#JSON-UI General

1 messages · Page 5 of 1

grim wagon
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ya, i did it

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but doesn't work

hexed briar
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can I see the code so I can understand how does it work

grim wagon
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sure

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  "custom_form":{
    "type":"panel",
    "controls":[
      {
        "custom_form@common_dialogs.main_panel_no_buttons": {
          "$title_panel": "common_dialogs.standard_title_label",
          "$title_size": [ "100% - 14px", 10 ],
          "size": [225, 200],
          "$text_name": "#title_text",
          "$title_text_binding_type": "none",
          "$child_control": "server_form.custom_form_panel",
          "layer": 2,
          "bindings":[
            {
              "binding_name":"#title_text"
            },{
              "binding_type":"view",
              "source_property_name":"((#title_text - '§$') = #title_text)",
              "target_property_name":"#visible"
            }
          ]
        }
      },
      {
        "custom_form_but_custom@common_dialogs.main_panel_no_buttons": {
          "$title_panel": "common_dialogs.standard_title_label",
          "$title_size": [ "100% - 14px", 10 ],
          "size": ["100%", "100%"],
          "$text_name": "#title_text",
          "$title_text_binding_type": "none",
          "$child_control": "server_form.custom_form_panel2",
          "layer": 2,
          "bindings":[
            {
              "binding_name":"#title_text"
            },{
              "binding_type":"view",
              "source_property_name":"(not ((#title_text - '§$§0§r') = #title_text))",
              "target_property_name":"#visible"
            }
          ]
        }
      }
    ]
  }
fossil lintel
#

that's cool

hexed briar
grim wagon
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i am really new to it so i need a break as well, thank you for helping me 💪 I will try to figure that out tomorrow

hexed briar
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found some issue.

#

put your size property in custom_form parent.

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you're literally overriding vanilla code rather than using your own element entirely, therefore the size is still [ 225, 200 ] as default.

fossil lintel
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it was cool

grim wagon
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yep now its 0

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now i have to edit that screen size right?

hexed briar
grim wagon
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thank you so much

hexed briar
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next time you should stay away from overriding vanilla elements and stuff

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you can create your own element, but not create a whole new screen, so yeah.

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This'll reduce alot of issues with vanilla code overriding your stuff.

grim wagon
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cool, thanks man!

hexed briar
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no problems.

last pollen
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How can I add an image to the title of the server form??

normal moat
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sorry for late reply, i think harlow answered your question

grim wagon
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👍

hasty hamlet
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hi again, I m trying to align the button text to left, but it seems to not take effect, is that variable correcto to set it? "$text_alignment": "left",

grizzled crypt
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pretty sure its just "text_alignment"

#
"text_alignment": "left",```
hasty hamlet
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no it is not, I tried it as well, it is not recognized

hexed briar
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text_alignment is a property.

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and also left is a default.

mystic heart
# hasty hamlet hi again, I m trying to align the button text to left, but it seems to not take ...

text_alignment only has an effect if the label element has a defined size and is not left as default (which will set its size to its length and height). I assume you're using one of the vanilla button templates, most of which have the default size set. You need to change $button_text_size and $button_content_size in addition to the text alignment variable to get it to behave properly in this case. The button content size needs to be changed because its probably smaller in size than you want by default. I'd recommend looking at the vanilla template button elements to see how your button works and what all needs to be modified.

last pollen
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why when I try to add buttons on my server form it returns this?

hoary kettle
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Is there any way to change this button text's font to be Minecraft Ten font?

obsidian crest
last pollen
normal moat
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no problem

hoary kettle
stiff urchin
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I'm trying to create in vdd recreate the stone cutter interface can anyone help me?

cerulean flax
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i wanted to ask something:
what should i say to explain what the color property does with default variables?

vernal imp
#

Is there anyone who can make autocomplete text (command) in chat_screen scrollable? without the bug of empty space in the scrolled area.

limber quartzBOT
#
Free Work

If you want an addon made for you for free, you're most likely out of luck. The best thing you can do is watch tutorials and read guides so you can learn how to develop it yourself.

People won't work for free, but you can always offer to pay them to make something for you.

broken trail
halcyon spear
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Is there a way to change the textures on a json ui?

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Is this possible, Changing colours

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If so, Show an example please

fallow coral
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hello, please help me, I really need this custom tab in creative inventory for my mod, how can I do it?
(screenshot is not mine)

viral oxide
broken trail
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its not that easy to create just custom tab

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and this may be compatible with addons, if you would add items without impact on items collection index, everything should work fine

grim wagon
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how does the factory work? is there way to make factory to static elements? like getting text from second element for example

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i think i already know that solution

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JSON UI is so interesting

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i love it already

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🥳

mystic heart
mystic heart
grim wagon
mystic heart
last pollen
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#1116837775468155000 Does anyone know how to solve my problem?

small badger
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I want the text to be on the side of the button because the buttons are small so the text would be bad inside the button

last pollen
small badger
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I think it wouldn't work

small badger
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?

last pollen
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Does anyone know how this UI can be done?

broken trail
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yeah, by UI

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and code

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but it seems that you stole it from hive

nimble mortar
last pollen
last pollen
last pollen
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How can I change the size of a button depending on the title of the form?

last pollen
obsidian crest
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like if form_title_text = ‘different button’ it’s a different size

last pollen
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but isn't #view, is #size?

obsidian crest
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#view is for making it visible

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to change size is just “size”: []

last pollen
last pollen
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did not work

halcyon spear
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Is there a way to change the textures on a json ui?\Is this possible, Changing colours

timber harness
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you can change color codes

last pollen
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is it possible to make a json ui on the server form without the @common_dialogs.main_panel_no_button?

obsidian crest
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i'm using conditional rendering for having certain buttons in certain spots, but whenever pressing f11 (fullscreen), the button appears again?

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and when closing and reopening the menu, it goes back to how it's supposed to be, but happens again if fullscreened. the button that is "magically" appearing is the one thats at the botton.

last pollen
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How do they make those types of UI

broken trail
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making a lot of custom forms usinig conditional rendering in not really good way can cause problems like here and this can be affected by buttons/mappings/missing bindings/factories/grid

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and its fixable but may require to search for one or more lines in whole code

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which isnt really easy

wraith bluff
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how could I make it so that when a chest has a certain name, it sets the $screen_content variable in this:

"[email protected]_screen_common": {
      "$close_on_player_hurt|default": true,
      "close_on_player_hurt": "$close_on_player_hurt",
      "variables": [
        {
          "requires": "$desktop_screen",
          "$screen_content": "chest.small_chest_panel",
          "$screen_bg_content": "common.screen_background"
        },
        {
          "requires": "$pocket_screen",
          "$screen_content": "pocket_containers.small_chest_panel"
        }
      ]
    }```

to `chest.gem_dropoff_panel`. (ik its something with bindings but im stupid and forgot how)
obsidian crest
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i’ll just come back to it later

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it’s not that big of an issue

opal aurora
last pollen
opal aurora
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Preserve the old one if you want

last pollen
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I can create a test_form without the common_dialogs, but how can I make it appear?

last pollen
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Someone make me a tutorial to be able to make a Json-UI please

halcyon spear
timber harness
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_global_variables

small badger
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I want to put 2 buttons somewhere else together, separate from the other buttons

last pollen
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How can I make a search bar that updates itself, without having to click a button?

fierce cove
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#1118465777746587678 please

small badger
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#1117991845029490788

lean nexus
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is there some1 who can guide me to do a server form?

obsidian crest
night holly
lean nexus
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bruh

lean nexus
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how do i put a custom image for the background of my form?

