#JSON-UI General
1 messages ยท Page 15 of 1
can someone tell me if its doable to make form size dynamic based on text prefix like 25% 50% 75% 100%
Anyone know, how the button text like this?
yes
well actually
pretty sure its just minecraft ten font then whenever u do \n it goes to regular font for some reason
i already use MinecraftTen, but the font change default after add \n
huh
How i can fix
what is the issue
ohh
hmm
im not even sure you'd probably have to do some weird % stuff
how to make animation for ui?, i want to make this ui have animation
Think out of the box
Remove the /n and what after it
And the text after the /n just make a label for them
@vestal arrow
You mean when closing/opening or just on default?
How do you send data to a paper doll in the ui
Like if i have a toggle, how can i have the paper doll do something depending on whether the toggle is on/off
default
This was because JSON-UI does not support breakline on .ttf formats.
This is a timer binding that is in mob_effect_screen, but if the binding is entered into source_property/target_property the text becomes an error. can this be fixed?
"effect_timer_new": {
"type": "label",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [ "default", 10 ],
"offset": [ 0, 0 ],
"text": "#text",
"bindings": [
{
"binding_type": "collection",
"binding_name": "#mob_effect_timer",
"binding_collection_name": "mob_effects_collection"
},
{
"binding_type": "view",
"source_property_name": "#mob_effect_timer",
"target_porperty_name": "#text"
}
]
}```
How do multiple paper dolls in the ui differentiate between each other?
Like they all share the same player client json, how would i have multiple paper dolls with different render controllers each
Can someone help me?
So I tried copying the stonecutter ui into my block but it doesnt show up, I tried renaming the namespace to my own and I also have it inside the ui_defs.json
Please
Does anyone know if it's possible to have a custom ui give access to an entity's armor slots?
not possible ;/
Can't do that.
This is more like minecraft limitation than json-ui.
there's no custom blocks support for something like that yet
Yeah but I found an addon that have their custom ui in their custom block and I tried replicating it and it doesn't work
Heres the addon
and after I saw this addon I thought I could make my own by copying it but I failed
Anyone have a good idea on how I could make a look alike boss bar custom, that's separate from title and actionbar?
Linked to scoreboards and comes ans goes just like actionbar?
I might slide a tip for helping me
Question: Can I turn off the XP hud without editing the json ui or is that the only option?
The only thing you can do to the bar without json ui is making it invisible through the texture
even the xp text?
Well the text is controlled by the xp level
So you can change the number by changing levels
I need the xp level, I'm doing the numbers in 3d in the game
so I don't want it in the hud
Well to remove the text you'll definitely need a tiny bit json ui
I recommend looking into "modifications" for json ui, so that instead of copying the entire hud_screen file just to set a visible: false, you can instead use the modifications syntax and have a small file that basically tells the ui "modify this exact element and leave everything else unchanged"
ok. Thats a great idea. My biggest issue with changing the ui is maintance and updates down the road. I have too much to deal with everything else, taking on ui too just adds another layer I'd like to avoid.
Yeah i get that. Honestly if i were you i'd repurpose the level text for something like just displaying the level at all times, or maybe another number relevant to the player
I have a full 3d hud and this is only ship 1 of 3 the next 2 have full bridges like star trek.
so one big number in the middle is a pain. Hunger is an issue too. There are not queries for it. So still workign on that
thanks. The queries to numbers is a massive break through
Then use json ui, if you're looking to hide the hunger as well
Queries to numbers? what's that
Ohh, yeah right
oh I'm good on it
I was just hoping the text was something I could easier bypass
I can do the json ui editing.
Oh i assumed you were reluctant to use jsonui because you hadn't used it much before ๐
Well then, you know what to do
By any chance you haven't worked with paper dolls in the ui have you?
No I'm reluctant because things are in flux and changing alot with it going forward and I'm making games that need to be stable for the next for years, so I treat json ui as a toxic part of my addon at this point. I've gotten this far on ui changes
well you probably off by disabling it via json-ui, no worries it's not that much of a deal since it's 20+ lines of code and that's it.
Here, paste this on somewhere in hud_screen.json
"full_progress_bar": {
"ignored": true
},
"empty_progress_bar": {
"ignored": true
},
"progress_bar_nub": {
"ignored": true
},
"progress_text_label": {
"ignored": true
},```
it should remove the experience bar including xp number.
I think I want to do the xp by textures. but I'll use the progress_text one
dang that means I have to include hud in my pack though
I don't want that
you don't have to include the whole vanilla stuff
just
{
"full_progress_bar": {
"ignored": true
},
"empty_progress_bar": {
"ignored": true
},
"progress_bar_nub": {
"ignored": true
},
"progress_text_label": {
"ignored": true
}
}```
save it as `hud_screen.json` and it should work.
what is exp bar png name?
since after all, json-ui is about overriding. not modifying.
It's in "textures/ui" folder under the name of "experience_bar" thing
you should able to find it.
I fail really well though. I've changed so many and still have it. lol
is it pulling from here in my gui folder?
maybe
that one was legacy.
use the new hud command
i have no clue ๐ญ
but its useful
i think it uses uh experimental features
its in stable minecraft
which is it
upcoming creator features
trolling me
nu uh
no clue
I think I might wait then
how do i add a image to my actionform?
ohh, thanks, maybe I was too sleepy when I coded it
Probably that wiill still make paddings,why not just delete the panel on the controls of the main panel
Hotbar aren't stackable.
