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masks.md

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Masks

#aim

#aim Mask

Takes the block the player is aiming at as the mask.

#attached

#attached mask

#attached[<vector,vector,vector ...>]

Masks to blocks which are attached to at least 1 adjacent non-air block.

Optionally takes a list of direction vectors to check instead of every side.
e.g #attached[up,down,left,north]


In either case, attached means that the block is "touching" the adjacent block. So a bottom slab would not pass #attached[up] whereas a lantern with the state [hanging=true] would.

#blocklight

#blocklight Mask

#blocklight[lightLevel] or #blocklight[minLevel][maxLevel]

Masks to blocks of a given block light (Illumination provided by light sources other than skylight). Optionally takes a minimum and maximum light level, matching any level within that range.

#current

#current mask

Shorthand: #c

A mask which represents your current global mask (gmask).

e.g running //gmask !#current will invert your current gmask

#eznoise

#eznoise Mask

#eznoisemask[noisePreset][<scale>][<threshold>][<seed>]
Alias: #eznm

Uses a noise preset values 0.0-1.0 to match blocks above a given noise threshold.

#fullblock

#fullblock mask

Masks to blocks which fill an entire cube space.

e.g 1-7 layers of snow will not pass, but 8 layers of snow, a block like stone, or a transparent block like glass will pass.

#fuzzypalette

#fuzzypalette mask

#fuzzypalette[palette]

Shorthand: #fpalette

Masks to blocks which match any block in the palette, regardless of block data.
Equivalent to #palette[palette][False]

#infested

#infested mask

Masks to blocks which are infested with silverfish.

#lightsource

#lightsource Mask

#lightsource[lightLevel] or #lightsource[lightLevel] or #lightsource[minLevel][maxLevel]

Masks to blocks which emit light. Optionally takes a specific light level to match, or minimum and maximum light level, matching any level within that range.

#near

#near Mask

#near[mask][distance]
&#xNAN;#near[mask][minDistance][maxDistance]

Masks to all blocks within a given spherical (Euclidean) distance of a mask.
Doesn't modify blocks which match the inner mask.
Can also be set to exclude blocks closer than the minimum distance.\

[mask]

[distance]

[minDistance][maxDistance]

#palette

#palette mask

#palette[palette][<strict>]

Masks to blocks which match any block in the palette.

Optional <strict> value of True or False to determine if block data must also match.
e.g oak_stairs[facing=east] will only match with oak_stairs[facing=west] if strict is set to False.

#truelight

#truelight Mask

#truelight[lightLevel] or #truelight[minLevel][maxLevel]

Masks to blocks of a given total light level (Illimunation provided by any light sources including skylight). Optionally takes a minimum and maximum light level, matching any level within that range.

#vectorgradient

#vectorgradient Mask

#vectorgradientmask[vector][distance][<noisePreset>][<noiseScale>][noiseSeed]

Shorthand: #vgradientm

Masks blocks along a vector with a given distance length. With closer blocks more likely to pass the mask check.
Compatible with noise presets.