#JSON-UI General
1 messages · Page 5 of 1
can I see the code so I can understand how does it work
sure
"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"
}
]
}
}
]
}
that's cool
Have you tested whenever conditional render is working?
yep thats why submit button is dark
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
found some issue.
put your size property in custom_form parent.
you're literally overriding vanilla code rather than using your own element entirely, therefore the size is still [ 225, 200 ] as default.
it was cool
oh, i thought when i delete inheritance then it will be line own element already xd
yep now its 0
now i have to edit that screen size right?
It is "100%"?
next time you should stay away from overriding vanilla elements and stuff
you can create your own element, but not create a whole new screen, so yeah.
This'll reduce alot of issues with vanilla code overriding your stuff.
cool, thanks man!
no problems.
How can I add an image to the title of the server form??
sorry for late reply, i think harlow answered your question
👍
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",
no it is not, I tried it as well, it is not recognized
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.
thx, that worked
Is there any way to change this button text's font to be Minecraft Ten font?
change the font_type in the start menu file
@normal moat sorry for tagging you
no problem
Thank you! it did work but the text is offsetting and the size looks off, What do i add so i can offset and scale the text properly?
I'm trying to create in vdd recreate the stone cutter interface can anyone help me?
i wanted to ask something:
what should i say to explain what the color property does with default variables?
Is there anyone who can make autocomplete text (command) in chat_screen scrollable? without the bug of empty space in the scrolled area.
?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.
ask mojang to fix this bug when you cant set scroll holder to 100% of childS* elements :DD
Is there a way to change the textures on a json ui?
Is this possible, Changing colours
If so, Show an example please
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)
I don’t think this is possible with addons, if you are doing actual modding, look at the inventory file in json ui and just replicate it to do your own tab
its not that easy to create just custom tab
and this may be compatible with addons, if you would add items without impact on items collection index, everything should work fine
how does the factory work? is there way to make factory to static elements? like getting text from second element for example
i think i already know that solution
JSON UI is so interesting
i love it already
🥳
I wrote a bit about factories a while back if it helps: #old-json-ui message
That's from an old add-on pack I made, mainly for testing. Should be here: #old-showcase message
when i do factories i must have stack_panel type or i can use just panel as well?
If I'm remembering correctly, you need stack_panel type for custom factories to work. I think there are some hardcoded factories (control_id) that generate a single element in a panel.
#1116837775468155000 Does anyone know how to solve my problem?
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
do you try only use \n and use space?
I think it wouldn't work
?
Does anyone know how this UI can be done?
lol
...
Someone help-me pls
I only have the image but I want to create a ui like the one in the image
How can I change the size of a button depending on the title of the form?
@obsidian crest Do you can help me?
bindings on the buttons
like if form_title_text = ‘different button’ it’s a different size
no
#view is for making it visible
to change size is just “size”: []
like this?
did not work
Is there a way to change the textures on a json ui?\Is this possible, Changing colours
you can change color codes
is it possible to make a json ui on the server form without the @common_dialogs.main_panel_no_button?
i'm using conditional rendering for having certain buttons in certain spots, but whenever pressing f11 (fullscreen), the button appears again?
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.
How do they make those types of UI
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
and its fixable but may require to search for one or more lines in whole code
which isnt really easy
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)
...
nvm i got it working. kinda
awesome
i’ll just come back to it later
it’s not that big of an issue
Any dialog background you want, it's not required to use that
how can i do that, create my own form, without edit long_form?
You need to override them, there is no way
Preserve the old one if you want
I can create a test_form without the common_dialogs, but how can I make it appear?
Someone make me a tutorial to be able to make a Json-UI please
Could you show an example of doing this please, I know the colour palette and styles with §
_global_variables
I want to put 2 buttons somewhere else together, separate from the other buttons
How can I make a search bar that updates itself, without having to click a button?
#1118465777746587678 please
#1117991845029490788
is there some1 who can guide me to do a server form?
@night holly loves to help people!
ermmmm techniqually speaking your nickname states pingable which is commonly associated with being able to help 👆 🤓
bruh
how do i put a custom image for the background of my form?