They're basically just offset differently and that's it.
you'll need to adjust the heart and stuff by manually
Also removing the whole children elements can break the hotbar so yeah nope.
Ahhh ye i forgot,except the heart one when it has health boost
Nvm i remember i just put ignore true on heart image not panel
Thats why it still has padding
Lmao
hotbar probably needs some rewrite stuff
it's like more than 5 years old at this point
the code isn't quite optimized and everytime you delete something the whole thing collapses.
Yeah,it has a lot of roots and stuff
pretty sure I did get rid of experience bar actual elements instead of the referenced ones and sure did, the hotbar aren't showing up
Guys how to make the UI appear the same for every GUI and device?
so yeah not worth it, you can only get rid of referenced elements
Use dynamic size scaling (100% or 100%c for automatic adjusting the element scaling) and don't use the fixed element size.
When you changed the controls of root_panel like putting 2 custom panels,it will remove all except the movent buttons,and 3 buttons at the top,the pause,chat,and emote
Wdym with fixed element size?
OK If I set the main panel to 100%c , 100%c would it affect all the children?
it's bit of twists, the touch control is actually not json-ui.
Wtf
or atleast "was" to.
Really?
yeah, you can't edit it at all.
fair enough,its editable in settings
though with the new touch control there, it's now more of intergated features
It's no longer json-ui and it feels more like html somehow
the size of element yeah,based on the generated size like if you're tablet that has size of probably 500,500,it will make the size of the element 100% of 500
Depends. It calculates all of children elements you have and adjust itself to fit it
Same
you can add 100%c + 4px to add abit size padding
I see
Thx for the help
ye like the actionbar text,where the background image width is extended based on the length of text
100% is basically, cover your whole screen.
you can decrease it to 80% or something just to have abit ingame background
but feels free to tweak around with it
Ok
I still dont know how you use the variable from other element to another element,like the javascript,but json uses "$"
All i do is to make a child to use it but it will manipulate sometimes
"element_here": {
"$variables|default": <strings> ( the |default are meant for fallsafe and it won't override the existing same variables )
},
"elements_with_variables@element_here": {
"$variables": <strings> ( variable without |default is basically a overrider. )
}```
also variable works on controls and stuff
but I'd go for referencing elements since it's better for storaging variables.
Isn't that changing the value of the variable,because i was referring to $actionbar_text
where i use its value
Oh that sometimes works differently.
Since hud is old, mojang kinda use hardcode strings as variables
e.g actionbar and title.
Hey I tried what you said but I noticed differences between GUI scales
-1 makes it small 0 makes it mid 1 makes it very big
lol yeah its weird,it confuses me if it was custom input or hardcode
Yeah dynamic sizes changes into exact same size across any GUI scales
pretty good for automatically scaling elements for every devices
Is there something I can do about it???
Like if the GUI is 1 set it to 20% 20%
If it's 0 set it to 40% 40%
If it's 1 set it to 60% 60%
It's also pretty much a pro not a con since variables can do operator out of the bat.
eh no
I kinda don't get it,do i use it like
"acb_text": {
"$gt|default": "$actionbar_text"
},
"custom": {
"text": "$gt"
}
If you gonna do that then you'll better off doing fixed sizes
eh, no.
Hmmm
"element_again": {
"$hello|default": "test",
"text": "$hello"
}```
i cant use it outside the element?
optionally if you wanna use actionbar/title
"element": {
"$actionbar_string|default": "$actionbar",
"$custom_actionbar": "($actionbar_string + 'hello world')",
"text": "$custom_actionbar"
}```
You can although you'll need factory element.
Hud uses actionbar/title as factory elements so yeah
outside of that, you can use variables on different elements by referencing them or using your parent element as the main variable storage
I want to learn to use that,some uses bindings for #
Get it
reference is basically, a "@<namespace>.<element>" next to the existing element name.
It kinda like preset some sort of things since you can set some variables/properties there and reference them to some of elements you want to
yes,what about to code it in the "factory":{},wiki doesn't show much codes about it
so other elements can have the exact same thing as referenced element
Factory are not commonly used since, well. It has nothing pretty much just only meant for hardcoded things.
yeah i get that already
Aahhhh someone also says that,sad its gonna take long for me
Thanks
Does anyone know how to use the "dialogue change" command? I heard you need a .json file for it
Omg finally got it working lmao,however there is bug because its not that responsive method i use
how do i add custom color on it tho,if possible
you use actionbar to detect health?
Yes,to make an hp rate
Im kinda impressed
i still cant center the buttons even with anchored head panel
But it looks beautiful to me
Because the panel is in full screen(100%), you can't center an already covering panel. What you can do is make another panel inside that panel, give it a fixed size which could fit the buttons(not 100%) then anchor it to the center. It should work.
