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Mineforgian

Player Abilities

Adds an extensive and customizable ability framework to grant players active, passive, and triggered abilities.

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163
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1
Обновлён
15 августа 2026 г.
Лицензия
All-Rights-Reserved

Опубликован 8 июля 2026 г.

Player Abilities is a framework for adding abilities to players. It supports active abilities the player uses on demand, always-on passives, and triggered abilities that fire on their own when a condition is met. Abilities have levels, cooldowns, and optional requirements, and everything can be tuned from datapacks. There are also many configuration options.

Please check out the website for detailed instructions on how to use this mod. You can also look at the Player Abilities: Reverie mod to see some implementations. 

This mod adds no abilities, it just adds the API and framework to create and add abilities to the game. It's intended for you to make your own abilities for your own use. If you want to try out some abilities you can download my companion mod to this one that implements abilities for my modpack, Player Abilities: Reverie.

Three kinds of abilities

Active abilities are selected and used by the player. An ability can fire instantly, charge up (hold to wind up, then release), or channel (the effect runs while you maintain it). Using an ability can require standing still and can be interrupted by damage, with a progress bar and countdown on screen.

The current selected ability will show up on the HUD.

To select a new ability you can open up the ability wheel (default 'z'). It will show each ability you have access to. If you have more than 10 abilities (or the config to separate abilities by type) you can scroll between ability wheels with the wheel open by using the mouse scroll.

Passive abilities are on while you have them. They can grant attribute bonuses like health, speed, reach, or jump strength, or run custom always-on behavior. Passives can be turned off and on from the Ability Book.

Triggered abilities fire automatically when their condition happens. Examples: survive a hit that would have killed you, gain speed after taking damage. Triggers exist for kills, deaths, crits, shield blocks, falls, jumps, eating, sleeping, gaining XP, respawning, dropping below a health threshold, and more. Each triggered ability has its own cooldown and shows a notification when it fires and when it is ready again.

*These are all test abilities and are not included in the mod.

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Core systems

  • Ability levels. Abilities can scale their effects, cooldowns, and wind-up times by level.
  • Cooldowns and requirements. An ability can have a cooldown plus requirements like kills or damage taken. All of them must be met before it can be used again.
  • Effects. Abilities can apply timed effects when used, either standard potion effects or fully custom ongoing behavior written by a developer.
  • A cooldown reduction attribute that gear and effects can modify.

Ability Tomes

Every registered ability, including abilities added by other mods, automatically gets an Ability Tome item. Using the tome teaches the player that ability. Tomes are color coded by ability kind and collected in their own creative tab. They work well in loot tables and as quest rewards.

Controls

Four keybinds, all rebindable in the controls menu. The defaults do not conflict with any vanilla key:

  • Z: Ability Wheel (open the radial selector; scroll to page through categories).
  • X: Use Selected Ability.
  • C: Cycle Selected Ability.
  • N: View Abilities (the ability book).

UI

  • A radial wheel for selecting active abilities, grouped into pages by category.
  • An Ability Book listing everything you know, tabbed by kind, with tooltips showing descriptions, cooldowns, levels, and requirements. Passives are toggled here.
  • A HUD widget showing the selected ability, its cooldown, active effect timers, and ready notifications. It has four display modes (always, contextual, minimized, hidden) and can be placed in any corner of the screen.

Datapack configuration

Every gameplay value can be overridden per ability from a datapack: cooldowns, wind-up times, requirements, max levels, effect durations, attribute and effect grants, categories, and the mod compat wiring below. No config file is required for any ability. Datapack values override the defaults.

Mod compat (all optional)

  • Project MMO: gate ability use behind skill levels, and grant ability levels from skill progression.
  • Pufferfish's Skills: skill tree nodes can grant and level abilities. Grants stay in sync with the tree, including respecs.
  • Iron's Spells 'n Spellbooks: mana costs for abilities (planned).

The mod works standalone. Compat activates automatically when the other mods are installed.

For developers

Player Abilities is built as an API. Abilities are registered through a registry. Attribute and effect grants are declared in a single method. Triggered abilities subscribe to built-in trigger points, and mods can define and fire their own. The framework handles grants, levels, cooldowns, requirements, persistence, syncing, and UI. Cancelable events let other mods gate or observe ability use.

