GUI Editor

Section

GUI is an in-game screen with which has interactive objects.

GUI Properties

There are 5 properties:

  • GUI Type: 2 options: With Slots or WIthout Slots. If you select With Slots, you will be able to create slots (Input and output slots) and inventories.
  • GUI Width: The width of your GUI (in pixels)
  • GUI Height: The height of your GUI (in pixels)
  • Inventory offset: If the GUI has slots, it can allow you to change the position of the player's inventory
  • Render background layer: Check this box if you want a background (Grey-White color). If not, uncheck the box.
  • Bind GUI to block: If you want to make a Tile Entity, you have to choose the block with the option for inventory activated.
  • Pause the game when open: If enabled, the game will be in pause on a single-player world.

Editor options

  • Snap components on the grid: Show a grid to easily place components
  • Grid x/y: The size in x and y of each case of the grid
  • Offset x/y: Move the grid from the selected x and y

GUI Components

Each component has a render priority in Minecraft. This priority is also shown in MCreator with their order on the menu. The higher a component is, the higher its priority is.

Label

  • Text: You can either choose Fixed to write a specific text or select a procedure returning a String value. Using a procedure can allow you to use normal text, but also custom variables or get values from an entity, the world or the value of another GUI component. If Fixed is used, the text will still be translatable.
  • Text color: The color that the text will use, no matter if it uses a Fixed value or a procedure.
  • Label display condition: If the label should only be displayed under one or multiple specific conditions, you can use a procedure returning that/those condition(s).

Image

  • Texture: The image you want to display on your GUI. Note that the texture needs to be saved inside the GUI/overlay category
  • Image display condition: If the image should only be displayed under one or multiple specific conditions, you can use a procedure returning that/those condition(s).

Button

  • Text: A fixed text to display on the button. The text is still translatable though.
  • On button clicked: The procedure containing what the button needs to do when the player clicks on it.
  • Button display condition: If the button should only be displayed under one or multiple specific conditions, you can use a procedure returning that/those condition(s).

Image Button

  • Texture: The default texture to display on the GUI.
  • Texture when hovered: When the player has its cursor on the button, you can choose to change the button's texture by selecting a texture here. However, keep in mind that this texture needs to have the same width and height as the previous texture. You can not use a texture with a different size. If this field is left empty, the main texture will simply be used.
  • On button clicked: The procedure containing what the button needs to do when the player clicks on it.
  • Button display condition: If the button should only be displayed under one or multiple specific conditions, you can use a procedure returning that/those condition(s).

Checkbox

  • Checkbox machine name: You can consider this name as its registry name, meaning you will have to use this name when you want to get its value inside a procedure.
  • Text next to the checkbox: A fixed and translatable text that is displayed next to the checkbox.
  • Checked when GUI opens: This procedure determines whether to initially check this box or not when the GUI is opened.

Text field

This component allows you to let the player writes something. An example of this component is when writing a command inside a command block.

  • Text input machine name: You can consider this name as its registry name, meaning you will have to use this name when you want to get its value inside a procedure.
  • Initial text: The text that is displayed like a label on the text field when nothing is written by the player.

Rendered entity

  • Display model entity provider: Use the return value of the selected procedure to determine the model that will be displayed. The return value must be an entity.
  • Model display condition: If the model should only be displayed under one or multiple specific conditions, you can use a procedure returning that/those condition(s)
  • Model scale: Determine the size of the displayed entity model.
  • Model yaw rotation in degree: This defines the initial rotation of the rendered entity model in degrees.
  • Follow mouse movement with rotation: If checked, the model will rotate depending on the cursor's position.

Slots and Inventory Components

To create a slot (input or output) you must first enable inventory, with the Inventory Option:

Slots Options

It has 2 buttons: Input and Output Slot:

  • Input Slot: Choose it if you want to put items in there.
  • Output Slot: Choose it if you want to put items with events, not by hand.

Input slot

  • Slot ID: It is the ID of this specific slot. It's necessary to don't have the same number more than one time.
  • Custom Color: If you want to put a color in the slot, select the color. If not, skip clicking this button.
  • Limit stack input: If you want to limit the items that the slot accepts, select the desired item or write an item tag. If not, just ignore this option.
  • Disable itemstack pickup: By using a fixed value or a procedure returning a logic value, you can limit the player to take back the item from the slot
  • Disable itemstack placement: By using a fixed value or a procedure returning a logic value, you can limit the player to put an item inside the slot

Output Slot

  • Slot ID: It is the ID of this specific slot. It's necessary to don't have the same number more than one time.
  • Custom Color: If you want to put a color in the slot, select the color. If not, skip clicking this button.
  • Limit stack input: If you want to limit the items that the slot accepts, select the desired item or write an item tag. If not, just ignore this option.
  • Disable itemstack pickup: By using a fixed value or a procedure returning a logic value, you can limit the player to take back the item from the slot


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