#(MrCrash) Cleanest item lore
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(MrCrash) Cleanest item lore
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I don't know if I should tag this in discussion thread or help thread?
my_stick:
type: item
material: stick
lore:
- gon whack```
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This:
is pretty ugly
I need some tips to make it beautifull
i can use texturepack*
Yeah obviously all thing u see is just some tests
that'll make strikethroughs on spaces, looks way better
The enchantments look very nice
I believe someone made a tool for item lore in #showcase as well
Why this isn't correct?
ty
Gonna check that 👀
Personally I think that works really well since it's down to the point and everything is very clear. I would try changing the description colors to be less vibrant and compare how it looks
Do you know if there is a way to frame my text? using a mixture of <&m> for horizontal lines and "|" for vertical lines?
also, idk why that don't work, color code are correct, i use this website :
quotes
Mmmmh the spacing is annoying
quotes?
also in item lore? O_o
iirc yeah
!t &gradient
Returns a chat code that makes the following text be the specified color.
Input works equivalently to !tag ElementTag.color_gradient, return to that tag for more documentation detail and input examples.
The gradient runs from whatever text is after this gradient, until the next color tag (0-9, a-f, 'r' reset, or an RGB code. Does not get stop at formatting codes, they will be included in the gradient).
Note that this is a magic Denizen tool - refer to !language Denizen Text Formatting.
ElementTag
- narrate "<&gradient[from=black;to=white]>these are the shades of gray <white>that solidifies to pure white"
it has an &
. . .
Ty 😐
mmmh 
Okay so ... look like gradient tool don't work with <&m> and spaces
A "bug"
?*
debug
That display the &m line but not the gradient
Content of Server Log Paste #109318: Denizen Debug Logs From One-Dream | SkyBlock... pasted 2023/04/28 10:39:15 UTC-07:00, Paste length: 4649 characters across 46 lines, Content: Java Version: 17.0.6Up-time: 13h 38m
<&gradient[from=0,255,239;to=22,124,186]><&m><&sp.repeat[20]> should work fine
my dude you're setting a <&b> right after
remove that
i hate myself
Ty
x)
Okayyy look better right?
Just need to remove things behind "When in Main Hand:"
(Advanced tooltips are OFF)
Consider also using Emojis if that's relevant to that - they can make lore look fancier in some cases
!m hides
Sets the item's list of data types to hide.
Valid hide types include: ATTRIBUTES, DESTROYS, ENCHANTS, PLACED_ON, ITEM_DATA, UNBREAKABLE, DYE, or ALL.
ITEM_DATA hides potion effects, banner patterns, etc.
Use "ALL" to automatically hide all hideable item data.
ItemTag
ListTag
<ItemTag.hides> Returns a list of item data types to be hidden from view on this item. Valid hide ...
Oh yeah good idea, some place to find emoji allowed in minecraft lore ?
Pretty sure we'll get even more with what was introduced in the newest snapshot
Emojis are a good though because it crosses language barriers
For example, giving emojis to enchantments
Yeah bu i use Item Adder emoji and IA isn't friend with Denizen lmao
IA support isn't for me
how tf did you center the text?
spacing lel
oh
that'll probably break on other people's monitors
different gui scale, windowed/fullscreen, different resolution
Yeah that's true
No way to make it center everywhere?
Wait, i try with windowed minecraft and other GUI scale and that stay centered
Look clean for me
If you want you could send the lore here to double check
- <&gradient[from=0,255,239;to=22,124,186;style=rgb]><&m><&l>𓄲 𓄴
- <&gradient[from=0,255,239;to=22,124,186;style=rgb]> La <&gradient[from=220,0,255;to=125,0,187;style=rgb]><&l>hache UTOPIQUE F évolutive
- <&gradient[from=0,255,239;to=22,124,186;style=rgb]> peut être évolué au prochain niveau
- <&gradient[from=0,255,239;to=22,124,186;style=rgb]> en cassant les blocs ci-dessous !
- <empty>
- <&gradient[from=0,255,239;to=22,124,186;style=rgb]><&m><&l>𓄲 𓄴
- <&gradient[from=220,0,255;to=125,0,187;style=rgb]> <&l>-Prochain niveau-
- <&f><&l> <player.item_in_hand.flag[UTOhache_evo1].if_null[0]> <&gradient[from=0,255,239;to=22,124,186;style=rgb]>/ <&f>500 <&gradient[from=0,255,239;to=22,124,186;style=rgb]>buches cassé
- <empty>
- <&gradient[from=0,255,239;to=22,124,186;style=rgb]><&m><&l>𓄲 𓄴
- <&f>⌈<&b><&l>➭<&f>⌋ <&gradient[from=0,255,239;to=22,124,186;style=rgb]>Fortune <&f><&l><&n>3
- <&f>⌈<&b><&l><&f>⌋ <&gradient[from=0,255,239;to=22,124,186;style=rgb]>Efficacité <&f><&l><&n>10```
I'm not home right now but I can check when I do
Yes np ty 😉
i dont think it can in lore actually
well, not so much break, but uh, its possible if its too big because of resolution size, itll go off screen
Mmmmh yeah probably
Uhhh this is fancy but is it really clean?
