#Hello, how can i do this ?
1 messages · Page 1 of 1 (latest)
Custom GUI
Custom GUI (DeluxeMenus) and resource pack (Oraxen, ItemsAdder)
@hollow valve What do you want to know how to do? Do you want to know how to do the full GUI, or do you want to know how they're done the button?
I want when you have the rank you see the whole image, and when you don't have the rank you see the image lock as above
deluxe menus view requirements
^
same gui but different resource pack (2x) one with lock and second one without
I have to make 2 different menu for each grade?
yes that i know
but how to set a picture ?
in 6 slots
i would
^
@native rock pleas help ^^'
I dont exactly know what you're asking
you would need to modify the resource pack
to set a picture
I want my image above not to be 1 slots but 4 x 2 slots
could you not just crop the image?
I don't know if you understood correctly
it does not work
because i want to do this
when he does not have the rank, he puts an image on the 4x2 slots, an image of the rank but locks, and when he has the rank a new image in the 4x2 slots
u need to create 2 menus 1 with viewrequirement and second one too
one will be locked
and second one unlocked
@winter forge it does this to me
that is the problem
u need to create seperate menu for gui
and how can i do the fact that when it has the grade it updates the /grade?
so that it opens the correct menu /grade
view requirements
@winter forge
how do this !
pleas
it's not a whole gui? :/
I didn't understand
well usually the custom guis r a single picture
and u use the character or the placeholder in the menu of the gui
i don't understand 🥲
A tutorial will work?
i don't know, i can test , send pleas
No man you don t understand me
I would put a pictur in the menu but i gonna set à customnbt , and i have this

I want to the picture wild set in the 4x2 slot
Up
You need to make another custom font character with that image and a specific height value
then add that to your title, adjust it using blank pixels
Hi Do you have an example? I'm not sure I understand
not really, but it's similar to how i made the keyboard
if you look at the paste, you see the title has the custom gui overlay, but any additional letters being "typed" is stored in the %deluxemenus_meta_keyboard_STRING_Enter Something...% placeholder
right before that I use 七七七七 to move the input to the left, otherwise it would be on the right side of the gui, off-screen
It's how larkyy did his ATM menu as well, every number in the balance is a custom font image just added and adjusted in the title
Good evening, yes we have already done this but there are gaps created between the images like 'the image here' and we do not want them, how do we fix this?
I am not really sure what I’m looking at, can you zoom out a bit?
Is your image split into items with CMD? @elder rain
Custom model data
You can’t do it that way, you will be limited to the slots which are 16x16 with a 1 pixel border of empty space
The custom image has to be set to a custom font character and put in the title of the menu
No, the image is split using an online website that gave us small pieces of the image which we put together here.
So yes, that’s website did what I described
This is how larkyy’s atm menu looks without the resource pack if this helps you understand
Okay, but we cannot put an image that takes up 4x2 blocks on a GUI.
You can
You just can’t do it by splitting the image into 4 items
You need to set the image to a custom font character**
Unfortunately I’m not at my computer and can’t help too much
It’s the exact same process as making the custom gui show up
You put your font character that is linked to your custom gui image in the title of your menu
You just need to do it again with your custom image and shift it to the left using blank pixels with a negative ascent value
That's what we already did earlier, but there are separations between the blocks, and the background is created using the title ":offset_-13::grade_paysan:" and we created items with ItemAdder that have this texture, except for the borders.
Did you put it before or after your gui?
Okay, so it is possible, but by using the font as indicated above.
Yes you can’t use the items
Definitely wanna see it when you get it all working btw
I love this stuff
You can’t use the items you have to use the font, just set the items to air material
Can you send your title
Okay, I will try what you told me, and if it works, I'll contact you again. Thank you!
Ok good luck!
thanks
I will check back when on my PC too and see if I can help if needed
okey thanks
looks like you have items in the slots on the right
set them to air or remove them
i see the background peaking through
The background image is glued, that is the background, and on top of it, we added textures to items as you explained earlier.
no
do NOT do that
do not add textures to items
it has to all be done in the title
if you add textures to items, you are limited by the 16x16 grid, with a 1 pixel border, which is why you see your image split up into 16x16 sections with 2 pixels between them
You can see the background you put peaking through the 2 pixel gaps
That can not be done with an item texture either
The title will have to change
It gets very complicated with deluxemenus, but can be done
very complicated within deluxemenus or just making your own plugin, both have different problems to solve
So we can start with changeoutput
smh bot
/papi ecloud download changeoutput
/papi reload
and luckperms is needed
for you it would look something like
%changeoutput_equals_input:{luckperms_has_permission_perm1.unlocked}_matcher:yes_ifmatch::locked_image:_else:%
if %luckperms_has_permission_perm1.unlocked% returns yes, you will see :locked_image:
if it says no you will see nothing
you can test placeholders in chat with /papi parse <player|me> <placeholder> (ex: /papi parse me %luckperms_has_permission_perm1.unlocked%)
Yes, you can use multiple placeholders in the title.
Yes
If you run into a point of needing to parse placeholders inside placeholders inside placeholders, you can use the utils expansion
We need a maximum of 6 placeholders, so we will need to use the extension?
