Entity Glow (Power Type)
Makes other entities glow, as they do with the Glowing effect, but only for the player that has the power.
Type ID: apoli:entity_glow
Both the entity with the power and the glowing entity can be any entity, not only living ones. Granting apoli:self_glow to a projectile, such as an arrow or a custom projectile, makes the projectile itself glow.
In bientity_condition, the actor is always the entity that has the power. For apoli:entity_glow that is the viewer, and the target is the entity that would glow. For apoli:self_glow it is the other way round: the actor is the glowing entity and the target is the viewer who might see it.
To get colour values from a colour picker, divide each RGB value by 255 to get a number between 0.0 and 1.0.
entity_condition and bientity_condition are evaluated on the client, so only conditions the client can answer work: the world and time, entity flags and pose, equipment, apoli:power_active, resources and cooldowns, your own apoli:inventory containers, and entity sets, both your own and those of any entity in view. apoli:command, apoli:advancement, apoli:scoreboard, apoli:stat and apoli:predicate read as false there. Nothing glows in first person either, because Minecraft doesn't render the camera entity, so test apoli:self_glow in third person (F5).
A bientity_condition or entity_condition that fails to parse fails the whole power, with a log line naming it. Check the log first, because a glow that ignores its condition is usually a condition that never parsed.
Fields
| Field | Type | Default | Description |
|---|---|---|---|
entity_condition | Entity Condition Type | optional | If set, only entities that pass this condition glow for the player with the power. |
bientity_condition | Bi-entity Condition Type | optional | If set, an entity only glows when this condition passes. The actor is the player with the power, and the target is the entity that would glow. |
use_teams | Boolean | true | Whether glowing entities use their team colour. If false, the glow uses the red, green and blue fields. |
red | Float | 1.0 | Multiplies the red component of the glow, from 0.0 to 1.0. |
green | Float | 1.0 | Multiplies the green component of the glow, from 0.0 to 1.0. |
blue | Float | 1.0 | Multiplies the blue component of the glow, from 0.0 to 1.0. |
self_glow_target | Boolean | false | If true, the entity that has the power glows for everyone else, instead of other entities glowing for it. The apoli:self_glow type ID is an alias for this power with self_glow_target set 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 makes every entity that isn't an arthropod glow while it is in a cobweb. The glow uses the entity's team colour.
{
"type": "apoli:entity_glow",
"bientity_condition": {
"type": "apoli:can_see"
},
"use_teams": false,
"red": 0.0,
"green": 1.0,
"blue": 0.0
}This makes every entity the player can see glow green.