torpid axle
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?json-ui

limber quartzBOT
boreal oracle
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can anyone tell me or make a pack that removes all the guis besides containers and the inventory, keep ender chests, chests, shulkers. and get rid of things such as anvils, beacons enchanmtment tables etc. And also please remove the crafting section in the inventory

timber harness
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still easily exploitable

hexed briar
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why would you remove all of ui

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that is a recipe for disaster.

timber harness
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hes making a server that doesnt need that container

hexed briar
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then don't put any container or use fake block with those container textures

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that's like asking game to crash.

last pollen
red creek
obsidian crest
red creek
obsidian crest
red creek
# obsidian crest yes

Can you pass me your server_form please?
I don't want to rob you, I just want to see how it works to make a menu

red creek
last pollen
small badger
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#1118973838600962250

obsidian crest
misty minnow
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Omg kk

obsidian crest
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there is no benefit in you just saying easy

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i had a problem and asked a question

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if you didn’t plan on helping just don’t send the message

misty minnow
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you just say it's easy, you don't understand why you got angry

misty minnow
#

Sorry my Ingles is bad

obsidian crest
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oh sorry

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just send the message in whatever you speak

misty minnow
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I am Brazilian

obsidian crest
#

oop kk

last pollen
sick flare
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it's possible apply flibooktexture a item ?

hexed briar
#

#1067869136606220288

sick flare
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how

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Sorry

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I thouht i'm in item 💀

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Have a nice day !

cunning bridge
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you know substitutions? these %s, %1, %2... in the language files
how do i fill there values for my own keys?
entity.owned_dog.name=%s' Dog
how do i replace that %s with the player name?

last pollen
#

How can I edit a specific button?

hasty hamlet
#

hi there, I know it might not be the right place to ask, but as it is UI maybe some expert know if it is possible to fix...
so time to time it happens that my experience bar keep buggy like that, is it something that someone have experienced? any suggestion to fix it?

signal robin
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Hi I know it's not the right place to ask about some problem in my pack that i couldn't find about that problem when i opened chat i have this problem that show blocks on chat i only have 3 files in ui can anybody help me fix this problem?

signal robin
hexed briar
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UI seems outdated and probably not supported or there's changes on 1.20

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and why do you have Lukas UI?

hasty hamlet
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so I just noticed that this message when you mount any creature is messing up with my hud, is there a way I can fix it?

hasty hamlet
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how do I remove it?

signal robin
hexed briar
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It is likely outdated.

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you gotta ask Luka to update their UI so stuff can work.

signal robin
hexed briar
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¯_(ツ)_/¯

opal aurora
small badger
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#1119824868783968317

outer bridge
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Also idk why so many people forget the s in my name, it's not hard kek

signal robin
signal robin
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i just needed the 2d glass and that's it which why i used ur ui and then added the chat ui it removed the block images on chat and it's working with no problem

restive crag
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Still no ore ui

hexed briar
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no?

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we're already have to of ore-ui screens, yet they're not data-driven like json-ui has so you gotta to modify them via game assets

hasty hamlet
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hi, I m trying to format a grid element and I cannot find a way to remove/reduce the space it generates between the buttons horizontally, is it possible anyway?

gentle hemlock
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Hi

small badger
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How would you change the buttons if the form title is equal to "Menu" (server form

last pollen
small badger
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I'm trying to find

small badger
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I didn't find bro

last pollen
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Not in server form

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Here in bedrock addons

hasty hamlet
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so I have two servers, one is the main and another for test.. both have actually exactly the same packs that I have been modifying... but why for some reason the armor renderer element is getting like this on the test server but on the main server it is aligned? I have modified it on both to the same offset but looks like one is accepting the changes and the other not... any idea?

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this is the photo from the main server which the offset location works fine

small badger
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#1121519909759897712

sour gorge
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What is the name of the button textures in server_ui.json?

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@brave pewter

hexed briar
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the offset will occur if you have golden heart or more hearts.

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therefore you can't really control it's offset properly.

hexed briar
normal moat
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lol

supple bramble
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how can i reduce the time that the item name shows in hotbar?
i made the background transparent but now need to reduce the time it remains on screen

nocturne cloak
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Json ui would be... say, a custom effect marker, correct?

craggy lichen
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?jsonui

limber quartzBOT
craggy lichen
#

?tp

limber quartzBOT
#
How to teleport into another dimensions?

If you have a loaded entity in the nether (or another dimension) you can teleport to it, by using the entity selector as a coordinate. Example: teleport @s @e[family=nether_waypoint]

This is the only way to move from one dimension to another, other than using portals.

craggy lichen
#

?texturepack

restive crag
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?dimension

limber quartzBOT
#
Custom Dimensions

Custom Dimensions are not currently possible on bedrock edition. You may have seen them on java edition, but for now there is no bedrock support.

hexed briar
#

#bot-usage lmao

lucid oak
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how do i change the like a form e.g the one in sc to a different texture

wintry crater
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how can i change the texture of chest ui depend on its name value?

hexed briar
#

$container_title is what you've looking for. just read the basic of json-ui, and conditional rendering.

halcyon spear
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Is it possible to change the colour of a screen?

normal moat
#

wdym by 'color of a screen?

hexed briar
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I assume probably color filled on the screen or something

limber quartzBOT
#
Your search for ***server_form*** returned:

For more information on a result, use </wiki details:1051148733145952370>

(1) Action ***__Form__*** is the ***__form__*** which contains a bunch of ... - Script ***__Forms__***
(2) The @minecraft/***__server__***-ui module comes with 3 ***__form__*** types ... - Script ***__Forms__***
(3) ... a message to all listed ***__servers__*** (and the local network ... - RakNet and MCPE
(4) ... wonderful new script module, @minecraft/***__server__***-ui (formerly named mojang ... - Script ***__Forms__***
(5) ... us on Bedrock OSS Discord ***__server__***. Includes all examples. Namespace ... - Vanilla Usage Components - Full
fierce cove
#

Hi, I saw the file "chest_screen.json" because I was told that I had to do as in this file to create custom GUIs but how do I see if the GUI I open has this name?

worn island
#

How does children elements used or work?

normal moat
fierce cove
#

Hey ! How change color text ?

obsidian crest
fierce cove
#

Ho yes, im sorry..

last pollen
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How do I get started?

normal moat
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?json-ui

limber quartzBOT
normal moat
#

Read the intro and see the vanilla ui files

fierce cove
#

Hi, what's the name of this HUD please, as I can't find it ?

last pollen
fierce cove
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Ha, that's it!

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Thx

bronze pike
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Is it still possible to add a pause screen logo? If yes how?

sick mural
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Look for the file "pause_screen"

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It is in Minecraft's "ui" folder

bronze pike
# sick mural Yea

but in the default pack is no logo in pause screen, that's the reason why i'm asking

sick mural
#

You can modify by pause screen or by modifying this texture

bronze pike
last pollen
#

is it possible to set the default value of a checkbox to be on? if so, how can you do it?

fading kiln
#

I think I'm misunderstanding how preserved title text works. My understanding was that the element would only update IF the preserved text string was present and would stay visible with that preserved text that previously contained the update string even if a new title text was sent that did not contain it.

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However, what the version of it on the wiki is doing is only removing the update string from the title text. It will display the title text regardless of if the update string was present or not.

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It's also deleting all numbers that are sent

deft veldt
#

some1 please help in group post 🙏

sturdy pewter
#

Hey, i made a custom Texture menu for my actionForm. Is it possible to make different textures menus for different menus?

sturdy pewter
#

How?