"color": [ <RBG / 1>, <RBG /1>, <RPG /1> ]
you know there's a saying that beauty lies in the eyes of the beholder
I agree
That's actually a beautiful way to say its ugly
well i cant really just say "its ugly", as a good user of the internet, im going to give some useful digestable feedback:
- the header texts are a bit inconsistent, only the "warning" header seems to be in different font
- menu buttons could have some tooltips when hovered instead of describing each of them all in one paragraph beneath the header
- buttons should also be re-textured if you're going to go in a windowless design -- just like the OreUI
- buttons should also be centered
Are u writing an essay
nice,its also my plan to do that
i just dont know how to display the label on hover
Like the chest ui
And im finding the code to change the default bg image of buttons and use the new one
Its hard,idk where to put it,both long form and custom form have size that manipulates the child element
you can use the $hovered variable (afaik) and then place it as the controlled element of the button. you can then leverage this so that the panel will only show if the button is in hovered state. i hope that made sense lol
I found "hover_control": rooting to the panel that have "renderer": "hover_text_renderer",
how to fix this
hud_screen.json:
"[email protected]_screen": {
"is_showing_menu": false,
"always_accepts_input": true,
"should_steal_mouse": true,
"low_frequency_rendering": true,
"absorbs_input": false
}
mob_effect_screen.json:
"[email protected]_screen": {
"close_on_player_hurt": false,
"should_steal_mouse": true,
"is_modal": false,
"always_accepts_input": false,
"absorbs_input": false,
"is_showing_menu": false,
"low_frequency_rendering": true,
"render_only_when_topmost": false,
"render_game_behind": true,
"force_render_below": true,
"$screen_content": "mob_effect.main_panel"
}```
bros playing game at portrait mode
resourcepack only?
Yes,but you need actionbar to make it show
so that instead of spamming screen with health boost,its sums up on bar instead
actionbar?, so it still uses command or behavior?
By playing on my cellphone without rotating the orientation of the cellphone(keep it in portrait position), I can minimize applications that auto closed/force close (Xiaomi bug)
don't get it actually
my phone never have such issues.
same brand
when i experiment the ui in mc, i must have 5 apps open at the same time, and i don't want one of them to force close due to screen orientation rotation
(acode, es file Explorer, discord, chrome, tiktok for entertainment waiting for loading)
My phone is Redmi 8, what's your phone?
Yes,it shows an image when the actionbar is either "Health: 10" to "Health: 100",while i use script for title command that uses math to convert the heart amount into percentage
This method is not recommend tho
There is clip ratio for making progress bar
Bro what loading screen are you taking, loading screens aren't typically that long.
loading when entering the mc application and loading entering world, my phone is not as good as you think
Isn't Minecraft loads until you open the tab again? Does that mean you watch tiktok through floating window?
yes, thats miui feature
Just look at the hereditary of the elements. Try to see which is the parent of the buttons in your form.
You should probably upgrade your phone in terms of coding since you need alot of ram to use multiple applications.
Yes, I know, but I'm still a student, and my parents can't afford to buy another cellphone for me
Oh damn
well that explains everything.
you're using older android aswell pretty low-end spec.
vertical boost FPS๐
Can someone make me a gta json ui
orrr
iโd prefer someone to help me learn json ui
(just for me)๐ฟ
How do you even play Minecraft on portrait
lol
how much?
I found the hover thing,it was just boolean type
Does filtering the visible based on text is only detecting the prefix or detecting the specific word inside the string
Like if i want to detect "hello world"
Does it only detects the:
hello worldhsvisbsj
Or does it also:
ndkdhdhello worldbdkdns
What do i do for the title
i cant adjust it,its on the factory
Look at that factory's parent
Look at that element parent
At the Long form scrolling content
The long form panel's size indeed is 100%/100% tho
Guys,how do i rotate the paper doll renderer
Hey guys is it possible to make a customizer screen
Where you simply customize the size of the server form and place it
@chilly yacht no money thats why i said i prefer help
you can use q.is_in_ui and then animate it to rotate to wherever you want it to
Nevermind I forgot
Json-UI indeed does not have rotate property but
custom element type with renderer has ability to rotate.
although, only works for pre-game paperdoll.
Understandable thanks,i also seen that molang somewhere
How would you rate it?
my body text shouldn't be like that,it was just an example
Can i get the aux id of an inventory item and have the value in the HUD?
Hey guys is it possible to make a customizer screen
Where you simply customize the size of the server form and place it
does anyone have any tips for learning this?
how to add a scrolling content to this form
any know how can I edit a form made in a server? like cubecraft? I tried to use this code but doesn't change anythingvb { "namespace": "server_form", "long_form": { "type": "grid", "grid_dimensions": [ 10, 10 ], "grid_position": [ 1, 2 ], "controls": [ { "long_form@common_dialogs.main_panel_no_buttons": { "$title_panel": "common_dialogs.standard_title_label", "$title_size": [ "150% - 30px", -15 ], "size": [ 400, 300 ], "$title_text_binding_type": "none", "$child_control": "server_form.long_form_panel", "layer": 2, "bindings": [ { "binding_name": "#title_text" }, { "binding_type": "view", "source_property_name": "(#title_text = 'Custom Form')", "target_property_name": "#visible" } ] } } ] } }
how do i set the max buttons on a stack_panel form type
@rare moon
@wintry glade
@pine matrix is it ok if i use your chest ui for learning?
nvm i looked in ur bar post
how can I remove vanilla bossbar using "modifications" only for one bossbar
What do you think guys,the body text is scrolling except the buttons btw,and i intentionally didn't add the exit button back
i just learned the grid panel and hover from herobrine's chest ui
Damn you're improving alot, I'm impressed
Thankss,i need to learn more tho
What is the position of items in the grid in the manual set?
i dont seem to understand what you mean,but the buttons is automatically set in that position when you set the grid_dimension [row,column],all you have to do is adjust the anchor and size of the buttons panel that would perfectly fit the buttons
how to add a scrolling content to this form ?
