{<list>}
alone will just show how many there are {effects}
→ 3 (assuming the player has 3 status effects){<list>, "stuff here"}
{effects, "{index} - {icon} {name}\n"}
{effects, "{e:name}", e:level > 2}
{effects, "{e:name}", ", "}
{effects, "{e:name}", ", ", e:level > 2}
=for:<list>=
ends with =endfor=
=for: effects, e:level > 2=
=separator=
will be the separator{effects, "{index} - {icon} {name}\n"}
{i}
/ {index}
, {raw}
, {size}
{exit}
(exits the list prematurely), {continue}
(skips to the next iteration)e:
and likewise can be changed with the -pre:<prefix>
list flag.{effects -pre:eff, "{eff:name}"}
=
/ ==
) are no longer case-sensitive+
, -
, *
, /
, %
(modulus), and ^
(exponential){{x > (8+2 *2, "X is greater than 10"}}
condition ? valueA ; valueB
{setsleep_time, raining ? 12542 ; 12010}
!
) Operator{{ !raining, "not raining","raining"}}
has
Operator{{item:main:name has "wool", "This has wool in the name"}}
{{items has "Stone", "I have Stone"}}
<list>.<child> has <value>
{{all_items.count has 64, "I have at least 1 full stack"}}
{set:test, sin(30+60)}
round
, ceil
, floor
sqrt
, abs
sin
, cos
, tan
, csc
, sec
, cot
asin
, acos
, atan
, acsc
, asec
, acot
log
/ log10
, log2
, log_e
/ ln
, log_e1p
/ ln1p
??
) Operator{target_block_x}
when not
looking at a block. It can't use 0 or -1 as those are valid coordinates. So it instead gives the value of NaN
(Not a Number).
??
allows you to give a "default" valueSharpness: {$ item:main:enchant:sharpness:lvl + 10}
Sharpness: {$ (item:main:enchant:sharpness:lvl ?? 0) + 10}
⋀
, ∧
⋁
, ∨
√(<expression>)
∋
, ∍
, ∌
(list ∋ element
), and
∈
, ∊
, ∉
(element ∈ list
)
max
Width and Text Align max
or -2
. The background for every line will be as wide as the longest linefit
or -1
==Section:TopLeft,0,0,false,fit,<align>==
left
, right
, center
==Disable: <VanillaHudElements>==
health
, hunger
, armor
, air
, (status_bars
for all 4 + horse_health
)hotbar
, item_tooltip
, xp
, (lower
for both and everything in status_bars
)horse_health
, horse_jump
(horse
for both)chat
, scoreboard
, bossbar
, subtitles
, effects
/ status_effects
titles
, actionbar
&
in-front of any variable will now use its number value for color&{target_block_color}
{red}
are now proper variables and can be used in expressions&{target_block_color * -1}
{name}
/ {display_name}
{ten}
/ {target_entity_name}
{lhn}
/ {last_hit_name}
{hen}
/ {hooked_entity_name}
{ven}
/ {vehicle_name}
/ {vehicle_entity_name}
{vha}
/ {horse_armor}
/ {vehicle_horse_armor}
{team}
, {team_name}
{record_name}
{title}
/ {title_msg}
{subtitle}
/ {subtitle_msg}
{actionbar}
/ {actionbar_msg}
{{target_block_id = "stone", "Is Stone", "Not Stone"}}
now works-ns
/ -namespace
and -path
&8{target_block_id -ns}:&2{target_block_id -path}
looks like minecraft:stone{tei}
/ {target_entity_id}
{lhi}
/ {last_hit_id}
{hei}
/ {hooked_entity_id}
{vei}
/ {vehicle_id}
/ {vehicle_entity_id}
{dimension_id}
, {biome_id}
{music_id}
, {record_id}
#DDD605
→ &g
, &{minecoin_gold}
, &{minecoin}
#E3D4D1
→ &h
, &{material_quartz}
, &{quartz}
#CECACA
→ &i
, &{material_iron}
, &{iron}
#443A3B
→ &j
, &{material_netherite}
, &{netherite}
#971607
→ &zm
, &{material_redstone}
, &{redstone}
#B4684D
→ &zn
, &{material_copper}
, &{copper}
#DEB12D
→ &p
, &{material_gold}
, &{mgold}
#47A036
→ &q
, &{material_emerald}
, &{emerald}
#2CBAA8
→ &s
, &{material_diamond}
, &{diamond}
#21497B
→ &t
, &{material_lapis}
, &{lapis}
#9A5CC6
→ &u
, &{material_amethyst}
, &{amethyst}
&{bold}
