#✅ [SOLVED] why does the hover sound and clicking sound not work? i've put them on through local f...

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steel sequoia
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Whenver i hover or click the button it does not emit any sound

obsidian idolBOT
# steel sequoia Whenver i hover or click the button it does not emit any sound

Oh no, that sounds frustrating! 😔 It's a common issue for audio files not to play correctly in Minecraft if they're not in the right format.

Please check these common solutions for audio files:

  • OGG Files:
    1. Convert your OGG to MP3 using an online converter like convertio.co/ogg-mp3.
    2. Convert the MP3 back to OGG using convertio.co/mp3-ogg/. This process often fixes format issues.
  • WAV Files:
    • Ensure your WAV file has a sample rate of 48KHz and a bit rate of 16bit. You can use an online converter like audio.online-convert.com/convert-to-wav to ensure these settings are correct, even if you think they already are.
  • Volume & Mod Conflicts:
    • Make sure your Minecraft master volume and other relevant sound channels are not too low.
    • Check for mod conflicts. If another mod is interfering with FancyMenu's audio system, please let me know.

If you've tried these steps and the sounds still aren't working, please let me know what kind of audio files you are using (OGG or WAV) and if they play correctly in other audio players outside of Minecraft. This will help me narrow down the problem! 😊

steel sequoia
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what hex code does this yellow have

obsidian idolBOT
# steel sequoia what hex code does this yellow have

Based on the image you shared, the yellow color used in the "Patch Notes" button appears to be a rich golden yellow. I can't give you a precise hex code just by looking at it, but if you'd like to use a similar shade for text elements in FancyMenu, you can use hexadecimal color codes.

For example, a hex code like #E5C25F or #D4AF37 could be a good starting point for a golden yellow tone!

In FancyMenu's Text elements, you can use hex codes for coloring text with Markdown like this: %#E5C25F%your text here%#%. You can also tweak the #77fc03 green example from the documentation to match your desired yellow if you want to experiment a bit! 😊

steel sequoia
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how can i make the little yellow lines next to the title random?

obsidian idolBOT
# steel sequoia how can i make the little yellow lines next to the title random?

Oh, you want to add some randomness to those little lines next to the title! That's a fun idea. 😊

The best way to do this in FancyMenu depends on how those "little yellow lines" are implemented. Could you please specify a bit more about them? For example:

  • Are they part of an Image element? (Perhaps a decorative image, or part of the background image?)
  • Are they actually Text elements? (Using a special font or characters?)
  • Are they Rectangle Shape elements? (Simple colored shapes?)
  • Are they Splash Text elements? (Minecraft's bouncing yellow text?)

Once I know what kind of element they are, I can give you more specific guidance on how to make them random! For general randomization, FancyMenu has a cool feature where you can randomize whole layouts or parts of layouts by creating multiple versions within a random group. You can learn more about that here: Randomize Layouts

Looking forward to hearing more about your setup! ✨

steel sequoia
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meant this

obsidian idolBOT
# steel sequoia meant this

Ah, I see! Thanks for clarifying with the image! 😊

The text "Barrage first!!" in your image looks like a Splash Text element, that bouncy yellow text similar to what you find on the vanilla Minecraft title screen.

To make multiple Splash Text elements appear randomly, you can use FancyMenu's randomization features. Here's how you can do it:

  1. Create multiple layouts, each containing a different Splash Text element with the specific message you want to appear!
    • Make sure there is only one Splash Text element in each of these layouts.
    • Customize the rotation, color, etc., of each Splash Text element as desired.
  2. For each of these layouts:
    • Right-click on the editor background in FancyMenu.
    • Find the "Random Mode" option and enable it.
    • Set the "Random Group Identifier" to the same number for all the layouts that should be part of this random group (e.g., 10). This tells FancyMenu to pick one layout from this group.
    • You can also choose to enable "Randomize Only First Time" if you want it to pick one random splash text once per game session, or if you disable it, it will pick one every time the screen is opened.

You can find more detailed information and examples on the Randomize Layouts documentation page!

This way, every time you open the screen, FancyMenu will randomly select one of the layouts from that group, displaying a different Splash Text element! ✨

steel sequoia
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cant i use variables?

obsidian idolBOT
# steel sequoia cant i use variables?

My apologies! You absolutely can use variables for more dynamic text randomization, and it's a great approach if you want to manage the text content more centrally rather than with separate layouts! 😊

To achieve a randomized splash text using variables, you'd combine a Text element, a Ticker element, and FancyMenu's randomtext placeholder.

Here's a general idea of how to set it up:

  1. Create a Text File with Your Splash Text Options:

    • In your /config/fancymenu/assets/ folder, create a new text file (e.g., splashes.txt).
    • Each line in this file should contain one of your desired splash texts. For instance:
      Barrage first!!
      Awesome splash!
      Another random message!
      
