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Rank tags

A rank tag is the badge in front of a player's name: a rounded red OWNER, a gold VIP with a crown, a blue MOD with a shine sweeping across it. It's made to be a LuckPerms prefix or suffix, or the prefix of any other permissions plugin.

In the pack, a rank tag is an icon: one character that draws the picture anywhere text is drawn. The difference is that you never paint it. It's built from parts (a shape, a face, a frame, the words, an icon, an animation), so you change it by changing those, and it stays sharp whatever you change.

Making one#

Open a pack, press Add asset, pick Icon and set Type to Rank tag.

  • Generate: name the rank and a colour. It takes a few seconds and opens in the editor. A single rank comes back as three takes to choose between; name several ranks (VIP, MVP and MVP+) and you get a matching set, one tag per rank, all for the price of one.
  • Blank: type what it says, pick a colour and a look, and it opens in the editor.

A colour in the prompt is the background, unless you say it belongs to the letters or the outline:

PromptWhat you get
a red OWNER tagA red tag, white letters
an ADMIN tag with red textRed letters on a dark tag
a gold VIP+ tag with a white plusA gold tag, the + in white
a glossy BUILDER tag with a hammerA shiny tag with a hammer in a cell
an OWNER tag with a shineA tag with a shine sweeping across it
VIP, MVP and MVP+ tagsA set of three that belong together

With no colour, you get the one servers usually give that rank: red for owner, blue for moderator, gold for VIP and so on.

The editor#

The tag sits large in the middle, drawn the way the game draws it (text shadow included) and playing if it's animated. Under it, Where it shows draws it at game size in the four places a server puts a rank: Chat, the Tab list, the Scoreboard and Above head, each in the game's own font. An animated tag plays in the first three; over a head the game shows its still frame, so that one does too. Switch them between Prefix and Suffix, or change the player name (your own, if you've linked your Minecraft account).

The panel on the right holds the tag's parts, one section each. A section folds away with a click on its heading, and folded it still says what's in it (Frame · Auto outline · 3D edge), so you can keep open only what you're working on.

SectionWhat it sets
TextThe words, the Font, the Colour of the letters, the Effect on them (Shadow, Drop, Outline, Outline + shadow or None) with its colour, and a colour for the + part (VIP+, MVP++)
BackgroundThe Shape (Square, Rounded, Pill, Chamfer, Ribbon, Slant or Arrow) and the Surface (Flat, Gradient, Gloss, Panel, Stripes, Dither, Sparkle, or Block: a real block texture, tinted toward the tag's colour so the words stay readable), each surface drawn on your own colours, and the Fill colour. A Block surface offers iron, gold, diamond and emerald a click away, and the + beside them opens every block in the game
FrameThe Outline (worked out from the background, a colour of your own, or none), an Inner rim, a 3D edge that stands the tag up off the line, and the Padding beside the words
IconOne of over a hundred icons, searchable, In a cell inside the tag, Beside the words or on a Tile of its own, and the cell's colour
MotionStill, Glint (a shine sweeps across), Rainbow (the letters cycle colours), Twinkle (sparkles come and go) or Pulse (the frame breathes). Each plays on your own tag while you point at it, so you can see it before choosing
In gameSize, on a slider from a quarter size to 4×, with ¼×, ½×, 1×, 2× and 4× a click away, and Height on the line if it should sit higher or lower than centred, one pixel per step

Every colour is one swatch: click it for the picker, with the colours already in your tag, a palette of rank colours, a colour wheel and a hex code. A + beside the letter colour fades the words to a second colour at the bottom, and one beside the fill (or the Gradient surface) makes a gradient of up to three. Things a tag doesn't have yet, like a rim, show as a + line; once added they get a cross to take them away again. The small i beside a field says what it does.

Looks, at the bottom of the panel, restyles the whole tag in one click, each drawn on your own tag: Classic, Rounded, Pill, Button, Panel, Frame, Chamfer, Ribbon, Slant, Stripes, Gold block and Obsidian. The words, colour and icon stay.

Colours you don't set work themselves out from the background: the outline is a darker shade of it, and so are the shadow and the icon's cell. Set one yourself and it stays.