Maybe that's mine problem but- These all shiny thicc item tooltips a little bit... cheap looking? The most comfort and easy to read ones is that are made with respect to vanilla style, as for me. Once again, just my opinion.
I dunno if you're using resource pack on your server, but look... as for now that's the coolest tooltips I've seen:
I guess you can ignore 3d model part cause this is actually a mod, but, eh, once again, for me this is the real definition of "clean"
Oh my .. yes it's really clean, i take a look about custom tooltips but look like the size of each of your tooltips must be made according to your item so isn't really universal :/
Are you planning to make every item lore with fixed size?
It is true that the lore will be substantially the same for each item of this type after all..
But the whole text do be writted in the config of Item Adder, i don't want that, maybe i can add a tooltips with emoji and use some negative spacing to make it match with the vanilla tooltips?
Uh. Maybe that's not a really nice idea... I mean, if you have these separators (lines between text) then maybe yeah but... It can make every one item less individual and everything can look kinda almost the same. Different width is easier for player's eyes just because you expect to see the difference while you hovering over a few different items. I will be confused for a moment if I'll hover over another item and the tooltip on first sight will not have any change
Yes I understand what you mean
Maybe I'm overcomplicating things, but that's how it works in a design. UX is pretty important imo :P
alignment and symmetry is important but when you overdo it, it can hurt
that looks awesome! im gonna steal that concept with a recipe book :D
I want to steal some element to, specialy the ratating item display but no fking idea of how do that lmao
I planned to steal this as well :D
That's why I have this video on my PC. This is actually a mod that I randomly saw scrolling on YouTube lol
oh im gonna one-up it and go an extra mile; im gonna use a player_head and rig the display to be a player model instead >:D
If you are real heroes it will happen soon in #showcase :x
I believe that almost every of the elements present in that video (excluding 3d) can be done even via vanilla client with proper unicode symbols use
i think the 3d thing is totes possible
I once tried to use font-related techniques, never again
So in the end, to come back to the tooltips, would you advise me to try to make a custom tooltip? If yes, how ? maybe it is possible in a vanilla way (texture pack)
Almost everything can be done via resourcepack, even that frame around the tooltip
everything in that clip can be done in a resource pack, yeah
So do you know where minecraft manages the texture of tooltips?
You don't really need to mess with tooltip itself
It'll be a font and a bunch of different symbols
I never understood how to make them really work, I understand that it is simply a texture and a config but I did not find any documentation explaining which place of the texture will be displayed in which place according to what
With resource pack, you're replacing some unused symbols to your own textures. You can change size and height of that symbol so it'll fit very well once you just insert it in the lore
negative space will help to move that symbols not only up, down, right but left as well
it is dynamically rendered, you control it with a core shader
it is not simply a texture in this case
one example of editing it is Royal Tooltips, you can search for it and look at the shader files and edit it. that's where most of these custom tooltips have spawned from since it makes it easy to modify the tooltip
Oh nice
i'm gonna take a look
thank's !
Just one question, is the tooltips general to all items or is there a way to choose which one it applies to?
if you want it to only apply to a specific item then you need to make use of negative spacing and custom font textures/overlays
oh sad
while I'm at it, for negative spacing is there a place to find information? the meta denizen does not mention it, until then I use the kalebroo script but I would like to be able to really choose my negative spacing more precisely
colors too bland imo
if its meant to be bland then cool! like if its a rarity system, more common items have less vibrant colors while rarer items are full vibrant then cool
Negative space is not a script thing, that's literally a symbol too that renders space backwards
https://github.com/AmberWat/NegativeSpaceFont
I just couldn't imagine reading so much on an item
I guess it depends on the server
That's a nice example. At least there you can tell the difference between colors and what each of the line means even not reading the text
Yeah again it depends on the server, I understand if you have loads of RPG elements to show but I like to keep things as clean as possible as I don't have any like, custom item attributes.
yet
Things must be clean as possible ESPECIALLY with a lot of items! :)
cuz that literally means that you will be staring on those stats and infos for a lot of time
yoo that looks dope
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