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If you use actionformdata how do you get the information which Menu you want to use

last pollen
restive crag
#

I think this ai right

viral oxide
restive crag
hexed briar
#

that is very valid json-ui code

restive crag
#

I tried asking the ai how to preserve title text. Is this any right?

"preserved_title_display": {
  "$update_string": "update",   // Title must include this string to update the element
  "type": "label",
  "text": "#text",
  "controls": [
    {
      "data_control": {
        "type": "panel",
        "size": [ 0, 0 ],
        "bindings": [
          {
            "binding_name": "#hud_title_text_string"      // Reads the current title string
          },
          {
            "binding_name": "#hud_title_text_string",
            "binding_name_override": "#preserved_text",   // Updates #preserved_text when visibility of this element changes
            "binding_condition": "visibility_changed"
          },
          // Element becomes visible then immediately turns invisible when a title containing the update string is passed
          {
            "binding_type": "view",
            "source_property_name": "(not (#hud_title_text_string = #preserved_text) and not ((#hud_title_text_string - $update_string) = #hud_title_text_string))",
            "target_property_name": "#visible"
          }
        ]
      }
    }
  ],
  "bindings": [
    {
      "binding_type": "view",
      "source_control_name": "data_control",                           // Reads bindings from the "data_control" child element
      //"resolve_sibling_scope": true,                                 // Required if "data_control" is a sibling of the element that pulls the binding
      "source_property_name": "(#preserved_text - $update_string)",   // Removes the "update" text from the text to be displayed
      "target_property_name": "#text"
    }
  ]
}```
hexed briar
#

this is literally from the wiki

restive crag
#

Hm..

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Well maybe

hexed briar
#

what is that AI though

last pollen
#

And like how

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I haven't seen any ai that can actually make JSON UI

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Lol

restive crag
#

Is this right? I kinda feel like this is just right

drowsy smelt
#

Someone can help me

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How can i add a image or picture in my form

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My hody form

fickle tartan
#

Hey, how can I show the HP in number to the hud screen. What is the ligne to add for see the number

lucid oak
#

hey this might be a bit of a stupid question but how do i tell wether to use [ or {

zinc charm
#

so, i'm looking for a way to use actionbar to make custom bars but without it interfering in another actionbar command.

Like:

  • The bar keeps displaying by detecting when there's some text on the actionbar, but this text doesn't appear on the screen, and if you do another /title @s actionbar it will show and will not interfer in the bar
#

idk if it's confusing what i'm trying to say

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i'm looking for all the methods that i can use to make a good custom bar

viral oxide
#

This is scripting not json ui

lucid oak
#

oh ok

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wrong channel sorry

turbid sphinx
#

"requires": "(($container_title > '§0§r') and ($container_title < '§0§s'))",
Is it possible to make this code apply in the vanilla container without having to rename it by adding the text?

charred viper
#

How can I make my 'x' button stay on the top right of the panel when I am changing screen size/resolution?

broken trail
#

dont use x% values

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pls

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also hook this element to actual form

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I mean, this button is probably just random element added to root panel with weird offset

sturdy pewter
sturdy pewter
#

Now i found out about bindings, how do they work?

last pollen
normal moat
#

uh maybe new actionbar factory

hexed briar
#

not sure if actionbar has bindings version

zinc charm
hexed briar
fickle tartan
#

Hey I tryed to get score in JSON but it don't work someone can help me ?

charred viper
fading kiln
#

How it is on the wiki will only remove the string "update" from any title you send

#

that's it

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I haven't been able to figure out how to do preserve title text yet

charred viper
#

how do you call this element? I can't see how it is done in the npc ui file. found it

hexed briar
fading kiln
#

Guess I'll try again later today, I have way too many elements I need t obe displaying to keep adding to a really long string

violet sage
#

does anyone know how to put text with background when play the game?

#

like server the hive

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i wanna put name and currency

viral oxide
#

Leaderboards?

unique swan
#

can you send me server form json please try it

zinc charm
#

i've noticed that live_player_renderer does no propagate alpha at all, there's a way to make it propagate alpha?

violet sage
vale needle
#

is it impossible to remove the animation and delay when changing a server form? like on npc dialogue?

fathom bluff
#

Then "$screen_animations": []

vale needle
fathom bluff
#

What delay?

vale needle
#

like a transition delay between 2 forms

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it will remove the animation but not the delay

fathom bluff
#

Blame mc for that

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Unless you made it a toggle then well, almost impossible to make it no-delay.

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Atleast in my khowledge

fathom bluff
vale needle
#

and we modify delay in forms using only scripts

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its on json-ui side

fathom bluff
#

Hmm

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From pov, it look like the reload button has some kind of button.what_ever_thing and the text message is a text binding

#

Which dynamically changes according to the button

vale needle
#

i honestly didn't understand any of that

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i wish i could hire someone for json-ui, or partner with them

fathom bluff
#

A text binding is basically like this: #binding_name

#

Where binding_name is the binding name

vale needle
#

and what does it have to do with the animation/delay

fathom bluff
#

Just explaining

#

You said you dont understand

vale needle
#

yeah

fathom bluff
#

And btw learning json isn't that hard

vale needle
limber quartzBOT
#
JSON UI is tough!

Welcome to JSON UI!

If you are reading this, there is a good chance that you were inspired by The Hive, Galaxite, or some other addon or server. Welcome! This is the right place to learn about these topics.

To get started in learning JSON UI, we recommend you check out the Wiki first: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.

However, please be aware of these things:

  • JSON UI is much tougher than other addon topics.
  • JSON UI is 100% only documented from vanilla reference and reverse engineering. There are no documentation directly from Mojang.
  • We will not give you step-by-step instructions on how to create UI from Hive/Galaxite.

JSON UI is one of the toughest addon topics, so please be patient. Try and attempt small tasks. Ask concrete, answerable questions. We won't spoon-feed you.

vale needle
#

javascript is way more easier than json ui

fathom bluff
#

Whell not for me

vale needle
#

where did you learn it? maybe i can learn too

fathom bluff
#

I learn by myself

vale needle
fathom bluff
#

I basically just get a ui resource pack from yt or whatever, then read through the code to see how things work

#

Then try to add it by myself to see if my thing work

fathom bluff
#

Or you could just also look through the vanilla pack

last pollen
#

Nobody is typing...

somber violet
#

What is the use of $is_pregame

last pollen
#

Or the bedrock wiki

somber violet
normal moat
#

The variable checks if it's a out-game screen. ( It's in-game when you are playing in a world, server or realms )

somber violet
#

Thanks

sullen quail
#

is it possible to add a shadow to text with resource packs?

opal aurora
hollow tapir
#

Hi ._.

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How i make a costumize able gui for mc block ._. ?

#

Like disenchanter table add-on

wintry glade
#

what does 3d_structure_renderer do and how can it be used in ui

hexed briar
#

structure block UI I suppose?

#

you can render the chunk or any structures in structure block UI.

wintry glade
#

can you use this in other ui

hexed briar
#

no you can't.

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it's hardcoded, and also you'll need a area data something that structure block has.

wintry glade
#

I was hoping to use it for ponder system but I guess not

#

anyways is their a way to get if the player is hovering over a item in the inventory

somber violet
#

Check this

#

in world_selection file.

