#JSON-UI General

1 messages · Page 25 of 1

tranquil void
#
"main_screen_content": {
        "modifications": [{
            "array_name": "controls",
            "operation": "insert_back",
            "value": [{
                "nlf": {
                    "type": "factory",
                    "control_ids": {
                        "long_form": "@server_form.long_form",
                        "custom_form": "@server_form.custom_form"
                    }
                }
            }]
        }]
    }
#

it adds another factory

hexed briar
#

you need to change elements inside the control_ids if you're looking to create your own one.

#

otherwise It'll just be duplicate.

tranquil void
#

ight

#
"main_screen_content": {
        "modifications": [{
            "array_name": "controls",
            "operation": "insert_back",
            "value": [{
                "nlf": {
                    "type": "factory",
                    "control_ids": {
                        "new_long_form": "@server_form.test"
                    }
                }
            }]
        }]
    }

nothing renders on screen

hexed briar
#

new_long_form are invaild.

tranquil void
tranquil void
#

let me do one last test

hexed briar
#

not the identifier

tranquil void
#
       "test": {
        "type": "label",
        "text": "dude"
    },
    "main_screen_content": {
        "modifications": [{
            "array_name": "controls",
            "operation": "insert_back",
            "value": [{
                "nlf": {
                    "type": "factory",
                    "control_ids": {
                        "long_form": "@server_form.test"
                    }
                }
            }]
        }]
    }
#

nothing renders on screen

hexed briar
#

identifier should be either long_form or custom_form otherwise it might won't work due to literally not hardcoded by the game

tranquil void
#

what do I do now

hexed briar
#

also server forms known to have this stupid 0, 0 size

#

try to add a size like [ "100%", "100%" ] to main_screen_content and see.

tranquil void
#

i don't want to modify existing properties

#

i don't wanna override stuff

hexed briar
#

it shouldn't matter though

tranquil void
#

tried setting the label size to 200,200 and nothing happened

hexed briar
#

the size is literally nothing

tranquil void
#

like

#

why does it render nothing

hexed briar
#

idk you tell mojang

#

they make the panel size into nothing.

#

therefore some elements may not be rendering if the size is dynamic/default.

#

( default — "100%" etc btw )

tranquil void
#

i set the size to 100%

#

still nothing

#

the label won't render even though im using a factory like you said

#
"test": {
        "type": "label",
        "text": "dude",
        "size": [200,200]
    },
    "main_screen_content": {
        "size": ["100%","100%"],
        "modifications": [{
            "array_name": "controls",
            "operation": "insert_back",
            "value": [{
                "nlf": {
                    "type": "factory",
                    "control_ids": {
                        "long_form": "@server_form.test"
                    }
                }
            }]
        }]
    }
#

i love jsonui

hexed briar
#

I've changed mine and it works for me.

tranquil void
#

it doesn't for me

#

idk what im doing wrong

#

the stuff ive sent is all ive changed

#

and i still get nothing on screen

#

if you figure out where i went wrong please lmk

#

igtg

hexed briar
#

try to add debug property and see if it shows up.

#

"debug": "red" or something idk

#

you should able to troubleshoot on which fault is

#

but yeah

tranquil void
#

Does debug output stuff or something

tranquil void
hexed briar
#

No, it displays the color behind the element.

#

which showing that the element exists and are proper sized.

#

you should able to check if the element does size properly or not

#

or maybe check if the element is really there or not

tranquil void
#

Label*

#

If theres no text then it doesnt exist

hexed briar
#

Text does disappears if the size is extremely small.

tranquil void
#

I dont get why this doesnt work for me

tranquil void
hexed briar
neat sequoia
#

are there other ways to use “animation_reset_name”? I'm using an npc_interact_screen with animation, but the animation only resets if the screen closes and opens, but if it has the function of not giving an update on the screen, the animation no longer works

hexed briar
opal aurora
#

no, they used some kind of resource packs

tranquil void
#

hi guys im back

weak lintel
#

how do i hide the chat with specific string

#

and allow the ui (thats bound to chat text) show up even if the chat is muted

#

oh wait i did it already 💀

#

though it still shows up in hud

weak lintel
final matrix
#

how do I separate the exp bar from hotbar

#

it just moves the hotbar if I tried to change offsets

opal aurora
weak lintel
#

nah i figured out already

opal aurora
#

(example: command feedback after running commands)

weak lintel
#

ty though

weak lintel
#

i mightve gone insane doing this if i didnt have r4isen's pack for reference

#

and Edds' template for advancement

jolly rock
#

This

weak lintel
#

a veeery little bit

#

looks nice though

jolly rock
#

Thank you!

weak lintel
#

that toast ui and recipe unlock could overlap each other so i need to edit that

chilly yacht
#

lowkey looks fire

untold dawn
#

before i even start working, is it possible to change the texture of UI images ( hud screen ) using scripts???

#

and if it is possible, what should i use for it?

runic cobalt
#

ui/chest_screen.json: Can't find the control: large_chest_screen/root_panel

#

am i tripping?

#

does large chest not exist?

#

small chest isnt changing either tho?

chilly yacht
#

then you’re doing something wrong

runic cobalt
#
{
    "namespace": "chest",
    "small_chest_screen/root_panel": {
        "size": [
            276,
            110
        ]
    },
    "large_chest_screen/root_panel": {
        "size": [
            176,
            220
        ]
    }
}
#

am i forgetting something

chilly yacht
#

just modify it instead

#

like call root panel then modify its children

#

or something

runic cobalt
#

how would i do that? (extremely new)

chilly yacht
#

search modifications in this channel

untold dawn
chilly yacht
#

you’d have to send a title, actionbar, subtitle, or chat message

#

that has the texture path

runic cobalt
#
{
    "namespace": "chest",
    "small_chest_screen/root_panel": {
        "modifications": [
            {
                "size": [
                    276,
                    110
                ]
            }
        ]
    },
    "large_chest_screen/root_panel": {
        "size": [
            176,
            220
        ]
    }
}

im so confused this is why i usually need 1 on 1s. my brain struggles to function independently the first time i do something

#

modifications from what i can see only affect bindings or controls

#

and use operations

#

which granted i havent done here still confuses the heck outta me

chilly yacht
#

Uno momento

runic cobalt
#

all i wanted to do was adjust the panel size of a vanilla element

chilly yacht
#

well

#

first

#

you're editing the wrong thing

runic cobalt
#

i am?

chilly yacht
#

its small_chest_grid and large_chest_grid

runic cobalt
#

the grid isnt what im trying to change

chilly yacht
#

i think

runic cobalt
#

just the background

#

i want to stretch it so i have space to incorporate 4 buttons

#

isnt the grid the actual slots?

chilly yacht
#

nope

untold dawn
#

bedrock limitations sucks

#

anyways

#

i could do a subtitles bec its not visible ( it will be visible only when u do a title )

#

so if i do that to the inventory screen, it wont work right?

chilly yacht
#

idk

#

u have the most random projects 😭

runic cobalt
#

i still need help

#

the panel isnt panelling

chilly yacht
#

ive never used the modifications thingy

runic cobalt
#

i hoped never to have to

untold dawn
# chilly yacht idk

i think it should detect the title when it sent, when ur in the inventory screen the title will not be visible so it probably won't work, or isn't it?