, &{italics}
, &{underline}
, &{obfuscated}
&{strike}
/ &{strikethrough}
, &{reset}
-r<degrees>
/ -rotate<degrees>
: Rotates Icons{item:main:icon -r45}
will rotate the icon 45 degrees-zf#
/ -zerofill#
: Pad the left with zeros when needed{x -zf3}
(5 would be 005)-v#
/ -freq#
/ -frequency#
-v2
, -v0.5
, -v1/20
-ns
/ -namespace
: Only shows the namespace-path
: Only shows the path-sub
/ -subscript
: Numbers are replaced with their subscript counterpart-sup
/ -superscript
: Numbers are replaced with their subscript counterpart-hex
: Numbers are shown in hexadecimal-oct
: Numbers are shown in octal-bin
: Numbers are shown in binary-base#
: Numbers are show in the base specified, up to 36{x -base7}
-rn
/ -roman
: Displays the number in Roman Numerals
Reminder that the local variant has 1 less = on both sides
Scaling (Global only)==NiceScale: <(+/-) GUI Scale>==
==Scale: <scale>==
==NiceScale: 2==
will render as if the GUI Scale in Minecraft's settings was set to 2.==NiceScale: +1==
with your GUI Scale set to 3, the profile will render as if it was set to 4.==HudScale: <(+/-) GUI Scale>==
==Padding: <top>, <bottom>, <left>, <right>==
==Padding: <verticle>, <horizontal>==
or ==Padding: <all>==
==PersistentFormatting: <true|false>==
&a
or &{green}
) won't reset formatting (like bold)==ItemIconSize: <line|full>==
==LeftGraph: <graph>==
and ==RightGraph: <graph>==
==WhenHudHidden: <Show|ShowIfScreen|Hide>==
(global only){hud_hidden}
in a conditional to limit what info is shown when the hud is hidden==IgnoreBlankLines: <true|false>==
==IgnoreLeadingSpace: <true|false>==
==ConvertLineBreaks: <true|false>==
\n
in the profiles will add NewLines to the hud =BackgroundColor:<color>=
part way through a linewidth
is set to fit
(default), it won't apply until after the next NewLinewidth
is set to max
or a specific amount, it'll apply to the entire linetrue
(same behavior as before)List variables will be shown without the {}
around them, as they are intended to be used in the syntax laid out in Language Features
The e:
and likewise can be changed with the -pre:<prefix>
list flag.
Example: {effects -pre:eff, "{eff:icon}"}
You can reverse the list using the -r
/ -reverse
list flag.
Example: {effects -r, "{eff:icon}"}
effects
pos_effects
/ positive_effects
neg_effects
/ negative_effects
neu_effects
/ neutral_effects
{e:name}
, {e:id}
(see ID variables){e:amp}
/ {e:amplification}
(how it's stored, 0 to 127 then -128 to -1){e:lvl}
/ {e:level}
(1 to 256){e:dur}
/ {e:duration}
, {e:inf}
/ {e:infinite}
{e:ambient}
, {e:show_particles}
/ {e:particles}
, {e:show_icon}
{e:category}
/ {e:cat}
{e:color}
(see new color feature){e:icon}
, {e:icon_no_bg}
players
{p:name}
/ {p:display_name}
, {p:username}
{p:id}
/ {p:uuid}
{p:latency}
, {p:list_score}
{p:gamemode}
, {p:survival}
, {p:creative}
, {p:adventure}
, {p:spectator}
{p:head}
(icon){p:team}
, {p:team:<team method>}
(see {team:<team>:<method>}
){p:team:id}
subtitles
{s:id}
, {s:name}
{s:age}
, {s:time}
{s:x}
, {s:y}
, {s:z}
, {s:dist}
/ {s:distance}
{s:dir}
/ {s:direction}
, {s:left}
, {s:right}
{s:dir_yaw}
/ {s:direction_yaw}
,{s:dir_pitch}
, {s:direction_pitch}
{s:alpha}
(allows you to control the fade, see new color feature){s:sounds}
(1.21+, same child vars as this, excluding id/name) target_block_properties
/ target_block_props
/ tbprops
target_fluid_properties
/ target_fluid_props
/ tfprops
{p:name}
, {p:value}
, {p:type}
, {p:full_type}
target_block_tags
/ tbt
target_fluid_tags