Fonts. Block is chunky 5-pixel capitals, the classic rank look, and keeps a tag exactly one line of chat tall. Minecraft is the game's own font, in any case (Sr.Mod, Builder), and Bold is that font in bold. Your pack's own TrueType fonts are there too: pick Own and Upload a font.

Edit with AI, in the top bar, changes the tag from a sentence: "make it gold", "add a crown", "glossy with a 3D edge", "make it shine", "half the size", "use my pack font". It can set everything the panel can. The change lands in the fields as an unsaved edit, so you can keep it with Save or undo it. It costs 5 AI Credits. When the AI made more than one take, they are there too: click one to use it.

Save keeps the tag's character, so a prefix that already uses it shows the new look at once. Ctrl + Z undoes and Ctrl + S saves.

One line of chat

A Block tag with an outline is 9 pixels tall, exactly one line of chat, so it never overlaps the lines around it. A letter outline, a 3D edge, the Minecraft font and bigger sizes make it taller. Save those for the scoreboard, the tab list and holograms.

Sizes. The whole sizes (1×, 2×, 3×, 4×) are pixel for pixel. A tag smaller than 1× is smaller than chat's own letters: a ½× tag keeps every pixel at GUI scale 2 and up, a ¼× tag only at GUI scale 4, and its words may not read. A small tag can also only move so far up the line, because the game won't draw a glyph higher than its own height. Between whole sizes the game scales the picture, as it does any icon, so a few pixels come out a little wider than others; the line of chat under the editor's preview shows it the way the game will.

To draw something on a tag by hand, use Paint by hand, beside Looks. It turns the tag into a plain icon with the same picture and the same character, which the pixel editor can open. Its parts stop being fields after that, an animated tag keeps only its first frame, and a tag between whole sizes becomes the next whole size up.

Animated tags#

An animated tag plays in game: in chat, the tab list, the scoreboard, anywhere a menu or the HUD draws text. It loops sixteen frames at ten a second, exactly as the editor plays it.

The pack's text shader plays it, so it needs your pack (the shader comes inside it) and the colour its command gives it. Over a player's head, in a nametag, it shows its first frame.

Putting it on a rank#

The tag's page writes the LuckPerms command for you. Type the group, pick Prefix or Suffix, copy, and run it in the console or in chat:

/lp group owner meta setprefix 100 "&f<tag> "

<tag> stands for the tag's own character, which the page fills in for you: it's a Private Use character, and nobody can type one by hand.

  • Keep the &f. The game tints a glyph with the colour of the text it's in, so a tag after &c comes out tinted red. White leaves its colours alone.
  • An animated tag gets a colour of its own in place of &f, written as a hex code like &#fcfcf4. That colour is what plays the animation, so keep it, and if your chat plugin writes hex colours another way, use the same six digits in its spelling (<#fcfcf4>, {#fcfcf4}). Keep the &r after the tag as well: without it many chat plugins draw the player's name in that colour, and the name shimmers along with the tag.
  • Priority decides which prefix wins when a player is in several groups. Give higher ranks higher numbers.
  • Players need your pack to see the tag. Without it, the character shows as a blank box.

Any chat, tab-list or nametag plugin that shows LuckPerms prefixes shows the tag, because it's just a character in the prefix.

Chat draws a soft dark copy of every character one pixel down and to the right, and a tag gets one too. It's the game's ordinary text shadow, not part of your tag.

Sharing it#

Publish to the Gallery on the tag's page puts it in the Gallery with a page of its own: the tag playing, and how it looks in chat, the tab list, the scoreboard and over a head. Anybody can add it to a pack of their own, where it's drawn again from its parts and edits like any other tag. A tag set in one of your pack's own fonts takes the font with it.

In a content folder#

RP Engine draws rank tags from a few lines of YAML in its content folder, with the same parts and the same result, pixel for pixel. See RP Engine rank tags.

Exporting#

A rank tag exports exactly as an icon does: its PNG under assets/minecraft/textures/font/ and its entry in assets/minecraft/font/default.json. An animated tag's PNG is its first frame, and the pack's text shader, which plays it, goes in the same zip. See Icons.