"[email protected]_panel": {
"anchor_to": "center",
"anchor_from": "center",
"$show_background": false,
"size": [ "100%", "100%" ],
"$scrolling_content": "server_form.YOURELEMENT",
"$scroll_size": [ 100, "100%" ],
"$scrolling_pane_size": [ "100% - 4px", "100% - 2px" ],
"$scrolling_pane_offset": [ 2, 0 ],
"$scroll_bar_right_padding_size": [ 0, 0 ]
}
I wrote textraw json-ui, how can we make the text a separate action bar?
why that doesn't work ?
@oblique gust
@snow acorn do you know how use the scrolling content with json ui ?
I don't. I'm a white belt in json ui. you need a black belt. Only like 6 of them
what is a black belt ?
oh ok ty
do you know one people can help me ?
Nope. You need to self learn and fail until you get it. Or be patient and hope someone helps you here. Or give up and do something non -json ui.. I picked 3 personally.
ok ty
I'm doing all my ui in 3d space and removing as much json ui as I can. https://youtu.be/7e-3nBSbsSg
Presented by CyberAxe of www.OutLandishlyCrafted.com
Tip and Support Welcome, it takes hordes of hours to provide free support.
HTTP://www.OutLandishlyCrafted.com
#minecraft, #bedrock, #mcpe, #indiegamedev, #blockbench, #animations, #portals, #prototype #live
Can anybody help me with this it's not working I don't understand what's wrong
then what's up with .js format
@snow acornโs internet usage is going crazy
streamin 24/7 lmao
Thatโs not JSON UI
hey can someone let me know why the form isnt showing up?
{
"namespace": "server_form",
"$schema": "https://kalmemarq.github.io/Bugrock-JSON-UI-Schemas/ui.schema.json",
"long_form": {
"$custom_background": "server_form.custom_background",
"$title_offset": [60, -40],
"$title_text": "#title_text",
"$title_color": [0,0,0],
"type": "panel",
"anchor_from": "top_left",
"anchor_to": "top_left",
"offset": [-20, -200],
"factory": {
"name": "buttons",
"control_name": "server_form.dynamic_button"
}
},
"custom_background": {
"type": "image",
"texture": "textures/ui/server_form_background",
"size": [ "25%", "25%" ] //you can modify this to any valid values
},
"long_form_dynamic_buttons_panel": {
"type": "stack_panel"
},
"dynamic_button": {
"type": "stack_panel",
"size": [
"25%",
5
],
"orientation": "horizontal"
}
}
offset isnt too much
i donโt think
it was displaying bottom right
No.
instead of top left
the parent element (long_form) is on top-left, therefore it is top-left. but since I sense no size property, the default element size are [ 100%, 100% ] ( full screen ). anchor doesn't work.
perhaps you should make sure that there's no offset and make everything center first just to check that yours element are working correctly.
No image?
I think I could see why.
i started doing this yesterday so idk much
$custom_backgroundare invalid because there's no any element (nor reference) uses it.dynamic_buttonis a empty stack panellong_form_dymanic_buttons_panelis a empty stack panel
I'll need to recheck server forms rq
how is custom background not used
don't exactly know what are you overriding.
But reading the vanilla codes, that variable should work, if it didn't then the text should remain the same.
i got it
if you see absolutely nothing then the problem is the element itself
i just made the factory and dynamic button a comment
can i make a post and you help me?
eh, I don't know.
still being busy and nearly ended myself for some reason
but feels free to, someone or maybe I probably go help out in this short period of time
whereโs the docs
what docs?
for json ui
official or wiki ones
Other people keep telling me it's Json ui
official
official doesn't exist because it never supported in the first place
you should find it on wiki
People keep saying they can't help me because it's out of their league because it's Json ui
That error has nothing to do with your script.
ok ik that 1 ight
I havenโt checked your code so I cannot say
Also move to #1067535382285135923, create a post and re-send that file there.
Well, json-ui is only json and it's purpose are to modify/override the client-side UI. not js.
Darwin
is there are way to add stuff to a text
"text": "Concat #text",
doesnt work ^
"list_objective_label": {
"type": "label",
"text": "#player_list_title",
"size": [
"100%",
10
],
"color": "$main_header_text_color",
"layer": 1,
"bindings": [
{
"binding_name": "#player_list_title"
}
]
}
@hexed briar hey man, sorry to interrupt but I'm curious when you did the flying lown mowers in your start screen, is it custom factory? Or using a vanilla one?
@hexed briar can you help me with this pls ?
another one belongs to my blocked list.
why do so many people @ you?
Cool trick,i made the border visible along with the image,so it will look more like a button instead of empty slots
its getting there now! although its still missing a number of elements, like the close button
Oh yeah
close buttons are super simple
you can just grab the one from the common screen UI
or make a custom one
lemme try wait
Does anyone have an "inventory_screen" file that removes the 2x2 from crafting and the other table?
are you removing it for looks or actual functionaility?
Other Table:
Where it shows possible crafting items
Function
well theres no point for function because it can be easily bypassed by removing the pack from your cached files
to remove each recipe youd have to edit them in the BP
you can edit those recipes in BP
So if I do this, nothing will appear?
yes
What ?
Does anybody know how to fix a UI error
It says UI error unknown properties found in def[hud_title_text] from namespace[hud] unknown property[orientation]
I just used control for bigger x image
Is it possible to remove the image background from the form button?
