#✅ | Quest tracker? (And MC Dungeons questions)

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woven mountainBOT
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SpiffyHUD/FancyMenu currently has no working scoreboard support, so there’s no reliable way to pull FTB Quests objectives or quest progress into a HUD element. The “scoreboard-related features are broken” note in the docs covers this: those placeholders/requirements simply don’t work right now (they’re being reworked), so you can’t base a HUD on FTB Quests data until that’s fixed.

You can keep an eye on the Known Issues doc for updates: FancyMenu Known Issues – Scoreboard support.

reef quarry
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Follow up question: Would I be able to edit or mess with the Combat Roll mod’s UI element, the dodge cool down arrow, in any way within spiffy?

woven mountainBOT
# reef quarry Follow up question: Would I be able to edit or mess with the Combat Roll mod’s U...

SpiffyHUD can’t directly edit or move Combat Roll’s dodge cooldown arrow because modded HUD elements aren’t exposed to Spiffy. The only practical option is to combine Spiffy with something like HUD Overlays Configurator (Forge/NeoForge only) to shift, scale, or hide the mod’s own overlay. Spiffy itself can only place its custom elements or block modded ones with an Eraser, but it can’t hook into Combat Roll’s UI to redraw or animate it.

reef quarry
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What steps would you take to recreate a Minecraft Dungeon’s like UI or HUD?

woven mountainBOT
# reef quarry What steps would you take to recreate a Minecraft Dungeon’s like UI or HUD?

Recreating a Minecraft Dungeons–style HUD with Spiffy is mostly a matter of rebuilding every piece you want in Spiffy’s editor:

  1. Start from scratch: Delete the vanilla HUD elements and add your own using Spiffy’s elements—Slot elements for hotbar items, Progress Bar elements for health/armor/mana, Image/Text elements for frames or captions.

  2. Use relevant placeholders: Tie health, hunger, armor, mana, etc. to Progress Bars via placeholders like {"placeholder":"current_player_health_percent"}; use Single-Line Text plus JSON components for names or statuses that need styling.

  3. Add stylistic visuals: Use Image elements for borders/icons, optionally with loading requirements (e.g., show a shield icon only when armor slot isn’t empty). Combine with Advanced Positioning/Sizing to match the Dungeons layout, and use FancyMenu’s animation features (fades, opacity) for effects.

  4. Handle dynamic parts: Use Spiffy variables + Ticker or Action Scripts to drive toggles, timers, or triggers (e.g., display a warning when health drops). You can also layer Spiffy’s elements with an Eraser to hide any leftover vanilla bits.

  5. Reference FancyMenu docs for details on Progress Bars, Placeholders, Positioning, and Requirements as you build—Spiffy adds HUD-specific elements but follows FancyMenu rules.

That approach gives you full control to design a “Minecraft Dungeons” inspired HUD inside Spiffy.

reef quarry
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Neat. How would I apply animations to the health bar to match the white flashing of the vanilla game?

woven mountainBOT
# reef quarry Neat. How would I apply animations to the health bar to match the white flashing...

You can get that vanilla-like white flash in two parts:

  1. Use Spiffy’s Player Heart Health Bar – it already has built-in options like “Blink on Damage” and low-health shake, so enable those for automatic feedback. (See the Player Heart Health Bar entry on the SpiffyHUD Elements page for the exact controls.)

  2. Add a white overlay that flashes whenever health drops:

    • Create a small white Image (or rectangle) over the hearts and give it a simple texture with a white border/alpha.
    • Add a Ticker element that runs every tick. In its action script, read {"placeholder":"current_player_health"} and compare it to a FancyMenu variable (see the Variables guide) that stores the last tick’s health. If the new value is lower, set another variable like health_flash_timer to, say, 10.
    • Each tick also decrements health_flash_timer (use the Calculator placeholder to subtract 1 and clamp at 0) and updates the variable via the Set Variable action.
    • Give the overlay a loading requirement such as “Is Number” checking health_flash_timer is greater than 0; it will only show when the timer is running.
    • Optionally animate the overlay’s opacity by setting it to {"placeholder":"calc","values":{"decimal":"true","expression":"health_flash_timer / 10"}} (using the calculator placeholder to normalize the timer) so it fades out as the timer counts down. This uses the Placeholders guide for nesting/calculations.

