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Basically Static Particle
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a datapacking utility mod that adds more useful interactions between the server and the client
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Must be installed on both the client and the server.
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Description
⚠️ 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
lifetimesupport 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
billboardas 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 <add|multiply|set|query> [interpolation type] [interpolation duration]
- changes/gets the client FOV of the targets
/setperspective <perspective index|distance> [camera distance]
- changes the client perspective
/rendertext <sizeX> <sizeY> [duration] [opacity] {options}
- displays text on the targets screens at the inputted position
- {options} is a compound accepting
offset:[x,y]shadowColor:#RGBA/none/offhideWithHud/hudHidden:boolguiScaleIndependent/scaleIndependent:booloverlay:boolangle:intfade:{in:int,out:int}blend/blendMode:additive/add/glow | invert/inverted/exclusion/difference | multiply
/log <client|server> [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
{
"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
{
"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
{
"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
layout(std140) uniform SP_Data {
vec4 slots[64];
} uniformData;
you can now use
uniformData.slots[<index>]to get data from it, keep in mind, its a vec4
use
/execute store result uniform <players> <index> 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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