Entity Glow (Power Type)

Makes other entities glow (as with the glowing status effect), but only for the player that has the power.

Makes other entities glow (as with the glowing status effect), but only for the player that has the power.

Type ID: apoli:entity_glow

You can use a color picker website and divide the RGB values by 255 to get the values (e.g: ranging from 0.0 to 1.0) to be used for the power type.

Both the holder of the power and the glowing entity can be any entity, not just living ones — granting apoli:self_glow to a projectile (e.g. an arrow or a custom projectile) makes the projectile itself glow.

entity_condition and bientity_condition are evaluated client-side, so only conditions the client can answer will work: world and time, entity flags and pose, equipment, apoli:power_active, resources and cooldowns, and your own apoli:inventory power containers. apoli:command, apoli:advancement, apoli:scoreboard, apoli:stat and apoli:predicate still read as false there. Nothing glows in first person either — Minecraft does not render the camera entity, so test apoli:self_glow in third person (F5).

In bientity_condition, actor is always the entity that holds the power. For apoli:entity_glow that is the viewer and target is the entity that would glow; for apoli:self_glow it is the other way round — actor is the glowing holder and target is the viewer deciding whether they can see it.

A bientity_condition or entity_condition that fails to parse fails the whole power, with a log line naming it. Check the log there first — a glow that ignores its condition is usually a condition that never parsed.

Fields

FieldTypeDefaultDescription
entity_conditionEntity Condition TypeoptionalIf specified, only entities which fulfill this condition will glow for the player that has the power.
bientity_conditionBi-entity Condition TypeoptionalIf specified, the power will only be active if this condition is fulfilled by either or both the ‘actor’ (the player that has the power) and ‘target’ (the entity that would glow) entities.
use_teamsBooleantrueDetermines whether glowing entities should use their team’s color with their glow. If set to false, the entity will instead use the red, green and blue fields within this power type.
redFloat1.0Value by which the red component of the glow will be multiplied. Range: 0.0 - 1.0.
greenFloat1.0Value by which the green component of the glow will be multiplied. Range: 0.0 - 1.0.
blueFloat1.0Value by which the blue component of the glow will be multiplied. Range: 0.0 - 1.0.
self_glow_targetBooleanfalseIf true, the power makes the entity that has the power glow for everyone else, instead of making other entities glow for the holder. The apoli:self_glow type ID is an alias for this power with self_glow_target defaulting to true (see Self Glow).

Examples

{
	"type": "apoli:entity_glow",
    "entity_condition": {
      	"type": "apoli:and",
      	"conditions": [
        	{
          		"type": "apoli:in_block_anywhere",
          		"block_condition": {
            		"type": "apoli:in_tag",
            		"tag": "apoli:material/cobweb"
          		}
        	},
        	{
          		"type": "apoli:entity_group",
          		"group": "arthropod",
          		"inverted": true
        	}
      	]
    }
}

This example will make all entities which are not arthropods glow when they’re in cobwebs. The glow is the same color as the entity’s team.

{
	"type": "apoli:entity_glow",
    "bientity_condition": {
		"type": "apoli:can_see"
	},
	"use_teams": false,
	"red": 0.0,
	"green": 1.0,
	"blue": 0.0
}

This example will make all entities that the player is able to see glow with a green glow.