对齐标记:
~ <left> 或 <topleft> - 左上角位置
~ <center> 或 <topcenter> - 顶部居中位置.
~ <right> 或 <topright> - 右上角位置.
~ <middleleft> <middlecenter> <middleright> <bottomleft> <bottomcenter> <bottomright>
文本颜色标记:
~ <black> - 相当于 &0
~ <darkblue> / <navy> - 相当于 &1
~ <darkgreen> / <green> - 相当于 &2
~ <darkaqua> / <darkcyan> / <turquoise> - 相当于 &3
~ <darkred> - 相当于 &4
~ <purple> / <violet> - 相当于 &5
~ <gold> / <orange> - 相当于 &6
~ <lightgrey> / <grey> - 相当于 &7 ("lightgray" 或 "gray" 也被接受)
~ <darkgrey> / <charcoal> - 相当于 &8 ("darkgray" 也被接受)
~ <indigo> / <blue> / <lightblue> - 相当于 &9
~ <brightgreen> / <lightgreen> / <lime> - 相当于 &a
~ <aqua> / <lightcyan> / <celeste> / <diamond> - 相当于 &b
~ <red> / <lightred> / <salmon> - 相当于 &c
~ <pink> / <magenta> - 相当于 &d
~ <yellow> - 相当于 &e
~ <white> - 相当于 &f
文本格式标记:
~ <random> - 相当于 &k (?)
~ <bold> / <b> - 相当于 &l (加粗)
~ <strikethrough> / <strike> / <s> - 相当于 &m (删除线)
~ <underline> / <u> - 相当于 &n (下划线)
~ <italic> / <italics> / <i> - 相当于 &o (斜体)
~ <reset> / <r> - 相当于 &r (重置)
玩家标记:
~ <username> - 玩家的用户名.
~ <score> - 玩家的得分. (Mojang 修复在 1.4.4!)
~ <playerlevel> - 玩家等级. (是的,相同的数字显示在经验条中间,但是在你使用创造模式或隐藏经验条时可以用到)
~ <xpthislevel> - 当前等级获得的经验.
~ <xpuntilnext> - 到下个等级所需要的经验.
~ <xpcap> - 当前等级升级所需要的经验总量.
注: 现在有一个更好显示装备物品信息mod... ArmorStatusHUD! so下边这部分我就懒过去了哦~
~ <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.
实用标记 (如果你感到困惑,请看参考1)
~ <max[值1/值2[值1文本/值2文本]]> - 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(值,百分比)> - 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 (例如 使用 10 如果你想 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.
玩家/世界标记:
~ <x> or <xi> - 玩家的整数x坐标.
~ <y> or <yi> - 玩家的整数y坐标.
~ <yfeet> or <yfeeti> - 玩家脚部的整数y坐标.
~ <z> or <zi> - 玩家的整数z坐标.
~ <decx> - 玩家的小数x坐标.
~ <decy> - 玩家的小数y坐标.
~ <decyfeet> - 玩家脚部的小数y坐标.
~ <decz> - 玩家的小数z坐标.
~ <roughdirection> - 显示罗盘方位 North, South, East, West.
~ <finedirection> - 显示罗盘方位 North, North East, East, South East, South, South West, West, North West.
~ <abrroughdirection> - 显示缩写的罗盘方位 N, S, E, W
~ <abrfinedirection> - 显示缩写的罗盘方位 N, NE, E, SE, S, SW, W, NW.
~ <directionhud> - 我忘了我甚至写了这个...有点像你的汽车仪表盘的指南针,但基于文本.
~ <light> - 玩家位置的光照强度.
~ <lightfeet> - 玩家脚部的光照强度.
~ <lightnosun> - 玩家位置忽略阳光的光照强度.
~ <lightnosunfeet> - 玩家脚部忽略阳光的光照强度.
~ <biome> - 玩家目前位置的生物群落.
~ <dimension> - 玩家目前的维度.
~ <difficulty> - 目前的困难设定.
~ <slimes[/]> - True如果玩家所占的块会生成史莱姆, false如果不会.
~ <raining[/]> - 是否下雨在玩家的位置.
~ <snowing[/]> - 是否下雪在玩家的位置.
~ <thundering[/]> - 是否雷鸣在玩家的位置.
~ <mctime[]> - 显示在游戏中的世界时间. 在括号中输入 12 或 24 来显示 12 或 24 小时时间格式.
世界标记:
~ <worldname> - 世界的名字.
~ <worldsize> - 世界的大小(以字节为单位).
~ <worldsizemb> - 世界的大小(以MB为单位).
~ <seed> - 世界的数字种子.
~ <gamemode> - 世界的游戏模式,将会返回 "Survival" 或 "Creative"
~ <day> - 当前的天数. (第一天在游戏里是 0)
~ <hardcore[/]> - 是否极限难度世界. (注意极限模式不是游戏模式,所以会有创造极限模式世界.)
~ <daytime[/]> - 如果是白天显示第一个参数,如果是晚上显示第二个参数.
杂项标记:
~ <fps> - 多少帧/每秒,指画面刷新频率.
~ <entitiesrendered> - 玩家看到的实体(比如地上的物品,生物,画.车)数量.
~ <entitiestotal> - 当前世界载入的实体数量.
~ <memtotal> <memmax> <memfree> <memused> - 内存项目的调试显示
~ <texturepack> - 目前使用的材质包的名字. (非常适合屏幕截图!)
~ <irltime[]> or <rltime[]> - 目前本机时间. 这个标签接受括号中的 Java SimpleDateFormat 字符串 (注: <rltime[hh:mma]> 会显示 5:08PM, <rltim[HH:mm]> 会显示 17:08). 更多 SimpleDateFormat 字符串信息可以在这里寻找.
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