/ tft
{t:name}
, {t:id}
target_block_powers
/ tbpowers
{r:dir}
/ {r:direction}
{r:odir}
/ {r:opposite_direction}
{r:power}
{r:strong}
/ {r:strong_power}
target_villager_offers
, tvo
{o:uses}
,{o:max_uses}
{o:special_price}
,{o:demand_bonus}
,{o:price_multiplier}
{o:disabled}
,{o:can_afford}
(will also look into shulker boxes)
{o:first:<method>}
{o:first_base:<method>}
{o:second:<method>}
{o:result:<method>}
items
child vars, method is the same, but without the i:
{o:first}
, {o:first_base}
{o:second}
{o:result}
items
child varsattributes
target_entity_attributes
/ target_entity_attrs
/ teas
hooked_entity_attributes
/ hooked_entity_attrs
/ heas
{a:name}
, {a:id}
{a:value}
, {a:base_value}
, {a:default_value}
{a:tracked}
(if the server sends it to the client)a:modifiers
. Child Vars: {am:name}
(1.21+: alias of {am:id}
){am:id}
(1.20.6-: UUID, 1.21+: Identifier){am:value}
{am:op}
/ {am:operatopn}
(+ (addition), ☒ (multiply base), × (multiply total)){am:op_name}
, {am:operation_name}
(Addition, Multiplication Base, Multiplication Total)items
all_items
quipped_items
armor_items
inv_items
inv_items_unpacked
hotbar_items
{i:id}
, {i:item}
(Item name){i:name}
(Custom name of the item){i:count}
, {i:max_count}
, {i:inv_count}
{i:dur}
/ {i:durability}
, {i:max_dur}
, {i:max_durability}
{i:dur_per}
, {i:durability_percentage}
{i:dur_color}
, {i:durability_color}
(See new color feature){i:unbreakable}
, {i:repair_cost}
{i:rarity}
(The name of rarity, can also be used with the new color feature){i:armor_slot}
(which armor slot the item can go in){i:icon}
, {i:inv_count_icon}
i:enchants
(See i:enchants
section above)i:lore
with child var {lore:line}
i:attributes
/ i:attrs
(See Item Attribute Modifiers child vars)i:can_destroy
and i:can_place_on
{c:name}
, {c:id}
i:tags
with children {t:name}
and {t:id}
i:items
(items stored in stuff like Shulker Boxes and bundles). Same child vars.i:items_compact
(items stored in stuff like Shulker Boxes and bundles, compacted). Same child vars.i:enchant:<id>:<method>
i:enchant:sharpness:full
name
, id
level
/ lvl
(like IV)max_level
(max level the enchantment can be)full
(like Sharpness IV)num
/ number
(0 indexed)max_num
, max_number
(0 indexed)rarity
{i:hide_flags}
i:info_shown
and i:info_hidden
with child {ii:info}
item:<slot>:enchants
{e:name}
, {e:id}
{e:level}
/ {e:lvl}
(like IV){e:max_level}
(max level the enchantment can be){e:full}
(like Sharpness IV){e:num}
/ {e:number}
(0 indexed){e:max_num}
, {e:max_number}
(0 indexed){e:rarity}
(1.20.4 only)item:<slot>:lore
{lore:line}
item:<slot>:attributes
/ item:<slot>:attrs
a:modifiers
{am:slot}
(where the item has to be for the attr to apply)
Attribute Info{am:attribute}
/ {am:attr}
(attribute name){am:attribute_id}
, {am:attr_id}
{am:attribute_value}
, {am:attr_value}
{am:default_value}
, {am:tracked}
Attribute Modifier Info{am:modifier_name}
/ {am:mod_name}
(1.21+: alias of {am:modifier_id}
){am:modifier_id}
/ {am:mod_id}
(1.20.6-: UUID, 1.21+: Identifier){am:mod_amount}
, {am:amount}
{am:op}
, {am:operation}
(+ (addition), ☒ (multiply base), × (multiply total)){am:op_name}
, {am:operation_name}
(Addition, Multiplication Base, Multiplication Total)item:<slot>:can_destroy
, item:<slot>:can_place_on
{c:name}
, {c:id}
item:<slot>:info_shown
, item:<slot>:info_hidden
{ii:info}
teams
{t:name}
, {t:id}
{t:color}
(see new color feature){t:friendly_fire}
, {t:see_friendly_invis}
, {t:collision}
{t:name_tag_visibility}
/ {t:name_tag}