      {
        "world_adventure_mode_toggle@settings_common.radio_with_label": {
          "ignored": "($is_world_create or $trial)",
          "$toggle_state_binding_name": "#world_game_mode_radio_adventure",
          "$radio_label_text": "createWorldScreen.gameMode.adventure"
        }
      }/*,//Uncomment when Spectator, and Hardcore game modes are implemented
      {
        "world_spectator_mode_toggle@settings_common.radio_with_label": {
          "$toggle_state_binding_name": "#world_game_mode_radio_spectator",
          "$radio_label_text": "createWorldScreen.gameMode.spectator"
        }
      },
      {
        "world_hardcore_mode_toggle@settings_common.radio_with_label": {
          "$toggle_state_binding_name": "#world_game_mode_radio_hardcore",
          "$radio_label_text": "createWorldScreen.gameMode.hardcore"
        }
      }*/
hexed briar
#

It's been there for years now.

hollow tapir
#

._.

last pollen
somber violet
fading kiln
supple bramble
#

How do you make the stack count visible on hotbar in creative mode?

last pollen
#

How can I split #form_text into two parts?

#

There is a limit between the 2!

valid spoke
#

Hey, does someone knows how to use KalmeMarq's ui test editor ?

hexed briar
#

be warned — string format as condition rendering is there

#

preserve loader/unloader is the main priority on front text, otherwise it won't load.

last pollen
fading kiln
# hexed briar

can't get this to work either. I think I just don't understand how it works at all I guess

#

Why is it so difficult to see that if something includes a string, it displays and updates that element

#

I hate Jason

hexed briar
#

bruh moments

#

how preserve text works is basically, if you use a preserve string, the element with that will show up as 'never' update if you're outputting other text or condition render strings.

median spoke
#

Can we have the value of a variable be a binding value?
Like, "$screen_content": "#random_text"
Not sure if that makes sense

hexed briar
#

though variables works in bindings array, not the opposite.

median spoke
#

Ah that explains it, thanks 👍

#

Is it possible to have the name of the child element change based on a binding value?
Like "controls: [{"student@npc_interact.<text_from_the_binding": {} }]
@hexed briar (sorry for the ping)

hexed briar
#

no

#

bindings array are only for bindings.

#

though, variable works.

median spoke
#

How would that work?

median spoke
hexed briar
#

it won't

#

bindings are really limited but could bring some useful stuff

#

though in this term on what you're doing right now, it's worthless.

#

variables works well with those.

median spoke
#

I was trying to change the npc UI depending on the name of the npc. I know we can use bindings to change textures and stuff, but I was wondering if I could change the whole screen itself. Can variables do that?

hexed briar
#

yeah it could

#

what's your bindings looks like and where the element is?

median spoke
hexed briar
#

well uh there should be a forum posts about it here or maybe use a search feature on discord

#

there should be a guide on how to condition rendering these.

median spoke
#

From that's where I got to know how to change texture using binding, but you said it won't work for what I'm trying to do now

hexed briar
#

like I said, bindings are limited in term of changing screens and using them as a string etc. though you can use bindings as to detect whenever that NPC name are and change the elements separately, not the screen.

median spoke
#

This is so confusing!

hexed briar
#

welcome to json-ui.

median spoke
#

🥲

hexed briar
#

also uh this

limber quartzBOT
#
JSON UI is tough!

Welcome to JSON UI!

If you are reading this, there is a good chance that you were inspired by The Hive, Galaxite, or some other addon or server. Welcome! This is the right place to learn about these topics.

To get started in learning JSON UI, we recommend you check out the Wiki first: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.

However, please be aware of these things:

  • JSON UI is much tougher than other addon topics.
  • JSON UI is 100% only documented from vanilla reference and reverse engineering. There are no documentation directly from Mojang.
  • We will not give you step-by-step instructions on how to create UI from Hive/Galaxite.

JSON UI is one of the toughest addon topics, so please be patient. Try and attempt small tasks. Ask concrete, answerable questions. We won't spoon-feed you.

median spoke
#

I have a basic understanding on how these stuff works, but the bindings... I can't handle those

median spoke
hexed briar
#

you can try basic stuff first, i.e adding your own image to the UI or something

median spoke
#

Yeah, I done those stuff

hexed briar
#

lemme find the example rq

median spoke
#

Thanks for wasting your time 🫡

hexed briar
#

actually here a I think a template

#
"npc_screen_choose_student":{
    "type":"panel",
    "controls":[
      {
        "normal@common_dialogs.form_fitting_main_panel_no_buttons":{
          "$panel_size":[ 320, "100%cm" ],
          "size":"$panel_size",
          "$child_control":"npc_interact.student_view_content",
          "$title_panel":"common_dialogs.standard_title_label",
          "$text_name":"#title_text",
          "ignored": "(not((#title_text - 'myElement') = #title_text))",
          "$title_text_binding_type":"global",
          "$show_close_button":false,
          "$custom_background":"common_dialogs.dialog_background_opaque_with_child",
          "bindings":[
            {
              "binding_name":"#title_text",
              "binding_type":"global"
            },
            {
              "binding_type":"view",
              "source_property_name":"((#title_text - 'myElement') = #title_text)",
              "target_property_name":"#visible"
            }
          ]
        }
      },
      {
        "my_own_element@<namespace.element_name>": {
          "bindings":[
            {
              "binding_name":"#title_text",
              "binding_type":"global"
            },
            {
              "binding_type":"view",
              "source_property_name":"(not((#title_text - 'myElement') = #title_text))",
              "target_property_name":"#visible"
            }
          ]
        }
      }
    ]
  }```
#

use myElement as NPC name and you should have a new screen I guess

#

that's what I can help

#

if it not work, I don't care

#

there's fourms, search in there

#

also #old-json-ui as well

median spoke
#

Thanks

hollow tapir
#

Guys

#

How to create costume structure

#

!!!?

sullen quail
opal aurora
#

just create and save as hud_screen.json with this following content:

#
{
  "item_name_text_root/item_text_aligner/item_text_control/item_text_label": {
    "shadow": true
  }
}
last pollen
last pollen
fading kiln
#

hopefully I don't hit a cap

fading kiln
#

It doesn't suck

zinc charm
#

like, custom bars without title

#

or actionbar

fading kiln
#

It doesn't suck

hollow tapir
#

slot.weapon.offhand', 0, 'hiro:scarab_necklace_hr')",

signal beacon
#

The best way to start is with the server_form.json

#

?

broken trail
hexed briar
#

that's where I read on wiki ¯_(ツ)_/¯

#

oh nevermind must got it somewhere but not here though

red creek
#

Can anyone help me with server_form
I made a menu and wanted to change the position and size of the buttons
And also the size of the image and put a background

last pollen
sturdy pewter
#

Is it possible to add Buttons to Custom UI in server_form without a script and ActionFormData?

zinc charm
sturdy pewter
#

But without trigger? Just for the design?

