Fixes
- Fixed
blabber dialogue start
not working when used as a command action on a dialogue end state
Updated to MC 1.21
Mod Interactions
- JEI no longer appears on the dialogue screen with the RPG layout
Additions
- New illustration types:
blabber:fake_player
draws a (potentially offline) player with custom datablabber:texture
draws a 2D texture from a resourcepack
- New anchor system for illustrations: you do not have to draw everything relative to the top-left corner anymore, you can pick any corner plus a couple predefined "good spots" for illustrations
- use the
/blabber settings set debug.anchors <true|false>
command to toggle the illustration anchor debug mode, which displays the coordinates of the cursor relative to every available anchor
- use the
- Added the
scale
property for item illustrations (defaults to1.0
)- Limitation: durability bars and stack count indicators do not render when a custom scale is set
- API: Added an experimental API for custom parameterized dialogue layouts
- Added customization options for dialogue layouts
- Currently, the only configuration available is
main_text_margins
on the RPG layout
- Currently, the only configuration available is
- Added Mexican Spanish localization (thanks TheLegendofSaram !)
Changes
- The format of entity illustrations has changed
- They now use
x
/y
/width
/height
properties instead ofx1
/y1
/x2
/y2
to bring them in line with other illustrations size
has been renamed toentity_size
stare_at_x
/stare_at_y
properties have been moved to astare_at
object, which can optionally take ananchor
- Illustrations in the old format should keep working, but only the new format will be actively supported going forward
- They now use
- Illustration deserialization error messages have been improved slightly
- Blabber will now log a warning with some additional details when it detects that a player gets stuck without available choices
- API:
DialogueIllustration#parseText
can now throwCommandSyntaxException
- API: the mod is now compatible with split sourceset environments
- The experimental illustration API has been consequently reworked
Mod Interactions
- JEI no longer appears on the dialogue screen
Fixes
- Actions for the starting state now run as expected when a dialogue is started
Additions
- Dialogues can now contain illustrations, extra visual content that can be positioned anywhere on the screen (thanks Sekoia !)
- Added 3 default illustration types : in-world entities, fake entities, and items
- Illustrations can also be added to individual choices, in which case they are positioned relative to the corresponding choice
- Added Chinese localization (thanks SettingDust and nageih !)
Mod Interactions
- Fixed compatibility with REI when loaded through Sinytra Connector
Updated to 1.20.4
Mod Interactions
- REI no longer appears on the RPG dialogue screen variant
Fixes
- Fixed the
/blabber
command failing to find dialogues added through regular datapacks
Additions
- Added a new
DialogueActionV2
interface that lets mods act upon the interlocutor in a dialogue
Additions
- Dialogues now support advanced text components, like entity selectors and scores
- You can now specify an interlocutor when starting a dialogue
- The interlocutor entity can be referred to in commands and texts using a new entity selector,
@interlocutor
- It can also be referred to using a new loot condition,
blabber:interlocutor_properties
Changes
- Dialogues can now be reloaded using the
/reload
command
Additions
- A new dialogue screen you can use : the RPG layout, ideal for dynamic NPC dialogues with short choices
- This new layout can be chosen on a per-dialogue basis - look at the documentation for details
Changes
- Updated the French localization
Fixes
- Fixed scrolling in the dialogue screen behaving erratically
- Updated to MC 1.20.2
- First version available on Modrinth
Additions
- Conditional choices !
- A dialogue choice can require an arbitrary condition in the form of a JSON predicate
- You can make it so that, when a choice is unavailable, it displays as either grayed out or hidden entirely
- Grayed out choices display a customizable explanation when hovered
- Conditions are refreshed every tick while a dialogue is active
- Blabber will warn you in the logs at initialization if a dialogue has a risk of leaving a player without choices
- You can now see a little arrow icon next to the currently selected choice
- This icon gets replaced with a lock when the choice is unavailable
- If despite all validation a player ends up on a dialogue screen with no choice available, they will now see an "escape hatch" choice suggesting they report the issue
Changes
- BREAKING : Dialogues are now loaded from
data/<namespace>/blabber/dialogues/
instead ofdata/<namespace>/blabber_dialogues/
- BREAKING (for modders) : The maven group and package are now
org.ladysnake
instead ofio.github.ladysnake
Mod Interactions
- REI and EMI no longer appear on the dialogue screen
Updated to MC 1.19.4
Fixes
- Fixed quilt incompatibility caused by unsupported API
Updated to MC 1.19.3
Updated to MC 1.19.1
Updated to MC 1.19
Additions
- Dialogues now get validated upon world loading - the following issues will cause failures :
- Infinite loops preventing users from reaching a dialogue state with type
dialogue_end
- Dialogue states that are not endings but offer no choice either (unless it is guaranteed that players cannot reach them)
- Infinite loops preventing users from reaching a dialogue state with type
- Updated to 1.18.2
- Updated CCA dependency => **Update your dependencies:
io.github.onyxstudios.Cardinal-Components-API
->dev.onyxstudios.cardinal-components-api
- Fixed
unskippable
not being actually optional - Made more errors appear when loading an invalid dialogue definition file
- Add localization for dialogue instructions (thanks cominixo01, Tijmen, BingQI, and AwsAlex!)
Initial version
Additions
- Data-driven dialogues
- In-game command to start a dialogue