#

same to the chat message, when ur inside the inventory screen it wont be visible so it wont work ig

#

theres only one way to know
I'll make the hud screen one, and I'll test it on the inventory screen after it

weak lintel
left yew
weak lintel
#

genuiely asking

runic cobalt
#

hey @weak lintel you actually know what youre doing to an extent right?

weak lintel
#

no joke i dunno what im doing when it comes to json ui

#

i just do the stuff my memory serves

runic cobalt
#

well rip, i was gonna ask for help since idk why this simple change isnt working

#

honestly tho, i see why it's hard to learn it

#

not enough ppl actually do it

left yew
weak lintel
left yew
#

😐

weak lintel
left yew
#

😐

opal aurora
left yew
#

Ight chat💀

chilly yacht
left yew
#

Bro

chilly yacht
#

does it???

left yew
#

Ight chat no

oak verge
#

how do i remove update_string from the text

"info": {
    "type": "label",
    "text": "#text",
    "anchor_from": "center",
    "$update_string": "enderChestInspect~",
    "anchor_to": "center",
    "layer": 10,
    "bindings": [
      {
        "binding_name": "#hud_title_text_string",
        "binding_name_override": "#text"
      }
    ]    
}
#

🤨

#

that worse then the picture you send when someone ask

analog snow
analog snow
#

yah

#

just thought it was funny lol

jolly rock
#

Try this

{
    "binding_name": "#hud_title_text_string"
},
{
    "binding_type": "view",
    "source_property_name": "(#hud_title_text_string - $update_string)",
    "target_property_name": "#text"
}```
analog snow
#

well what are you putting in the text?

oak verge
analog snow
#

i mean in the text property

#

you have to put #text

true elm
#

i need chest ui temp but without bottom slots, only buttons

analog snow
#

you need both bindings, the one you sent earlier to get the title text and then mine

jolly rock
#

Try this

{
    "binding_name": "#hud_title_text_string"
},
{
    "binding_type": "view",
    "source_property_name": "(#hud_title_text_string - $update_string)",
    "target_property_name": "#text"
}```
jolly rock
#

I don't know English

jolly rock
#

No

oak verge
jolly rock
#

You are?

jolly rock
#

Spanish

#

Not French

oak verge
analog snow
#

{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
},
try this as the first one

oak verge
#

first bind?

jolly rock
#

If not work try this

{
    "binding_name": "#hud_title_text_string"
},
{
    "binding_type": "view",
    "source_property_name": "(#hud_title_text_string - ('%.18s' * #hud_title_text_string))",
    "target_property_name": "#text"
}```
analog snow
#

oh wait

jolly rock
#

Try add §f before number

#

It should work

analog snow
#

put it in the json directly

#

dont do that with js

#

do "§f" + (#hud_title_text_string - $update_string)

jolly rock
#

Try this

{
    "binding_name": "#hud_title_text_string"
},
{
    "binding_type": "view",
    "source_property_name": "('§f' + (#hud_title_text_string - $update_string))",
    "target_property_name": "#text"
}```
analog snow
#

if you do numbers as the first character it just breaks

jolly rock
#

TRUE

oak verge
#

BRUH
i fucking hate JSON UI

jolly rock
#

Work?

oak verge
#

yeah

jolly rock
#

Nice

oak verge
#

thank you both

#

so texts cant start with numbers or just in this case?

jolly rock
#

Only when you do that kind of operations with bindings

oak verge
#

alr

tropic badger
#

@chilly yacht I think i have the fix on your grid searching problem where the grid item cant automatically position itself but like it might not be worth it on your situation since you can only put a fixed number of buttons.

opal aurora
#

use stack panels

tropic badger
opal aurora
#

when having lots of information, then stack panels could be better

tropic badger
#

I could tell alot more about grids if you want to.

opal aurora
#

grids in json ui are not like in html, so

tropic badger
opal aurora
#

empty space is intended, no way to collapse grid items once it's generated

tropic badger
#

Yeah that's the problem we are facing which i currently have a solution to but not a good solution since it would not maybe optimized.

opal aurora
tropic badger
opal aurora
#

so i used a workaround, highlight search

tropic badger
tropic badger
opal aurora
tropic badger
opal aurora
#

i used the game's search bar, because you can only use one text box in inventory screen

#

any other text boxes will also affect the game's search box

tropic badger
opal aurora
#

so sacrifice is always needed

analog snow
analog snow
#

thats good

opal aurora
#

stack panels and grids have same amount of elements

analog snow
#

yeah but i was thinking that because you have different stack panel, the elements multiply because there are multiple factories but you only show the same amount as the one on the grid

#

but if thats not the case then good

opal aurora
#

but more flexibility in columns

analog snow
#

yeah but for example if i want to recreate a 3 wide grid with stackpanels i need 3 of them so also 3 factories

#

so i thought that wouldve lagged because it still had to iterate thru every button in the factory 3 times

#

but if its not laggy ill have to use that

opal aurora
analog snow
#

forgot to say

#

i have to remove buttons from a grid

#

the space stays there

#

same issue

#

with stack panels the space clears out

opal aurora
analog snow
#

yeah pretty much

weak lintel
#

what does default size do?

#

for images

hexed briar
#

it uses the default size value.

#

aka — 100% like the rest of elements except label.