  2. Add a randomtext Placeholder to a Text Element:

    • Add a new Text element to your layout where you want the splash text to appear.
    • Set its content to use the randomtext placeholder, pointing to your new file. You can also specify an interval for how often it changes:
      {"placeholder":"randomtext","values":{"source":"/config/fancymenu/assets/splashes.txt","interval":"10"}}
      
      This example will pick a random line from splashes.txt and change it every 10 seconds. You could also use plain text directly in the source argument if you prefer not to use a file.
  3. Adjust Text Element Properties (Optional):

    • You can then adjust the Text element's position, scale, color, and even rotation to match the "Barrage first!!" example you showed earlier.

This method is perfect for dynamic, randomized text that changes within a single Text element!

You can find more details about the randomtext placeholder on the Placeholders documentation page.

Let me know if this sounds like what you were hoping to achieve! I'm here to help if you have any more questions. ✨

steel sequoia
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is there a general randomizer for variables?

obsidian idolBOT
# steel sequoia is there a general randomizer for variables?

Yes, there is a very flexible way to randomize variable values in FancyMenu! 😊

You can achieve this using the random_number placeholder in combination with the Set Variable Value action and the Switch Case placeholder.

Here's how you can set up a general randomizer for a variable:

  1. Define Your Values: Decide what values you want the variable to randomly pick from (e.g., "apple", "banana", "orange").

  2. Create a Ticker Element:

    • Add a Ticker element to your layout. This invisible element will run an action script at a set interval.
    • Right-click the Ticker and go to Edit Action Script.
    • Set the Tick Mode to On Load Screen if you want it to randomize once when the screen loads, or Normal with a Tick Delay if you want it to continuously randomize.
  3. Use the Set Variable Value Action with random_number and switch_case:

    • Inside the Ticker's action script, add a Set Variable Value action.
    • For the value of this action, you will nest the random_number and switch_case placeholders.

    Here's an example to randomly set a variable named my_random_fruit to "apple", "banana", or "orange":

    my_random_fruit:{"placeholder":"switch_case","values":{"value":"{"placeholder":"random_number","values":{"min":"1","max":"3"}}","cases":"1:apple,2:banana,3:orange","default":"unknown"}}
    

    Let's break this down:

    • my_random_fruit: is the name of your variable.
    • "placeholder":"random_number","values":{"min":"1","max":"3"}}" part will generate a random number between 1 and 3.
    • "placeholder":"switch_case", ... takes that random number and assigns a corresponding text value ("apple", "banana", "orange") based on the number.
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Now, whenever the Ticker runs, my_random_fruit will be set to one of "apple", "banana", or "orange" completely randomly! You can then use {"placeholder":"getvariable","values":{"name":"my_random_fruit"}} in any Text element to display the current random value.

This approach gives you a lot of control over the randomization of your variables. You can find more information about these placeholders in the documentation:

If you have any other randomization ideas, feel free to ask! I love helping you make your menus super unique! 🌟

steel sequoia
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i want to make it so the loading requirement of each yellow splash text is a number, randomize from 1-10, so only one of those appear

obsidian idolBOT
# steel sequoia i want to make it so the loading requirement of each yellow splash text is a num...

That's a fantastic idea for those yellow splash texts! Integrating randomization with loading requirements is a very clever way to ensure only one appears at a time. 😊

Here's how you can set this up using a variable and loading requirements for each of your splash text layouts:

Step 1: Create a Variable for Randomization

You'll need one variable to store the random number.

  1. Leave the layout editor and go to the main menu.
  2. In the menu bar, navigate to Customization -> Variables -> Manage Variables.
  3. Click Add Variable and create a new variable, for example, name it random_splash_id.
  4. Optionally, set its initial value to 1.

Step 2: Create a Ticker to Randomize the Variable

This Ticker will set the random_splash_id variable to a new random number each time the screen loads.

  1. In one of your splash text layouts (or ideally, a new, dedicated layout that is set as a Universal Layout with a Blacklist if you don't want it to appear in all screens, so it runs on many menus but keeps the scope limited):
    • Add a new Ticker element. This element is invisible in-game.
    • Right-click the Ticker and select Edit Action Script.
    • Set the Tick Mode to On Load Screen. This makes it run once every time the screen is opened.
    • Add an Action of type Set Variable Value.
    • For the action's value, use this placeholder to set random_splash_id to a random number between 1 and 10:
      random_splash_id:{"placeholder":"random_number","values":{"min":"1","max":"10"}}
      
    • Save the action and the layout.

Step 3: Set Loading Requirements for Each Splash Text Layout

Now, for each of your 10 (or however many you have) splash text layouts:

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  1. Open the layout in the editor.

