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Text Formatting
You can have entirely different formats for players and NPCs.
To define a format group use {unitType=<text>}
(possible unitTypes are player
and npc
).
A group defined for a unitType will be ignored for other unitTypes.
The text inside a format group can use text tags.
Examples:
-
{player=Lv [level] [name:initials]}{npc=[distance]y [name]}
- Will display "Lv 90 J. D." for a level 90 player named "John Doe".
- Will display "30y Striking Dummy" for a Striking Dummy NPC that is 30 yalms away from you.
-
{npc=[health:current-short] / [health:percent]%}{player=[health:current-short]}
- Will display "69.4K" for a player with 69420 HP.
- Will display "4.2M / 100%" for an npc with 4200000 HP at full health.
Note: The examples are assuming the unit's name is "John Doe".
Tag | Description | Example |
---|---|---|
[name] |
Full name | John Doe |
[name:first] |
First name | John |
[name:last] |
Last name | Doe |
[name:initials] |
Initials | J. D. |
They behave exactly like the generic tags, but will only display if the unit is a player.
Note: The examples are assuming the player's name is "John Doe".
Tag | Description | Example |
---|---|---|
[player_name] |
Full name | John Doe |
[player_name:first] |
First name | John |
[player_name:last] |
Last name | Doe |
[player_name:initials] |
Initials | J. D. |
They behave exactly like the generic tags, but will only display if the unit is a NPC.
Note: The examples are assuming the npc's name is "Striking Dummy".
Tag | Description | Example |
---|---|---|
[npc_name] |
Full name | Striking Dummy |
[npc_name:first] |
First name | Striking |
[npc_name:last] |
Last name | Dummy |
[npc_name:initials] |
Initials | S. D. |
By adding .#
(# being a number) at the end of a name tag, you can limit it's length.
This works for all types of name tags.
Examples assuming the unit's name is "John Doe":
[name.2]
= "Jo"
[name:first.1] [name:last.1]
= "J D"
[name:first.1]. [name:last]
= "J. Doe"
[name:first] [name:last.1]
= "John D"
[name:initials.3] [name:last]
= "J. Doe"
Note: The examples are assuming the unit's max health is 100000 and it's current health is 50000.
Tag | Description | Example |
---|---|---|
[health:current] |
Current HP | 50000 |
[health:current-formatted] |
Current HP | 50,000 |
[health:current-short] |
Current HP in kilo format | 50.0K |
[health:max] |
Max HP | 100000 |
[health:max-formatted] |
Max HP | 100,000 |
[health:max-short] |
Max HP in kilo format | 100.0K |
[health:percent] |
Current HP % | 50 |
[health:percent-decimal] |
Current HP % including 1 decimal (100% displays as 100% still) | 50.0 |
[health:deficit] |
Total HP missing (nothing is HP were full) | -50000 |
[health:deficit-formatted] |
Total HP missing (nothing is HP were full) | -50,000 |
[health:deficit-short] |
Total HP missing in kilo format (nothing is HP were full) | -50.0K |
[health:current-percent] |
Current HP % if the unit is not at 100%, otherwise Current HP | 50% (100000 if HP were full) |
[health:current-percent-short] |
Current % HP if the unit is not at 100%, otherwise Current HP in kilo format | 50% (100.0K if HP were full ) |
These work for MP, GP and CP.
Note: The examples are assuming the unit's max mana is 10000 and it's current mana is 5000.
Tag | Description | Example |
---|---|---|
[mana:current] |
Current MP | 5000 |
[mana:current-formatted] |
Current MP | 5,000 |
[mana:current-short] |
Current MP/GP/CP in kilo format | 5.0K |
[mana:max] |
Max MP/GP/CP | 10000 |
[mana:max-formatted] |
Max MP/GP/CP | 10,000 |
[mana:max-short] |
Max MP/GP/CP in kilo format | 10.0K |
[mana:percent] |
Current MP/GP/CP % | 50 |
[mana:percent-decimal] |
Current MP/GP/CP % including 1 decimal (100% displays as 100% still) | 50.0 |
[mana:deficit] |
Total MP/GP/CP missing (nothing is MP/GP/CP were full) | -5000 |
[mana:deficit-formatted] |
Total MP/GP/CP missing (nothing is MP/GP/CP were full) | -5,000 |
[mana:deficit-short] |
Total MP/GP/CP missing in kilo format (nothing is HP were full) | -5.0K |
[mana:current-percent] |
Current MP/GP/CP % if the unit is not at 100%, otherwise Current MP/GP/CP | 50% (10000 if HP were full) |
[mana:current-percent-short] |
Current % MP/GP/CP if the unit is not at 100%, otherwise Current MP/GP/CP in kilo format | 50% (10.0K if HP were full ) |
Note: The examples are assuming the player's experience in their current level is 2000000, the total experience required to level up is 4000000 and the rested experience is 10000000.
Tag | Description | Example |
---|---|---|
[exp:current] |
Current XP | 2000000 |
[exp:current-formatted] |
Current XP | 2,000,000 |
[exp:current-short] |
Current XP in kilo format | 2.0M |
[exp:required] |
Total XP required | 4000000 |
[exp:required-formatted] |
Total XP required | 4,000,000 |
[exp:required-short] |
Total XP required in kilo format | 4.0M |
[exp:rested] |
Rested XP | 1000000 |
[exp:rested-formatted] |
Rested XP | 1,000,000 |
[exp:rested-short] |
Rested XP in kilo format | 10.0M |
[exp:percent] |
Current XP % | 50 |
Tag | Description |
---|---|
[level] |
Current level |
[company] |
Free Company tag |
[job] |
Abbreviated job name |
[job-full] |
Job name |
[distance] |
Distance to unit in yalms |
[time-till-max-gp] |
Remaining time until GP is full. Only works for GP. Format is mm:ss . |
[chocobo-time] |
Remaining time for the battle Chocobo. Format is mm:ss . |
DelvUI | A Dalamud plugin that provides a highly customizable and minimalistic UI for Final Fantasy XIV.