#

label uses weird size that isn't included on the size property.

weak lintel
#

neato

opal aurora
oak verge
#

if tow addons use the same ui file
will that break compatibility?

oak verge
#

ok tnx
also what dose the number in
"size": [10, 10]
is 10 pixels or percentage

tropic badger
oak verge
tropic badger
oak verge
#

any links to learn about those?

tropic badger
oak verge
#

alr
thanks
that page need to be divided

oak verge
# tropic badger its in the end of the page on json ui documentation

so from what i understood
i have a hud_screen.json that bind the title to a progress bar
so i just need to add the bindings to the modifications:[]?
for example

"modifications": [
  {
    "array_name": "bindings",
    "operation": "insert_back",
    "value": {
      "binding_type": "view",
      "source_property_name": "(not(('%.18s' * #text) = $hud_string))",
      "target_property_name": "#visible"
    }
  }
]
tropic badger
hexed briar
oak verge
#

this is the general structure

{
    "namespace": "your_namespace",
    "root_panel": {
        "controls": [
            // controls
        ],
        "modifications": [
            {
                "array_name": "controls",
                "operation": "insert_front",
                "value": [{ "[email protected]_bar": {} }]
            }
        ]
    },
    "hud_title_text/title_frame/title": {
        "bindings": [
            //bindings
        ],
        "modifications": [
            {
                "array_name": "bindings",
                "operation": "insert_back",
                "value": {
                    "binding_type": "view",
                    "source_property_name": "(not(('%.18s' * #text) = $hud_string))",
                    "target_property_name": "#visible"
                }
            }
        ]
    }
}
oak verge
chilly yacht
#

can modifications only be used in root panel?

hexed briar
#

which, is now what people would be doing nowadays.

oak verge
#

ok
thanks for the info

tropic badger
weak lintel
#

does stack panel not accept alpha?

#

yeah

#

wanted to make an image to appear and fade away upon title trigger

#

but it just either fades away upon joining

#

or fade away without me knowing and become missing

#

huh

#

i can use that? hmmm

#

alr brb

#

... i think i forgot to put panel inside stack panel

#

and then control image with it

#

i was controlling the image straight away

#

alr

opal aurora
weak lintel
#

also happy cake day

#

🎉

#

TLGM's cake day

#

birthday

tropic badger
#

🍰

chilly yacht
#

@opal aurora happy birthday!

opal aurora
past stirrup
#

happy birthday @opal aurora

opal aurora
safe wasp
chilly yacht
chilly yacht
#

No cross posting pal

outer stag
#

I posted here first, but then remembered there are actual posts for this stuff.

chilly yacht
limpid quarry
#

Is it possible to make custom boss bars with no entities linked to them? Like using scores or script api to control it (value)? The reason I say boss bar is because it would have to stack along with boss bars... and themselves

#

Where would this be modified?

#

Would love to make them stack, and able to modify that current bar values etc and show up if value changes etc..

rocky quail
#

though i forgot the user

limpid quarry
rocky quail
limpid quarry
#

its a hunt now lol

#

how long ago?

#

this server?

rocky quail
chilly yacht
#

Something called clip ratio

limpid quarry
#

cilp ratio oh dang

chilly yacht
#

And u can use title, chat, action bar, subtitle

#

I use subtitle for mine

limpid quarry
#

oh and then it can push each other down even tho they are different things?

#

sounds very helpful

limpid quarry
undone marsh
#

They aren't public

#

You have to make them yourself

weak lintel
#

it looks shrimple to make

#

i can photoshop you one if you need

tropic badger
weak lintel
#

screenshot the game with the highest quality possible

#

and draw it

tropic badger
weak lintel
#

samsung magic

weak lintel
winged flicker
#

How can I define the size of a grid that is by default managed by “grid_dimension_binding”?

left yew
weak lintel
#

ah

#

that looks neat

#

not sure if you can do that hmmm

#

but you could get variable from other element by referencing em i think

#

ive never used this before so

#

testing is the only way i think, i cant confirm it

#

rip

winged flicker
#

How can I define the size of a grid that is by default managed by “grid_dimension_binding”?

tropic badger
#

Is that discord compression thingy?

left yew
tropic badger
left yew
#

Jk

last pollen
left yew
tropic tangle
#

Why the hell does the tooltip message look like that lmaoo

rocky quail
rocky quail
#

omfg thats a great idea

#

holdon

#

imma insert that lmao

outer stag
#

I'm trying to remove the original chat element so I can customize my own, but currently it's duplicating.

#
"root_panel": {
    "type": "panel",
    "$xp_control_offset|default": [0, -13],
    "modifications": [
      {
        "chat_stack": {
          "modifications": [
            {
              "array_name": "controls",
              "operation": "remove",
              "where": [
                {
                  "[email protected]_panel": {}
                }
              ]
            }
          ]
        }
      },
      {
        "array_name": "controls",
        "operation": "insert_front",
        "value": [{ "[email protected]_panel": {} }]
      }
    ]
  },
#

Is there something obvious I'm doing wrong?

grave flax
#

How do I recover 15% of the player's life?

final matrix
#

how do I remove the background from inventory_screen

#

the opaque texture

clever maple
#

How do I bypass the string limit in the ModalFormData?

#

bc the limit is 116 characters

#

I want it to have above that

mortal monolith
#

what is frame_step?

sterile portal
#

🥵

oak verge
#

how to change dialog_background_hollow_3 in custom forms?

opal aurora
#

instead of root_panel, use root_panel/chat_stack

outer stag
outer stag
#

Am I missing something? It still doesn't work.

opal aurora
#

let me fix it

outer stag
# mortal monolith what is `frame_step`?

I don't know for sure, but from experience with similar things.. maybe the amount of pixels between each frame?
Like if you have a spritesheet that is 64 pixels in width, and has 4 frames, the step would be 16.

opal aurora
outer stag
#

My anchors should be correct, too;

  "chat_panel": {
    "type": "panel",
    //Uncomment when text formatting is being accounted for in word length
    //"clips_children": true,
    "anchor_from": "bottom_left",
    "anchor_to": "bottom_left",
    "size": ["100% - 60%", "100%c"],
    "max_size": ["100%", "50%"],
    "offset": ["2px", "-55px"],
    "controls": [
      {
        "stack_panel": {
          "type": "stack_panel",
          "anchor_from": "bottom_left",
          "anchor_to": "bottom_left",
          "factory": {
            "name": "chat_item_factory",
            "max_children_size": 50,
            "control_ids": {
              "chat_item": "[email protected]_grid_item"
            }
          }
        }
      }
    ]
  },
opal aurora
#

so the code i sent will be changed to:

{
  "root_panel/chat_stack": {
    "modifications": [
      {
        "control_name": "chat_panel",
        "operation": "remove"
      }
    ]
  },

  "root_panel": {
    "modifications": [
      {
        "array_name": "controls",
        "operation": "insert_back",
        "value": [
          {
            "[email protected]_panel": {}
          }
        ]
      }
    ]
  }
}
outer stag
#

Seriously, I really appreciate it! I've been stuck on that for a couple days now! 😂

mortal monolith
outer stag
weak lintel
#

i feel like im misunderstanding stack panel

mortal monolith
weak lintel
#

how does the anims on stack panel work?