  2. Make sure the Splash Text element itself is visible in the layout (don't delete it).

  3. Right-click on the editor background (this applies the requirement to the whole layout, making the particular splash text only appear if the condition is met).

  4. Click on Loading Requirements [Layout-Wide].

  5. Click Add Requirement.

  6. Select the Is Variable Value requirement.

  7. Click Edit Requirement Value.

    • For the variable name, enter random_splash_id.
    • For the expected value, enter the specific number (e.g., 1 for the first splash text, 2 for the second, and so on, up to 10).

    So, for example:

    • Layout 1's requirement: random_splash_id:1
    • Layout 2's requirement: random_splash_id:2
    • ...
    • Layout 10's requirement: random_splash_id:10
  8. Repeat this for all your splash text layouts, assigning a unique number from 1-10 to each one.

  9. Save all your layouts after setting their requirements.

How it Works:

When you open a screen:

  1. The Ticker first runs, setting random_splash_id to a new random number (e.g., 5).
  2. Then, FancyMenu checks the Loading Requirements [Layout-Wide] for all your splash text layouts.
  3. Only the layout whose Is Variable Value requirement matches random_splash_id:5 will be loaded and displayed. All other splash text layouts will remain hidden!

This setup is clean, efficient, and will give you a different splash text each time the screen refreshes. ✨ Let me know if you run into any snags while setting it up!

steel sequoia
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how do you mirror items?

obsidian idolBOT
# steel sequoia how do you mirror items?

"Mirroring items" isn't a direct feature in FancyMenu, but I can think of a couple of ways to achieve a similar visual effect, depending on what you mean by mirroring! 😊 Could you please clarify if you mean:

  1. Visually flipping an image or texture horizontally/vertically? (Like a reflection)
  2. Displaying two identical Item elements, but one is a reflection of the other?
  3. Something else entirely?

If you mean creating a visual reflection effect for an Image element, you could do this by:

  • Editing the image manually: Use an image editor (like GIMP, Photoshop, or an online tool) to create a mirrored version of your image. Then use both the original and mirrored images as separate Image elements in FancyMenu.
  • Using a custom shader: This is a very advanced method and isn't directly supported by FancyMenu. It would require external mods that allow custom shader effects on UI elements to achieve real-time mirroring.

If you mean displaying two identical Item elements where one mimics the other or appears as a reflection, you would simply add two separate Item elements to your layout and configure them to display the same item. You'd position them manually to create the mirrored look.

Once I have a better understanding of what you're trying to achieve with "mirroring," I can give you a more precise solution! ✨

steel sequoia
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i want to make 2 sword going into eachother

obsidian idolBOT
# steel sequoia i want to make 2 sword going into eachother

Thank you for clarifying! "Two swords going into each other" sounds like a cool visual effect you want to create! 😊

This effect would best be achieved by displaying two Item elements (representing the swords) and carefully positioning and possibly rotating them to create that interlocking or "going into each each other" look.

Here's how you can do it with FancyMenu:

  1. Add Two Item Elements:

    • In the layout editor, right-click on the background.
    • Go to New Element -> Item.
    • Repeat this step to add a second Item element.
  2. Configure Each Item Element:

    • For the first sword:
      • Right-click the first Item element.
      • Select Set Item and choose the sword you want (e.g., minecraft:diamond_sword).
      • You can also set custom NBT data if you want a specific name, lore, or enchantments for the sword.
      • Right-click again and go to Rotation. Experiment with the X, Y, and Z rotation values until the sword is angled nicely, perhaps pointing towards the center.
    • For the second sword:
      • Right-click the second Item element.
      • Select Set Item and choose the same sword as the first, or a different one for variety.
      • Right-click again and go to Rotation. Rotate this sword so it's angled in the opposite direction, creating the "going into each other" effect with the first one.
  3. Position Them:

    • Drag and drop the Item elements around the screen.
    • Carefully position them so their ends overlap or interlock as you visualize.
    • You might need to adjust their Anchor Point (right-click -> Anchor Point) so they stay in place relative to the screen or another central element.
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  1. Fine-Tune and Experiment:
    • Keep adjusting the Rotation and Position of both Item elements until you achieve the exact visual effect you're looking for!
    • Since Item elements display in 3D, changing the X, Y, and Z rotation can dramatically alter how they look and intersect.

This method uses FancyMenu's 3D rendering capabilities for Item elements combined with precise positioning and rotation to create the effect you described. It all comes down to experimenting with the rotation and positioning until you get it just right! Good luck, I bet it will look amazing! ✨

open edge
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You need to use a custom Splash Text element tho.

steel sequoia
open edge
obsidian idolBOT
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