?json-ui
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
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
still easily exploitable
but why
why would you remove all of ui
that is a recipe for disaster.
hes making a server that doesnt need that container
then don't put any container or use fake block with those container textures
that's like asking game to crash.
why isn't it working? the buttons don't change
Did you do it using dialog or script?
its script
Did you use server_form?
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
no
Ok :/
anyone know?
#1118973838600962250
Easy
Nice?
shut up bruh
Omg kk
there is no benefit in you just saying easy
i had a problem and asked a question
if you didn’t plan on helping just don’t send the message
you just say it's easy, you don't understand why you got angry
what?
Sorry my Ingles is bad
I am Brazilian
oop kk
@obsidian crest do you know?
it's possible apply flibooktexture a item ?
#1067869136606220288
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?
How can I edit a specific button?
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?
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?
send the files
UI seems outdated and probably not supported or there's changes on 1.20
and why do you have Lukas UI?
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?
offset it or remove it
how do I remove it?
i just want the 2d stained glass for my server to look better when opening menus that have stained glass
is luka pack the only pack that have the 2d stained glass?
¯_(ツ)_/¯
There is at least one
#1119824868783968317
LOL I really would advise using against those files nowadays. I don't update them anymore since the item bindings are super unstable and very frequently break on game updates. That said, Java Aspects should have the up to date bindings in there somewhere, but expect them to break.
Also idk why so many people forget the s in my name, it's not hard 
thank you i want on the wrong version of java aspects (Performance) that showed the 3d glasses
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
Still no ore ui
no?
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
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?
Hi
How would you change the buttons if the form title is equal to "Menu" (server form
look for collection_index you should find something about
I'm trying to find
I didn't find bro
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?
this is the photo from the main server which the offset location works fine
#1121519909759897712
Armor bar are renderer.
the offset will occur if you have golden heart or more hearts.
therefore you can't really control it's offset properly.
bro tried to ping everyone and failed
lol
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
Json ui would be... say, a custom effect marker, correct?
?jsonui
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
?tp
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.
?texturepack
?dimension
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.
#bot-usage lmao
how can i change the texture of chest ui depend on its name value?
$container_title is what you've looking for. just read the basic of json-ui, and conditional rendering.
Is it possible to change the colour of a screen?
wdym by 'color of a screen?
I assume probably color filled on the screen or something
For more information on a result, use </wiki details:1051148733145952370>
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?
How does children elements used or work?
children are the elements added to the controls array of the parent
Hey ! How change color text ?
use this character: §
Ho yes, im sorry..
How do I get started?
?json-ui
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
Read the intro and see the vanilla ui files
Hi, what's the name of this HUD please, as I can't find it ?
from hud_screen.json
Is it still possible to add a pause screen logo? If yes how?
Yea
Look for the file "pause_screen"
It is in Minecraft's "ui" folder
but in the default pack is no logo in pause screen, that's the reason why i'm asking
The logo is a texture
You can modify by pause screen or by modifying this texture
do you have an example?
is it possible to set the default value of a checkbox to be on? if so, how can you do it?
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.
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.
It's also deleting all numbers that are sent
some1 please help in group post 🙏
Hey, i made a custom Texture menu for my actionForm. Is it possible to make different textures menus for different menus?
Yes
How?
If you use actionformdata how do you get the information which Menu you want to use
https://youtu.be/3X9Oq2BvLck
Made by [@] LeGend
This tutorial shows how to make a form only show when the title is specific.
Find Minecraft Packs: https://github.com/LeGend077/packs
Github: @LeGend077
Discord: LeGend#1687
#minecraft
#minecrafttutorial
I think this ai right
Yeah maybe don’t use AI lol. Go to the original source https://wiki.bedrock.dev/json-ui/aseprite-animations.html
It's a test. Im not really asking how to do it.
Yep. Its trained
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 - $update_string)", // Removes the "update" text from the text to be displayed
"target_property_name": "#text"
}
]
}```
this is literally from the wiki
what is that AI though
What bot is that?