I asume that you do not wanna edit the original button so i'd just create a justom button
yes, I have a custom_button here from a tutorial
I believe it still references the original button for the button mappings, pressed state and well the texture
well there is a form_button@common_buttons.light_text_button here and when I removed it the texture disappeared but the button also went with it
But other than that I'm not seeing anything that seems to reference the button image
yeh its that
find the button in common_buttons coppy the code create a new element modify the texute and reference the new button instead
okay
copy dynamic_button or form_button@common_buttons.light_text_button
wait its the same thing
Can you give an example?
you have to find the file where the namespace is common_buttons
oh okay, thx
I found [email protected], I don't know if that's the one I have to copy
Does anybody here know how to fix your Jason you are not working I asked my coder what it means and he says he doesn't know how to fix it
This is what he said
You need edit you texture pack, found ui/hud_screen.json
Whatever that means I don't know how to fix it
whot
@oblique gust i really like that ui form could you possibly let me use that or give me a price of how much it is
interesting,however i dont have any transaction method i could use except gcash
Bro you're ๐ต๐ญ?
hell yeah
It's native in there bro
True true
You should create PayPal acc, it's popular here
No
You just need to connect it to your gcash acc
"anim_test": {
"anim_type": "alpha",
"easing": "in_expo",
"destroy_at_end": "$destroy_id",
"duration": 2,
"from": 1.0,
"to": 0
},
What is written in $destroy_id?
I have a newly created element displayed by the text of the title, and when the title disappears, I want that to disappear as well.
I don't want to use hud_title_text because if I put it in, all elements will disappear
Yes!
"$text": "#text",
"text": "('Hello ' + $text + ' world!')"

if i could get this working youd be a life saver 
"player_name": {
"type": "label",
"$display": "#player_name",
"text": "('Hello ' + $display + ' world!')",
"size": [
"100%",
10
],
"offset": [
0,
1
],
"shadow": true,
"layer": 2,
"color": "$player_name_color",
"bindings": [
{
"binding_name": "#player_name",
"binding_type": "collection",
"binding_collection_name": "$sb_collection_name"
}
]
}
"$text": "('Hello ' + #text + ' world!')",
"text": "$text"```
}
"binding_type": "view",
"source_property_name": "('Hello ' + $display + ' world!')",
"target_property_name": "#text"
}
"text": "#text"
๐ซ ๐
can i hug you
thank you two for helping
u donโt really need a binding i donโt think
then?
{
"namespace": "hud_screen",
"root_panel": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"[email protected]_G07HN_factory": {}
}
]
}
]
},
"hud_title_text": {
"visible": false
},
"hud_actionbar_text": {
"visible": false
},
"madeby_G07HN": {
"type": "panel",
"anchor_from": "top_right",
"anchor_to": "top_right",
"size": [
"100%c + 7px",
32
],
"controls": [
{
"promo_text": {
"type": "label",
"visible": "(not($atext = ''))",
"$atext": "$actionbar_text",
"text": "('Hello' + $atext + 'world!')",
"anchor_from": "right_middle",
"anchor_to": "right_middle",
"shadow": true,
"offset": [
-3.5,
0
]
}
}
]
},
"madeby_G07HN_factory": {
"type": "panel",
"factory": {
"name": "hud_actionbar_text_factory",
"control_ids": {
"hud_actionbar_text": "[email protected]_G07HN"
}
}
}
}```
strange that mine works that way but urs doesnt
not a value of binding, it's a hardcoded variable, but @uneven epoch uses the binding name #player_name
try to create a player who joins the world,
"Hello 'playerName', Welcome to my World"
You need bindings if you process them in a resourcepack, unless you process them all in a ScriptAPI and put them in an actionbar
thanks for the help
oh wow thats neat
Can yall suggest a designs for custom/modal form
kind of like settings menu but flat designs
How did you make that ?
With long form button or custom button ?
That's player list on pause menu screen
Oh ok
And rex I have a question
What is it
@oblique gust
I really want help because I donโt know how do that
tu as juste a ajouter @common.scrolling_panel a ton custom ou long form ๐
Ah un franรงais
mdr
Oui mais je ne sais pas faire car je dรฉbute en json ui
Avec mon code, oรน dois-je le rajouter
viens dm
Ok
if you're a starter in json ui,i recommend you to watch a guides about understanding the structure of json ui so that you can find the fix some details by yourself,and then learn from the original source codes in minecraft resource pack,and the ui documentation on the bedrock wiki
Its faster than just learning a specific thing
Which videos do you recommend to me the most?
Today, I introduce you to the wild world of Minecraft: Bedrock Edition's JSON UI. Enjoy!
Timestamps:
0:00 - Intro
1:10 - UI Files
1:32 - Namespace
1:52 - Elements
2:32 - The Element Hierarchy
3:36 - Phrases
4:25 - "Controls" Property
5:12 - @ Copying
5:54 - Example File
7:24 - "Type" Property
9:08 - Outro
Playlist: https://www.youtube.com/play...
ok i understand the video but now i want to create my own menu, like that
Ok but how do this ? @true elm
it's with a custom_form or a long_form ? @oblique gust
Is there a way to make textfields to support more characters?
is it with "max_length"?
yes
Thanks
is there a reason why is limited to 100 characters by default?
This gonna be your own custom shop?
An example of making shop menu in my customized ui
Probably im gonna make something new for market forms
Cool
In this series, I demonstrate how to use JSON UI in combination with the scripting api in the Minecraft Bedrock Edition.
๐Links :
Last Video : https://youtu.be/QhJkCDIZ-NU
Join my Discord! : https://discord.gg/tzrmH56JXC
My Website : http://skyls.de
Music : https://www.youtube.com/watch?v=tEzYsaLm7nw&ab_channel=SimonChylinski-Topic
JSON UI docs...