#

its definitely not doing anims upon trigger and instead it just fires right away upon loading the UI

weak lintel
#

nah

weak lintel
# weak lintel nah

im trying to get an alpha anim (that goes from 1 to 0) on an element to fire when an element is updated

#

but 'when an element is updated' part isnt working BRUHNOOO

#

it just goes peaceout when i join the game and the ui loads

#

and i have no idea why this happens cuz i did it with other elements just fine before

#

ended up scrapping the whole thing

#

i want to show it to you but i cant screenshot stuff rn

#

its basically a progress bar (not xp bar) that glows at the end of the bar when the ui updates

#

yeah

opal aurora
weak lintel
#

it shouldve triggered with title text

opal aurora
#

did you put destroy_at_end

weak lintel
#

nope

#

it doesnt work anyway Face

hexed briar
#

Factory is what makes elements reload/updated.

#

if your animations are somehow loaded but never reloaded means that the element state is just there since you launch/join the world.

weak lintel
#

oh wait

#

i think i forgot to put the trigger in the element with animation 💀

weak lintel
#

i wonder why it didnt work

#

imma do it all over again, brb

hexed briar
#

If the element(s) is inside the factory, chances are. once you do the title and stuff that has its own factory element, it will reload every element inside it.

#

therefore the text can be changed and animations will be reset.

#

this should apply to the chat element too.

winged flicker
#

How can I define the size of a grid that is by default managed by “grid_dimension_binding”?

weak lintel
#

does "clip_ratio" affect child's anchors?

#

no wait im stupid of course it wouldnt 💀

broken trail
#

what xd

#

of course not

#

clip ratio is like size

#

set it to 1 and have 100%, 100%

#

set to 0.5 and have 50%, 50%

#

it would move of course, but anchor is still same

tropic badger
#

the size is still the same, it just clips

#

as the name says

weak lintel
#

the anim is fired even before its triggered

opal aurora
weak lintel
#

oh no

#

unfamiliar stuffs

rocky quail
#

never seen that

rocky quail
hexed briar
#

then i realized that without absolute it actually looks alot nicer

hexed briar
rocky quail
#

oh

#

well nvm

hexed briar
#

it was manual clippings stuff i guess idrk

#

not much of useful when the actual property exists and uses the same way as those 2 bindinga does

#

but much simpler approach.

rocky quail
#

might be useful in some cases

hexed briar
#

probably only for corners i guess

#

since what's missing on that property is corners

rocky quail
#

hmm

hexed briar
#

only it have is vertical and horizontal

rocky quail
#

ill do an experiment using these later

hexed briar
#

the only true useful is those without absolute imo

#

it's dynamic size scaling through bindings and makes progress bar pretty better.

opal aurora
rocky quail
#

wha

#

i actually never seen it, i might be blind

opal aurora
#

you don't even need use_anchored_offset to achieve it

#

those are very different, but same usages

rocky quail
#

interesting..

tropic badger
opal aurora
oak verge
#

how to lower custom_hollow_common bellow custom_hollow. negative layer?

oak verge
#

nvm i will just reverse there order

winged flicker
#

I asked 2 times....

oak verge
hexed briar
#

mini ore-ui screen

oak verge
#

why the back button look like this

chilly yacht
#

The button is sized higher than the actual texture

oak verge
chilly yacht
#

No

#

You have to make it the size of the texture

oak verge
#

alr

#

or i can just use "<" as text

digital finchBOT
#
erick_god

Does anyone know how to make alpha animations in a live_player_renderer?

earnest plover
oak verge
earnest plover
#

as I see

#

and for text

#

can u provide links

oak verge
#

if you just need the texture i can send them now

earnest plover
oak verge
#

yeah

oak verge
#

a drawing explaining how nineslice_size work (from what i observed in testing)

final matrix
#

@oak verge did you draw the illustration

final matrix
#

how did you changed the dialogue background to custom?

oak verge
#

changed $custom_background

final matrix
#

I tried changing but this happens

final matrix
#

won't it change every where

#

or only serverform

oak verge
#

server form
changing it in ui common will change every form (depend)

final matrix
#

ok

oak verge
final matrix
#

thx

#

let me check

#

ok got it

final matrix
#

why does the button not stretching

#

@oak verge

#

they are 64x64

oak verge
#

ah you don't have it

oak verge
final matrix
#

u mean the ninslice

#

also is it possible to remove the border it doesn't fit the buttons shape
or is it possible to make a texture for border as well

oak verge
final matrix
#

64x64 is base size

#

for me

#

right

oak verge
#

that picture don't look like 64

#

send it

final matrix
#

there

#

now it shriks the upper and lower side

oak verge
#

give me a sec

final matrix
#

ok

oak verge
# final matrix ok
{
    "nineslice_size": [3,3,4,4], //left, top, right, bottom
    "base_size": [32,32]
}
final matrix
#

ok

oak verge
final matrix
#

ok thx

oak verge
#

ur wlc

#

look great

final matrix
#

yeah

narrow fox
#
"my_super_custom_panel_main": {
        "type": "stack_panel",
        "size": ["100%", "100%"],
        "orientation": "horizontal",
        "anchor_from": "top_middle",
        "anchor_to": "top_middle",
        "collection_name": "form_buttons",

        "controls": [
            {
                "offset_button@server_form.custom_button": {
                    "$icon_size": [17, 17],
                    "$button_size": [75, 27.5],
                    "$padding": [59, -73],
                    "collection_index": 0 //The First Button
                }
            },
            {
                "offset_button@server_form.custom_button": {
                    "$icon_size": [17, 17],
                    "$button_size": [75, 27.5],
                    "$padding": [90, -73],
                    "collection_index": 1 //The Second Button
                }
            },
            {
                "offset_button@server_form.custom_button": {
                    "$icon_size": [17, 17],
                    "$button_size": [75, 27.5],
                    "$padding": [60, -73],
                    "collection_index": 2 // The Third Button
                }
            }
        ]
    },

Why when I put the padding 60 it becomes far away. And when I increase it a little and make it 63 it becomes very close?

opal aurora
prisma cloud
#

Does being on the latest beta/preview changes anything related to json ui?

