#βœ… | How can i check the durability of items in a slot? i want to have a custom durability bar on ...

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true sailBOT
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Hello there! πŸ‘‹

You're asking a great question about getting item durability for your custom HUD. Currently, there isn't a direct placeholder to specifically get the durability of an item in a slot. This is a feature that's on Keksuccino's to-do list!

For now, you can create a custom durability bar using a Progress Bar element and combine it with placeholders to get values like current and max stats. However, if you're trying to display the wear of a specific item, that functionality isn't available yet with a dedicated placeholder.

I hope this helps clarify things for now! Let me know if you have any other questions. 😊

vital thistle
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could i not use nbt data or smth? depreciated but i feel it could work

true sailBOT
# vital thistle could i not use nbt data or smth? depreciated but i feel it could work

That's a clever thought! πŸ€” While it's true that the NBT Data placeholder is powerful, it doesn't currently expose an item's durability directly from a slot. Also, the documentation states that the NBT Data placeholder has some issues with certain mods and is still somewhat experimental.

Using the NBT Data placeholder for something as specific as item durability might not yield the desired results or could lead to inconsistencies.

If you're interested in learning more about the NBT Data placeholder and its current capabilities, you can check out the documentation here: NBT Data Placeholder

vital thistle
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is there a way to get a slots item count?

true sailBOT
# vital thistle is there a way to get a slots item count?

Hi there! πŸ‘‹

Yes, there is indeed a way to get the item count of a slot! You can use the NBT Data Placeholder for this.

Specifically, you would target the player's inventory as the source_type and specify the slot and the .Count property in the nbt_path.

Here's an example of how you could use it to get the count of an item in the first hotbar slot (slot 0):

{"placeholder":"nbt_data_get","values":{"source_type":"entity","entity_selector":"@s","nbt_path":"Inventory[{Slot:0b}].Count"}}

This would return the count of the item in hotbar slot 0. You can change the Slot:0b part to target other inventory slots.

You can find more detailed information and examples about the NBT Data Placeholder in the documentation: NBT Data Placeholder

Let me know if you have any other questions! 😊

vital thistle
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how can i change the tint of an image based on if a slot is selected or not?

true sailBOT
# vital thistle how can i change the tint of an image based on if a slot is selected or not?

That's an interesting idea for dynamic visuals! 🎨

You can achieve this by using Loading Requirements and potentially Variables in combination with multiple image elements, or if the tint setting itself supports placeholders, directly with placeholders. The documentation states that Image elements support tinting, but it doesn't specify if the tint value accepts placeholders.

Here's how you could approach this:

Method 1: Using Multiple Image Elements (More reliable if tint doesn't support placeholders)

  1. Create Two Image Elements: Make two identical image elements that serve as your slot background.
    • One image will have its default tint (or no tint).
    • The other image will have the desired tint applied.
  2. Apply Tint: For the second image, right-click it and set the desired tint color.
  3. Set Loading Requirements:
    • For the default/untinted image: Right-click it, go to Loading Requirements, add an Is Hotbar Slot Selected requirement. Set the Hotbar slot number to the corresponding slot ID (e.g., 0 for the first hotbar slot). Then, crucially, set the mode to OPPOSITE. This will make the image visible only when the slot is not selected.
    • For the tinted image: Right-click it, go to Loading Requirements, add an Is Hotbar Slot Selected requirement. Set the Hotbar slot number to the same corresponding slot ID. Keep the mode as default (meaning it will be visible only when the slot is selected).
  4. Position them identically: Make sure both images are layered correctly and occupy the exact same position on your HUD. This way, one will appear tinted and the other will not, switching dynamically with slot selection.

Method 2: If Tint Setting Supports Placeholders (Needs Confirmation)

If the Image element's tint setting actually accepts placeholders as its value, you could use a variable.

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  1. Create a Variable: You would need a variable that changes its value (e.g., a HEX color code like #FFFFFF00 for no tint or #FF00FFFF for a cyan tint) based on whether the slot is selected.
  2. Ticker Element: Use a Ticker element to constantly check the Is Hotbar Slot Selected requirement for your slot.
    • If selected, set the variable to your tinted color code.
    • If not selected, set the variable to your default/no-tint color code.
  3. Apply Variable to Tint: Then, in your Image element's tint setting, you would input the placeholder for your variable.

