> For the complete documentation index, see [llms.txt](https://ezedits.gitbook.io/ezedits/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ezedits.gitbook.io/ezedits/masks-and-patterns/masks.md).

# Masks

### `#aim`

<details>

<summary>#aim Mask</summary>

**`#aim` or `#aim[True|False]`**

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

Optionally takes a True/False setting to make your aim sensitive to hitboxes.

* False will treat all blocks as full blocks. E.g. you cannot `#aim` at the block behind a button.
* True will respect the hitboxes of blocks you are looking at. E.g. you can `#aim` at the block behind a slab.

If the player is not looking at a block within range, the mask matches nothing.

<img src="/files/aXHHPH4fhEAVLyGbgKny" alt="" data-size="original">

</details>

### `#attached`

<details>

<summary>#attached mask</summary>

**`#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.

</details>

### `#blocklight`

<details>

<summary>#blocklight Mask</summary>

**`#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.

</details>

### `#clipblocks`

<details>

<summary>#clipblocks Mask</summary>

**`#clipblocks[<includeAir>][<strict>]`**\
Shorthand: **`#cb`**

Masks to blocks found in the player's clipboard.

Optional `<includeAir>` value of True or False to include air blocks. Defaults to **False**.\
e.g `#clipblocks[True]` includes air.

Optional `<strict>` value of True or False to determine if block data must also match. Defaults to **False**.\
e.g `#clipblocks[False][True]` matches exact block states.

</details>

### `#current`

<details>

<summary>#current mask</summary>

Shorthand: **`#c`**

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

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

</details>

### `#eznoisemask`

<details>

<summary>#eznoisemask Mask</summary>

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

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

</details>

### `#fullblock`

<details>

<summary>#fullblock mask</summary>

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.

</details>

### `#fuzzypalette`

<details>

<summary>#fuzzypalette mask</summary>

**`#fuzzypalette[palette]`**

Shorthand: **`#fpalette`**

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

</details>

### `#infested`

<details>

<summary>#infested mask</summary>

Masks to blocks which are infested with silverfish.

</details>

### `#lightsource`

<details>

<summary>#lightsource Mask</summary>

**`#lightsource` 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.

</details>

### `#near`

<details>

<summary>#near Mask</summary>

**`#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.\\

![](/files/BU4XDIUVhn6cULWoNZM9) **`[mask]`**

<img src="/files/VCTlXDK2fnZIRfEWb0Tq" alt="" data-size="original"> **`[distance]`**

<img src="/files/7LY1c2rlfYBM7c9uRlBj" alt="" data-size="original"> **`[minDistance][maxDistance]`**

</details>

### `#palette`

<details>

<summary>#palette mask</summary>

**`#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**.

</details>

### `#radialgradientmask`

<details>

<summary>#radialgradient mask</summary>

**`#radialgradientmask[distance][<distanceMode][<offset>][<noisePreset>][<noiseScale>][<noiseSeed>]`**

Shorthand: `#rgradientm`

Masks blocks based on distance from the player. With closer blocks more likely to pass the mask check.\
Compatible with noise presets.

</details>

### `#schemblocks`

<details>

<summary>#schemblocks Mask</summary>

**`#schemblocks[<schematic>][<includeAir>][<strict>]`**\
Shorthand: **`#sb`**

Masks to blocks found in a schematic file.

Optional `<includeAir>` value of True or False to include air blocks. Defaults to **False**.\
e.g `#schemblocks[mybuild][True]` includes air.

Optional `<strict>` value of True or False to determine if block data must also match. Defaults to **False**.\
e.g `#schemblocks[mybuild][False][True]` matches exact block states.

</details>

### `#truelight`

<details>

<summary>#truelight Mask</summary>

**`#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.

</details>

### `#vectorgradientmask`

<details>

<summary>#vectorgradientmask Mask</summary>

**`#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.

</details>
