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layouts
layout is a grouping of text and images.
it can be used in a hud or popup and has three different layouts.
here's a rough idea of the structure.
(can put conditions on almost any element.)
layout:
y: -5
x: 5
images:
1:
name: example
x: 10
y: -10
scale: 0.5
layer: 1
applies to images and text.
you can increase and decrease the size.
default : 1
ex. scale: 0.5
can scale x-coord and y-coord independently.
render-scale:
x: 0.5
y: 0.5
#static-scale: true
Keep the same size regardless of the GUI scale.
When using this option, it is not recommended to set coordinates in the layout; instead, configure them through the coordinates in the HUD settings.
default: false
priority to display when overlapping.
higher the number, the higher the priority.
default : 0
ex. layer: 1
coordinates of the layout can be moved in pixels.
you can move the entire layout or customize it individually.
Decimal numbers are not possible.
default : 0
ex.
x: 10
y: -10
this refers to how the text should be aligned.
types: left, center, right
ex. align: center
Adjust the opacity.
Range: 0–1
Default: 1
can override the colors in the layout.
test_layout:
color-overrides:
1:
color: "#FF8080"
heads:
...
image_layout:
images:
1:
name: image_id
scale: 0.5
x: 5
y: 10
2:
...
load the images you set in the images folder.
images
armor_stack_image:
type: sequence
files:
- "armor/empty.png"
- "armor/half.png"
- "armor/full.png"
layouts
armor_stack_layout:
images:
1:
name: armor_stack_image
stack: armor@t / 2
max-stack: 10
space: 2
y: 32
x: -40
useful for implementing vanilla minecraft huds
this is the method used for hearts, armor, food, and air
one space per stack is filled.
text_layout:
texts:
1:
name: example_font
space: 0
number-format: "#,###.#"
disable-number-format: false
use-legacy-format: false
pattern: "Lv. [mmocore_level]"
#emoji-scale: 1
#follow: parties_member_exclude_mine:1
#cancel-if-follower-not-exists: false
align: center
x: 10
y: -10
scale: 0.5
outline: true
#deserialize-text: true
#background: test
#background-scale: 0.6
specifies the font to use.
font is named example_font
if you follow the documentation.
ex. name: example_font
adjust the character spacing.
default: 1
automatically find and format numbers, even if they're mixed with text.
DecimalFormat, see the wiki for more information.
https://docs.oracle.com/javase/8/docs/api/java/text/DecimalFormat.html
default : config.yml - number-format: "#,###.#"
does not use number-format.
if it true, '0.###' is used.
'false' is recommended if possible. -editor-
default: true
use legacy formatting.
ex. &aTest
if false, it is used as a text component base.
ex. <gold><b>Test
default: true
define the text to display.
PAPI can be used, and can be mixed with plain text.
ex. pattern: "Lv. [mmocore_level]"
can also embed images in your text. fonts documentation
pattern: "<image:example>"
can import variables from the skript.
The player uses the syntax 'hud player'.
ex. [skript_variable:%{test::%uuid of hud player%}%]
can use <space:n>
to fine-tune the spacing between characters.
ex. "test<space:100>layout"
and you can add color and text formatting.
color type : <#hex>, <black>, <gold>, <gray>, <blue>, <green>, <aqua>, <red>, <yellow>, <white>
format type : bold <b>, obfuscated <obf>
Adjust the scale of the glyph within the layout.
default: 1
layout scale
option adjusts both text and glyphs across the layout,
while the font feature allows you to adjust the scale of each glyph individually.
emoji-scale
option adjusts the size of all glyphs within the layout.
If the player's name is returned as a PAPI, get the entered player's information for all PAPIs (pattern, conditions, etc.) used in that layout.
ex. follow: parties_member_exclude_mine:1
Certain PAPI can start at 0
mmocore_party_member_exclude_mine:0
An option to confirm whether to retrieve when the follow target is offline.
default: true
whether or not to put a drop shadow on the text.
if text is on top of an image, you can't show a drop shadow.
however, if it has a higher layer value than the image, it will show.
ex. outline: true
Caution
using this option may cause problems in normal use.
use it only when you need to intervene externally. ex.skript
this is an option to rework and colorize when color codes are injected from external elements, such as PAPI, for example.
default: false
text_layout:
texts:
1:
...
background: example1
background-scale: 0.6
see the backgrounds documentation for how to set this up first.
adjust the scale of the background.
default: 1
test_text:
texts:
1:
...
pattern: |
line1
line2
line3
line4
line5
#pattern: Minecraft is a 3D sandbox adventure game developed by Mojang Studios where players can interact with a fully customizable three-dimensional world made of blocks and entities. Its diverse gameplay options allow players to choose the way they play, creating countless possibilities.
line-align: center
line: 5
split-width: 300
line-width: 20
can use '\n' inside the pattern to arbitrarily skip to the next line
how many multilines to display at most
default: 1
Pixel length to go to the next line
It is independent of the number of characters and considers the pixel length of each character.
this refers to how the multi line should be aligned.
types: left
, center
, right
spacing between lines and lines
If a player's name is returned to the PAPI, display that player's head.
ex. follow: parties_member_exclude_mine:1
Certain PAPI can start at 0
mmocore_party_member_exclude_mine:0
An option to confirm whether to retrieve when the follow target is offline.
default: true
the head becomes three-dimensional
ex. type: fancy
animations can basically be organized by math formulas and use the exp4j library.
this example is an animation that moves up and down.
example_layout:
images:
1:
name: image_id
animations:
type: play_once
duration: 60
x-equation: 0
y-equation: 3cos(t/30 * pi)
types: loop, play_once
default: loop
when set to play_once, it will only run once.