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changelog.md

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Version 1.4.3-mc1.20.1

  • Fixed compatibility with REI when loaded through Sinytra Connector

Version 1.4.2-mc1.20.1

  • Fixed /reload not working when adding or removing dialogues

Version 1.4.1-mc1.20.1

  • Fixed dialogues not being synced with clients

Version 1.4.0-mc1.20.1

Backported changes to MC 1.20.1 (thanks SettingDust !)

Mod Interactions

  • REI no longer appears on the RPG dialogue screen variant

Version 1.3.1

Fixes

  • Fixed the /blabber command failing to find dialogues added through regular datapacks

Version 1.3.0

Additions

  • Added a new DialogueActionV2 interface that lets mods act upon the interlocutor in a dialogue

Version 1.2.0

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

Version 1.1.0

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

Version 1.0.0-mc1.20.1

  • Updated to MC 1.20.1

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 of data/<namespace>/blabber_dialogues/
  • BREAKING (for modders) : The maven group and package are now org.ladysnake instead of io.github.ladysnake

Mod Interactions

  • REI and EMI no longer appear on the dialogue screen

Version 0.6.0

Updated to MC 1.19.4


Version 0.5.1

Fixes

  • Fixed quilt incompatibility caused by unsupported API

Version 0.5.0

Updated to MC 1.19.3


Version 0.4.0

Updated to MC 1.19.1


Version 0.3.0

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)

Version 0.2.0

  • Updated to 1.18.2

Version 0.1.3

  • Updated CCA dependency => **Update your dependencies: io.github.onyxstudios.Cardinal-Components-API -> dev.onyxstudios.cardinal-components-api

Version 0.1.2

  • Fixed unskippable not being actually optional
  • Made more errors appear when loading an invalid dialogue definition file

Version 0.1.1

  • Add localization for dialogue instructions (thanks cominixo01, Tijmen, BingQI, and AwsAlex!)

Version 0.1.0

Initial version

Additions

  • Data-driven dialogues
  • In-game command to start a dialogue