How do you make the png ninesliced
Can either create a json file with the png file with the nineslice property, can use the default ui pngs as reference or in the json ui file you can add the "nineslice_size" property for the image element. Using the nineslice_size property in the json ui is good for adding nineslice to animated images as if you use aseprite animations there will already be a json file with the image.
There's also a "base_size" property aswell
Aahhh found it thank you
No problem!
I'll be honest I watched both tutorials from him and the 2nd one was a little fast for me....tryn to understand how it works. I'm alright at script api it's just the way json ui is setup is confusing lol
I could let you borrow my search bar if you want
Thank you,but i kind of not needing it for now,maybe sometime if i request it to you
Did this with npc lol, it really isn't a project so it's horrible
Is this bindings
Grid
Arent you the one who got scammed by a studio
No copyrights
ye
How you got scammed
what's the last server-ui version for 1.20.62 version
This question is for #1067535608660107284
yh
In this series, I demonstrate how to use JSON UI in combination with the scripting api in the Minecraft Bedrock Edition.
๐Links :
Last Video : https://youtu.be/QhJkCDIZ-NU
Join my Discord! : https://discord.gg/tzrmH56JXC
My Website : http://skyls.de
Music : https://www.youtube.com/watch?v=tEzYsaLm7nw&ab_channel=SimonChylinski-Topic
JSON UI docs...
why i didn't understand nothing
he's faster than flash itself
why I feel like this video is just kinda more clickbatey
no offense but json-ui and script-api don't mix.
it's so hard to understand
that's what i wanted to say it's like so hard to understand he copy and past check the video and tell me if it's true
but he really did change the ui script using json ui
the video is understandable tbh
see
also this is like part 2 of that video
i followed him but he just don't type nothing he copy and past
I don't think so
they just copy and paste there and modifying them slightly by editing size values and stuff
if they're too fast, consider slow down the video via video speed thing in 3 dots (or cog if you're on a phone)
not like that
i meant like for someone who wanna learn like beginner it's so fast and so much informations
short moment
it is what it is
not like there'll gonna be a template somewhere
well, maybe there is in #1072983602821861426
your choice.
wdym by that ?
template is kinda something you can use or learn it directly if you don't want to watch long videos
can someone help me with that ?
mhm i just would prefer to see like from any way to learn UI json
there's one you could check it out in #1072983602821861426
but yeah, it's kinda your choice. you could watch the video which actually helps you understand json-ui better
or look at template and see what it do and tweak around it and learn from it, not really better but may take time to know stuff.
Which file does have to do anything with title.png?
How to make a score this way?
Set the dynamic buttons type into "panel"
And then remove the orientation
That "stack_panel",change it to "panel"
Then remove the "orientation:--" if it have one
now set the orientation of the the parent(other panel) of the dynamic button panel into "horizontal"
The parent panel of dynamic buttons,idk what its called
here?
i don't understand
i don't know about json ui just new
eh
Js not bad
Watch a vid about understanding the json ui
it will help you a lot to code the json ui by yourself
try to screenshot where should i add it
Nah i cant download it for now,i have too much files
expand it
ok
is the first one is with or height?
you can put layer property on the label element.
yep
i want to make the white things like taller
"layer": 5 or something, the greater value are, well. It'll always render on top. same goes to less
so the text is inside of the button
button size is your main parent element.
so, I guess adjust there.
be warned though the child elements may be affected aswell if it using anchors.
@true steppe there is this pack if you want to take a look at it
https://discord.com/channels/523663022053392405/1206695295161860096
Where to find the textures of new create world screen,the grey button,green,red,grey background
its ore UI so i think its external rn
basically youll have to copy the textures
how do i remove the text limitation of npc buttons cause its set to 16 characters only
hmm adding font type on scoreboard title crashes the game?
Thanks to Time and Timothy for template ore ui textures
Its actually just toggles the visibility of button border along the image binder,so that if the button doesn't have image,the border will not show
Cool trick
no im saying left row
its like 2d stacks
each left buttns have its own pannel of btns isnt it
"long_form_dynamic_buttons_panel": {
"type": "grid",
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"grid_dimensions": [3, 2],
"factory": {
"name": "buttons",
"control_name": "pursic_menu.dynamic_button"
},
"collection_name": "form_buttons",
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#collection_length"
}
]
},
What's the problem here? The buttons disappeared
Well fixed it
who has a tuto to start modifying ui plaase
(this is beta test) they are all in grid form, its just invisible buttons beside them to make it look like that
basically if i removed the emerald image beside the sword,the border will go invisible too
Could also do a vertical/horizontal stack panel in a vertical one and use collection_index
imma try that
One I made a whole back using ^^
#1154950991087685732 message
how do ppl do the thing i said
list of buttons in one side which opens stacks of other buttons
No it's stack panel I think, that would be inefficient
I think the way it works is everytime that button on the left is clicked it opens another form with different items on it
Do i combine the stack and grid at the same parent panel, placing the stack on the side
And then the side button looks like [โก Text ]
use hover_text renderer?
just the "hover" control of the light text button
which screen is best to test uis
How to make text exceed panel borders from the form, the text will continue below it, I've only been learning JSON UI for 1 week, so please help๐
Start screen or debug screen
That's the con
You don't reset the world, you reset the game
any faster option ?
help #1210867910633848842 message
Nothing, good PC to reload the game faster?
im on phone
Join the server and immediately press cancel.
