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Data Types

The value shapes that fields accept, from identifiers to expressions.

Action Result

A string that gives the result of an action, such as success or pass.

Array

A list of values of another data type, in square brackets.

Attribute Modifier

An object that describes how one number is changed, used by attributes and resources alike.

Attribute Modifier Operation

A string that picks the operation of an attribute modifier, such as add_base_early or multiply_total_multiplicative.

Body Part

A named part of a humanoid body: a limb, a skin layer, a region such as a hand or the chest, or a group such as both arms.

Boolean

A value that is either true or false.

Camera Keyframe

One point in an apoli:modify_camera animation: a time, the camera values at that time, and how to ease toward the next point.

Comparison

A string that says how two numbers are compared, such as < or >=.

Connected Blocks

Describes a group of blocks connected to one block, such as a tree trunk or an ore vein.

Container Type

A string that picks the container layout of an apoli:inventory power.

Crafting Recipe

An object that describes a shaped or shapeless crafting recipe.

Custom Particle

A particle Apoli builds from a texture you ship yourself, with its colour, size, lifetime, physics and frame animation set in JSON.

Destruction Type

A string that decides what an explosion does to the terrain.

Easing

A string naming an interpolation curve, for how a value travels from its start to its end over time.

Entity Type Tag-like

An array of entity type IDs and entity type tags, written like the entries of a tag.

Expression

A string holding a maths expression that is worked out when the game reads it, with variables for the entity and the world.

Float

A decimal number, like 6.0, -1.5 or 0.1.

Fluid Handling

A string that decides how raycasts treat fluids.

Food Component

An object that describes food: how much it restores, how fast it is eaten and the effects it gives.

Hand

A string naming one of an entity's hands.

Heightmap Type

A string that picks which kind of highest block the game looks for at a position.

HUD Render

An object or array of objects that decides how a resource or cooldown bar is drawn on the HUD.

Icon

An item or a texture, used wherever Apoli or Origins draws a small picture.

Identifier

A namespaced string that names something in the game, such as an item, block, power or tag.

Ingredient

An item ID, an item tag, a custom ingredient that checks item components, or a list of these.

Integer

A whole number, like 3 or -1.

Inventory Type

A string that decides whether the entity's own inventory or a power's inventory is used.

Item Slot

A string that names a slot of an entity's or container's inventory.

Item Stack

An object that describes a new item stack: the item, the count and its data.

Key

Picks the key an active power reacts to, either a built-in key or one you define in a data pack.

Model Animation

An object or array of objects that picks which Bedrock animation an apoli:custom_model_render geometry model plays.

Model Part Keyframe

One point on a Model Part Transformation's timeline: a value, or a point to reach, at a given time.

Model Part Transformation

A single edit to one named part of a biped model, used by apoli:modify_model_parts.

NBT

A string or object holding named binary tag (NBT) data.

Object

A piece of data made of several named fields, in curly braces.

Particle Effect

A string naming a particle type, or an object naming it together with that type's own parameters.

Player Abilities

A string naming one of a player's abilities, such as flying or building.

Player Model Type

A string that picks one of the two vanilla player skin models.

Positioned Item Stack

An object that describes an item stack and the inventory slot it goes in.

Process Mode

A string that decides whether item stacks are handled item by item or stack by stack.

Projectile Homing

An object that makes a projectile from apoli:fire_projectile seek out a nearby target and curve toward it.

Projectile Reflection

An object that makes a projectile from apoli:fire_projectile bounce off blocks, and optionally off the entities it hits.

Projectile Return

An object that makes a projectile from apoli:fire_projectile fly back to whoever fired it, like a trident with Loyalty.

Render Type

Picks how a texture is drawn onto the model: the blending, culling and lighting of a render layer.

Rope Endpoint

Describes one end of a rope for the from and to fields of apoli:attach_rope.

Scale Type

The ID of one axis of an entity's size, such as apoli:base or apoli:model_height.

Selection

Which of a player's origins on a layer a type reads or moves.

Sequence Step

One position in an apoli:action_on_key_sequence combo: a press, a multi-tap or a hold.

Set Iteration

A string that decides which side of an entity set is walked.

Shape

The outline of a region around a centre point.

Shape Type

A string that decides which block shape a raycast collides with.

Space

A string that picks the coordinate system directions are read in.

Stat

An object that names a statistic by its type and ID.

Status Effect Instance

An object that describes a status effect with its duration, amplifier and display settings.

String

A piece of text in quotation marks.

Team

A scoreboard team, given either by name or as a set of properties to match.

Text Component

A string, array or object for text with formatting, translations, keybinds and the other features of Minecraft's JSON text.

Unit

Which unit an experience comparison is read in, whole levels or raw points.

Vector

An object with X, Y and Z values, for a point or a direction in space.