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ezEdits Wiki
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  • ezEdits Docs
  • Getting Started
    • Installing
    • Permissions
  • Palettes
    • Palettes Explained
    • Default Palettes
    • Palette Commands
  • Noise
    • Noise Explained
    • Noise Commands
  • Masks & Patterns
    • Masks
    • Patterns
  • Brushes & Tools
    • Brushes
      • Palette Shift Brush
      • Palette Gradient Brushes
      • Placement Brushes
    • Superwand
  • Commands
    • Deformation
    • Flowfields
    • Noisegen
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    • Placement
      • Available Structures
      • Primary+Secondary Alignment
      • Placement Parameters
      • Scatter Parameters
      • Array Parameters
    • Selections
    • Shapes
    • Smoothing
    • Spline
      • Common Parameters
      • 2D Spline Shapes
      • 3D Spline Shapes
      • Advanced Spline Shapes
    • Stained Glass
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    • Texturing
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On this page
  • #aim
  • #attached
  • #blocklight
  • #current
  • #eznoise
  • #fullblock
  • #fuzzypalette
  • #infested
  • #lightsource
  • #near
  • #palette
  • #truelight
  • #vectorgradient
  1. Masks & Patterns

Masks

PreviousNoise CommandsNextPatterns

Last updated 4 months ago

#aim

#aim Mask

#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.

#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 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.\

#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.

[mask]

[distance]

[minDistance][maxDistance]