Requirements - Keksuccino/SpiffyHUD GitHub Wiki
Spiffy's Requirements
Requirements in SpiffyHUD are condition-based rules that determine when HUD elements should be displayed or hidden. SpiffyHUD extends FancyMenu's requirement system by adding HUD-specific conditions that are particularly useful for in-game interfaces. These additional requirements complement FancyMenu's existing collection to provide finer control over when and how your HUD elements appear.
Available Requirements
Is Player Using Item
Identifier: is_player_using_item
Description: Returns true when the player is using an item. Using an item refers to activities such as eating food, drinking a potion, drawing a bow, etc.
Use Cases:
- Item Use Progress HUD: Show a progress bar only when the player is consuming items
- Eating Indicators: Display food-specific information when consuming food items
- Combat HUD Elements: Show specialized combat indicators when drawing a bow or charging a crossbow
Notes:
- Combines well with the
player_item_use_progress
placeholder to show item use progression - Can be used to create contextual HUD elements that only appear during specific activities
- No parameters needed - simply checks the player's current state
Is Player In Structure
Identifier: is_player_in_structure
Parameters:
key
(required): The structure key/type to check for
Description: Checks if the player is currently in a specific structure type.
Use Cases:
- Location-Specific HUD: Show different HUD elements based on the player's location
- Structure Alerts: Display warnings when entering dangerous structures like Nether fortresses or woodland mansions
- Environmental Information: Show structure-specific details like village statistics when in a village
Notes:
- Requires SpiffyHUD to be installed on the server for this requirement to work
- Structure detection is based on Minecraft's structure generation system
- Can be used to create location-aware HUD elements that respond to the player's environment
Usage Tips
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Context-Sensitive HUDs: Create HUDs that change based on what the player is doing or where they are located.
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Optimization: Use requirements to only show HUD elements when they're relevant, reducing visual clutter.
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Gameplay Enhancement: Design specialized HUDs for different activities (combat, exploration, building) that appear only when needed.
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Integration with Placeholders: Combine requirements with placeholders for powerful conditional displays.
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Structure-Based Information: Create specialized displays for different structures, like danger meters in the Nether or treasure finders in ancient cities.