Skip to content

3.Guides

ClassicBiz edited this page Oct 20, 2026 · 2 revisions

Pages and menus

One hologram can hold a lot by splitting it into pages (like a book) and menus (pop-up screens a button opens). Each player flips through them on their own; one player changing page doesn't change it for anyone else.

Pages

  1. Open the editor (look at the hologram, press H) and go to the Pages tab.
  2. Add a page and give it a title. You can reorder pages, rename them and lock them there.
  3. Back on Design, pick which page you're editing at the top of the inspector, then add elements as usual.

Add page buttons: make two buttons with these actions (or pick them under On click):

  • advholo:page_prev: Previous page
  • advholo:page_next: Next page

Show the page number with text like Page {holo.page}/{holo.pages} or {holo.page.title}.

Lock a page to staff or VIPs on the Pages tab, or with /aholo <name> page lock <page> perm <permission>. Players who can't open a locked page skip past it, and it doesn't count in {holo.pages}.

Menus

A menu replaces the page content for that one player until they close it. Use it for shop screens, settings and info pop-ups.

  1. On the Menus tab, add a menu, e.g. shop.
  2. Select it as the editing target on Design and add its elements.
  3. Add a button on a page that opens it: advholo:menu_open?name=shop
  4. Inside the menu, add a close button: advholo:menu_close

advholo:menu_toggle?name=shop opens it, or closes it if it's already open.

Commands

/aholo <name> page add <page> <title> Add a page
/aholo <name> page edit <page> Edit commands now apply to that page
/aholo <name> menu add <name> / menu edit <name> Add / edit a menu

See it in action: /aholo spawndemo has 12 pages and a menu.

Shops

Holograms can buy and sell items. There are two kinds of shop:

Barter shop Money shop
Players pay with An item (emeralds, diamonds, anything) Money from an economy mod
Needs another mod No Yes (e.g. Lightman's Currency)
Shop id barter basic (the default)

Barter shop (item for item)

Example: bread for 2 emeralds each.

  1. Add a button and set On click to Buy / sell (shop), or type: advholo:trade?shop=barter&side=buy&qty=1&item=minecraft:bread&cost=2&currency=minecraft:emerald
  2. For a sell button, use side=sell and the price you pay players, e.g. cost=1.
Setting Meaning
item What's being traded
cost How many currency items one item costs (whole number)
currency The item used as money (default minecraft:emerald)
qty How many per click

Stock it from a chest

Link a chest or barrel (see [Linking blocks](LINK: Linking guide)), e.g. named stock, and add &link=stock to the action.

  • Buying: the items come out of the chest and the emeralds go in, first into the slots the items left.
  • Selling: the items go into the chest and the emeralds come out of it.
  • If the chest is out of stock, out of emeralds or full, the trade is refused and nothing moves.

Without a chest, the server trades with unlimited stock, like a villager. That only works on staff holograms; [player-owned holograms](LINK: Player holograms guide) must use a linked chest.

Money shop

Needs an economy mod that works with AdvancedInteractions, such as Lightman's Currency.

advholo:trade?side=buy&qty=1&item=minecraft:diamond&price=10

price is per item, in the economy mod's money. The server is the other side (unlimited stock).

Lightman's Currency: prices are in its base coin value (its smallest coin = 1). Paying uses coins in the inventory and wallet first, then the bank. Payments to players go into their bank.

Let players choose how many

  1. Add an input element (number type) named qty.
  2. Use qty={input.qty} in the trade action.

Grey out the button when they can't afford it

Set the button's disabled if to: lt({trade.max:buy,minecraft:bread,2,barter,stock,minecraft:emerald},{input.qty})

{trade.max:...} is the most the viewer can trade right now. The parts are side, item, price, shop, link and currency.

Works with or without an economy mod

has(trade.economy) is true when an economy mod is connected. Give your money buttons that condition, and your barter buttons !has(trade.economy). The demo's bakery (page 5) does exactly this.

Button costs

Any button can also cost something before its action runs: an item cost (like 1 diamond) or a money cost. Set it under Click behaviour in the editor.

Holograms that follow a player

A hologram can be attached to a player and move with them, as a personal menu, a quest tracker or a name board.

Attach it

Command Who sees it
/aholo <name> attach self Attached to you; only you see it
/aholo <name> attach player <player> Attached to that player; only they see it
/aholo <name> attach public <player> Attached to that player; everyone sees it

Add front or above at the end to choose where it sits:

  • front: in front of the player at eye level, far enough to read the whole panel
  • above: above their head

It turns with the player's body, not their head, so they can look around to read and click it.

Fine-tune the position

Command Does
/aholo <name> attach position front (or above) Change where it sits
/aholo <name> attach offset <right> <up> <forward> Shift it, in blocks
/aholo <name> attach info Show the current settings
/aholo <name> detach Stop following; it stays where it is

In the hologram browser (H), attached holograms show "follows a player".

Linking blocks

Link a hologram to blocks (chests, furnaces, signs, anything) to show their contents live, or to stock a shop.