#

Add a button with text and image

warm lichen
#

.

signal beacon
#

Why the top_center It does not work

opal aurora
signal beacon
#

Ok

#

Does anyone know how to add thickness to a button with JSON?

signal beacon
#

no like a square

#

@last pollen

last pollen
#

Explain further more please.

signal beacon
#

i made my server_form but i dont know to made buttons like squares

signal beacon
#

sorry for my english

last pollen
#

I don't know much about server forms

#

So I might be wrong.

signal beacon
#

ok

last pollen
signal beacon
#

Yes

#

But change

#

Bot

#

Not*

pine matrix
#

Can’t get my default texture for a button to display- the hover texture & the click texture work fine, but the idle/default doesn’t, and I have no clue why. Anyone have any tips?

pine matrix
#

Either the default texture isn’t displaying, or layering issues are a thing, or something else, but I’m pretty sure it’s the default texture

hexed briar
#

can I see the element

nimble mortar
#

it's possible to display an ui when a player have an especifique score?

unique swan
#

How can I use 2 or more custom UIs?

pine matrix
last pollen
unique swan
#

Help pls

normal moat
nimble mortar
#

so how?

normal moat
# nimble mortar so how?

check for

"bindings": [
      {
        "binding_name": "#player_score_sidebar",
        "binding_type": "collection",
        "binding_collection_name": "scoreboard_scores"
      }
    ]
pine matrix
#

Is follow_cursor broken? Can’t get it to work

last pollen
#

how can i separe de dialogtext?

normal moat
#

It only works in input_panel

normal moat
last pollen
normal moat
#

uhh no? u can use to get specific text with %.Ns. or test a string if it exists in the dialogtext

last pollen
#

I tried to do that, but since that is a variable, it changes constantly

last pollen
normal moat
#

are your 'stats' in single string, i dont think so

#

The line is changed and started from top again which means it is probably not a single thing

last pollen
normal moat
#

yeah

last pollen
#

how?

#

idk sorry

normal moat
#

'%.5s' * $var

last pollen
#

'%.5s' * #dialogtext = 'Level'
But how can i check TP?

normal moat
#

uh idk because the no. are variable

last pollen
#

that's what I was telling you

normal moat
last pollen
#

then I will switch to server form

normal moat
#

yes, thats what i recommed

last pollen
#

it's just a test

#

I want to do this, because if I put it with space and a variable changes, the text that is in front of it will go forward or backward.

hollow tapir
#

Guys

#

How do i fix

#

This problem

opal aurora
#

Also follows_cursor

normal moat
signal beacon
normal moat
#

buttons are already sqaure

pine matrix
#

Also, LeGend, I downloaded your chest UI straight from the git and am getting this error. Dunno why, as this wasn't a problem before.

signal beacon
normal moat
pine matrix
#

I am baffled, as this onyl started happening last night.

normal moat
pine matrix
#

And it seems to be spitting an error that makes no sense

normal moat
#

yeah i'll try

pine matrix
#

thanks

normal moat
signal beacon
normal moat
signal beacon
#

ok

hollow tapir
#

Hi

#

Anybody can help me

#

To fix that ?

#

[Structure][error]-Loading structure 'mystructure:plains_small_house_1' from behavior pack: 'C:/Users/Dylan Fowler/AppData/Local/Packages/Microsoft.MinecraftUWP_8wekyb3d8bbwe/LocalState/games/com.mojang/development_behavior_packs/defow' | The "block_indices" field's arrays need to both be the same size. How to fix

signal beacon
hollow tapir
#

Plz

hollow tapir
#

._. ok , but anybody knows ?

pine matrix
normal moat
signal beacon
#

ok

normal moat
hollow tapir
#

Thx ._.

#

I appreciate it

nimble mortar
hollow tapir
#

Ur js

pine matrix
normal moat
pine matrix
#

hmm

normal moat
#

try lowering the layers of the image

pine matrix
#

Didn't seem to help

normal moat
#

are u adding the follow cursor thing to the chest ui?

normal moat
pine matrix
#

Is there a way to render the player's inventory of items on something that is not a container screen?

pine matrix
#

I did find this, which looks promising: #old-json-ui message
But I have no clue how to apply this to the current stuff

last pollen
#

how can i split the form_text??

pine matrix
#

Is there a way to remove all characters of a certain type from a string?

opal aurora
wintry crater
#
"hud_actionbar_text/actionbar_message": {
    "$atext": "$actionbar_text",
    "visible": "(not ($atext = 'image1'))"
  }

currently i hava this code, how can i show image if the text value is "image1"?

unique swan
#

i have 2 json ui so server from.json how can i install 2 of them in the same world?

restive crag
#

and rename ur file to hud_screen.json

wintry crater
restive crag
#

Send

wintry crater
#

uhh i still dont have that, idk how to make one

#

sorry im new to this kind of stuff 😅

normal moat
#

uh i think you should go through the intro:

limber quartzBOT
nimble mortar
#

an example pls of how can i show an ui with a score, pls ||i can pay (only paypal)||

delicate dust
#

how to make a scoreboard with a border

grim wagon
delicate dust
#

Oh

#

So it’s impossible

fading mauve
delicate dust
#

Do u have any scoreboard logo templates I could use

fading mauve
#

There should be one in here

delicate dust
#

Wdym

fading mauve
#

▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬
▓▓▓▒▒▒░░░ Open the description. ░░░▒▒▒▓▓▓
▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬

Don't forget to like and subscribe for more new content and make sure to follow me on all socials for announcements and to help this rapidly growing community!

Do you like what I'm doing? Why not become part of the community?
⛏📱💻🖱🎮⛏
You...

▶ Play video
delicate dust
#

But can u change the scoreboard+

fading mauve
#

Like the objectives?

delicate dust
#

Ye

fading mauve
#

Oh sorry you mean the logo

#

Yes ofc

delicate dust
#

Ok

wintry crater
#

atm i have this working custom image hud element but how can i only show it if actionbar value is image1?

"image1": {
    "type": "image",
    "texture": "textures/ui/image1",
    "anchor_from": "center",
    "anchor_to": "center",
    "size": [ "100%", "100%" ],
    "offset": [ 0, 0 ]
  },

  "hud_actionbar_text/actionbar_message": {
    "$atext": "$actionbar_text",
    "visible": "(not ($atext = 'image1'))"
  }
restive crag
#

atm i have this working custom image hud element but how can i only show it if actionbar value is image1?

"image1": {
    "type": "image",
    "texture": "textures/ui/image1",
    "anchor_from": "center",
    "anchor_to": "center",
    "size": [ "100%", "100%" ],
    "offset": [ 0, 0 ],
    "$atext": "$actionbar_text",
    "visible": "(not ($atext = 'image1'))"
}
#

Try this @wintry crater

hexed briar
#

bruh

#
"image_test": {
  "type": "image",
  "texture": "textures/ui/image1",
  "$atext": "$actionbar_text",
  "ignored": "(($atext - 'image1') = $atext)" // will show the image if the string are 'image1'
   ...
}```
#

hiding actionbar (optional)

"hud_actionbar_text": {
  "$atext": "$actionbar_text",
  "ignored": "(not(($atext - 'image1') = $atext))" // hide the whole actionbar element if the string are 'image1'
}```
#

displaying it. (important)

"root_panel": {
  "modifications": [
    {
      "array_name": "controls",
      "operation": "insert_front",
      "value": [
        { 
          "[email protected]_test": {} // reference the 'image_test' element in root panel so it can be rendered.
        }
      ]
    }
  ]
},```
wintry crater
#

thanks!

restive crag
#

Ohhhh

#

ok

hexed briar
#

the ... on the image_text means its optional to add additional property.

#

anchor default are center, size is 100% and offset is [ 0, 0 ], therefore you don't need to set it up unless you want to modify them

wintry crater
#

atm the image is always visible but by doing that it will only show if the actionbar value is "image1" right?

hexed briar
#

I haven't tested, though that's my memory.

#

should work though

#

ignored and visible works differently, the reason why I choose ignored is because performance reasons.

#

it still works the same between both but ignored just get rid of element entirely and will bring it back if you output another actionbar strings.

#

that's optimized way.

wintry crater
#

is it possible to add new button that runs command? (using json ui only)

hexed briar
#

nope

#

looking at the chat screen 'autocomplete' command button thing atm, doesn't seem to be fetchable for me

sick mural
#

How do I make a form button through the ui become infutional?

hexed briar
#

oh I forgot the factory.