It is only needed if you need to nest them, let me show an example
Let's say that %deluxemenus_meta_testing_STRING_% returns perm1.unlocked
So if you wanted to do this placeholder with that, it would look like this and NOT work properly
%changeoutput_equals_input:{luckperms_has_permission_{deluxemenus_meta_testing_STRING_}}_matcher:yes_ifmatch::locked_image:_else:%
so to make it work, you use utils as follows
%utils_changeoutput_equals_input:{luckperms_has_permission_{deluxemenus_meta_testing_STRING_}}_matcher:yes_ifmatch::locked_image:_else:%
then it will parse {deluxemenus_meta_testing_STRING_} FIRST
then parse {luckperms_has_permission_perm1.unlocked}
I do not think you will need it, but you know it exists if you do need it
For instance, you do NOT need Utils for this (2 placeholders next to each other):
%changeoutput_equals_input:{luckperms_has_permission_perm1.unlocked}_matcher:yes_ifmatch::locked_image:_else:%%changeoutput_equals_input:{luckperms_has_permission_perm2.unlocked}_matcher:yes_ifmatch::locked_image:_else:%
I think we're a bit lost here 😂
just try doing it for one instance
(Otherwise, you never know, do you speak French?)
its not created
yes
We will create all of that now and test everything you have told us.
What is the image you want to show if they have it unlocked? :grades_paysan:
I am also looking at your menu now and realizing how you want it to function
It will be scrolling through multiple options, yes?
is the locked image just 1 image?
But that doesn't matter for now, we first need to understand how to do it.
Yes, let me see
yes
yeah
%changeoutput_equals_input:{luckperms_has_permission_grades.paysan}_matcher:yes_ifmatch::titan_unlocked:_else::titan_locked:%
i need this ?
%changeoutput
equals
input:{luckperms_has_permission_grades.paysan}
matcher:yes
ifmatch::titan_unlocked:
else::titan_locked:%`
it is example
this placeholder will show :titan_unlocked: if the user has the permission grades.paysan
if the user does not have permission grades.paysan, it will show :titan_locked:
Does that make sense?
Otherwise, are you available for a voice call and screen sharing?
It would be easier and faster than messages.
Image unlock : name : grade_paysan
Image lock : name : grad_lock_titan
menu_title: '%changeoutput_equals_input:{luckperms_has_permission_grades_paysan}_matcher:yes_ifmatch::grade_paysan:_else::grade_lock_titan:%'
one correction: {luckperms_has_permission_grades_paysan} -> {luckperms_has_permission_grades.paysan}
I made the mistake and edited it after
don't work
type /papi parse me {luckperms_has_permission_grades.paysan}
im going to hop in the shower soon then I will be back
type /papi parse me %luckperms_has_permission_grades.paysan%
my mistake
/papi ecloud download luckperms
/papi reload
then try again
yes i work
regex: no
do you have the permission?
so you do have it
having perm * means you have it
you can probably use /papi parse me %luckperms_inherits_permission_grades.paysan%
this also works, but you most likely want to check if the user inherits the permission as I typed above
the fact that is shows a weird character is GOOD
I understand now
I will be back
nice
omg
beautiful
If it is to your interest, I have made a variables expansion
https://api.extendedclip.com/expansions/variables/
has to be downloaded manually if you want to use it
It doesn't do much, but it would allow you to store soemthing like %changeoutput_equals_input:{luckperms_has_permission_grades.paysan}_matcher:yes_ifmatch::grade_titan:_else::grade_lock_titan:% to %variables_titan%
I was thinking you could store the currently selected, the one on the left, and the one on the right all to a variable
So Paysan has nothing on the left, Paysan in the middle, Titan on the right
Alright, I think we'll download it to use it. Thanks!
%variables_paysan% could return
%changeoutput_equals_input:{luckperms_has_permission_grades.paysan}_matcher:yes_ifmatch::grade_paysan:_else::grade_lock_paysan:%%changeoutput_equals_input:{luckperms_has_permission_grades.titan}_matcher:yes_ifmatch::grade_titan:_else::grade_lock_titan:%```
lol
nice work
yeah thks
no pleas
no a server is a dev after
open
😦
.
Sorry man ^^'
showcase is just a place to show something cool you've made, whether it's a public server or not 😄
The founder doesn't want it to leak.
all good
Sorry, but we don't want it to leak. However, we can add them after the open and I can send you a message about it.
i am an other probleme with
%changeoutput_equals_input:{luckperms_has_permission_grades.heros}_matcher:yes_ifmatch::grade_titan_unlock_heros:_else:%%changeoutput_equals_input:{luckperms_has_permission_grades.titan}_matcher:yes_ifmatch::grade_titan_unlock:_else::grade_titan_lock:%
What is the problem
There are 2 backgrounds showing up, but I think I need to use Utils like you said above, but I don't see how it works.
oh lol
yes
is :grade_titan_unlock_heros: an entire gui? or just a small picture
maybe this will work for you, I don't quite understand fully though
/papi ecloud download utils
/papi reload
%utils_parse_changeoutput_equals_input:{luckperms_has_permission_grades.heros}_matcher:yes_ifmatch::grade_titan_unlock_heros:_else:{changeoutput_equals_input:{luckperms_has_permission_grades.titan}_matcher:yes_ifmatch::grade_titan_unlock:_else::grade_titan_lock:}%
if you have grades.heros it will show :grade_titan_unlock_heros:
if you do not, it will check if you have grades.titan
if you do have grades.titan, it will then show :grade_titan_unlock:
if you do not, it will show :grade_titan_lock:
I thought each character was it's own picture, but you decided to just make copies of the entire gui including the background instead I think
right?
making copies is a lot easier than having to try and adjust the pictures lol
Yes, I think that's right. I believe it's the simplest way to manage it.
agreed
^^
yes
here, try this
it's edited
and it is utils_parse_...
yes i work
lol
I did not make them
Create a new post instead of replying to re-opening one @twilit tiger
which is the best ?