The TextUI Designer

With hz_lib installed, open /hzpanel and pick TextUI.

The prompt is made of two things: sprites, which are PNG the Designer draws for you, and text, which the game paints on top. The Designer edits both.

Sprites

Six of them: the label pill, its red and light variants, the key button, its red variant, and the world pin.

For each one you pick a shape — 29 in all — then the fill, the corners, the border, the glow and the inner margin. A raw HTML/CSS box is there if you want to go further than the sliders.

Presets

5 whole-look presets and 11 colour presets, all rendered live in a gallery so you see each one applied to your own design before you click it.

Text colours

Five entries: the key letter, the label, the i/n counter, and the option rows in their normal and highlighted states.

On a pill with no fill — Outline, Brackets, Underline — the rows fall back to the label colour, because the text then sits on the game world and cannot stay dark.

Follow the server appearance

On by default: the key button and the pin take the accent colour and the corner radii of your hz_lib theme. Turn it off to pin your own values.

Saving

Save writes the design. Generate & sync also rebuilds the PNG.
Text colours apply live, on everyone, as soon as you save. The sprites need a restart hz_textui — clients keep the PNG they downloaded when the resource started. The resource cannot restart itself; it is a one-line step for you.