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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.

tip

To get colour values from a colour picker, divide each RGB value by 255 to get a number between 0.0 and 1.0.

warning

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).

note

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

FieldTypeDefaultDescription
entity_conditionEntity Condition TypeoptionalIf set, only entities that pass this condition glow for the player with the power.
bientity_conditionBi-entity Condition TypeoptionalIf 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_teamsBooleantrueWhether glowing entities use their team colour. If false, the glow uses the red, green and blue fields.
redFloat1.0Multiplies the red component of the glow, from 0.0 to 1.0.
greenFloat1.0Multiplies the green component of the glow, from 0.0 to 1.0.
blueFloat1.0Multiplies the blue component of the glow, from 0.0 to 1.0.
self_glow_targetBooleanfalseIf 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.