, {t:death_msg_visibility}
/ {t:death_msg}
t:members
with child {m:member}
(members include offline players)t:online_players
/ players
(See players
child vars)objectives
{o:name}
, {o:id}
{o:criteria}
/ {o:criterion}
(Singleplayer only){o:display_slot}
o:scores
(see below)o:online_scores
(see below)objective:<objective_id>:scores
objective:<objective_id>:online_scores
o:scores
, o:online_scores
{os:name}
/ {os:holder}
, {os:display}
/ {os:display_name}
{os:score}
/ {os:value}
scores
score:<player>
{ss:name}
(objective name){ss:id}
(objective id){ss:criteria}
/ {ss:criterion}
(Singleplayer only){ss:display_slot}
{ss:score}
/ {ss:value}
(player's score for this objective)bossbars
all_bossbars
(Singleplayer only)
{bb:name}
, {bb:uuid}
{bb:id}
(Singpleplayer only, and only for command made bossbars),{bb:percent}
/ {bb:per}
/ {bb:value}
{bb:darken_sky}
, {bb:dragon_music}
, {bb:thickens_fog}
{bb:style}
, {bb:color}
, {bb:text_color}
{bb:enabled}
/ {bb:visible}
(Singleplayer only){bb:icon}
bb:players
(See players
child vars)records
(Currently playing records) {r:name}
, {r:id}
{r:elapsed}
, {r:elapsed_per}
/ {r:elapsed_percentage}
{r:length}
, {r:remaining}
{r:icon}
profiler_timings
{pt:name}
, {pt:path}
, &{pt:color}
{pt:per_of_parent}
/ {pt:percent_of_parent}
{pt:per_of_total}
/ {pt:percent_of_total}
{pt:entries}
(sub-entries). Same child vars.{refresh_profiler_timings}
(also available as a keybind) itag:<item_tag>
, btag:<block_tag>
{t:name}
, {t:id}
, {t:icon}
mods
(List of mods, excluding libraries, child-mods, and "non-mods" like java)all_root
(List of mods, excluding child-mods and "non-mods" like java)all_mods
(List of mods, no exclusions)
{m:name}
, {m:id}
, {m:version}
, {m:hash}
{m:summary}
, {m:desc}
/ {m:description}
{m:icon}
{m:library}
, {m:client}
, {m:deprecated}
, {m:patchwork}
, {m:from_modpack}
, {m:minecraft}
m:authors
with child var {ma:name}
m:contributors
with child var {mc:name}
(and {mc:group}
for 1.20.6)m:credits
with child var {mc:name}
(and {mc:group}
for 1.20.6)m:licenses
with child var {ml:name}
m:children
same child varsm:parent
same child vars (only 1 entry){m:parent:<method>}
(method is the same as child, but without the m:
)m:badges
. Child Vars: {mb:name}
{mb:outline_color}
, {mb:fill_color}
{mb:icon}
resource_packs
, disabled_resource_packs
data_packs
/ datapacks
, disabled_data_packs
/ disabled_datapacks
{p:name}
, {p:id}
, {p:version}
{p:desc}
/ {p:description}
{p:compatible}
, {p:always_enabled}
, {p:pinned}
{p:icon}
chat_messages
{cm:type}
(Normal, SinglePlayer, System, Chat Error, Not Secure){cm:text}
(the actual message){cm:time_ago}
(how many ticks ago the message was recieved){p:icon}
loop[<start>,<end>,<step>]
loop[<start>,<end>>]
(step = 1)loop[<end>]
(start = 0, step = 1)
loop[1, health, 2]
{loop:value}
{is_pressed:<keybind>}
Ex: {is_pressed:forward}
{toggle:<name>}
Ex: {toggle:test}
{toggle:<name>:last_pressed}
Milliseconds since it was last pressed{gliding}
Flying using an elytra{perspective}
F5 Camera perspective (first, front, back){hud_hidden}
If the hud is hidden via F1{slime_chunk:<seed>}
{slime_chunk}
in singleplayer{difficulty}
- Peaceful/easy/normal/hard{player_head}
- The player's face{hotbar_slot}
(1-9) and {hotbar_index}
(0-8){itemcount_icon:<item_id>}
{score}
The total amount of xp points you have gained since last death (what you see when you die){target_block_color}
/ {target_color}
/ {tbc}
(Map Color){target_fluid_color}
/ {tfc}
{target_block_icon}