#

I've been following Dingsel's tutorial on yt but no matter what it doesnt work. Even after copy pasting the json file he gave in his description. I have attached the expected and current ss (ignore the icons)

oak verge
#

why is this thing reversed

earnest plover
oak verge
earnest plover
#

Like one have 3 other have 4

weak lintel
coarse comet
weak lintel
#

hello

#

how many times are you saying hi though

coarse comet
weak lintel
#

mfw

oak verge
earnest plover
#

No, you don't understand. I don't understand how he divided them into groups. like in one 5 in the other 3 and they are the same in two groups or different

weak lintel
narrow fox
#

1-10 ?

pastel terrace
narrow fox
#

Thx

weak lintel
narrow fox
light oriole
#

can i like grab value like from actionbar text and print it to number
like for example custom health?

normal hamlet
#

10/10

torpid nymph
oak verge
#

i was bored so i made a simple nine slice editor

final matrix
#

@oak verge how to open menu with the button like a new form

#

I do get error as undefined reference if I use like

form.show(player).then((r) => {
    if (r.selection === 0) {
      menu_1(player);
    }
  });
}
#
const ui = new ActionFormData()
    .title("Form")
    .body("")
    .button("button1")
    .button("button2")
    .button("button3");
}```
ionic vapor
#

is it possible for "$size_x" to work accordingly? I can't seem to get it to work.

    "$buttons_per_row|default": 3,
    "$size_x": "((100 / $buttons_per_row) + '%')",
    "size": ["$size_x", "100%x"],
opal aurora
#

can't put variables inside arrays

#

also that method already doesn't work

tropic badger
# oak verge

Is it acurrate as in the game? If so do you plan on releasing it?

oak verge
calm birch
#

could i use /title @s /title <input> multiply times to trigger different ui at the same time?

simple umbra
rocky quail
#

post it on #1072983602821861426

oak verge
rocky quail
oak verge
# oak verge still working on it

just realized there is border-image-slice in css
should i switch to it?
with what i am currently using you can save the output image but with border-image-slice that will not be possible

tropic badger
#

why save the output image?

#

its purpose is to test

oak verge
oak verge
main plaza
oak verge
main plaza
narrow fox
#

I made the default button textures in custom_button to the image path textures/ui/button_normal (image 1), and in the same button in my_super_custom_panel_main I put the first button to the image path textures/ui/button_pressed (image 2), but all buttons were made to have the same textures path as the first button (image 3). How can I fix this?

left yew
runic cobalt
#
{
    "namespace": "chest",
    "small_chest_screen/root_panel": {
        "modifications": [
            {
                "size": [
                    276,
                    110
                ]
            }
        ]
    },
    "large_chest_screen/root_panel": {
        "size": [
            176,
            220
        ]
    }
}
#

where am I going wrong?

#
{
    "namespace": "chest",
    "small_chest_screen/root_panel": {
        "size": [
            276,
            110
        ]
    },
    "large_chest_screen/root_panel": {
        "size": [
            176,
            220
        ]
    }
}

ive also tried this

final matrix
#

it will not increase the slots but the size of panel?am I right

runic cobalt
#

im tryna stretch the BG

#

but its not even doing that

fervent roost
#

Wait, hold on.

runic cobalt
#

?

fervent roost
#

what are you trying?

runic cobalt
#

to change the size of the chest bg

fervent roost
#

Background panel?

runic cobalt
#

im planning on adding a few buttons to the chest screen but want it to feel 'enclosed'

runic cobalt
fervent roost
#

Alright I think I know how.

runic cobalt
#

please do tell

fervent roost
#

Yeah.

#

Too big.

runic cobalt
#

am i modifying the wrong thing?

#

oh

fervent roost
#

change common_panel.

runic cobalt
#

im so moronic

fervent roost
#

No, don't say that!

runic cobalt
#

i literally looked at this like 9 times

#

and it didnt click

fervent roost
#

It's okay, we all make mistakes.

runic cobalt
#

what am i looking at?

#

'ory'

fervent roost
runic cobalt
#

how do i use default height but custom width?

#

cause both small and large chest ui

fervent roost
#
{
    "namespace": "chest",
    "small_chest_screen/root_panel/common_panel": {
        "size": [
            276,
            110
        ]
    },
    "large_chest_screen/root_panel/common_panel": {
        "size": [
            176,
            220
        ]
    }
}
fervent roost
runic cobalt
#

all i was missing was common panel?

fervent roost
#

Yeah.

#

Wait, let me check.

runic cobalt
#

but make it wider

fervent roost
#

Oh.

runic cobalt
#

now what's going wrong...

#

nothing changed

fervent roost
#

My bad.

final matrix
#

can you help me add a overlay to the ui

runic cobalt
#
{
    "namespace": "chest",
    "small_chest_screen/root_panel/common_panel": {
        "size": [
            276,
            110
        ]
    },
    "large_chest_screen/root_panel/common_panel": {
        "size": [
            176,
            220
        ]
    },
    "[email protected]_panel": {
        "size": [
            352,
            220
        ],
        "layer": 1,
        "controls": [
            {
                "[email protected]_panel": {
                    "size": [
                        "500px",
                        "350px"
                    ]
                }
            }
        ]
    }
}
final matrix
#

I want to add this as a background for chest ui how to do that?

#

does anyone knows what textures do chest use for bg? is it the opaque one ?

fervent roost
runic cobalt
#

@fervent roost

fervent roost
#

Lemme send the code.

#

I just edited vanilla chest I believe.

runic cobalt
#

i would rather not copy paste. im trying to only change the elements i need

fervent roost
#

Oh.

final matrix
#

@fervent roost
how do I change the texture of the background

runic cobalt
#

ive heard its more efficient that way and a heck ton easier to read

#

wait do i not even need my size declarations anywhere except common panel?

fervent roost
# fervent roost

You only need to chnage the common panel size inside the chest panel.

runic cobalt
#

well i have something

#

im just being blinded by chest

#

ill get this eventually

fervent roost
#

I'm testing.