That combination gives you the blinking hearts plus a white flash overlay that fades smoothly, mimicking vanilla damage feedback.

reef quarry
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How would I do that with a progress bar and not hearts?

woven mountainBOT
# reef quarry How would I do that with a progress bar and not hearts?

You can mimic that vanilla white flash even with a Progress Bar by layering a temporary white overlay and driving it with a few variables:

  1. Progress Bar setup – Add a Progress Bar for health and feed it {“placeholder”:“current_player_health_percent”} so it fills like a normal health bar. (Placeholders doc: Placeholders)
  2. Create the white flash overlay – Put an Image (or Rectangle) on top of the bar, tinted white with opacity controlled via a variable (you can use Advanced Opacity with a placeholder like {"placeholder":"getvariable","values":{"name":"health_flash_alpha"}}).
  3. Use a Ticker to detect damage:
    • Add a Ticker that runs every tick, reads the current health placeholder, compares it to a stored variable (see Variables) and when the health decreases set another variable (e.g., health_flash_timer) to something like 10.
    • Every tick also subtracts 1 from that timer (clamp at 0) and updates both health_flash_timer and health_flash_alpha (e.g., health_flash_timer / 10 via the Calculator placeholder) so the overlay fades out.
  4. Show overlay only while timer > 0 – Give the white overlay a loading requirement (Is Number checking health_flash_timer > 0). This way it appears and fades every time damage occurs.

You’ll be combining the Progress Bar element with Placeholders + Variables + a Ticker action script—everything described in the docs above—so the overlay flashes white whenever your health drops while the main bar keeps showing the normalized value.

reef quarry
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How would I make an animation similar to Minecraft dungeons where after damage is taken, the health that was lost is shown as white before fading or shrinking into the main health bar?

woven mountainBOT
# reef quarry How would I make an animation similar to Minecraft dungeons where after damage i...

You can fake the “white chunk” effect by layering a second progress bar (or image) on top:

  1. Primary bar: Use a Progress Bar with {"placeholder":"current_player_health_percent"} as usual.

  2. Lost-health bar: Add another Progress Bar (or white Image) on top that shows the previous health value. Drive it with a variable like prev_health_percent.

  3. Ticker logic: Have a Ticker tick every frame. In its script:

    • Read current health percent via the placeholder.
    • If it dropped, set a timer variable (health_flash_timer) and store the old percent in prev_health_percent.
    • Each tick, decrease the timer (clamp at 0) and optionally update a fade variable (health_flash_alpha) with a calculator placeholder like {"placeholder":"calc","values":{"decimal":"true","expression":"health_flash_timer / 10"}}.
  4. Reveal & fade:

    • The overlay bar uses prev_health_percent as its progress value.
    • Add a loading requirement so it only shows while health_flash_timer > 0.
    • Bind its opacity to health_flash_alpha (via getvariable) so it fades as the timer counts down.
      (See the docs on Variables, Placeholders, and using Tick-based action scripts.)

When health drops, the overlay bar stays visible showing the lost portion and fades down into the true health bar—very close to the Minecraft Dungeons effect.

reef quarry
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Quest tracker? (And MC Dungeons questions)

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How would I recreate the hot bar effect in Minecraft dungeons where when empty, the slot displays a cross but when filled with an item, the cross disappears?

woven mountainBOT
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reef quarry
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Let’s try this again, how would I recreate the hot bar effect in Minecraft dungeons where when empty, the slot displays a cross but when filled with an item, the cross disappears?