ISeal Wiki
Moves

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

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.

On this page