Roadmap

  • Archetypes: custom races and classes, defined as leveled bundles of abilities and granted as a unit.
  • Iron's Spellbooks mana integration.
  • More trigger points and requirement types.
  • A documentation site with full details.

Requires NeoForge for Minecraft 1.21.1.

Ченджлог

1.20.1-1.0.3Релиз1.20.1 · 15 августа 2026 г.

1.0.3

  • Players with PMMO's ignoreReqs flag (/pmmo admin ignoreReqs) now bypass ability skill requirements, matching how PMMO treats its own requirements.
  • Fixed stale passive attribute bonuses surviving a relog after a datapack changes an ability's attribute_grants.
  • Fixed an ability mid-use being silently dropped when returning through the End exit portal, and ability effects now restart properly after that return.
  • An ability that throws an error in any of its callbacks no longer crashes the server; it is logged and skipped.
  • Datapack configs now warn about keys that have no effect on that kind of ability.

1.0.2

  • Fixed ability data being permanently lost — crashing the server — the first time a player died or traveled between dimensions.
  • Fixed passive abilities losing their attribute bonuses after returning through the End exit portal.
  • A triggered ability that throws an error no longer crashes the server; it is logged and skipped.
  • Fixed rarer issues found in a full audit: a config leak between servers on the client, skill-mod grant reconciliation running against a stale player after respawn, and duplicate tick jobs stacking on death.
  • Trimmed per-frame and per-tick allocations in the HUD and in ability effect ticking.
1.21.1-1.0.8Релиз1.21.1 · 15 августа 2026 г.

1.0.8

  • Fixed a passive ability whose id nests under another's (like example:speed and example:speed/two) having its attribute bonuses stripped when the other activates.

1.0.7

  • Players with PMMO's ignoreReqs flag (/pmmo admin ignoreReqs) now bypass ability skill requirements, matching how PMMO treats its own requirements.
  • Fixed passive abilities losing their attribute bonuses after returning through the End exit portal.
  • A triggered ability that throws an error no longer crashes the server; it is logged and skipped.
  • Fixed rarer issues found in a full audit: a possible login crash with addon abilities, a config leak between servers on the client, skill-mod grant reconciliation running against a stale player after respawn or during the End credits, and duplicate tick jobs stacking on death.
1.20.1-1.0.2Релиз1.20.1 · 15 августа 2026 г.

1.0.2

  • Fixed ability data being permanently lost — crashing the server — the first time a player died or traveled between dimensions.
  • Fixed passive abilities losing their attribute bonuses after returning through the End exit portal.
  • A triggered ability that throws an error no longer crashes the server; it is logged and skipped.
  • Fixed rarer issues found in a full audit: a config leak between servers on the client, skill-mod grant reconciliation running against a stale player after respawn, and duplicate tick jobs stacking on death.
  • Trimmed per-frame and per-tick allocations in the HUD and in ability effect ticking.
1.21.1-1.0.6Релиз1.21.1 · 14 августа 2026 г.

1.0.6

  • Fixed a false "ability is ready" notice: an ability revoked while its cooldown was still running (for example a boon mod taking its boon away on death) announced itself as ready anyway, most visibly right after respawning.
  • Fixed abilities with kill or damage requirements never announcing that they were ready. The notice now appears when the requirement is actually met, rather than being skipped because the cooldown happened to end first.
  • Fixed clearing a cooldown early through the API not announcing the ability as ready.
  • Ready notices are now decided by the server at the moment a cooldown expires instead of being inferred by the client, so they survive respawns, dimension changes, and lag spikes.
  • Trimmed per-frame and per-tick allocations in the HUD and in ability effect ticking.
  • Network protocol version bumped. Clients and servers must both be on 1.0.6.
1.21.1-1.0.5Релиз1.21.1 · 14 августа 2026 г.

1.0.5

  • Debounce ability wheel. Allow creative players to bypass all requirements / cooldowns
1.20.1-1.0.0Релиз1.20.1 · 11 июля 2026 г.

1.0.0

  • Port to Forge 1.20.1
1.21.1-1.0.5Релиз1.21.1 · 10 июля 2026 г.

1.0.5

  • Debounce ability wheel. Allow creative players to bypass all requirements / cooldowns
1.21.1-1.0.4Релиз1.21.1 · 9 июля 2026 г.

1.0.4

  • Update Effect Grant to allow showParticles and showIcon

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