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[Pytanie] Mod InGameInfo


carlos2

Rekomendowane odpowiedzi

Opublikowano

podłączam się do pytania!instaluje tak jak na wszystkich poradnikach ale ch*j mi to daje

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  • 5 tygodni później...
Opublikowano

Wyjaśniam

 

wchodzisz do '.minecraft\mods\daftpvf\" folder otwierasz "ingameInfo"

 

tu macie liste tagów niestety po angielsku :

 

Alignment tags:

~ <left> or <topleft> - Sets the alignment of the current line to the top left part of the screen

~ <center> or <topcenter> - Centers the current line at the top.

~ <right> or <topright> - Makes the current line go to the top right part of the screen.

~ <middleleft> <middlecenter> <middleright> <bottomleft> <bottomcenter> <bottomright>

Player tags:

~ <username> - The player's username.

~ <score> - The player's score.

~ <playerlevel> - The player level. (Yes, the same number that shows at the middle of your exp bar, but it might be useful for when you're playing in creative mode and the xp bar is hidden

~ <xpthislevel> - The gained xp since you last leveled up.

~ <xpuntilnext> - The amount of xp remaining to get to the next level.

~ <xpcap> - The total amount of xp needed to level up in this level.

~ <equippedname> - The name of your current equipped item/block. Doesn't show anything if your hand is empty.

~ <equippeddamage> - The damage value of your currently equipped item. This value increments as an item is damaged.

~ <equippeddamageleft> - The amount of damage left relative to the max damage value of your currently equipped item. This value decrements as an item is damaged.

~ <equippedmaxdamage> - The maximum damage value of your currently equipped item.

~ <helmetname> - The name of your current equipped helmet. Doesn't show anything if that slot is empty.

~ <helmetdamage> - The damage value of your currently equipped helmet. This value increments as an item is damaged.

~ <helmetdamageleft> - The amount of damage left relative to the max damage value of your currently equipped helmet. This value decrements as an item is damaged.

~ <helmetmaxdamage> - The maximum damage value of your currently equipped helmet.

~ <chestplatename> - The name of your current equipped chestplate. Doesn't show anything if that slot is empty.

~ <chestplatedamage> - The damage value of your currently equipped chestplate. This value increments as an item is damaged.

~ <chestplatedamageleft> - The amount of damage left relative to the max damage value of your currently equipped chestplate. This value decrements as an item is damaged.

~ <chestplatemaxdamage> - The maximum damage value of your currently equipped chestplate.

~ <leggingsname> - The name of your current equipped leggings. Doesn't show anything if that slot is empty.

~ <leggingsdamage> - The damage value of your currently equipped leggings. This value increments as an item is damaged.

~ <leggingsdamageleft> - The amount of damage left relative to the max damage value of your currently equipped leggings. This value decrements as an item is damaged.

~ <leggingsmaxdamage> - The maximum damage value of your currently equipped leggings.

~ <bootsname> - The name of your current equipped boots. Doesn't show anything if that slot is empty.

~ <bootsdamage> - The damage value of your currently equipped boots. This value increments as an item is damaged.

~ <bootsdamageleft> - The amount of damage left relative to the max damage value of your currently equipped boots. This value decrements as an item is damaged.

~ <bootsmaxdamage> - The maximum damage value of your currently equipped boots.

Utility tags (see example 2 below if you are confused)

~ <max[value1/value2[value1text/value2text]]> - This tag evaluates which of the two values is greater and displays the text parameter corresponding to it. Either of the input values can be another tag that returns a numeric value or a hard-coded numeric value. If the values are equal, the first text parameter is returned. Nested calls to <max> are not currently supported.

~ <pct(value,percentage)> - This tag accepts a numeric value and a percentage and returns the product of the two as an integer. The percentage input should be an integer (e.g. use 10 if you want 10%). Yes, I realize the syntax for this tag is different than other tags that use parameters, but I'm pretty sure you'll get over it.

Player/ World tags:

~ <x> - The x coordinate of the player.

~ <y> - The y coordinate of the player.

~ <z> - The z coordinate of the player.

~ <roughdirection> - Shows your compass heading as North, South, East, or West

~ <finedirection> - Shows your compass heading as North, North East, East, South East, South, South West, West, and North West.

~ <abrroughdirection> - Shows your abreviated compass heading as N, S, E, or W

~ <abrfinedirection> - Shows your abreviated compass heading as N, NE, E, SE, S, SW, W, and NW.

~ <directionhud> - I forgot I even wrote this in... sorta works like a dashboard compass in your car, but text based.

~ <light> - The light level at the position of the player.

~ <biome> - The current biome the player is at.

~ <slimes[/]> - True if the chunk the player is standing on has chances of spawning slimes in it, false if not.

~ <raining[/]> - Whether or not it is raining at the location of the player.

~ <thundering[/]> - Whether or not it is thundering at the location of the player.

~ <mctime> - Attempts to figure out the in-game time (experimental)

World tags:

~ <worldname> - The name of the world.

~ <worldsize> - The size of the world in bytes.

~ <worldsizemb> - The size of the world in megabytes.

~ <seed> - The numeric seed of the world.

~ <gamemode> - The Game Mode of the world, will return either "Survival" or "Creative"

~ <day> - The number of the current day. (first day in the game is day 0)

~ <hardcore[/]> - Whether or not this world is a hardcore world. (note that hardcore is not a Game Mode, so it is even possible to have a Creative Hardcore world.)

~ <daytime[/]> - Will show the first parameter if it is day time, or the second one if it is night time.

Miscellaneous tags:

~ <fps> - The current frames per second rate.

~ <texturepack> - The name of the selected texture pack. (great for screenshots!)

~ <irltime> - The current local time

 

i przykładowo wpisujesz

<topleft>&fDay <day> (<daytime[&eDay time/&8Night time]>&f)

Light: <max[<light>/6.5[&e/&c]]><light>

Score: &e<score>

<equippedname>: <max[<pct(<equippedmaxdamage>,10)>/<equippeddamageleft>[&c/&e]]><equippeddamageleft> &f/ &e<equippedmaxdamage>

&fEXP: &e<xpthislevel>&f / &e<xpcap>

x=&e<x> &fz=&e<z>

z=&e<y>

i zapisujesz notatnik i wchodzisz normalnie do minecrafta powinno działać normalnie

  • 3 miesiące temu...

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