To confirm if the tint setting supports placeholders, you can try editing the tint value and see if the full-screen text editor opens, which usually indicates placeholder support.

You can find more information about Image elements and Loading Requirements here:

Let me know if you discover that the tint setting indeed supports placeholders! Otherwise, Method 1 is a solid approach. 😊

vital thistle
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could i just have it appear when slot is selected, and keep the old one anyway under the layer?

true sailBOT
# vital thistle could i just have it appear when slot is selected, and keep the old one anyway u...

Yes, absolutely! That's exactly how the first method (Method 1) I described works, and it's generally the most straightforward and reliable way to achieve a "tint on select" effect. 🎨

Here’s a quick recap of that approach:

  1. Place your original, untinted image/background for the slot. This will be your base layer.
  2. Create a second image element. This second image should have the tint (or other visual change, like an outline or glow) you want to appear when the slot is selected.
  3. Layer them correctly. Make sure the tinted image is directly on top of the original untinted one, and they both perfectly align.
  4. Apply a loading requirement to the tinted image. This requirement should be Is Hotbar Slot Selected for the specific slot you're targeting.

By doing this, the untinted image will always be visible, acting as the default background. The tinted image will then appear (be rendered) on top of it only when the slot is selected, effectively creating the tint effect without actually "changing" the tint of the base image. When the slot is deselected, the tinted image simply disappears, and you're back to just seeing the untinted base image.

This method works very well and is commonly used for these kinds of visual effects! ✨

vital thistle
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dumb question, how do i outline text?

true sailBOT
# vital thistle dumb question, how do i outline text?

That's not a dumb question at all! Outlining text can really make it pop! 😊

While FancyMenu's text elements don't have a direct "text outline" option like some graphics programs, you can achieve a very similar effect using a common UI trick:

Create two identical text elements, one slightly offset and darker (or a different color) beneath the main text.

Here's how to do it:

  1. Create your main Text element. Set its color (e.g., white or a bright color).
  2. Duplicate this Text element. You can do this by selecting it and using CTRL + C then CTRL + V (or right-clicking and choosing duplicate if that option is available).
  3. Adjust the duplicated text:
    • Change its color to a darker shade or the color you want your outline to be (e.g., black or dark gray).
    • Slightly offset its position. Move it 1-2 pixels down and 1-2 pixels to the right (or any direction you prefer for the outline shadow).
  4. Send the "outline" text to the back (layering): Right-click the offset text element and look for options like "Move One Layer Down" or "Send to Back" to ensure it renders behind your main text. This is crucial so your main text sits on top of the "outline" text.

Now you'll have an effect that looks very much like outlined text! πŸ–ΌοΈ

vital thistle
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how do i get the current held items name

true sailBOT
# vital thistle how do i get the current held items name

You're looking to display the name of the item your player is currently holding! I can definitely help you with that. 😊

You'll want to use the Slot Item Display Name placeholder for this. This placeholder is designed to retrieve the display name of an item in a specific inventory slot.

The two parameters you'll need are:

  • slot (required): This is the inventory slot ID to check. For the currently selected hotbar item, you can dynamically get this by nesting the Active Hotbar Slot placeholder.
  • ignore_spectator (optional): You can set this to true if you want to ignore Spectator GUI slots in Spectator mode.

The placeholder will return the display name in Minecraft's JSON text component format. To correctly display this formatted text, you must use a Single-Line Text element and ensure that only the placeholder is within its content. The element will then parse this JSON into a readable, formatted item name.

Here's how you'd put it all together:

{"placeholder":"slot_item_display_name","values":{"slot":"{"placeholder":"active_hotbar_slot"}"}}

Steps to implement:

  1. Add a Single-Line Text element to your layout (right-click the editor background > New Element > Single-Line Text).
  2. Right-click the new Single-Line Text element and choose "Content".
  3. Paste the placeholder code above into the content field.
  4. Optionally, you can add ,"ignore_spectator":"true" inside the values of the slot_item_display_name placeholder if needed.

For more details on this placeholder, check out the SpiffyHUD documentation: Spiffy's Placeholders

Let me know if you run into any snags! ✨

vital thistle
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how do i change the text centering? want it to go right-left

true sailBOT
# vital thistle how do i change the text centering? want it to go right-left

You're looking to adjust the horizontal alignment of your text within a Text element! I can definitely guide you on that. 😊

In FancyMenu's Text elements, you can use Markdown formatting codes to control text alignment. Text is left-aligned by default.

