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Apoli 2.12.0-alpha.13 (Minecraft 1.21.1)

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@eggohito eggohito released this 30 Nov 22:55
· 59 commits to 1.21.x/dev since this release
64b49b5

Additions

  • Added legacy aliases for meta condition types;
    • and --> all_of
    • or --> any_of
    • chance --> random_chance

Changes

  • Renamed some meta condition types (and added their old name as an alias)
    • and --> sequence
    • chance --> random_chance
  • Made the *_inventory action/condition types use slot ranges (e.g: hotbar.*, armor.*, etc.)
  • Made the keep_inventory power type use slot ranges (e.g: enderchest.*, inventory.*, etc.)
  • Renamed the simple power type to dummy (and added its old name as an alias)
  • Renamed the active_self power type to action_on_key_press (and added its old name as an alias)
  • [For addon developers] Added PowerUtil, a utility class for modifying/querying resource values, and validating if a power type is considered a resource.
  • [For addon developers] Made container type an interface. There's also a new registry, ApoliRegistries#CONTAINER_TYPE, where addons can register their container types to be used by the inventory power type. Currently, there are two types of container type:
    • Preset container type, which re-uses a screen handler/screen of a pre-existing container
    • Dynamic container type, which has definable rows, columns, title alignment, and texture via data; also has its own screen handler/screen (currently incomplete and unsupported)
  • [#254] [For addon developers] Overhauled power/action/condition (types);
    • Power/action/condition types no longer use type factories, but type configurations (that has its ID (via TypeConfiguration#id), and its TypedDataObjectFactory (via TypeConfiguration#dataFactory), which is an extension of Calio's DataObjectFactory that contains its CompoundSerializableDataType)
    • Power/action/condition types now use a similar structure for consistency
    • Actions/conditions now have their own classes (e.g: EntityAction instead of Consumer<Entity> or ActionTypeFactory<Entity>.Instance)

Fixes

  • Fixed amount field of modifiers being prioritized over the resource field (it should be the other way around)
  • Fixed /power remove command and revoking powers in general
  • Fixed NullPointerException issue (crash) when checking for power types in entities
  • Fixed action_on_item_pickup power type not properly executing its actions
  • Fixed inventory power type giving ghost items when the power is lost
  • Fixed in_entity_set bi-entity condition type causing a crash when either the actor or target do not exist

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