This will reload the whole texture pack including UIs so
you don't have to restart the game and it's also fastest method to test UI too.
damn
can i know how did u displayed score board ?
wow
.
fixed
is it good? https://github.com/Refaltor77/EasyUIBuilder
I'd like to make a shop
tried it yesterday
it's not bad
but idk how you make a server form with it
also it adds a bunch of unrequired properties which makes the file larger
And it uses PHP
what do you mean by "but idk how you make a server form with it" because I'd like to make shop forms like that for my server but I find it hard to learn the way the documentation does.
thats a server form
yes
i tried to make a server form with it
but haven't understood it
it has no useful documentation
ended up with making it by myself
so the best way is to learn from the doc for a form server?
because I have no idea how to link the form with my plugin
@still sundial (srry for ping)
Server forms are linked by the form name
like a key
Dingsel has a video about it
Learned from him
and documentation
also a good way to learn is to check other json ui packs
and try to understand what's happening there
okay thanks u verry much
np
because i'm learning from dingsel but i don't understand because he has a video to create UI but as on the server there are already libraries
thx u
havent made plugins before, but i know a person who did. Iikr there are forms in plugins
you just set the certain name as a key and then all the work is done by the RP
I make plugins on something called PocketMine-MP, it gives things like that
How to make the UI appear the same for every device ๐ฅฒ?
Guys am I able to set mapping to a toggle which player could turn on by using a specific key bind?
How can the slider value be updated directly?,
I can only make it updated with a button
can we open an order using a button in the inventory?
Wtf bro really made an api to edit rp
i just know basic plugins
@oblique gust this is wat i was talkin about ^
I actually already understand what you mean
This is just like creating an API on another API without changing anything. The logic is still incomprehensible and it's written in PHP boo
I spoke with the developer and he told me: this script is cool for making simple ui's but I don't recommend it for learning, this script is intended for a basic website.
What's the point of making it then?
If it was just for basic use
for ease of use
You're really gonna put extra code just to save the code you write instead of clicking one button?
yk how it works ?
Collection index maybe
I think of a method where the button 0 to 5 are placed on vertical orientation,while the rest is grid
whats the use of %.4s when getting scoreboard sidebar
getting first x chars
can u give example
the point is that action forms have one btn stack how do they make t stack btns that too working
bruh
like waveplayz * %.4s = wave
Same problem here https://discord.com/channels/523663022053392405/1145209024825004122
nah thats diff
side buttons act as tabs which change 2nd btn stack which is naturally not possible
You sounded like gojo
what is that
Aahhh get it
The method is you open another form for the selected category
Like what cubecraft did
but how main panel gonna work then ?
at root level only one btn stack is sent through scripts
if side panel has the btns sent by server the main panel cant be it
i think it does,someone has edited specific buttons size,i meant like button 0 button 1
i think side panel is hardcoded toggles which show x btns at time so
1st side btn shows 0-3 next 4-7 like that ?
like pagination
can u send this video ?
Yes like that
if u make a test code for that share it with me
yes sure,but in another weekend,i have school tomorrow till friday
Oh look
#1067870274894172260 message
@true elm
If u could test some of it
my game doesnt open up due to low storage
but it seems we can have multiple panel with same collection but diff index valuea
what vidรฉo
the one in image
code
nvm
btw where does this #preserved_text came from ?
in
sheeesh
Simply just make a copy of long form dynamic buttons panel,but remove the factory and binding,then inside it put the controls where there is control index,after that put this panel in the long form panel controls,as long as its outside the scrolling content
not editing file, want to just look code and see what it is
Aahhh
on mobile its hard
Im on mobile
Always are
I dont really know the use of its bindings so i removed it incase
u know about this
Ahh yes
I use that on hp bar and some things
Here is an example from herobrine's chest ui
it makes the element visible in a condition
If the generated text #title_text is the same as the value of $large_chest_flag,then it will be visible
but if you remove it outside the (not(..)) like "source_property_name": "(#text - $var) = #text)",it will only be visible if the condition is false
I think you already know this lol
custom
huh
i wish i had ur brains guys
just ask
i want to add a scrolling panel but my code don't work in game
Maybe the size or position is percentage that maybe responsively to the screen size not on button panel
Did you put the icon on the controls of the button panel?
anyone know how to stop the top button from being hovered over straight away even when the mouse isn't above it?
at the top nav bar thing
whenever the form refreshes it automatically selects the top button in the bar instead of the one underneath the mouse
is it possible to make live_player_renderer rotatable?
anyone?
Do i can use controls in grid template as its child elements in grid layout?
or needs grid item template
Use controls and "grid_position" instead of collection index
It sounds like a button property that can be changed, I forgot what it was though unfortunately. Try playing around with the variable property of the buttons.
do i still need to add the grid_items_template?
No, you just need a template like how you do for stack panels
Aahhh thank you,let me try
Also grid position only accepts arrays. Here's how it works
Basically the second number is for the column and the first number is for the row. ("grid_position": [0, 0] = "collection_index": 0)
It's quite confusing to work at, but i think you'll know what to do
just imagine x y left to right top to bottom
What do you mean
That's confusing for me
Oh i get it
its vertical
and horizontal
if u have the js tag ur not allowed to be confused
welp Idrk what any of those are so
is it on the wiki?