#

rename image_test element to image_test_element

#

and put this anywhere on hud_screen

"image_test": {
    "type": "panel",
    "factory": {
      "name": "hud_title_actionbar_factory",
      "control_ids": {
        "hud_actionbar_text": "[email protected]_test_element"
      }
    }
  },```
wintry crater
#

ok

unique swan
#

i have 2 json ui so server_from.json how can i install 2 of them in the same world?

median spoke
hexed briar
#

ignored on bindings is uh, broken.

median spoke
#

Ah ok, thanks 👍

supple bramble
#

is there a resource pack that fixes the exp bar
like the small bit at the ending

if not, how do i fix that

hasty hamlet
#

hi there, is it possible to also format the vertical aligment with the label? text_alignment seems to have effect only horizontally

foggy crystal
#
  "hud_actionbar_text": {
    "type": "panel",
    "offset": [-270, 90],
    "anchor_from": "left_bottom",
    "anchor_to": "right_bottom",
    "controls": [
      {
        "image": {
          "type": "image",
          "size": ["100%c + 10px", "100%c + 10px"],
          "alpha": "@hud.anim_alpha_out", // make this 0 to hide background
          "texture": "textures/ui/actionbar_background",
          "controls": [
            {
              "text": {
                "type": "label",
                "text_alignment": "right",
                "text": "$actionbar_text",
                "font_type": "smooth",
                "font_scale_factor": 1.2,
                "layer": 1,
                "alpha": "@hud.anim_alpha_out"
              }
            }
          ]
        }
      }
    ]
  },

how can I make the text go from left to right when righting more

#

@pine matrix

pine matrix
#

Idk

foggy crystal
pine matrix
#

just wait, someone will show up eventually ¯_(ツ)_/¯

foggy crystal
#

nvm I got It 👍

foggy crystal
#

how can i make an image on the sidebar look clear and clean?

grizzled crypt
#

Don't crosspost please.

#

you already have a post made, wait for answers there.

fading kiln
#

@hexed briar you're using that experience bar texture change you showed me for some of your stuff, right? Wanted to let you know it breaks the jump bars for mounts and that you'll need to modify that stuff to

hexed briar
#

didn't break for me in my end.

fading kiln
#

It still pops up properly?

#

Guess I deleted something I shouldn't have when I added the file you gave me

hexed briar
#

It's just only change the texture, not even modify anything

#

so it doesn't make sense why it doesn't work or break out

tender flare
#

how could i split slots, for example put 3 slots of the dropper inventory on the left side and 6 slots on the right side?

stone coyote
#

what's the binding that carries chat messages?

#

#text binding?

small badger
#

Can anyone give me an example how to do multiple rendering conditions

hasty hamlet
#

hi there, is it possible to "dynamically" find double or more spaces characters and remove that like we do with '%.7s' for instance? but in that case the double spaces can be anywhere so it need to find where to remove?

normal moat
hasty hamlet
normal moat
hasty hamlet
#

it basically removes any spaces from my string that is greater than 1, no matter where is the spaces located

normal moat
hasty hamlet
#

(#text * '%s(?=[^"]":%s")')

#

#text contains something like "Name ."
all the spaces will be removed, returning "Name."

normal moat
#

hmm ok thanks

normal moat
hasty hamlet
#

it works for me, mine is like this:json { "binding_type": "view", "source_property_name": "((('%.37s' * #form_text) - ('%.6s' * #form_text)) * '%s(?=[^\"]*\":%s*\")')", "target_property_name": "#page_title_text" }

normal moat
#

hm Okay..

hasty hamlet
#

now I saw it is removing only when you have a long space at the end of the string, not in the middle, for my objective it is working but with a few changes it can also detected in the middle of the string

normal moat
hasty hamlet
#

regex

small badger
restive crag
#

Regex in json ui???

opal aurora
grizzled crypt
#

well JSOn is apart of Javascript so

opal aurora
#

Can someone properly try regex in json ui

grizzled crypt
#

have you tried

opal aurora
grizzled crypt
#

maybe put the %s in parentheses

opal aurora
grizzled crypt
#

nope

restive crag
#

Why my game crashes whenever i try opening a form? I tried changing the stack panel form to grid type.

foggy crystal
#

How can I change the logo of Minecraft? The big one in the main menu

restive crag
foggy crystal
hexed briar
#

no, regex does not work on json-ui

#

I have tried.

opal aurora
#

ok

normal moat
#

yeah that's what I thought

restive crag
#

Guys what is the part in the server_form.json that edits the text in buttons?

restive crag
# normal moat dynamic_button

I have this, it makes the button to grid, but somehow it makes the text on the button invisible.

  "custom_dynamic_button": {
    "type": "stack_panel",
    "anchor_from": "top_middle",
    "anchor_to": "top_middle",
    "size": [48, 48],
    "orientation": "horizontal",
    "controls":[
      {
        "panel_name": {
          "type": "panel",
          "size": [34, "100%c"],
          "bindings": [
            {
              "binding_type": "view",
              "source_control_name": "image",
              "resolve_sibling_scope": true,
              "source_property_name": "(not (#texture = ''))",
              "target_property_name": "#visible"
            }
          ],

          "controls": [
            {
              "image": {
                "type": "image",
                "layer": 2,
                "size": [32, 32],
                "offset": [-2, 0],
                "bindings":[
                  {
                    "binding_name": "#form_button_texture",
                    "binding_name_override": "#texture",
                    "binding_type": "collection",
                    "binding_collection_name": "form_buttons"
                  },
                  {
                    "binding_name": "#form_button_texture_file_system",
                    "binding_name_override": "#texture_file_system",
                    "binding_type": "collection",
                    "binding_collection_name": "form_buttons"
                  },
                  {
                    "binding_type": "view",
                    "source_property_name": "(not ((#texture = '') or (#texture = 'loading')))",
                    "target_property_name": "#visible"
                  }
                ]
              }
            }
          ]
        }
      },
#
      {
        "[email protected]_text_button": {
          "$pressed_button_name": "button.form_button_click",
          "anchor_from": "top_middle",
          "anchor_to": "top_middle",
          "size": [ 48, 48 ],
          "$button_text": "#form_button_text",
          "$button_text_binding_type": "collection",
          "$button_text_grid_collection_name": "form_buttons",
          "$button_text_max_size": [ "100%", 20 ],
          "bindings": [
            {
              "binding_type": "collection_details",
              "binding_collection_name": "form_buttons"
            }
          ]
        }
      }
    ]
  },
normal moat
#

hmm the code seems good

restive crag
normal moat
#

yes sure

restive crag
#

It removes the white thing for the button and also the text

normal moat
#

make the button size: 100%c 100%c

restive crag
#

Okah

#

@normal moat still didn't work 😦

normal moat
#

"custom_dynamic_button": {
"type": "stack_panel",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"size": [48, 48], // doyou changed this?

restive crag
#

Ohhh

restive crag
#

@normal moat it still didn't work.. it still doesn't show the box and the title

normal moat
#
                "binding_type": "collection",
                "binding_condition": "none",
                "binding_collection_name": "form_buttons"
            },
            {
                "binding_type": "collection_details",
                "binding_collection_name": "form_buttons"
            },
            {
                "binding_name": "#form_button_text",
                "binding_type": "collection",
                "binding_collection_name": "form_buttons"
            }```  try adding these bindings to the form_button
restive crag
#

Still didn't work ;-;

normal moat
#

weird

restive crag
#

@normal moat do you any chance worked with server form before?

normal moat
#

soo much.. many times

restive crag
#

@normal moat do you have server form grid template?

normal moat
#

what?