#
{
    "namespace": "chest",
    "small_chest_panel/root_panel/common_panel": {
        "type": "panel",
        "size": [
            "120%",
            "100%"
        ]
    }
}
#

Alright.

#

this is as much as I can compresss the code.

#

and works fine.

#

@runic cobalt

runic cobalt
fervent roost
#

You're welcome :D

fervent roost
runic cobalt
#

the thing im making this for is for easy chest sorting / filtering

fervent roost
#

Oh, cool.

runic cobalt
#

ppl have already done it but i have a personal policy of mine

#

if i dont understand it

#

i dont add it

#

gives me an incentive to learn this stuff

#

it works

#

finally

fervent roost
#

^-^

runic cobalt
#

now to learn how to add buttons to the chest screen..

#

after i fix this for big chest too

fervent roost
runic cobalt
#

the sorting features

fervent roost
#

Ohhh.

#

I have no idea about that tbh.

#

But I can add buttons without functionality.

runic cobalt
#
  • loot all
  • loot all (filtered)
  • deposit all
  • deposit all (filtered)
runic cobalt
#

rebinds

#

issue is i dont have textures yet

red creek
runic cobalt
#

might take me a few weeks of trying

#

im a complete beginner

fervent roost
#

Same lol.

#

I just came here because I wanted to help ^^*

runic cobalt
#

maybe we learn together lol

#

you're at least a lil better than me

final matrix
#

@runic cobalt instead of expanding why didn't you add tabs

final matrix
final matrix
#

lefttabfront etc

#

like you have in inventory for items construction etc

runic cobalt
#

what would i use this for tho?

final matrix
#

for button

runic cobalt
#

it could be something

#

not sure i would do it tho

final matrix
#

ok

runic cobalt
#

do tabs support the drag and drop functionality?

final matrix
runic cobalt
#

any idea how?

final matrix
#

look into the inventory_screen for it

#

you will find the tabs

runic cobalt
#

inside chest

fervent roost
#

Hmm..

#

Yes, try it out.

runic cobalt
#

inventory screen is also a great place to learn about controls

#

def check it out

runic cobalt
final matrix
#

their are packs available on mcpdl check them out many people have used tabs for their buttons

runic cobalt
#
"drop_all_button": {
        "type": "panel",
        "anchor_from": "top_left",
        "anchor_to": "top_left",
        "size": [
            "50",
            "30"
        ],
        "controls": [

        ]
#

on the right track?

#

@final matrix

#

cant figure out how to define textures

final matrix
#

"[email protected]_tab": {
"size": [ "100%", 25 ],
"alpha": 0.2,
"$anims|default": [],
"anims": "$anims",
"$offset_override|default": [ 0, 0 ],
"offset": "$offset_override",
"$toggle_focus_enabled": false,
"$toggle_name": "navigation_tab",
"$toggle_group_default_selected": "$construction_index",
"$tab_content": "crafting.empty_tab_panel",
"$allow_controller_back_button_mapping": "$is_ps4"

you need to modify this according
above is
just the
inv screen tab

runic cobalt
final matrix
#

wdym

runic cobalt
#

im gonna be linking this button to a custom factory element

final matrix
#

ok

runic cobalt
#

if i use the original wont it just link elsewhere?

final matrix
#

you may search on the channel their may be already existing ideas out their

runic cobalt
#

there is already someone who's done what i need but idk if it's public rn

#

pretty much recreating this

#

but different

#

its a lil advanced i think

calm birch
#

I need help with binding to a name so i can use the command

broken trail
#

has anyone tried to override collection index?

#

or at least tried to set collection index by bindings?

#

the hell is also #collection_count

#

or #collection_total_items

#

way to transfer collection items into grid? mhm

narrow fox
#

Any suggestions?

true elm
#

@narrow fox how tabs works ?

narrow fox
true elm
#

the header row

narrow fox
true elm
#

action form can just have stack of buttons, if that header shows diff buttons then how

narrow fox
true elm
#

server can send list of buttons, does that form show diff buttons based on tab clicked ?

simple umbra
#

can some one help me add chest ui to my server_form i tried merging the packs but it brakes my custom form

true elm
#

spliting list sent by server?

final matrix
#

how do I fix this

final matrix
#

I am trying to change the background texture of chest screen

oak verge
weak lintel
#

@calm birch tell me whatcha trying

calm birch
#

so i have 9 cooldown bar ui, and they replace each other when the scoreboard get a certain number

#

they change via acbp

weak lintel
#

you technically could get number directly from scoreboard

calm birch
#

and then when u put on a helmet it uses acbp to do the command when u have the helmet on make a ui

calm birch
#

not numbers

weak lintel
#

i mean using the scoreboard

#

instead of titles

calm birch
#

hm?

weak lintel
#

yeah

calm birch
#

u can bind it to a scoreboard number?

weak lintel
#

iirc

#

ive never done it before though

calm birch
#

i think ima use title bc its for weapons

#

which all have different scoreboards

#

which could get messy with different cooldown times

hexed briar
#

using scoreboard as condition rendering is a terrible idea, go for title/rawtext with scoreboard strings instead

weak lintel
#

title time

calm birch
#

i could use titles and subtitles

#

one for helmet and cooldown

hexed briar
#

if you know how to use scoreboard stuff on a rawtext, then yeah

calm birch
#

yes i display my scoreboard via rawtext

#

for my ammo for my weapons

#

the cooldown happens at certain ammo/number of ammo

weak lintel
#

if youre making it display with titles, i recommend putting all the info into one title instead of title and subtitle

#

i dont remember if the subtitle wont appear when theres no title but

#

ye

hexed briar
#

subtitle is pretty buggy

weak lintel
#

mhm

hexed briar
#

sometimes subtitle doesn't show up when it supposed to, so yeah

#

optional choice are either; actionbar and title.

calm birch
#

is there another way to bind? a helmet ui?

