Added two suggestions on where to find reliable Unicode lists. Added clearer... authored by Miguel Endes's avatar Miguel Endes
Added two suggestions on where to find reliable Unicode lists. Added clearer examples and subdivision of the nodes. Explained everything as thought whoever checks it is a noob. 
...@@ -60,27 +60,52 @@ All assets are generated in the `mythic:` namespace to avoid conflicts, includin ...@@ -60,27 +60,52 @@ All assets are generated in the `mythic:` namespace to avoid conflicts, includin
## Fonts ## Fonts
Allows you to define custom image that is assigned to a special font characters that can be used in placeholders. Only the bitmap type is supported at this time. Can be found and used inside [packs]. Allows you to define a custom image that is assigned to a special font character that can be later used in **placeholders**, or wherever text is supported. This means, instead of displaying a special character like `આ` (the character in the first example), it would display your image. **Only the bitmap type is supported at this time**. Can be found and used inside [packs].
#### Where to place your custom images:
For a crucible pack to read the images, you must include them inside
> `\plugins\MythicMobs\Packs\<yourPack>\assets\textures\unicode`
and then, from there, you can specify whatever sub-folders you want. For the following example, you would need to have an **image** donut.png inside the following folder structure:
> `\plugins\MythicMobs\Packs\<yourPack>\assets\textures\unicode\coverscreen`
#### How to configure the font entries:
Configured via the `font-images.yml` file. Configured via the `font-images.yml` file.
You can create this yml file in the following directory: You can create this yml file in the following directory:
`\plugins\MythicMobs\Packs\<yourPack>\font-images.yml` > `\plugins\MythicMobs\Packs\<yourPack>\font-images.yml`
The `font-images.yml` file can contain multiple "entries". Each entry looks something like this: The `font-images.yml` file can contain multiple "entries". Each entry looks something like this:
```yaml ```yaml
Donut: Donut:
Type: bitmap Type: bitmap
Char: "\u6000" Char: "\u0a86"
File: unicode/coverscreen/donut File: unicode/coverscreen/donut
Ascent: 7 Ascent: 8
Height: 15 Height: 8
``` ```
> in this example, the code `\u0a86` represents the character `આ`.
### How to find suitable unicode:
You can find a [list](https://jrgraphix.net/r/Unicode/E000-F8FF) of "private area / unused" unicode that can be used to prevent collision with languages.
You can also guide yourself with [this site](https://symbl.cc/en/unicode-table/), where you find the list of the numeric values and specific characters they match with. You can find a language that is very unlikely to interact with your server, and replace some of its characters.
> Remember that if you find a character named `U+0A99`, you should then write it down in crucible as `"\uoa99"`. The character itself would be `ઙ`. Whenever this character gets written down anywhere, It'll be replaced by this texture.
### How to use them within mythic:
For a crucible pack to read the images, you must include them inside `\plugins\MythicMobs\Packs\<yourPack>\assets\textures\unicode`, and then, from there, you can specify whatever sub-folders you want. For the following example, you would need to have a file donut.png inside the following folder structure: This first example can then be accessed by Mythic using the placeholder **<fontimage.donut>** (So, **<fontimage._nameOfYourEntry_>**) and can be used with the Text projectiles, Mythic mechanics, and even as part of variable systems.
`\plugins\MythicMobs\Packs\<yourPack>\assets\textures\unicode\coverscreen` ### How to use them outside of mythic:
The character itself `આ` (from our example **<fontimage.donut>**) , will work on nameplates, chat prefixes, signs, etc. Basically anything that supports text will be able to render this font, whenever this "character" was written.
These can be accessed using the placeholder <fontimage.donut> and can be used with the Text projectiles. ### Display options and vanilla texture referencing:
The `Ascent` and `Height` options can be left empty: those values can be automatically calculated by Crucible if not specified. The `Ascent` and `Height` options can be left empty: those values can be automatically calculated by Crucible if not specified.
...@@ -96,8 +121,9 @@ iron_boots: ...@@ -96,8 +121,9 @@ iron_boots:
Ascent: 8 Ascent: 8
Height: 9 Height: 9
``` ```
### When making changes to fonts:
> Please note that whenever you're adding new fonts or testing changes, you must first issue the command /mm reload, and THEN issue /mm i generate, so that the changes actually make effect. > Please note that whenever you're adding new fonts or testing changes, you must first issue the command /mm reload, which effectively reloads the configurations, and THEN issue /mm i generate, to generate a new resourcepack, so that the changes actually make effect. This is necessary because of how minecraft handles fonts resourcepack-wise.
# Item Configurations # Item Configurations
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