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PowerfulButtons - Your own customizable buttons 1.0.0

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  • Update details
    v1.0.0
    Released
    Download size 196.53 kB
    Total versions 1
    Freshness Updated today
Buttons on the player HUD   Drag and drop editor   Our Discord
Your own buttons on the player's screen,
placed by dragging them there.

PowerfulButtons puts clickable buttons on the HUD. A kit, a shop, a teleport home, a link to your rules. Each one runs a command when a player clicks it. You build them from inside the game: grab the button in a live preview of the screen, drop it where it belongs, and it is there for every player who has its permission the moment you let go.

/buttons   opens the editor. With PowerfulAdmin installed the editor becomes a section in the panel instead and picks up your theme.
 
00
The editor
A list, and three panels behind it

The list holds every button you have made, with its label, its command, who is allowed to use it and how many extra pieces it carries. Search narrows the list by label, command or ID, and a switch turns any button off without deleting it. Copy duplicates a button with everything inside it and drops the duplicate just below the original, so a second kit button is one click rather than a rebuild. Open one and the editing view comes up.

Preview The whole screen scaled down, with a draggable outline where the button sits. Drag the outline and the button moves with it.
Canvas The button itself, blown up to six times its real size, so you can place what is inside it by eye.
Inspector The settings for whatever you have selected, split into tabs so nothing has to be scrolled for: Main holds the label, the command and its type, the cooldown, alignment and size, Style holds the colors and the border, Access holds the permission and the confirmation.
Layers Every piece the button carries. Pick one and the inspector switches to that piece and its own text, size, font, color and border.
 
01
Placing it
Drag it there instead of guessing a corner

Drag the outline in the preview and the button moves with it. You never type a Pos value and reload to find out whether you guessed the right corner. A second after you stop dragging the position is written to disk and the permissions are registered again.

Every other button you have is drawn in the same preview, dimmed, so you always see what the screen already holds. Drop a button near one of them and it snaps onto its row or column. When you want them lined up exactly, click a dimmed button and pick Align X or Align Y.

 
02
The button
Every piece is its own drag handle

On the canvas the label and every piece you add is dragged one at a time. Four buttons under the canvas add a piece, and each piece keeps its own position, size, color and font.

Panel A colored block. A stripe under the label, a badge behind an icon, a frame around the lot.
Image A second sprite or an image URL, tinted with a color of your own.
Text A line of text beside the label, with its own size, color and alignment.
Tooltip A hover zone carrying Rust's own tooltip. The text shows on hover and the click underneath still works.
Cooldown The countdown readout. It appears by itself once a button's cooldown goes above zero and disappears when you clear it, so it cannot end up orphaned.

An icon is an Image piece, drawn from a built-in Rust sprite or from an image URL and dragged into place like anything else. A label is plain text or a lang key, so the same button can read in each player's own language, including keys that belong to your other plugins. Color fields take RGBA, and under Carbon the swatch opens the native color picker and writes the value back for you.

 
03
The player
Click, confirm, cool down

A click runs the command. Chat commands go through the player's chat, console commands run under that player's own authorization, so a button never hands out more than the player already has.

Confirmation The first click replaces the button's face with a prompt. The second click runs the command, and if you set a timeout the prompt gives up on its own.
Cooldown A live countdown sits over the button until it is ready again, in its own color if you gave it one.
Live permissions Grant or revoke a permission, or move somebody between groups, and their HUD changes on the spot. Nobody reconnects.
 
04
Permissions
One per button, registered for you
powerfulbuttons.edit Open and use the editor
powerfulbuttons.btn.<id> Use that one button, registered for every button you create

A button can carry a permission name of your own instead of the generated one, or drop the requirement and show up for everybody.

 
05
Setup
Drop it in and drag
1 Drop the file into your plugins folder and grant powerfulbuttons.edit to whoever builds buttons.
2 Run /buttons, press New button and drag it where you want it.
3 Grant that button's permission to the group that should see it, or turn the requirement off to show it to everyone.

Buttons live in PowerfulButtons.json, but every field in that file is a control in the inspector, so there is little reason to open it. PowerfulAdmin is optional: without it the editor opens in its own window, with it the same editor sits in the panel and follows your theme.

English and Russian are included, and every string is in the language files.

 
Support, updates and feature requests
Bugs get fixed and requests get read. LR Development Discord

User Feedback

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