Moves Overview
The eight movement abilities of Parkour Project and the concepts they share.
Parkour Project ships with eight movement abilities. Every move is physics-driven — there are no teleports or animations that lock you in place. You keep full control, and moves combine into flowing routes.
The move roster
Wall Run
Sprint along and up vertical walls.
Wall Jump
Kick off a wall to gain height and distance.
Wall Cling
Grab and hang on a wall instead of falling.
Climb Vault
Mantle up and over ledges and obstacles.
Quick Vault
Hurdle low obstacles without losing speed.
Slide
Drop into a slide, breach doors, tackle mobs.
Roll
Roll on landing to cut fall damage.
Tic Tac
Kick off a wall to redirect in mid-air.
Shared concepts
Enabled, unlocked & default state
Every move has two independent switches in moves.yml:
enabled— whether the move exists on the server at all.default_unlocked— whether players have it unlocked automatically when they first join.
Admins can override these per player with /parkour moves unlock|lock|enable|disable — see
Commands.
Cooldowns
Most moves have a cooldown (in ticks; 20 ticks = 1 second) to prevent spamming. Remaining
cooldowns can be shown through one or more cooldown UIs (BOSSBAR, CHAT, TOOLBAR) that each
player can toggle. The Roll is special — it has three cooldowns depending on
how well you time it.
Boss bar feedback
Each move defines a boss bar (name, color, overlay) that provides visual feedback while the move
is active. These are fully configurable per move in moves.yml.
All the numeric values on the following pages are the defaults. Everything is tunable in
moves.yml; see the full reference for the complete file.
Moves feed the style system
Chaining moves keeps your combo alive and grows your flow score, which drives your flow rank and unlocks named bonuses. That whole layer is documented under Style System.