Here are the formatting codes you can use:

Centered (^^^)

To center lines of text, start a line with ^^^, followed by the text you want to center. End the centered block with another ^^^ on an separate line.

Example:

This text is not centered.

^^^
This text is centered.
This text is also centered.
^^^

This text is not centered anymore.

Right-Aligned (|||)

To right-align lines of text, start a line with |||, followed by the text you want to right-align. End the right-aligned block with another ||| on a separate line.

Example:

This text is not right-aligned.

|||
This text is right-aligned.
This text is also right-aligned.
|||

This text is not right-aligned anymore.

Steps to use:

  1. Right-click your Text element and choose "Content" to open the editor.
  2. Add the appropriate Markdown alignment tags (^^^ for center, ||| for right) around the lines of text you wish to align.

Please remember that these Markdown formatting codes only work within Text elements. Other text-based areas, like button labels, do not support Markdown.

You can find more details about Markdown and other text formatting options here: Text Formatting

Let me know if you have any more questions about text formatting! ✨

vital thistle
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the single line text one isnt left aligned, how can i fix that?

true sailBOT
# vital thistle the single line text one isnt left aligned, how can i fix that?

Ah, I see! You're using a Single-Line Text element to display the item name, and you're noticing its alignment isn't quite right. That's a common point of confusion because Single-Line Text elements behave a bit differently than regular Text elements when it comes to alignment. πŸ˜…

Single-Line Text elements are designed to only display a single line of text and usually align themselves within their bounding box based on the element's own alignment settings, not through Markdown.

To change the alignment of a Single-Line Text element (like the one displaying your held item name), you typically need to:

  1. Right-click the Single-Line Text element in the layout editor.

  2. Look for an option related to "Text Alignment", "Horizontal Alignment", or "Anchor Point".

    • Horizontal Alignment: If there's an explicit "Horizontal Alignment" option, you can usually set it to Left, Center, or Right.
    • Anchor Point: Sometimes, the alignment is implicitly controlled by the element's anchor point. If it's anchored to the center, it might try to center the text. Try adjusting the anchor point and see if it helps.

If you don't see a "Text Alignment" option, it might mean the alignment is tied to the element's overall position and sizing. You might need to adjust the element's bounding box and its relationship to its anchor point to get the text to align as desired.

Could you tell me what options you see when you right-click your "Single-Line Text" element? That would help me guide you more precisely! 😊

vital thistle
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is there a way to move chat up?

true sailBOT
# vital thistle is there a way to move chat up?

Unfortunately, no. FancyMenu and SpiffyHUD generally cannot move or customize core game UI elements like the chat window. The chat is deeply integrated into Minecraft's rendering system, and changing its position is not something our mods can directly control.

If you're on Forge/NeoForge, you might try a mod like Giacomo's HUD Overlays Configurator. It's designed to move, rotate, and scale some mod HUD elements, but even it might not be able to interact with the vanilla chat window. The documentation explicitly states that there's no way to move modded elements with Spiffy, and this applies even more so to vanilla elements like chat.

So, for now, moving the chat is outside the scope of what SpiffyHUD can do. πŸ˜₯

vital thistle
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i've made a seperate custom GUI for my project, how do i open it?

true sailBOT
# vital thistle i've made a seperate custom GUI for my project, how do i open it?

That's great you've made a custom GUI! To open it, you'll typically use an Action Script associated with a clickable element, like a Button.

Here's how you can set it up:

  1. Add a Button Element:

    • Go to the screen where you want to add the button (e.g., the Title Screen or a custom menu).
    • Open the layout editor for that screen.
    • Right-click the editor background -> New Element -> Button.
  2. Edit the Button's Action Script:

    • Right-click on the newly created button.
    • Select Edit Action Script.
    • In the Action Script editor, click Add Action.
  3. Choose the "Open Screen or Custom GUI" Action:

    • Select Open Screen or Custom GUI from the list of available actions.
  4. Enter Your Custom GUI's Identifier:

    • The action will ask for a screen_identifier. This is the unique ID you gave your custom GUI when you created it.
    • Type or paste your custom GUI's identifier into the value field.
  5. Save the Action and Layout:

    • Click "Done" to save the action.
    • Click "Done" again to save the button's action script.
    • Don't forget to save your layout changes (CTRL + S or through the menu bar).

