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Basically Static Particle - 墨喵 Minecraft 资源
Basically Static Particle 图标

Basically Static Particle

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 4.0-1.21
本资源为搬运资源,原资源地址: https://modrinth.com/mod/staticparticle
资源信息

Minecraft 版本: 1.21 1.21.1 1.21.2 1.21.3

平台: fabric quilt

资源介绍

⚠️ please keep in mind that the description is only maintained for the latest version

2 particle types are implemented

particles ## static_particle - configurable `color`, `alpha`, `size`, `lifetime`, `texture` - is emissive (glow in the dark) # ## static_oriented - configurable `color`, `alpha`, `sizeX`, `sizeY`, `lifetime`, `rotation`, `post_rotation`, `cull`, `texture` - is emissive (glow in the dark) note important thing to know is that all number arguments are actually string arguments, due to a limitation of minecrafts codebase, its so that the stuff listed below can work ⠀ - all number arguments(the particle parameters) support ranges ("x..y"=random from x to y), rotation arguments also support ~ which will use the command rotation context on the appropriate axis - all number arguments except `lifetime` support animation sequences ("x->y->z" = animate from x to y to z), any amount of keyframes is supported, you can also add more dashes to control the timing of the keyframes - the rotation arguments support `billboard` as a value, which will cause the particle to face the players camera on he specified axes - also if youre wondering, post_rotation is just a second pass of rotation, technically redundant, just convenient textures currently 8 textures are implemented: `dot` `dither` `smooth` `pixel` `shockwave` `spark` `dither_beam` `smooth_beam`

there are 5 standalone commands

commands > /fov [interpolation type] [interpolation duration] - changes/gets the client FOV of the targets # > /setperspective [camera distance] - changes the client perspective # > /rendertext [duration] [opacity] {options} - displays text on the targets screens at the inputted position - {options} is a compound accepting `offset:[x,y]` `shadowColor:#RGBA/none/off` `hideWithHud/hudHidden:bool` `guiScaleIndependent/scaleIndependent:bool` `overlay:bool` `angle:int` `fade:{in:int,out:int}` `blend/blendMode:additive/add/glow | invert/inverted/exclusion/difference | multiply` # > /log [targets] - sends the message under the logger name in the client's/server's console (not in chat) # > /camerarot [duration] - adds rotation offset to the client camera (linear interpolation) note (roll works perfectly, yaw and pitch technically do too, just a bit un-intuitive, in most cases its better to use actual entity rotation instead)

the mod adds 3 conditions for predicates

predicates > mouse* condition ```json { "condition": "staticparticle:player_action", "action": "attack"/"pick_item"/"use"/"scroll_up"/"scroll_down", "context": "in_game"/"in_menu" } ``` - true when the target of the predicate is holding the respective buttons in the respective context # > key condition - the mod adds 5 new keybinds that dont do anything, except for tell the server theyve been pressed by a client ```json { "condition": "staticparticle:special_key", "key": 0/1/2/3/4 } ``` - true when the target of the predicate is holding the respective key # > movement input condition ```json { "condition": "staticparticle:input", "action": "forward/back/left/right/jump/sprint/sneak" } ```

the mod also adds a way for the server to send in values into resourcepack shaders

how to implement > add the datablock to a shader ```GLSL layout(std140) uniform SP_Data { vec4 slots[64]; } uniformData; ``` > you can now use `uniformData.slots[]` to get data from it, keep in mind, its a vec4 > use `/execute store result uniform run - ` to send data into the shaders values will be cached on the client until updated from the server, you can set a value once and itll stay for as long as the client is running, values are always passed in as integers since brigadier can only return integers anyway
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