/ {target_icon}
/ {tbicon}
{target_fluid_icon}
/ {tficon}
{target_block_luminance}
/ {target_luminance}
/ {tbl}
{last_hit}
/ {lh}
(Pig, Player){last_hit_id}
/ {lhi}
(minecraft:pig, minecraft:player){last_hit_name}
/ {lhn}
(Pig, Notch){last_hit_uuid}
/ {lhu}
(b354c639-b534-48fa-b4c3-48192dba8dd3){last_hit_distance}
/ {lhd}
(Distance between you and the entity at the time you hit){last_hit_ago}
/ {lha}
Seconds since last hit{ve}
/ {vehicle}
(Pig, Player){vei}
/ {vehicle_id}
(minecraft:pig, minecraft:player){ven}
/ {vehicle_name}
(Pig, Notch, (Pig with a nametag 'Pet') Pet){veu}
/ {vehicle_uuid}
(b354c639-b534-48fa-b4c3-48192dba8dd3){veh}
/ {vehicle_health}
, {vea}
/ {vehicle_armor}
, {vemh}
/ {vehicle_max_health}
{vhj}
/ {horse_jump}
, {vha}
/ {horse_armor}
(name of the armor){tvb}
/ {target_villager_biome}
{tvlw}
/ {target_villager_level_word}
, {tvl}
/ {target_villager_level}
{tve}
/ {target_villager_xp}
, {tven}
/ {target_villager_xp_needed}
{tveb}
/ {target_villager_xp_bar}
target_villager_offers
, tvo
!{target_block_power}
, {target_power}
, {tbp}
{target_block_strong_power}
, {target_strong_power}
, {tbsp}
{target_block_power_north}
, {target_power_north}
, {tbpn}
{target_block_power_south}
, {target_power_south}
, {tbps}
{target_block_power_east}
, {target_power_east}
, {tbpe}
{target_block_power_west}
, {target_power_west}
, {tbpw}
{target_block_power_up}
, {target_power_up}
, {tbpu}
{target_block_power_down}
, {target_power_down}
, {tbpd}
{target_block_strong_power_north}
, {target_strong_power_north}
, {tbspn}
{target_block_strong_power_south}
, {target_strong_power_south}
, {tbsps}
{target_block_strong_power_east}
, {target_strong_power_east}
, {tbspe}
{target_block_strong_power_west}
, {target_strong_power_west}
, {tbspw}
{target_block_strong_power_up}
, {target_strong_power_up}
, {tbspu}
{target_block_strong_power_down}
, {target_strong_power_down}
, {tbspd}
{hedy}
/ {hooked_entity_direction_yaw}
{hedp}
/ {hooked_entity_direction_pitch}
{unix_time}
(milliseconds since epoch){seconds}
, {minutes}
, {hours}
, {hours12}
, {hours24}
{real_time:<format>}
is still recommend for showing time on the hud{real_year}
, {real_month}
, {real_day}
{real_day_of_week}
/ {real_dow}
, {real_day_of_year}
/ {real_doy}
{real_hour}
/ {real_hour12}
, {real_hour24}
{real_minute}
, {real_second}
, {real_ms}
{real_am}
, {real_pm}
{profile_name}
, {profile_errors}
, {profile_keybind}
, {profile_in_cycle}
{world_height}
, {min_y}
/ {world_min_y}
, {max_y}
/ {world_max_y}
{coord_scale}
/ {world_coord_scale}
{title_msg}
/ {title}
, {subtitle_msg}
/ {subtitle}
(not to be confused with audio subtitles){actionbar_msg}
/ {actionbar}
{title_remaining}
, {actionbar_remaining}
{pteam:<method>}
/ {player_team:<method>}
{team}
(no method) now alias of {pteam}
(no method) and {player_team}
(no method)name
, id
color
(see new color feature)friendly_fire
, friendly_invis
, collision
name_tag_visibility
/ name_tag
, death_msg_visibility
/ death_msg
members
with child {m:member}
(members include offline players)online_players
/ players
(See players
child vars){item:<slot>:<method>}
armor_slot
(which armor slot the item can go in)inv_count
, inv_count_icon
unbreakable
, repair_cost
attributes
/ attrs
(See Item Attribute Modifiers child vars)can_destroy
and can_place_on
{c:name}
, {c:id}
, {c:icon}
tags
with children {t:name}
and {t:id}
items
(items stored in stuff like Shulker Boxes). Same child vars as items
.items_compact
