Conditions can be used to modify HUD appearance based on logical checks against placeholders.
Condition Formatting
conditions:
- <condition type>{<condition arguments>} <outcome> <action> <action variable>
Condition Type
This is the type of check you are making
Type | Description |
---|---|
Effect | Check potion effects active on the user. |
gamemode | Check the user's gamemode. |
placeholder | Compare placeholders and inputs logically. |
progress | Compare the value output of a listener. |
Condition Arguments
Configuration for what the condition is calculating, such as what Potion Effect to be checking for.
Outcome
This is the condition outcome required for actions to take place. This defaults to true
.
false
may be used to run actions on a false condition outcome.
Action
This is what the Condition's Outcome will effect:
Action | Description | Variable | Example |
---|---|---|---|
Hide | If the condition is resolves to false, the hud will be hidden. | N/A | N/A |
Color | If the condition resolves to true, the hud will be recolored. Supports HEX. | Color |
green or #55ff55
|
Texture | If the condition resolves to true, the hud will be retextured. | Texture Path | assets/sword/fill_health.png |
Example Conditions
This condition will turn the HUD asset's to the color green if the user has the "luck" effect.
conditions: #Hide if the fill layer is empty.
- progress{l=fill;o=>;v=0} true hide
#Color the hud green if the user has the luck effect.
- effect{e=luck} true color green
The default-layout
uses conditions to hide the oxygen bar until its value is in use:
vanilla-air:
conditions: #Hide if the fill layer is empty.
- progress{l=fill;o=<;v=100%} true hide
layers:
icon:
texture:
path: assets/vanilla/air.png
offset:
x: -5
y: 2
fill:
texture:
path: assets/vanilla/exp_bar_short_fill.png
color: "#525aff"
offset:
x: 0
y: 0
function:
listener: air
increment: 13
orientation: horizontal
outline:
texture:
path: assets/vanilla/exp_bar_short_outline.png