Simple (Power Type)
Does nothing on its own, which makes it useful as a flag other powers can test.
Does nothing on its own. That is the point: because a power’s presence and its condition are visible to every other power, a apoli:simple power is the cheapest way to model a piece of state that other powers ask about.
Type ID: apoli:simple
Fields
None. It takes the fields every power takes — condition, name, description, hidden and so on.
Examples
The plain form. On its own it does nothing at all, but other powers can now test for it:
{
"type": "apoli:simple"
} As a toggleable flag. This is the common use — a hidden power with a condition, tested elsewhere with apoli:power_active, so the rule lives in one file instead of being copied into every power that depends on it:
{
"type": "apoli:simple",
"hidden": true,
"condition": {
"type": "apoli:and",
"conditions": [
{ "type": "apoli:in_tag", "tag": "minecraft:is_undead" },
{ "type": "apoli:exposed_to_sun" }
]
}
} {
"type": "apoli:action_over_time",
"interval": 20,
"entity_action": { "type": "apoli:set_on_fire", "duration": 4 },
"condition": {
"type": "apoli:power_active",
"power": "vampire:burning_conditions"
}
} As a granted marker, with no condition at all. Grant it with apoli:grant_power and revoke it later; anything testing apoli:power_active follows:
{
"type": "apoli:simple",
"hidden": true,
"name": "Cursed",
"description": "Something is wrong with you."
}
apoli:dummyandapoli:nothingare this power.apoli:dummyis an alias kept so packs written for the original Apoli load unchanged.apoli:nothingis the power-shaped end of the meta type that also exists as an action and a condition, so “nothing happens here” reads the same wherever you write it.