Phasing
Allows the entity that has the power to "phase" (move) through blocks.
Type ID: origins:phasing
Fields
Field | Type | Default | Description |
---|---|---|---|
blacklist |
Boolean | false |
If set to true, the block_condition field will define which blocks the player can NOT move through. |
block_condition |
Block Condition Type | optional | If specified, the entity will only be able to move through these blocks (or not be able to move through these, depending on what blacklist is set to). |
render_type |
String | "blindness" |
Determines how the environment is rendered when "phasing" through (moving) blocks. Accepts "blindness" , "remove_blocks" or "none" . |
view_distance |
Float | 10.0 |
Determines how far the player can look through walls when "phasing" (moving) through blocks when render_type is set to "blindness" . |
phase_down_condition |
Entity Condition Type | optional | If specified, the entity will only be able to "phase" (move) downwards if this condition is fulfilled. |
Examples
{
"type": "origins:phasing",
"blacklist": true,
"render_type": "blindness",
"view_distance": 10,
"block_condition": {
"type": "origins:in_tag",
"tag": "origins:unphasable"
},
"phase_down_condition": {
"type": "origins:and",
"conditions": [
{
"type": "origins:sneaking"
},
{
"type": "origins:on_block"
}
]
}
}
This example will allow the player to phase through all blocks except for those in the origins:unphasable
(data/origins/tags/blocks/unphasable.json
) block tag. They can also phase down while sneaking, but will make a short stop at each block so they don't take fall damage.