Releases: apace100/apoli
Apoli 2.0.4
- Made status effects synchronize to clients, so the
status_effect
condition works on client-side powers (likeentity_glow
orinvisibility
) (Thanks Pug) - Removed debug outputs from the
modify
item action - Fixed an error that occured when syncing some powers
- Fixed
on_block
not properly checking for the actual block the player's standing on if that isn't a full block (e.g. soul sand) - Fixed
modify_break_speed
crashing when noblock_condition
is provided - Fixed powers which prevent entity actions (
prevent_entity_use
andprevent_being_used
) not working correctly
Apoli 2.0.3
- Fixed a bug introduced in 2.0.2 that occured when upgrading existing worlds where players had a PlayerAbilityPower
Apoli 2.0.2
- Prevented
testdata
from showing up in builds status_bar_texture
now also affects the experience bar- Fixed a crash which occured with
in_block_anywhere
modify_swim_speed
no longer affects upward movement in lavamodify_swim_speed
now properly affects vertical speed while swimming- Added more power-related callbacks
- Made power synchronization more efficient
- Fixed
modify_damage_dealt
only working with player entities - Fixed snowballs not causing a hit
- Fixed multiple ability powers for the same ability (e.g. multiple
creative_flight
powers) conflicting with each other - Fixed
modify_food
not syncing properly when food or saturation were modified to be 0.
Apoli 2.0.1
- Added
testdata
which contains power files and potentially other data used for testing, which is not included in the build
- Changed maven group to start with
com
, so it's consistent with JitPack - Fixed a bug where joining players would not correctly receive the powers of other players
- Fixed
mount
not synchronizing properly when players are mounted - Fixed
modify_crafting
not calling theentity_action
andblock_action
- Fixed
prevent_entity_use
only triggering itsbientity_action
on the server - Fixed crash when using the
grant_power
entity action - Fixed
revoke_power
entity action not removing sub-powers - Power factories are now created inside their power class (this is just a code refactor, shouldn't affect anyone)
active_self
now has a defaultcooldown
of 1 and a hiddenhud_render
by defaultcommand
condition now also respects theexecute_command
configcan_see
now only considers visual obstructions, not physical collidersattacker
condition now works properly on the client-side
- Removed CreativeFlightPower class as it wasn't used
Apoli 2.0.0
New Powers
- Added power types:
prevent_game_event
,modify_crafting
,freeze
,modify_block_render
,modify_fluid_render
,modify_camera_submersion
,action_on_entity_use
,action_on_being_used
,action_on_hit
,action_when_hit
,action_when_damage_taken
,prevent_entity_use
,prevent_being_used
,self_glow
,status_bar_texture
,item_on_item
,overlay
,tooltip
,modify_air_speed
,attribute_modify_transfer
New Actions
- Bientity actions which act upon two entities at the same time
- Added bientity actions:
and
,chance
,choice
,invert
,actor_action
,target_action
,mount
,set_in_love
,tame
,add_velocity
- Added item actions:
modify
,damage
- Added entity actions:
emit_game_event
,toggle
,grant_power
,revoke_power
,explode
,dismount
,passenger_action
,riding_action
New Conditions
- Entity conditions now act upon entities of type
Entity
, no longer specific toLivingEntity
- Bientity conditions which act upon two entities at the same time
- Added bientity conditions:
constant
,and
,or
,invert
,action_condition
,target_condition
,either
,both
,undirected
,distance
,can_see
,owner
,riding
,riding_root
,riding_recursive
,attack_target
,attacker
- Added entity conditions:
living
,riding
,riding_root
,riding_recursive
,passenger
,passenger_recursive
,nbt
,creative_flying
- Added block condition:
nbt
- Added item conditions:
nbt
,fireproof
,empty
,enchantable
,power_count
,has_power
,amount
- Added
fluid
fluid condition
Changes to existing powers/actions/conditions
- Added
inverted
field to the hud render data type - Added
texture_location
field toelytra_flight
power - Added
tick_rate
field tostacking_status_effect
power - Added color fields and a toggle for the color to
entity_glow
power - Added
toggleable
field toshader
power - Added
item_action
andpreferred_slot
fields togive
entity action - Added
update_health
field toconditioned_attribute
power - Added
always_edible
field tomodify_food
power - Added
interval
andstart_delay
fields tofire_projectile
power - Added
operation
field tochange_resource
entity action to allow setting the resource instead of changing it - Added
visible_in_first_person
field toparticle
power
- Removed
permission_level
field fromexecute_command
. Now uses a global permission level set in a config file.
Other Additions
- Powers can be defined in an item stack's NBT data, which will be granted to an entity when held in a specific slot
- Added
add_power
loot function to add powers to an item stack - Added a config file for power configuration (also accessible via Mod Menu)
- Added several callbacks for other mods to hook into loading/reading of powers
- Added a callback to hook into places where values are modified to modify them without conflict
- Added
gained_power
advancement criterion
Fixes
- Fix potential crash when trying to reset spawn and player is disconnecting
- Made
/resource
work on non-player entities - Fixed new sub-powers not applying to an entity with a
multiple
power if that power containes new sub-powers - Fixed
prevent_block_selection
not working with blocks which don't have a full cube outline - Restored the ability to move cooldown and resource bars on the hud via a config
- Fixed
modify_damage_taken
not applying to non-player entities - Fixed
damage_over_time
powers not correctly calculating the onset delay amount from armor - Fixed
damage_over_time
powers persisting the onset delay even when armor was removed - Fixed
phasing
power type crashing on non-player entities - Fixed
inventory
GUI title and power name clashing on the fieldname
- the GUI title is now gathered from atitle
field. - Fixed
particle
power not showing particles in third person for the player who has it
Thanks to all the people who contributed code, ideas, bug reports, and other support during this update.
Apoli 1.0.4
- Updated mappings and updated to 1.17.1
- Updated to new Calio version (1.0.2)
- Fixed damage over time protection enchantment not increasing the damage onset as much as intended
- Changed order of execution of actions in
action_over_time
power.rising_action
now executes before the firstentity_action
tick - Fixed
shader
powers crashing when an undefined shader was specified and the power is revoked - Removed the inability to equip an elytra when an
elytra_flight
power is active
Apoli 1.0.3 (MC 1.17)
Fixed resource and cooldown bars not displaying correctly.
Apoli 1.0.2 (MC 1.17)
Fixed lava_vision
power type not working. That's it.
Apoli 1.0.1 (MC 1.17)
First stand-alone release of Apoli. Wait for a wiki to know what Apoli is about. :D
Since last version:
- Updated Calio to 1.0.1
- Updated CCA to 3.0.0
- Added an additional optional argument to the
power list
command, which specifies whether or not to list "sub-powers" which are granted through amultiple
power type (default: false). - Namespace aliases can now be made from any namespace to any arbitrary namespace, not just to
apoli
.
- Removed
APOLI_IDENTIFIER
data type -*
functionality is now implemented in Calio. - Removed
origins
namespace alias - that should have never been here, but in Origins instead. - Removed the version check.
-
Changed the protection onset delay calculation in the
damage_over_time
power type. Will become more customizable with the next feature update. -
Fixed
entity_glow
power freezing the game -
Fixed attributes visually being applied on the client when entering a Nether portal.
-
Fixed
creative_flight
andelytra_flight
power types not supporting conditions. -
Fixed
creative_flight
power type stopping to work after death. -
Fixed explosive projectiles not spawning when used in
fire_projectile
power type. -
Fixed hud renders not allowing bars that are 8 pixels tall. (Still not perfect, because background is always only 5 pixels tall, lol)