Now, when you click that button in-game, it will open your custom GUI! πŸŽ‰

You can find more detailed information about custom GUIs and opening them via actions and commands here:

Let me know if you run into any issues or need further assistance! 😊

vital thistle
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is there any-way to make a keybind?

true sailBOT
# vital thistle is there any-way to make a keybind?

Yes, you absolutely can make keybinds using FancyMenu! ✨ There are two main ways to approach this, depending on what you want the keybind to do:

1. Trigger an action with a specific key press (using a Listener)

This is the most direct way to execute actions when a key is pressed.

  • What it does: Allows you to define an action script that runs when a specific keyboard key is pressed.

  • How to set it up:

    1. While not in the layout editor, go to the menu bar (CTRL + ALT + C).
    2. Click on Customization -> Manage Listeners.
    3. Click New Listener.
    4. Choose On Keyboard Key Pressed as the Listener Type.
    5. You then configure which key should trigger the action script for that listener.
    6. Within the listener's action script, you can add any FancyMenu action, such as Open Screen or Custom GUI for your custom GUI.

    You can find more detail on listeners here: Listeners

2. Mimic an existing Minecraft keybind (using an Action Script)

If you want a button or another interactive element to simulate pressing an existing Minecraft keybind (like "Forward" or "Sneak"), you can use an action script.

  • What it does: Executes an existing Minecraft keybind. This is more for elements performing a keybind, rather than a keybind initiating an action.

  • How to set it up:

    1. On an element that supports action scripts (like a Button), edit its action script.
    2. Add the Mimic Keybind action.
    3. You'll need to provide the keybind_id of the Minecraft keybind you want to mimic (e.g., key.forward). You can also specify if the key should be kept_pressed and for how long.

    You can find more detail on this specific action here: Action Scripts (Mimic Keybind)

For your goal of opening a custom GUI with a keybind, the On Keyboard Key Pressed listener is definitely the way to go!

vital thistle
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how can i choose what key it listens too

true sailBOT
# vital thistle how can i choose what key it listens too

Okay, let's clarify how to choose the specific key a Listener is listening to for the "On Keyboard Key Pressed" event. This is a crucial step to make your custom keybind work! ✨

Once you've created an "On Keyboard Key Pressed" listener (as mentioned in the previous message, via Customization -> Manage Listeners):

  1. Select your newly created Listener from the list.
  2. On the right-hand side, you should see various settings for that specific listener. Look for an option that allows you to configure which key it listens to. This will usually be labeled something like "Keybind" or "Target Key".
  3. When you click to edit this setting, FancyMenu will typically open a small input window. It might prompt you to "Press a key". Simply press the key on your keyboard that you want the listener to respond to (e.g., P for pause, G for GUI, etc.).
  4. After you press the desired key, the input window should close, and the key's identifier (or name) will be displayed next to the "Keybind" setting for your listener.

This allows you to assign any keyboard key as the trigger for your listener's action script.

Let me know if you have any trouble finding that "Keybind" or "Target Key" option within the Listener management screen! 😊

vital thistle
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yeah im not seeing target key anywhere

true sailBOT
# vital thistle yeah im not seeing target key anywhere

Ah, my apologies! It seems my instructions for the listener setup might not be perfectly aligned with the current UI for setting the key. Thank you for pointing that out! πŸ™

I'm working with the documentation I have, and sometimes the user interface can have slight variations or be interpreted differently.

To help me guide you more accurately, could you please tell me:

  1. What steps did you take exactly to create the "On Keyboard Key Pressed" listener? (e.g., Customization -> Manage Listeners -> New Listener -> selected On Keyboard Key Pressed).
  2. What options do you see displayed for the listener after you've created and selected it from the list? Specifically, are there any settings like "Value", "Parameter", "Trigger", or similar fields that seem editable?

A screenshot of the listener's settings panel would be incredibly helpful if you're able to provide one! (Please ensure no personal information is visible in screenshots).

Once I have a clearer picture of what you're seeing, I can give you precise instructions. Thanks for your patience! 😊

vital thistle
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after that, it opens the action script

true sailBOT
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