#

stack panel -> grid?

hexed briar
#

greetings there

normal moat
#

hi

restive crag
#

Yes

restive crag
normal moat
#
{
                            "grid": {
                                "type": "grid",
                                "grid_dimensions": [
                                    9,
                                    6
                                ],
                                "size": [
                                    "100% - 14px",
                                    "100% - 112px"
                                ],
                                "offset": [
                                    7,
                                    21
                                ],
                                "anchor_from": "top_left",
                                "anchor_to": "top_left",
                                "grid_item_template": "server_form.your_button_template",
                                "collection_name": "form_buttons",
                                "layer": 1
                            }
                        }
#

change size and dimensions according to button and preference

ornate moat
#

do you have an addon with server form template?

foggy crystal
#

how can I make the actionbar text always be on the left

#

like
Helmet 82
ChestPlate 100
Leggins 100
Boots 100
?

#
 "hud_actionbar_text": {
    "type": "panel",
    "offset": [-5, 70],
    "anchor_from": "left_middle",
    "anchor_to": "left_middle",
    "controls": [
      {
        "image": {
          "type": "image",
          "size": ["100%c + 10px", "100%c + 10px"],
          "alpha": "@hud.anim_alpha_out", // make this 0 to hide background
          "texture": "textures/ui/actionbar_background",
          "controls": [
            {
              "text": {
                "type": "label",
                "text_alignment": "right",
                "text": "$actionbar_text",
                "font_type": "Ariel",
                "font_scale_factor": 1.0,
                "layer": 1,
                "alpha": "@hud.anim_alpha_out"
              }
            }
          ]
        }
      }
    ]
  },

?

stone coyote
#

Is it possible to pass data between different screens?

gilded scroll
#

How can I conditional render a form?

green grail
#

?json ui

limber quartzBOT
green grail
#

Property information for sizes / offsets / anims / etc:

% the percent relative to the parent element
%c the percent relative to the total width/height of the child element
%cm the the percent relative to the width/height of the minimum size of all the child elements combined
%sm the percent relative to the total width/height of the sibling element
%x the percent relative to the total width; and %y for the height
px can be used to refer the number of pixels inside strings
+ / - can also be used to add or reduce the size accordingly as you want

Example usage:

"size": [ "100%", "100%" ],
"offset": [ "16% + 4px", "100%" ]

Can also be used in anim type elements and animate relative to the position using %.

"to": [ 0, "100%" ],
"from": [ 0, 0 ]

Thanks to @vital edge for providing this information

grizzled crypt
#

this is also all in the documentation!!

restive crag
#

Guys, is there anything that stops the form from expanding? I tried making the size to 500, 500 but it only affects the button making them horizontally but it doesn't expand the form.

grizzled crypt
#

then ur editing the wrong numbers

restive crag
restive crag
#

Nevermind, i got it

foggy crystal
#

How can I move the paper doll?

restive crag
foggy crystal
restive crag
foggy crystal
restive crag
#

What is the thing that puts spaces on each item in a grid?

hexed briar
#

uh

#

puddings?

#

not really a element type but essentially it's just a dummy panel element with size as spacing and just it

restive crag
#

puddings

restive crag
#

Is it possible to edit server form styles without affecting the loading world screen.

normal moat
#

how is server form related to loading screen?

grizzled crypt
restive crag
grizzled crypt
#

one of the dialog textures

normal moat
normal moat
restive crag
#

like this?
"$custom_background": "textures/ui/something"

normal moat
#

no. like this: "$custom_background": "namespace.your_image_element"

restive crag
#

Ohhh

#

I just searched the server, found it

normal moat
#

okay nice

last pollen
#

I'm pretty sure

#

Paddings

last pollen
#

Pretty tasty

#

Jello thing

restive crag
#

It's pudding

#

New thing

last pollen
#

Pudding is snack

#

jello

#

whatever

#

but padding is the space

lucid oak
#

what controls the hotbar like hud_screen

obsidian crest
#

i will forever refer to them as such

strong stump
#

pocket ui is so weird

#

on every other screens, the help button and the close button is seperate

#

but on stonecutter, both are linked

sturdy pewter
#
{
  "nineslice_size": 1,
  "base_size": [
    2,
    2
  ]
}``` 
What does this does? Its the textures/ui/Black.json file.
left yew
# sturdy pewter ```json { "nineslice_size": 1, "base_size": [ 2, 2 ] }``` What do...

That’s the nineslice file for the Black.png texture

https://en.m.wikipedia.org/wiki/9-slice_scaling

9-slice scaling (also known as Scale 9 grid, 9-slicing or 9-patch) is a 2D image resizing technique to proportionally scale an image by splitting it in a grid of nine parts.The key idea is to prevent image scaling distortion by protecting the pixels defined in 4 parts (corners) of the image and scaling or repeating the pixels in the other 5 part...

sturdy pewter
#

Okay but what do these numbers mean? "nineslice_size" can be put into an array too, but describe they pixels?

#

zero shows the exact picture of the png

left yew
#

Because Black.json is the json nineslice file for the Black.png in the same route

#

But just replace the logic with the file/numbers you have

sturdy pewter
#

I tried smth like this

#

nineslice for 0.5 means the border is half as big as the center, 0.25 -> 75% size of the center and 0.75 -> 25% I guess 1 => 1%

stiff urchin
restive crag
#

Is there a way to add image then the button at the back of it can't be clicked?

#

I tried adding "layer": 30 and "layer": 35 but it doesn't disable the use of buttons at the back of it.

tender flare
restive crag
#

How to fix the problem with the at the end of the text becoming "..." I tried using \n but it still makes the second word to "..."

dusty ether
#

That's due to the max size of the text/text area

restive crag
grizzled crypt
#

increasing the size of the text area

restive crag
dusty ether
#

This is the code for your buttons, I assume "size" could be one factor

#

actually

#

try, "$button_text_max_size"

restive crag
dusty ether
#

You should see it

#

it's an array

#

[ x, y ]

restive crag
#

Okay

dusty ether
#

default is [ "100%", 20 ]

restive crag
#

@dusty ether what should i try increasing when that didn't work?

#

The x or the y

dusty ether
#

I suggest changing the X a little bit first

#

but if you change it a couple times with no effect, try both

#

Refer to any definitions such as common_buttons.light_text_button:

restive crag
#

@dusty ether thanks it works, but i don't see anything that changes the font of the button text

dusty ether
#

You can refer to the image I sent, and add any of the properties like "$button_font_size" to your dynamic button

restive crag
#

so I could change it to MinecraftTen?