#

if im alr using titles

#

bc actionbars dont work?

weak lintel
#

actionsbar does work

#

its just that the thing you sent in #add-ons wont cuz actionbar cant use bindings

hexed briar
#

actionbar/title needs a factory order to reload themselves, bindings wouldn't be it.

weak lintel
#

oh

calm birch
#
},
  "cooldownbar9": {
    "type": "image",
    "texture": "textures/ui/cooldownbar/cooldownbar9",
    "size": [ "100%", "100%" ],
    "offset": [ 0, -5 ],
    "anchor_from": "center",
    "anchor_to": "bottom_middle",
    "bindings": [
      {
        "binding_name": "#hud_actionbar_text_string"
      },
      {
        "binding_type": "view",
        "source_property_name": "(#hud_actionbar_text_string = 'cooldownbar9')",
        "target_property_name": "#visible"
      }
    ]
  },
  "hud_actionbar_text/actionbar_frame/actionbar": {
    "modifications": [
      {
        "array_name": "bindings",
        "operation": "insert_back",
        "value": {
          "binding_type": "view",
          "source_property_name": "(not (('cooldownbar8')or(#text = 'cooldownbar9')))",
          "target_property_name": "#visible"
        }
      }
    ]
  },
#

so would something like this work?

hexed briar
#

No.

weak lintel
#

#hud_actionbar_text_string doesnt exist

#

thats what i was saying

hexed briar
#

actionbar does not have bindings and right off the bat you've already got yourself syntax error at the first line of code

calm birch
#

},
this?

#

bc that is just there bc its part of a larger of ui code that just copies

#

i just posted 2 examples of ui codes

weak lintel
#

check the last part of "Conditional Rendering with Variables"

calm birch
#
{
    "black_conditional_image": {
        "type": "image",
        "texture": "textures/ui/Black",
        "size": [16, 16],
        "layer": 10,
        "$atext": "$actionbar_text",
        "visible": "($atext = 'hello world')"
    },

    "black_conditional_image_factory": {
        "type": "panel",
        "factory": {
            "name": "hud_actionbar_text_factory",
            "control_ids": {
                "hud_actionbar_text": "[email protected]_conditional_image"
            }
        }
    },

    "root_panel": {
        "modifications": [
            {
                "array_name": "controls",
                "operation": "insert_front",
                "value": {
                    "[email protected]_conditional_image_factory": {}
                }
            }
        ]
    }
}

Would this example work in the bedrock wiki?

#

@weak lintel

calm birch
#

here's my varient of this

weak lintel
#

well its a wiki template

calm birch
#

ig i will look into it more tmrw

sinful crypt
#

Someone should make a JSON ui tutorial/guide on making a custom start screen, and post it on #1072983602821861426

#

It would be damn helpful for everyone

#

There is no tutorial/guide on customizing start screen with JSON UI, neither on youtube.

weary wind
#

Can someone help me?

weak lintel
weary wind
#

Not only the notification or the text appears

weak lintel
#

its because youre using wrong binding for title text

weary wind
#

Haha it just caused more bugs haha

weary wind
weak lintel
#

wait

#

youre using variables nvm

weary wind
#

So that I only show it when I use that differentiator

#

Open any solution?

#

It’s a bit complicated from what I see

weak lintel
#

can i use modification for chat_panel to insert a new element and make it "stack"

weary wind
weak lintel
#
"binding_type": "view",
"source_property_name": "(not(('%.8s' * #text) = '_mcdHud:'))",
"target_property_name": "#visible"```

how do you do check for two texts at once
#

cuz using or just kinda breaks it

hexed briar
#

... '_mcdHud:' - 'something'...

weak lintel
hexed briar
#

literally that

weak lintel
#

bruj

analog snow
#

what does (string * number) do in a binding?

#

is it like %.Ns?

true elm
#

get first n chars

#

%.4s * "waveplayz" = "wave"

#

@analog snow

analog snow
#

yeah i know what %.Ns is

#

but whats string * num

#

like #text * 1

true elm
#

maybe convert it to number

analog snow
#

so if #text is "100abcd"

#

will it just be 100?

oak verge
#

in js that return NaN

#

it is a way of checking if a text is a number

true elm
#

yeah bit ui parser is in c language afaik

opal aurora
#

yes, c++ to be exact

#

you can also use %d, %x, %c... as well, but it always return random junk data

true elm
chilly yacht
#

I guess it returns "100" instead of 100

#

So "100" * 1 = 100

weak lintel
#

those are the labels, connected with preserved titles
and the prefix is hud:########.########

#

feels like im doing smth wrong

weak lintel
#

i should just make a separate label with different control

#

nvm it didnt work either

weak lintel
#

nvm the nvm it worked

weak lintel
#

i see the actual issue now

#

for some reason the ui only takes the first label's variables and doesnt consider the second one

#

when i replaced text bindings with update strings and triggered the first label, the second one (which had different update string variable) rendered the full string which was supposed to be trimmed (or not show up entirely cuz the second one shouldnt be triggered)

#

when i put data controls and bindings individually instead of just changing the variables in child elements it worked as i intended

weak lintel
#

the left one works but not the right one??

narrow fox
#

How can I get this and make it into a form?

oak verge
final matrix
#

"color": [0,0,0], how to make it white?

#

it's grey by default and black if 0,0,0

oak verge
true elm
#

anyone has a action form as inventory ?

final matrix
#

how do I change its colour

#

it's in ui common I can just modify it in ui common but I want to modify it in chest screen

oak verge
final matrix
#

"small_chest_panel/root_panel/chest_panel/inventory_panel_bottom_half_with_label": {}

#

it's nested like in inventory_panel_bottom_half_with_label
there is one more Control

#

in ui common

#

it takes the colour from "section_heading_label": { "type": "label", "layer": 1, "anchor_from": "top_left", "anchor_to": "top_left", "color": "$title_text_color" },

oak verge
#

do
"$title_text_color": [1,1,1]

final matrix
#

where?