And like how
I haven't seen any ai that can actually make JSON UI
Lol
Is this right? I kinda feel like this is just right
It is
Hey, how can I show the HP in number to the hud screen. What is the ligne to add for see the number
hey this might be a bit of a stupid question but how do i tell wether to use [ or {
so, i'm looking for a way to use actionbar to make custom bars but without it interfering in another actionbar command.
Like:
- The bar keeps displaying by detecting when there's some text on the actionbar, but this text doesn't appear on the screen, and if you do another
/title @s actionbarit will show and will not interfer in the bar
idk if it's confusing what i'm trying to say
i'm looking for all the methods that i can use to make a good custom bar
This is scripting not json ui
"requires": "(($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?
How can I make my 'x' button stay on the top right of the panel when I am changing screen size/resolution?
dont use x% values
pls
also hook this element to actual form
I mean, this button is probably just random element added to root panel with weird offset
.
Thanks but how can i add more than one custom menu. One forexample for my shop and another one for the Game selector menu
Now i found out about bindings, how do they work?
you can add another form of the same type (with the name you want), and add to the base form the not
??
i think you should use title + actionbar, if your title is already in use then you can like add your bar in the same control as actionbar label and then make it visible only when your 'bar text' is not in the actionbar
uh maybe new actionbar factory
preserve title should do, though only supported bindings atm
not sure if actionbar has bindings version
how a preserved title works?
Hey I tryed to get score in JSON but it don't work someone can help me ?
how you do this?
That tutorial is broken btw. It does not preserve the title text
How it is on the wiki will only remove the string "update" from any title you send
that's it
I haven't been able to figure out how to do preserve title text yet
.
me too
how do you call this element? I can't see how it is done in the npc ui file. found it
Well that actually works on my end though.
I wonder if I have something else in the way that's causing it to not work
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
does anyone know how to put text with background when play the game?
like server the hive
i wanna put name and currency
Leaderboards?
can you send me server form json please try it
i've noticed that live_player_renderer does no propagate alpha at all, there's a way to make it propagate alpha?
Like actionbar but in top-right screen and ITS multiple
is it impossible to remove the animation and delay when changing a server form? like on npc dialogue?
Get to common.base_screen
Then "$screen_animations": []
but it will still have delay
What delay?
like a transition delay between 2 forms
it will remove the animation but not the delay
Blame mc for that
Unless you made it a toggle then well, almost impossible to make it no-delay.
Atleast in my khowledge
I think that belong to server scripting / javascript or whatever
i do javascripts, but i dont do json ui
and we modify delay in forms using only scripts
its on json-ui side
Hmm
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
i honestly didn't understand any of that
i wish i could hire someone for json-ui, or partner with them
A text binding is basically like this: #binding_name
Where binding_name is the binding name
and what does it have to do with the animation/delay
yeah
And btw learning json isn't that hard
?json 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.
javascript is way more easier than json ui
Whell not for me
where did you learn it? maybe i can learn too
I learn by myself
i mean, how, like do you search it? look at others work? or watched a video?
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
okay, cool
Or you could just also look through the vanilla pack
Nobody is typing...
What is the use of $is_pregame
Try to find the variable in the files
Or the bedrock wiki
Found nothing in the files 😕
The variable checks if it's a out-game screen. ( It's in-game when you are playing in a world, server or realms )
Thanks
is it possible to add a shadow to text with resource packs?
Add "shadow": true to that label element
Hi ._.
How i make a costumize able gui for mc block ._. ?
Like disenchanter table add-on
what does 3d_structure_renderer do and how can it be used in ui
structure block UI I suppose?
you can render the chunk or any structures in structure block UI.
can you use this in other ui
no you can't.
it's hardcoded, and also you'll need a area data something that structure block has.
I was hoping to use it for ponder system but I guess not
anyways is their a way to get if the player is hovering over a item in the inventory
Check this
in world_selection file.
{
"world_adventure_mode_toggle@settings_common.radio_with_label": {
"ignored": "($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",
"$radio_label_text": "createWorldScreen.gameMode.hardcore"
}
}*/
ooooh, interesting
It's been there for years now.