(items stored in stuff like Shulker Boxes, compacted). Same child vars as items
.enchant:<id>:<method>
item:main:enchant:sharpness:full
name
, id
level
/ lvl
(like IV)max_level
/ max_lvl
(max level the enchantment can be)full
(like Sharpness IV)num
/ number
(0 indexed)max_num
, max_number
(0 indexed)rarity
hide_flags
info_shown
and info_hidden
with child {ii:info}
{target_block_property:<property>:<method>}
/ {tbprop:<property>:<method>}
{p:name}
, {p:value}
, {p:type}
, {p:full_type}
{attribute:<attr>:<method>}
{target_entity_attribute:<attr>:<method>}
{target_entity_attr:<attr>:<method>}
{tea:<attr>:<method>}
{hooked_entity_attribute:<attr>:<method>}
{hooked_entity_attr:<attr>:<method>}
{hea:<attr>:<method>}
name
, id
value
, base_value
, default_value
tracked
(if the server sends it to the client)modifiers
(a list variable, see the attribute modifiers){player:<player>:<method>}
name
/ display_name
, username
id
/ uuid
latency
, list_score
gamemode
, survival
, creative
, adventure
, spectator
head
(icon)team
, team:<team method>}
(see Team Info{team::<team>:<method>}
)name
, id
color
(see new color feature)friendly_fire
, see_friendly_invis
, collision
name_tag_visibility
/ name_tag
, death_msg_visibility
/ death_msg
members
with child {member}
(members include offline players)online_players
/ players
(See players
child vars){team:<team>:<method>}
name
, id
color
(see new color feature)friendly_fire
, see_friendly_invis
, collision
name_tag_visibility
/ name_tag
, death_msg_visibility
/ death_msg
members
with child {member}
(members include offline players)online_players
/ players
(See players
child vars){objective:<objective_id>:<method>}
:name
, id
criteria
/ criterion
(Singleplayer only)display_slot
scores
(See child variable section above)online_scores
(See child variable section above){score:<player>:<objective_id>}
{bossbar:<name|uuid|id>:<method>}
name
, uuid
id
(Singpleplayer only),percent
/ per
/ value
darken_sky
, dragon_music
, thickens_fog
style
, color
, text_color
enabled
/ visible
(Singleplayer only)icon
players
(See players
child vars){mod_loaded:<modid>}
{mod:<modid>:<method>}
name
, id
, version
, hash
summary
, desc
/ description
icon
library
, client
, deprecated
, patchwork
, from_modpack
, minecraft
authors
with child var {ma:author}
contributors
with child var {mc:contributor}
credits
with child var {mc:credit}
licenses
with child var {ml:license}
children
. See mods
child varsparent
. See mods
child varsbadges
. See m:badges
child varsparent:<method>
Same methods as this{resource_pack:<id>:<method>}
{data_pack:<id>:<method>}
/ {datapack:<id>:<method>}
name
, id
, version
desc
/ description
compatible
, always_enabled
, pinned
icon
{rp_version}
/ {resource_pack_version}
{dp_version}
/ {data_pack_version}
/ {datapack_version}
{bar:<style>, <value>, <max_value>}
{bar, <value>, <max_value>}
{bar:<style>, <value>, <max_value>}
{bar, <value>, <max_value>, <flags>}
bar
with nb_bar
to remove the bar's background. Great for stackingxp
/ experience
, jump
/ horse
villager
/ villager_green
, villager_white
pink
, red
, blue
, green
, yellow
, purple
, white
6
, 10
, 12
, 20
(notches)pink6
, red12
, etc{bar:red20, y + 64, 384}
{timer[<end>, <interval>]}
{timer[<end>, <interval>]}
{timer[<end>]}
(interval = 1)end
and interval
allows expressions{timer[100, 1/health]}
{$<expression>}
allows you to display the results of calculations on the hud<expression>
is the same type as used in conditionals{$<precision>,<expression>}