Link a block

  1. Run /aholo <name> link add <link name>, e.g. /aholo store link add chest
  2. Right-click the block within 30 seconds. Left-click cancels.

You can also link from the editor's Interaction tab. A hologram can have several links with different names.

Command Does
/aholo <name> link list Show its links
/aholo <name> link remove <link name> Remove one

Show what's inside

Use {link.<source>.<key>:<link name>}:

Example Shows
{link.container.count:chest} Items in the chest
{link.container.count:chest,minecraft:diamond} Diamonds in the chest
{link.container.fill:chest}% How full it is
{link.furnace.progress:oven}% Smelting progress
{link.furnace.burning:oven} true while lit
{link.sign.line:board,2} Line 2 of a sign
{link.block.powered:lever} Redstone signal 0-15

All keys are listed in [Placeholders](LINK: Placeholders reference#link).

When the block isn't loaded

If the linked block's chunk isn't loaded (or the block is gone), its values are empty. Use conditions to handle that:

  • available(chest): the block is loaded and there
  • linked(chest): the hologram has a link called chest

Example: show "Shop closed" when the chest can't be reached by giving that text the condition !available(chest).

Shops

A linked chest or barrel can stock a [barter shop](LINK: Shops guide): items come out of it and payments go into it.

Who sees what

Every element can be shown to some players and hidden from others: VIP buttons, staff info, or text that appears only at night.

Show an element only to some players

  1. In the editor, select the element.
  2. Under Who sees it, enter a condition, e.g. perm(group.vip).
Show it to Condition
Players with a permission perm(group.vip)
Operators op(2)
Players in creative eq(player.gamemode,creative)
Players with 100+ coins gte(var.coins,100)
Only at night night()
Only 6-11 pm (real time) between(18:00,23:00)
Weekends weekday(sat,sun)

All conditions are listed in [Conditions](LINK: Conditions reference).

Grey a button out instead of hiding it

Use the button's disabled if (under Click behaviour). The button stays visible but can't be clicked while the condition is true, e.g. lt(var.coins,50).

Hidden until a button shows it

Elements can start hidden for everyone and be revealed per player:

  • advholo:show?id=secret: show it for the player who clicked
  • advholo:hide?id=secret / advholo:toggle_show?id=secret
  • add &seconds=8 to hide it again after 8 seconds

Views: extra content for some players

A view is a set of extra elements on top of the hologram for players who qualify: a staff view with admin buttons, an owner view, a VIP view. Set them up on the editor's Views tab.

Locked pages

Whole pages can be locked to a permission or op level. See Pages and menus.

Proximity triggers

Make something happen when a player walks up to a hologram, or walks away: a welcome message, a sound, opening a page.

Set it up

  1. Set how close counts as "near": /aholo <name> proximity radius 5
  2. Set what happens when a player comes near, using any [action](LINK: Actions reference): /aholo <name> proximity enter advholo:message?text=&aWelcome to the shop, {player.name}!
  3. Optionally, set what happens when they leave: /aholo <name> proximity leave advholo:page_set?page=1

You can also do this on the editor's Interaction tab.

Don't repeat too often

/aholo <name> proximity cooldown <seconds> sets the shortest time between two enter triggers for the same player. 0 means every time they come back.

Check and remove

Command Does
/aholo <name> proximity show Show the current settings
/aholo <name> proximity clear Remove the triggers
/aholo <name> proximity radius 0 Turn proximity off

Holograms nobody is near aren't checked, so triggers cost almost nothing (config: pauseWithoutViewers).

Player-owned holograms

Players can make and edit their own holograms (shop signs, property boards) within limits the server sets.

For players

Command Does
/myholo create <name> [template] Make a hologram in front of you, optionally from a template the server allows
/myholo edit <name> Open the editor (or look at it and press H)
/myholo move <name> Move it to where you stand
/myholo link <name> <link> Link it to a block, e.g. your shop chest (then right-click the block)
/myholo unlink <name> <link> Remove a link
/myholo list Your holograms
/myholo delete <name> Delete one

What players can and can't do

Players can use pages, menus, show/hide, sounds, messages, their own variables, and shops that trade from their own linked chest.

For safety, players can't add commands, global variables, unlimited server shops, or permission and op locks. Some placeholders are staff-only too (see below).

For server owners

Set the limits in the [config](LINK: Config reference) under playerEditor:

Setting Default
enabled true
maxHologramsPerOwner 3
maxElements 40
maxColumns / maxRows 20 / 16
maxScale / maxElementScale 1.5 / 3.0
maxDistanceFromLink 6 blocks
maxTextLength 120
editCooldownSeconds 3
templates templates players may start from
placeholders namespaces players may use (default: link, input, trade, holo, meta, data, state, time, lang)

Text players type is also checked against filter.blockedWords.

Staff controls

Staff can manage any player's hologram:

Command Does
/aholo <name> staff hide / show Hide or show it
/aholo <name> staff lock / unlock Stop the owner editing it
/aholo <name> staff revoke Take it away from the owner

Holograms that other mods make for players (for example a shop's storefront) don't count towards maxHologramsPerOwner.

Clone this wiki locally