._.
Does it work tho?
Not at the moment.
Yeah, would you be able to share what you're using? Mine absolutely does not preserve anything. It only removes the update string but will always overwrite, even if the update string is not present. I removed everything from my old HUD and just put this in as a root panel.
How do you make the stack count visible on hotbar in creative mode?
Hey, does someone knows how to use KalmeMarq's ui test editor ?
be warned — string format as condition rendering is there
preserve loader/unloader is the main priority on front text, otherwise it won't load.
Arcdustry do you know?
can't get this to work either. I think I just don't understand how it works at all I guess
Why is it so difficult to see that if something includes a string, it displays and updates that element
I hate Jason
bruh moments
how preserve text works is basically, if you use a preserve string, the element with that will show up as 'never' update if you're outputting other text or condition render strings.
Can we have the value of a variable be a binding value?
Like, "$screen_content": "#random_text"
Not sure if that makes sense
bindings and variables don't mix together.
though variables works in bindings array, not the opposite.
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)
How would that work?
Even if I add a binding to the parent element, it won't work?
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.
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?
I don't have a binding... Element is from npc_interact, if that's what you were asking. Sorry, I don't have much experience with these
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.
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
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.
This is so confusing!
welcome to json-ui.
🥲
also uh this
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.
I have a basic understanding on how these stuff works, but the bindings... I can't handle those
So the reason I can't use binding here is that I'm trying to change the screen?
you can try basic stuff first, i.e adding your own image to the UI or something
Yeah, I done those stuff
well, that's not really how bindings do work though.
lemme find the example rq
Thanks for wasting your time 🫡
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
Thanks
thanks, do you happen to know what file name I should use if i want to add the shadow to the item name tooltip that shows above the experience bar?
inside /ui/hud_screen.json:item_name_text_root/item_text_aligner/item_text_control/item_text_label
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
}
}
anyone knows?
@normal moat sorry for the ping, do you know how?
I'm just going to keep adding more to existing string for displaying elements then... until ore ui is available
hopefully I don't hit a cap
what's different with ore ui?
It doesn't suck
i don't know much about ore ui, it will allow us to add REAL elements to the HUD?
like, custom bars without title
or actionbar
It doesn't suck
slot.weapon.offhand', 0, 'hiro:scarab_necklace_hr')",
thank you so much 👍 !
a fixed version and a video of how it works.
my 2months old literally same video with literally same code: #1103977810462257253 message
that's where I read on wiki ¯_(ツ)_/¯
oh nevermind must got it somewhere but not here though
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
...
Is it possible to add Buttons to Custom UI in server_form without a script and ActionFormData?
if this button needs to trigger a command or anything else related to it, no
.
Why the top_center It does not work
There isn't "top_center", use "top_middle"
Border?
i made my server_form but i dont know to made buttons like squares
Just textures
I don't know much about server forms
So I might be wrong.
Size
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?
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
can I see the element
it's possible to display an ui when a player have an especifique score?
How can I use 2 or more custom UIs?
Turns out the problem is that the grid element I have isn't working 🤔
What?
Help pls
if its on sidebar, yes
https://wiki.bedrock.dev/json-ui/json-ui-intro.html#ui-defs
Custom screens not possible only vanilla files are editable, but you can create new ui json files
check for
"bindings": [
{
"binding_name": "#player_score_sidebar",
"binding_type": "collection",
"binding_collection_name": "scoreboard_scores"
}
]
Is follow_cursor broken? Can’t get it to work
how can i separe de dialogtext?
i think it works
It only works in input_panel
bindings
with bindings, can i make like this?
uhh no? u can use to get specific text with %.Ns. or test a string if it exists in the dialogtext
I tried to do that, but since that is a variable, it changes constantly
Race can change at any time, just like the others!
