ScreenJS
Download: CurseForge
The custom ContainerMenu event is a startup event.
Custom Container menus are created in a startup script. They cannot be reloaded without restarting the game. The event is not cancellable.
for block entities made with beJS:
StartupEvents.registry('menu', event => {
event.create('example_block' /*name can be anything*/, 'block_entity')
.addSlot(-10, -10) // adds a slot into this x,y position on the texture
.addSlot(10, 200)
.loop(builder /*this builder*/=> {
for(let x = 0; x < 9; x++) {
for (let y = 0; y < 4; y++) {
builder.addSlot(x * 18 /*<- the width of a slot, remember to add this*/, y * 18)
}
}
})
.addOutputSlot(118, 118) // adds a slot you can't put an item into, but can pull an item from
.playerInventoryY(100) // marks the start of the player's inventory on the texture
.tintColor(0x00FF00FF) // a color to tint the whole inventory texture, in hexadecimal [a, r, g, b]
.setBlockEntity('kubejs:example_block') // the block entity that should open this GUI on right-click
})
for any block:
StartupEvents.registry('menu', event => {
event.create('grass_block' /*name can be anything*/, 'block')
/*default parameter set*/
.setBlock('minecraft:grass_block') // the block that should open this GUI on right-click
})
for entities:
StartupEvents.registry('menu', event => {
event.create('snow_golem' /*name can be anything*/, 'entity')
/*default parameter set*/
.setEntity('minecraft:snow_golem') // the enity type that should open this GUI on right-click
})
and lastly, for completely separate 'basic' GUIs:
currently nothing can access these!
StartupEvents.registry('menu', event => {
event.create('name_here' /*name can be anything*/)
/*default parameter set*/
})
- basic (this is the default)
- block_entity
- block
- entity
addSlot(x, y)
addOutputSlot(x, y)
loop(builder => ...)
tintColor(color)
drawable(screenX, screenY, textureX, textureY, u, v, textureLocation)
progressDrawable(x, y, rect2i, textureHeight, textureLocation, direction, type)
fluidDrawable(x, y, rect2i, textureLocation, direction, tankIndex)
customDrawable(x, y, rect2i, textureLocation, direction, (menu, screen, drawable, direction) => ...)
backroundTexture(texture, x, y, u ,v)
quickMoveFunc((player, slotIndex, menu) => ... return item)
validityFunc((player, pos) => ... return boolean)
disablePlayerInventory()
playerInventoryY(yPos)
button(rect2i, textComponent, button => ...)
default available types:
- PROGRESS
- FUEL
- ENERGY
default available move directions:
- UP
- DOWN
- LEFT
- RIGHT