message after the first press |
infinity:double_toggle #
Like palladium:toggle, but turning it on needs two presses within confirm_ticks. Turning it off is one press.
| Property | Default | Description |
|---|---|---|
confirm_ticks | 60 | Ticks the second press must come within |
message | Press again to confirm | Action bar message after the first press |
infinity:eye_of_agamotto #
Checks the Eye of Agamotto worn on the chest or
Curios necklace slot.
| Property | Default | Description |
|---|---|---|
open | any | true/false: whether it is open |
stone | any | Whether the Time Stone is in it |
open_for | any | Ticks it has been open (e.g. to show the glow after the animation) |
infinity:telekinetic_grip #
The player is holding something with infinity:telekinesis, optionally matching entities and/or blocks. Server side: use in ability conditions, not render layers.
| Property | Default | Description |
|---|---|---|
entities | [] | Entity type IDs or #tags the held entity must match |
blocks | [] | Block IDs or #tags the held block must match |
infinity:telekinetic_hold #
The entity is being held by someone's infinity:telekinesis. Server side.
infinity:setting #
Checks whether a player setting switched by an infinity:toggle ability is on (or off with "on": false). Works on both sides, so render layers can use it.
| Property | Default | Description |
|---|---|---|
setting | "" | The setting's name, as in the infinity:toggle ability that switches it |
on | true | Whether the setting has to be on (the default, as every setting starts) or off |
infinity:stormbreaker_near #
Whether a thrown
Powerborne Stormbreaker is within 10 blocks of a player with the Infinity Gauntlet. Checked on the server. While it is, Infinity Stone abilities lock like after the Snap.
infinity:ability_bar #
Players only. The ability bar the player has selected (switched with
Palladium's scroll keys) belongs to the given power. Works on both sides and for other players, so it can drive abilities and render layers.
| Property | Default | Description |
|---|---|---|
power | infinity: | ID of the power whose ability bar must be selected |
Other registered types#
| Kind | ID | What it is |
|---|---|---|
| Icon type | infinity: | Draws the Infinity Gauntlet with its current stones as an ability or power icon. |
| Icon type | infinity: | Draws the player's saved Reality block (used by Paste Block). |
| Render layer type | infinity:stone | Draws a gauntlet stone with the stone look on a GeckoLib model: {"type": "infinity:stone", "stone": <item>, "model": <geo model>}. |
| Power provider | gauntlet_ | Give stone powers from the gauntlet, custom gauntlets, the Curios head slot, the Cosmi-Rod and the Eye. |
| Entity | infinity: | Entities added by the mod. |
| Damage type | infinity: | Damage from being swallowed by a black hole (bypasses armor). |
| Entity type tags | #infinity: | What Stop Projectile freezes, and what the hostile Snap removes. Add your mod's entities with a datapack. |
GeckoLib