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
can I check if it starts with Level and ends with TP?
yeah
'%.5s' * $var
'%.5s' * #dialogtext = 'Level'
But how can i check TP?
uh idk because the no. are variable
that's what I was telling you
are u using dialog for all this?
then I will switch to server form
yes, thats what i recommed
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.
oh
you knwo how to make buttons like a square?
buttons are already sqaure
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.
no like hive buttons
this shouldn't happen? i think everything is correct
I am baffled, as this onyl started happening last night.
okay i'll check it again
And it seems to be spitting an error that makes no sense
yeah i'll try
thanks
have same size on x and y
the button are
rectangles
edit custom_dynamic_button
ok
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
but its a grid
Plz
not json ui
._. ok , but anybody knows ?
Nvm, turns out I was being an idiot. I forgot the _ui on the end of the filename 
uhh
edit the grid template button not the actual grid (i dont think your button is a grid)
ok
looks like you have edited the structure not from the minecraft but using a nbt/strcutre editor then it something is wrong. i recommend to make the strcuture in the game and export/save it using strcture block
i'm actually suck in json ui xd, an example of how can i do it?
Ur js
Well, now I'm having the problem where the hover text does indeed follow the cursor, but it flickers rapidly when moving the mouse. Any ideas?
maybe it can be a button-image issue
hmm
try lowering the layers of the image
Didn't seem to help
maybe provide code
are u adding the follow cursor thing to the chest ui?
*also works for input_panel
Is there a way to render the player's inventory of items on something that is not a container screen?
I did find this, which looks promising: #old-json-ui message
But I have no clue how to apply this to the current stuff
how can i split the form_text??
Is there a way to remove all characters of a certain type from a string?
Ok... haven't heard about that
"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"?
i have 2 json ui so server from.json how can i install 2 of them in the same world?
Send dm i help you
Put that inside of your image
and rename ur file to hud_screen.json
wait what im confuse xd, how can i do that?
Whats your image code?
Send
uhh i still dont have that, idk how to make one
sorry im new to this kind of stuff 😅
uh i think you should go through the intro:
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
an example pls of how can i show an ui with a score, pls ||i can pay (only paypal)||
how to make a scoreboard with a border
I have bad news JSON-UI is even harder then JS script development
Yes
Do u have any scoreboard logo templates I could use
There should be one in here
Wdym
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▓▓▓▒▒▒░░░ Open the description. ░░░▒▒▒▓▓▓
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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...
But can u change the scoreboard+
Like the objectives?
Ye
Ok
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 ($atext = 'image1'))"
}
atm i have this working custom image hud element but how can i only show it if actionbar value is image1?
"image1": {
"type": "image",
"texture": "textures/ui/image1",
"anchor_from": "center",
"anchor_to": "center",
"size": [ "100%", "100%" ],
"offset": [ 0, 0 ],
"$atext": "$actionbar_text",
"visible": "(not ($atext = 'image1'))"
}
Try this @wintry crater
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.
}
]
}
]
},```
thanks!
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
atm the image is always visible but by doing that it will only show if the actionbar value is "image1" right?
ah ok thanks
yeah
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.
is it possible to add new button that runs command? (using json ui only)
nope
looking at the chat screen 'autocomplete' command button thing atm, doesn't seem to be fetchable for me
How do I make a form button through the ui become infutional?
hmmm not working
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"
}
}
},```
ok
i have 2 json ui so server_from.json how can i install 2 of them in the same world?
Can we use ignored based on a binding's value?
ignored on bindings is uh, broken.
Ah ok, thanks 👍
is there a resource pack that fixes the exp bar
like the small bit at the ending
if not, how do i fix that
hi there, is it possible to also format the vertical aligment with the label? text_alignment seems to have effect only horizontally
"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
Idk
who can help me?
just wait, someone will show up eventually ¯_(ツ)_/¯
nvm I got It 👍
how can i make an image on the sidebar look clear and clean?
@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
didn't break for me in my end.
It still pops up properly?
Guess I deleted something I shouldn't have when I added the file you gave me
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
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?
Can anyone give me an example how to do multiple rendering conditions
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?
Using bindings?
if you're talking about a position of the spaces that is not fixed you can't do that i think.
yes you can, found out... '%s(?=[^"]":%s")'
wait how?
it basically removes any spaces from my string that is greater than 1, no matter where is the spaces located
Can you please provide an example?