Have you tried maybe looking at start screen and how they use the focus_override bla bla bla or something?
there only focus_override_right
no focus_override
could it be the default_focus_precedence
how can I just make it not focus any of the buttons
Have you tried changing the gui to -1 on mobile?
maybe you showed button size offset %
Why not try the good ol' trial and error lol
Almost done,just confused about getting the specific button number for the specific position
@restive crag
My code goes like this
{
"8@server_form.box_btn": {
"collection_index": 12,
"grid_position": [7,0]
}
}
Lmao i think im very wrong
Oh yes right,the collindex property dont exist
Why are you combining them
Example, that button with a check on it, it seems like it's on row 2 and column 2(from what I see). So it goes like this "grid_position": [2, 2]
wat it looks like in js code
I fixed the button layout,my only problem is the number of buttons is in default order,while the grid position on controls just makes it visible
I was planning to only show the 6th to 14th button on the grid,but it shows 1st to 9th instead
Cant fit with screenshot
how to make it flex to the width of parent?
I tried making solutions to this earlier, can not think about any. I tried subtracting collection index visible but it does not seem to work with factories
I don't get what you mean, do you mean 100%
like this
Hmm I'm only familiar to grid_dimensions which I only use
Maybe ill use the 37th to 41th buttons as navigations instead,while the grid shows the 1st to 36th button but the button without image will become empty just like i did on my other action form ui
Small update
So limited buttons?
Yes,im gonna use the last 5 buttons as the sidebar navigations instead
why not try my idea
What was it
making custom toggel button in side slot and spliting form buttons into multiple panel that gets toggled by side buttons
Then he would be opening multiple elements
Performance issue
Because toggle does not delete the element, it just hide it
I think he is going for an easy way
Bro is this commision
current way is bad ux imo
opening new form again and again
This isn't Commision lmao,its just something i planned to make before i learned json ui
Yet i currently fulfilled 60% of it
Yes easy way method but hard to do in scripting because it gonna take a lot of code,so i have to make a template api to customize it easier
i lack that rip xd
Lmao
I wanted to master all coding things on minecraft
Then apply to make a marketplace
Broooo I'm actually planning buying it, is it worth it?
Jk
For me no
Its been 1 month i haven't used it again
but depends on you
Minecraft doesn't allow small creators ๐ญ
I'm near senior lol, imma just save for laptop/PC or something
yes thats better, keyboard with phone screen is just hard
What if ill just sell my resource packs and scripts
What I do
Where do you sell it,like websites,or platforms
People, usually studios who sell it to marketplace
How much did you earn in average
Understandable
It's actually a joke lol, idk if you saw that meme guy
i dont get it lol
@restive crag can you teach me about toggle hud
#1129291454435573781 message
I'm still learning code so im sorry if this is s stupid question but is JSON UI stable or experimental?
How abt things like this:
https://m.youtube.com/watch?v=CWm-KU5ALOQ
In this series, I demonstrate how to use JSON UI in combination with the scripting api in the Minecraft Bedrock Edition.
๐Links :
Last Video : https://youtu.be/QhJkCDIZ-NU
Join my Discord! : https://discord.gg/tzrmH56JXC
My Website : http://skyls.de
Music : https://www.youtube.com/watch?v=tEzYsaLm7nw&ab_channel=SimonChylinski-Topic
JSON UI docs...
Stable ofcoarse,its a resource pack so it doesn't have experimental option
YEE
do you have any idea how i could filter certain button indexes and the rest of the buttons will be put on a different stack panel?
Lmao i had that same question before,and i already made it
im able to do it with normal button indexes but idk how to do the other part
It was this
Add a control for buttons,then each put a collection_index: # the value of button
in button filter?
i dont clearly understand your code structure yet
oh
Oh wait
You need to copy the long form dynamic button panel but remove the factory
And then add a control
Oh that,
Add a control,then in child use the dynamic_button template
like
{
"Btn1@server_form.dynamic_button":{
"collection_index": 0
}
}
yes ik but
how could i just preserve some buttons?
then let the rest be on a stack panel/grid
yes,in grid its not possible to get the collection index,so it only shows all the buttons
If I wanted to change the color to something specific, how would I do that?
@restive crag sorry to bug you, especially if you're asleep
NVM, I figured it out
You could use multiple button factory
you can use array for color,you gonna use hex and divided to 255 i think
for examlple
168,192,192
then 168/255,192/255,192/255
is
color: [0.658,0.752,0.753]
But you can also do color: white,color: black
What are you trying to find
JS array is a collections to JSON UI
I have a collection of custom forms I would like to display baised off of their prefixes
I don't get what you mean
It isn't reliable anymore
Aaahhh
litty
im not seeing a way to track GUI Scale Modifiers
each of them fuck up my ui in a seperate way !
very cool
Use percentages
how can I get an icon of a person's skin? with paper rolls?
@last pollen
not sure
Use paper doll renderer then change size and offset I believe
How make Fullscreen form ?
how can i show specific buttons in collection?(Ex: starts with 'item:')
it still exists so scroller makes empty spaces.
What i did was instead of setting the maximum grid items length with the form buttons length to use the form body as the maximum buttons count and convert it into a number
like this? but doesnt show any button
yeh
now make the form text the amount of buttons that are displayed
I found an idea to solve my problem. thank you!
actually you might wanna do this
{
"binding_name": "#form_text"
},
{
"binding_type": "view",
"source_property_name": "(#form_text * 1)",
"target_property_name": "#maximum_grid_items"
}
with source_property_name and target_property_name
because else it wouldnt be a valid binding name
do it with source_property_name and target_property_name
Since the number of 'type button' is limited to 10, I decided to just do it like this