#

Thanks

dusty ether
#

If you wanted to test with different property names in the button, sure

#

I cannot give a definite answer right now but I can help you test

restive crag
#

I'll try this "$button_font_size": "MinecraftTen",

dusty ether
#

you can try "font_type" or "$font_type"

#

size isn't font type

restive crag
#

Mmm

dusty ether
#

size is how big it is

#

type is... what type of font

#

size:
small
normal
large
extra_large

#

type:
default
rune
unicode
smooth
MinecraftTen

restive crag
dusty ether
#

I think so

#

but with enough skill you can change font type in buttons

#

possibly

#

json UI geeks know it all

restive crag
#

hmm

#

I try the $font_type

dusty ether
#

are you trying to make the text bigger, or change what font it is?

restive crag
dusty ether
#

Yea I didn't expect it to. I will snoop around some code

restive crag
#

Okay

dusty ether
#

Did you also try without $?

restive crag
restive crag
#

Because I think it will definitely still won't work

dusty ether
#

That's what testing is for but good idea

#

I found the definition

restive crag
#

what is it?

dusty ether
#
"[email protected]": {
  "$default_button_texture|default": "textures/ui/button_borderless_light",
  "$default_content_alpha|default": 1,
  "$hover_content_alpha|default": 1,
  "$hover_button_texture|default": "textures/ui/button_borderless_lighthover",
  "$pressed_button_texture|default": "textures/ui/button_borderless_lightpressed",
  "$locked_button_texture|default": "textures/ui/disabledButtonNoBorder",

  "locked_control": "locked",

  "$default_font|default": "default",
  "$font_type": "$default_font",
  "$locked_alpha": 1
},
restive crag
#

hmm?

dusty ether
#

now we figure out how to edit "$font_type"

#

actually

#

I think I know

restive crag
dusty ether
#

If you want every single button to change font, sure

#

Every button on every form

restive crag
#

yes

#

Thats what I want

dusty ether
#

Wlep try it ig

#

I tried it and it works. Different method though

restive crag
restive crag
dusty ether
#

Add "$font_type" to "light_text_button@light_button_assets"

#

I'm using dark buttons but same idea

#

If the image will send

dusty ether
#

the reason for this is because "$font_type" is set in "light_button_assets"

#

so you go there and see the properties and use those. Just keep digging and you will eventually find what you want

#

It's text, so it has the ability to change it's font, even if it takes a while to find

restive crag
#

@dusty ether so I just edit the button template common?

dusty ether
#

I showed the picture

#

go to your common_buttons

#

(ui_template_buttons)

#

using this method, you can also change text size, font, etc upon button hover and click

restive crag
#

@dusty ether i found this.

#

Is the thing I did right?

dusty ether
#

yes

#

test it

restive crag
#

just checking because debugging in mobile is slow

dusty ether
#

yes, same for me on my slow laptop

restive crag
#

@dusty ether it works on all buttons except my form buttons 😦

dusty ether
#

all buttons, except form buttons?

restive crag
#

yes

dusty ether
#

that's confusing

restive crag
#

do I need to send the template i use?

dusty ether
#

did you undo the changes you made earlier?

restive crag
# dusty ether that's confusing
            {
                "form_button@common_buttons.light_text_button": {
                    "$pressed_button_name": "button.form_button_click",
                    "anchor_from": "top_left",
                    "anchor_to": "bottom_right",
                    "size": [80, 80],
                    "$button_offset": [0, 20],
                    "$button_text": "#form_button_text",
                    "$button_text_binding_type": "collection",
                    "$button_text_grid_collection_name": "form_buttons",
                    "$button_text_max_size": ["100%", 20],
                    "bindings": [{
                        "binding_type": "collection_details",
                        "binding_collection_name": "form_buttons"
                    }]
                }
            }
restive crag
restive crag
dusty ether
#

well that isn't the issue then

restive crag
#

hmm

dusty ether
#

it worked for me so idk rn

restive crag
#

The dark buttons

dusty ether
#

what part would that be?

restive crag
dusty ether
#

that's a lot

restive crag
#

But I want to convert it to dark

dusty ether
restive crag
#

Yes

#

But dark button

dusty ether
#
{
  "form_button@common_buttons.dark_text_button": {
    "$pressed_button_name": "button.form_button_click",
    "anchor_from": "top_left",
    "anchor_to": "bottom_right",
    "size": [ 40, 40 ],
    "$button_text": "#form_button_text",
    "$button_text_binding_type": "collection",
    "$button_text_grid_collection_name": "form_buttons",
    "$button_text_max_size": [ "100%", 20 ],
    "bindings": [
      {
        "binding_type": "collection_details",
        "binding_collection_name": "form_buttons"
      }
    ]
  }
}
last pollen
#

How dare you refer them as spaces

hexed briar
#

they're spaces

#

It's pudding now

#

I can't type padding anymore without suddenly changing "a" to "u"

dusty ether
#

My button images disappear on hover. Anyone know why?

#

changed my custom dynamic buttons panel to a grid and changed the sizes of the buttons and offset of the image, but the image disappears when I hover over the button

hexed briar
#

change your image element layer to 20

#

or more.

restive crag
#

Is it possible to edit message form data?

dusty ether
#

Seeing how it isn't actually like action form or modal form, it may take looking into weird files to try and find what it's called

restive crag
#

hmmm

normal moat
#

not sure, it might be using the popup dialog

dusty ether
#

I have been looking for a while and I don't know

#

It's used in the start screen and other places too, not just message forms

restive crag
#

I can't find anything in start screen, isn't a message form shows when exiting minecraft in start screen

restive crag
#

Is this the right use of "and"?
(not (#title_text = 'Materials') and not (#title_text = 'Items'))

hexed briar
#

uh no.

#

what do you want to do?

restive crag
#

I'm using title based forms

normal moat
#

(not ((...) and (...)))

restive crag
#

ohh

#

@normal moat does that apply with "or" too?

hexed briar
#

(not((#title_text - 'Materials') or (#title_text - 'Items')) = #title_text )

normal moat
#

^

restive crag
hexed briar
#

(not((#title_text - 'Materials')) = #title_text) and ((#title_text - 'Items') = #title_text)

restive crag
#

oh ok

restive crag
hexed briar
#

there's ignored property.

#

use that

restive crag
dusty ether
#

past line 70

fair cedar
#

Is it possible to make certain ui elements appear using molang queries?

median spoke
fair cedar
#

Oh, ik about the method mentioned there, but can i use "inventory_item_renderer" in that case tho

#

Basically i want to have a working compass,clock and recovery compass on the screen which will appear and disappear using queries

bronze pike
#

Is it possible to have more than one title displayed at the same time?

normal moat
#

no

tender flare
#
"furnace_selection": {
    "type": "panel",
    "size": ["100%", "100%"],

    "$flag_foundry": "§0§0§3",

    "controls": [
      {
        "[email protected]_screen_content": {
          "bindings": [
            {
              "source_property_name": "(not (($container_title - $flag_foundry) = $container_title))",
              "binding_type": "view",
              "target_property_name": "#visible"
            }
          ],
          "controls": [
            {
              "label": {
                "type": "image",
                "texture": "textures/ui/background",
                "size": ["100%", "100%"]
              }
            }
          ]
        }
      },
      {
        "[email protected]_panel": {
          "bindings": [
            {
              "source_property_name": "(($container_title - $flag_foundry) = $container_title)",
              "binding_type": "view",
              "target_property_name": "#visible"
            }
          ]
        }
      }
    ]
  }

why are both screens shown on top of each other? this does work for server_forms for example

restive crag
restive crag
#

Wrong channel?

#

This is json ui not entity json

#

Go to #1067869022273667152

#

@last pollen

wintry crater
#

how can i change the texture of this?

#

i want to replace it to this one i made

restive crag
wintry crater
#

uhh this?

restive crag
#

Edit that

wintry crater
#

😳

restive crag
restive crag
opal aurora
restive crag
#

oh okay

last pollen
last pollen
restive crag
#

oh ye my bad

last pollen
hexed briar
#

that's variables.

#

it can exist if the parent/referenced element has that

last pollen
#

Hmm

wintry crater
last pollen
#

I thought those can only be created if you

"font_type": "$font_type",
"$font_type": "MinecraftTen"
last pollen
hexed briar
last pollen
#

^^ Try that

hexed briar
#

If you're unsure, you can check the parent/referenced element to see if it there or not

#

normally those should have $things|default as fallback so it wouldn't cause content log errors

wintry crater
restive crag