(#text * '%s(?=[^"]":%s")')
#text contains something like "Name ."
all the spaces will be removed, returning "Name."
hmm ok thanks
uh no? it crashes the game, i highly doubt that this is not a thing
"label": {
"type": "label",
"$text": "aa bb c d deeee e",
"text": "('%s(?=[^\"]\":%s\")' * $text)"
}
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" }
hm Okay..
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
but what format is this ('%s(?=[^\"]*\":%s*\")')?
regex
Yes
Regex in json ui???
How can the game use regex
well JSOn is apart of Javascript so
Can someone properly try regex in json ui
have you tried
I tried (#form_button_text * '%s([A-Z0-9])') but didn't work
maybe put the %s in parentheses
Can you try that
nope
Why my game crashes whenever i try opening a form? I tried changing the stack panel form to grid type.
How can I change the logo of Minecraft? The big one in the main menu
textures/ui/title.png
Ty!
ok
yeah that's what I thought
Guys what is the part in the server_form.json that edits the text in buttons?
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"
}
]
}
}
]
},
hmm the code seems good
You want the image?
yes sure
make the button size: 100%c 100%c
"custom_dynamic_button": {
"type": "stack_panel",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"size": [48, 48], // doyou changed this?
Ohhh
@normal moat it still didn't work.. it still doesn't show the box and the title
"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
Still didn't work ;-;
weird
@normal moat do you any chance worked with server form before?
soo much.. many times
@normal moat do you have server form grid template?
greetings there
hi
Yes
I used this, but sadly didn't work as I'm expecting.
#old-json-ui message
{
"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
do you have an addon with server form template?
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"
}
}
]
}
}
]
},
?
Is it possible to pass data between different screens?
Nvm I found it👍
How can I conditional render a form?
?json ui
You can learn more and get started with JSON UI here: https://wiki.bedrock.dev/json-ui/json-ui-intro.html.
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
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.
then ur editing the wrong numbers
I edited the size from the long_form_dynamic_buttons_panel. Is that i suppose to edit?
Nevermind, i got it
How can I move the paper doll?
Just change the offset.. but! For some freakin' reason, it duplicates it everytime you move the paper doll, like there will be 2 paper doll
I have no clue how to do that!!!!
Go to /ui/hud_screen.json
The one I got on my res pack doesn’t have paper doll on it
What is the thing that puts spaces on each item in a grid?
uh
puddings?
not really a element type but essentially it's just a dummy panel element with size as spacing and just it
puddings
Is it possible to edit server form styles without affecting the loading world screen.
how is server form related to loading screen?
they are talking about the texture
Because I only know how to edit server form in the dialog-background-atlas.png
one of the dialog textures
oh
"$custom_background" should do the work
hmmm
like this?
"$custom_background": "textures/ui/something"
no. like this: "$custom_background": "namespace.your_image_element"
okay nice
It's not
Pudding is snack
jello
whatever
but padding is the space
what controls the hotbar like hud_screen
it’s puddings now
i will forever refer to them as such
pocket ui is so weird
on every other screens, the help button and the close button is seperate
but on stonecutter, both are linked
{
"nineslice_size": 1,
"base_size": [
2,
2
]
}```
What does this does? Its the textures/ui/Black.json file.
That’s the nineslice file for the Black.png texture
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...
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
Consider a UI element/image with a nine-slice size of 1 and a base size of 4x4 pixels. The element's texture would be divided into a 3x3 grid, where the center portion (1x1 pixels) is the scalable area, and the remaining eight segments create the border.
{
"nineslice_size": 1,
"base_size": [
4,
4
]
}
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
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%
Bugs
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.
what inventory did you modify?
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 "..."
That's due to the max size of the text/text area
How to fix it?
increasing the size of the text area
Is it in the button temp?
This is the code for your buttons, I assume "size" could be one factor
actually
try, "$button_text_max_size"
What's the value?
