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Releases: Ladysnake/Blabber

v1.3.0

01 Nov 14:18
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Version 1.3.0:

Additions

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

see full changelog here

v1.2.0

31 Oct 23:00
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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

see full changelog here

v1.1.0

28 Oct 21:44
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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

see full changelog here

v1.0.0-mc1.20.1

24 Oct 12:57
48cf116
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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

see full changelog here

v1.0.0

22 Oct 19:01
1b6ad49
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Version 1.0.0:

  • 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 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

see full changelog here

v0.6.0

25 Mar 12:07
90cbb99
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Version 0.6.0:

Updated to MC 1.19.4

see full changelog here

v0.5.1

26 Feb 22:48
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Version 0.5.1:

Fixes

  • Fixed quilt incompatibility caused by unsupported API

see full changelog here

v0.5.0

26 Feb 18:29
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Version 0.5.0:

Updated to MC 1.19.3

see full changelog here

v0.4.0

30 Jul 23:29
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Version 0.4.0:

Updated to MC 1.19.1

see full changelog here

v0.3.0

12 Jun 10:04
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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)

see full changelog here