{$ bx * 10}
⮕ 50
(if player's x coord is 5){$2, bx * 10}
⮕ 50.00
(if player's x coord is 5){set:<names>, <expression>}
<expression>
is the same type as used in conditionals and {$<expression>}
{set:<name>, "stuff here"}
"stuff here"
the same as {{<condition>, "stuff here if true"}}
{set:item_name, "{item:main:name}"}
{get:<name>}
{setmacro:<name>, <expression>}
<expression>
is the same type as used in conditionals and {$<expression>}
{setmacro:<name>, "stuff here"}
"stuff here"
the same as {{<condition>, "stuff here if true"}}
{setmacro:coords, "&c{x} &a{y} &b{z}"}
{getmacro:<name>}
{window_focused}
: If the minecraft window is focused or in the background{refresh_profiler_timings}
(also available as a keybind) {profiler_timing:<path>:<method>}
name
, path
, color
per_of_parent
/ percent_of_parent
per_of_total
/ percent_of_total
entries
(sub-entries). See profiler_timings
for child varsparent:<method>
Same methods as this{ccw1}
/ {client_chunks_w1}
/ {client_chunks_cached}
{ccw2}
/ {client_chunks_w2}
/ {client_chunks_loaded}
{cce1}
/ {client_chunks_e1}
/ {client_entities_loaded}
{cce2}
/ {client_chunks_e2}
/ {client_entities_cached_sections}
{cce3}
/ {client_chunks_e3}
/ {client_entities_ticking_chunks}
{scw1}
/ {server_chunks_w1}
/ {server_chunks_loaded}
{sce1}
/ {server_chunks_e1}
/ {server_entities_registered}
{sce2}
/ {server_chunks_e2}
/ {server_entities_loaded}
{sce3}
/ {server_chunks_e3}
/ {server_entities_cached_sections}
{sce4}
/ {server_chunks_e4}
/ {server_entities_managed}
{sce5}
/ {server_chunks_e5}
/ {server_entities_tracked}
{sce6}
/ {server_chunks_e6}
/ {server_entities_loading}
{sce7}
/ {server_chunks_e7}
/ {server_entities_unloading}
{ms_per_tick}
, {max_tps}
{is_tick_sprinting}
/ {tick_sprinting}
(Singleplayer only for some reason){is_tick_frozen}
/ {tick_frozen}
{is_tick_stepping}
/ {tick_stepping}
{gpu_vendor}
, {gl_version}
, {gpu_driver}
{memory_allocation_rate}
{active_renderer}
{e}
, {pi}
/ {π}
, {tau}
/ {τ}
, {phi}
/ {φ}
/ {golden_ratio}
{itemcount:<item_id>}
now works with item tags (like #stone
) number variable flags{tps}
and {ms_ticks}
/ {ticks_ms}
are now estimated when on servers!!! {ms_ticks}
no longer bottoms out at 50ms in singleplayer {space:#}
{space:x + 5}
{space:"Name: {name}"}
{record_name}
, {record_id}
, etc {gpu}
now shows the same way as it does in F3 {icon:<path>}
/ {icon:<path> <flags>}
.png
. You don't need it, but it'll work now {icon:<path>,<u>,<v>,<w>,<h> <flags>}
{icon:<path> <flags>, <u>, <v>, <w>, <h>, <width>, <height>}
{icon:<path> <flags>, <u>, <v>, <w>, <h>, <height>}
{icon:<path>, 0, 0}
(w,h,width,height are default) {icon:<path>, 0, 0, 16, 16, 20}
(width is default) width
: how wide the icon renders height
: how tall the icon renders CustomHudRegistry.registerElement("name", (flags, context) -> <ELEMENT>)
Flags.wrap(<ELEMENT>, flags)
context.enabled
now has .set("name")
and .set("name", value)
CustomHudRegistry.registerParser("id", (str, context) -> <ELEMENT>)
CustomHudRegistry.registerList("name", "default prefix", () -> <LIST>, <ATTRIBUTER>)
CustomHudRegistry.registerList("name", "default prefix", () -> <LIST>, <ATTRIBUTER>, <ENABLED>)
unregister()
and has()
for all 3 kinds of registries CustomHudRegistry.registerComplexData(function)
now takes a Consumer<Enabled>
instead of a Runnable
context.enable.set("name")
when registering the element, do enabled.get("name")
here{ var_name}
(whitespace before the name) now works