Okay
default is [ "100%", 20 ]
I suggest changing the X a little bit first
but if you change it a couple times with no effect, try both
Refer to any definitions such as common_buttons.light_text_button:
@dusty ether thanks it works, but i don't see anything that changes the font of the button text
You can refer to the image I sent, and add any of the properties like "$button_font_size" to your dynamic button
ohh
so I could change it to MinecraftTen?
Thanks
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
I'll try this "$button_font_size": "MinecraftTen",
Mmm
size is how big it is
type is... what type of font
size:
small
normal
large
extra_large
type:
default
rune
unicode
smooth
MinecraftTen
Isn't font type only for labels
I think so
but with enough skill you can change font type in buttons
possibly
json UI geeks know it all
are you trying to make the text bigger, or change what font it is?
Change the font
Also this didn't work
Yea I didn't expect it to. I will snoop around some code
Okay
Did you also try without $?
Yes
I mean no
Because I think it will definitely still won't work
what is it?
"[email protected]": {
"$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",
"$locked_alpha": 1
},
hmm?
I think I could do this
"$default_font": "MinecraftTen",
"$font_type": "$default_font"
It didn't work 😭
Enlighten me
Add "$font_type" to "light_text_button@light_button_assets"
I'm using dark buttons but same idea
If the image will send
Then?
the reason for this is because "$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
@dusty ether so I just edit the button template common?
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
just checking because debugging in mobile is slow
yes, same for me on my slow laptop
@dusty ether it works on all buttons except my form buttons 😦
all buttons, except form buttons?
yes
that's confusing
do I need to send the template i use?
did you undo the changes you made earlier?
{
"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"
}]
}
}
Yes
Here, is there anything wrong in this?
well that isn't the issue then
hmm
it worked for me so idk rn
what part would that be?
Whole thing
Like this
that's a lot
But I want to convert it to dark
just your button code like this?
{
"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"
}
]
}
}
Those are delicious snack
How dare you refer them as spaces
they're spaces
It's pudding now
I can't type padding anymore without suddenly changing "a" to "u"
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
Is it possible to edit message form data?
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
hmmm
not sure, it might be using the popup dialog
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
I can't find anything in start screen, isn't a message form shows when exiting minecraft in start screen
Is this the right use of "and"?
(not (#title_text = 'Materials') and not (#title_text = 'Items'))
detecting if the title in the form is not Materials and Items
I'm using title based forms
(not ((...) and (...)))
(not((#title_text - 'Materials') or (#title_text - 'Items')) = #title_text )
^
How about if i want the other one true then other one not
(not((#title_text - 'Materials')) = #title_text) and ((#title_text - 'Items') = #title_text)
oh ok
Is this not working or its just my logic is wrong? The normal form and the custom one overlaps each other.
I used them like this, idk if I implemented em' right because the buttons doesn't use the custom forms 😭
it's popup_dialog
past line 70
Is it possible to make certain ui elements appear using molang queries?
#1084994107346260059 message
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
Is it possible to have more than one title displayed at the same time?
no
"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) = $container_title)",
"binding_type": "view",
"target_property_name": "#visible"
}
]
}
}
]
}
why are both screens shown on top of each other? this does work for server_forms for example
The custom form overrides with the normal form, is my logic wrong?
Wrong channel?
This is json ui not entity json
Go to #1067869022273667152
@last pollen
Go to dialog-background-atlas.png
uhh this?
😳
?
If this didn't work, try the other small white thing
I think you get it wrong, they asked how to edit cell images, so cell_image
oh okay
@wintry crater in that case, learn this. http://web.archive.org/web/20200929055124/https://geenium.com/bedrock/json-guis/cell-images/
It's not that
If those are the hotbars in the inventory it's indent.png
oh ye my bad
I'm pretty sure that doesn't exists
Hmm
hmmm didn't work
I thought those can only be created if you
"font_type": "$font_type",
"$font_type": "MinecraftTen"
What screen is that?
that's textures/ui/cell_image.png
^^ Try that
yeah, mojang made vanilla stuff more support with variables so some dialog or element with text that from vanilla may have it.
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
thanks!
I tried that, but somehow, it doesn't affect my form buttons