Closed MerchantPug closed 3 years ago
Feel free to change the name from inverted, I was just using it because it was a familiar term.
Idk how to specify only one commit to PR so this'll have to do.
Feel free to pick and choose what you want in Apoli.
To be coherent with resource bars, shouldn't the elytra texture path field be named sprite_location
?
I wouldn't call it a sprite location because it's not really a sprite, it's a texture
Fair 🤔
TODO - Swap getInverted() to isInverted()
Feel free to pick and choose what gets into the mod
Inverted Cooldown Bars
This change allows for bars that start as filled and empty over time. It also shouldn't break existing datapacks as inverted defaults to false.
This was already possible using resources but it is not possible with cooldowns, this makes it possible with cooldowns.
Elytra Flight Textures
This change allows the elytra flight power to have a texture specified. When specified the elytra's texture changes. By default it is null. A null value makes the power display the default elytra texture.
RGB Color Fields for EntityGlowPower
This change allows the entity glow power to have RGB values separated from teams. It works by swapping out the color values of the glow render but only when the entity is glowing from said power.
By setting
use_teams
to false (defaulted to true for compatibility reasons) you can set thered
,green
andblue
fields to values. (Realistically you only want to go between 0.0 and 1.0 otherwise some unintended things happen (doesn't crash so it's fine)) After these values are set your entity glows that color.Self Entity Glow
Basically the same as
apoli:entity_glow
with the changes above but it affects the entity with the power as opposed to rendering other entities that meet the condition. It also supports theentity_condition
andbientity_condition
fields so you can control who sees the self entity glow.Toggleable field for
apoli:shader
Adds a field that when set to false it makes it so the specified shader is unable to be toggled via the F4 key.