#
    "namespace": "chest",
       "chest_label": {
       "color": [1,1,1],
       "font_type": "MinecraftTen"
       },
  "container_s": {
    "type": "image",
    "texture": "textures/ui/container_s"
  },
  "small_chest_panel/root_panel/common_panel": {
    "$dialog_background|default": "chest.container_s"
  },
    "small_chest_panel/root_panel/chest_panel/inventory_panel_bottom_half_with_label": {}
}```
oak verge
#

in chest screen

final matrix
#

directly

oak verge
#

in the chest panel? idk try and see

final matrix
#

ok

final matrix
#

ok I got it

#

I forgot that it was being reference 😅

young dune
#

How would you modify a value thats in the controls of a value in the panel controls?

narrow fox
#

How do I get the body of the form in the custom_form controls?

young dune
#

Variables can only be accessed by the element its declared in right? but not from childs right?

oak verge
#

toggles variable names are so messed up

torpid whale
#

Whats the starter kit for js ui?

torpid whale
#

No i mean like the basics like how do i make buttons n stuff?

oak verge
#

the wiki have some

oak verge
#

is there is a way to dynamically split text

tropic badger
oak verge
tropic badger
oak verge
#

yep
that is the idea

oak verge
tropic badger
oak verge
#

subtracting a character remove all the same characters?

oak verge
#

alr
thanks

oak verge
#

didn't work or my binding is messed up

#

a-z work
 ៛ don't... why

#

it crop different length depending on the char? is this using the char size or something

tropic badger
#

dont use special symbols

#

you can use \t like what Hive does

tropic badger
#

@whole jasper do you know how to turn off toggle via button mapping?

whole jasper
tropic badger
#

okay thanks

weak lintel
#

how do i perfectly hide heart renderer and add children elements to it

#

just putting "visible": false doesnt work because of the existing binding

#

and "ignored" just yeets the children element away together

tropic badger
weak lintel
#

cuz apparently its hardcoded

#

maybe i could add alpha...?

#

ok setting alpha to 0 worked lmfao

oak verge
opal aurora
tropic badger
weak lintel
#

can yall pick which one is better

opal aurora
weak lintel
#

nah its stationary

weak lintel
#

alr planned

hearty robin
#

hi

weak lintel
#

it just stacks without actually filling up

#

☠️

lament kraken
#

👍

final matrix
#

how do I make the doll rotate by gesture like in dressing room screen

final matrix
#

I tried that

oak verge
#

you didn't do it right then

final matrix
#

somehow that logo appeared

oak verge
#

what did you add

final matrix
#

"skin_viewer_panel@persona_cast_character_screen.persona_cast_paper_doll_panel": {} },

oak verge
final matrix
#

I want it to rotate

#

like in dressing room

oak verge
#

"paper_doll": {
"type": "custom",
"renderer": "paper_doll_renderer",
"layer": 2,
"rotation": "auto",
"use_selected_skin": false,
"property_bag": {
"#skin_rotation": true
}

final matrix
#

not auto manual

final matrix
oak verge
#
        "paper_doll": {
          "type": "custom",
          "layer": 100,
          "renderer": "paper_doll_renderer",
          "camera_tilt_degrees": -10,
          "starting_rotation": 30,
          "use_selected_skin": false,
          "bindings": [
            { "binding_name": "$button_model_type" }
          ]
        }
#
  "persona_classic_skin_paper_doll": {
    "type": "custom",
    "$paper_doll_offset|default": [ 0, -7 ],
    "offset": "$paper_doll_offset",
    "size": [ "100%", "100%" ],
    "renderer": "paper_doll_renderer",
    "camera_tilt_degrees": -10,
    "starting_rotation": 30,
    "use_selected_skin": false,
    "use_skin_gui_scale": true,
    "enable_scissor_test": true,
    "animation_reset_name": "screen_animation_reset",
    "anims": [
      "@common.screen_exit_size_animation_push",
      "@common.screen_exit_size_animation_pop",
      "@common.screen_entrance_size_animation_push",
      "@common.screen_entrance_size_animation_pop"
    ]
  }
#
        "paper_doll": {
          "type": "custom",
          "layer": 100,
          "renderer": "paper_doll_renderer",
          "camera_tilt_degrees": -10,
          "starting_rotation": 30,
          "use_selected_skin": false,
          "bindings": [
            { "binding_name": "$button_model_type" }
          ]
        }
#

@final matrix try one of these
they are the one used there

final matrix
#

all of them keeps the paperdoll at a fix degree of rotation

oak verge
# final matrix all of them keeps the paperdoll at a fix degree of rotation

try this

        "skin_model": {
          "type": "custom",
          "offset": "$model_offset",
          "renderer": "paper_doll_renderer",
          "camera_tilt_degrees": -10,
          "starting_rotation": 30,
          "$skin_model_layer|default": 5,
          "layer": "$skin_model_layer",
          "use_selected_skin": false,
          "use_skin_gui_scale": true,
          "rotation": "gesture_x",
          "animation_reset_name": "screen_animation_reset",
          "$skin_model_anims|default": [
            "@common.screen_exit_size_animation_push",
            "@common.screen_exit_size_animation_pop",
            "@common.screen_entrance_size_animation_push",
            "@common.screen_entrance_size_animation_pop"
          ],
          "anims": "$skin_model_anims",
          "bindings": [
            {
              "binding_type": "global",
              "binding_name": "$skin_preview"
            },
            {
              "binding_type": "view",
              "source_control_name": "$gesture_input_panel_control",
              "source_property_name": "#gesture_delta_source",
              "target_property_name": "#gesture_delta_source"
            },
            {
              "binding_type": "view",
              "source_control_name": "$gesture_input_panel_control",
              "source_property_name": "#gesture_mouse_delta_x",
              "target_property_name": "#gesture_mouse_delta_x"
            }
          ]
        }
final matrix
#

this is what I tried it shows that liading image of tools

oak verge
#

no rotation
it is getting that gesture_x from somewhere

final matrix
#
  "player": {
    "type": "input_panel",
    "size": [ "52%y", "90%" ],
    "layer": 600,
    "$skin_model_layer": 100,

    "always_handle_controller_direction": true,
    "gesture_tracking_button": "button.turn_character_select_doll",
    "$gesture_input_panel_control": "preset_input_panel",
    "$skin_preview": "#cast_preview_skin",
    "controls": [
      { "[email protected]_viewer_panel_skin_model": {} },
      { "skin_model_loading_anim@persona_cast_character_screen.character_loading_anim_panel": {} }
    ],
    "button_mappings": [
      {
        "from_button_id": "button.menu_select",
        "to_button_id": "button.turn_character_select_doll",
        "mapping_type": "pressed",
        "button_up_right_of_first_refusal": true
      }
    ]
  },
#

this gave the loading img of tool

#
    "my_super_custom_panel_main": {
        "type": "stack_panel",
        "size": ["100%", "100%"],
        "orientation": "horizontal",
        "anchor_from": "center",
        "anchor_to": "center",
        "collection_name": "form_buttons",

        "controls": [
            {"player@server_form.player":{}},
            {
                "offset_button@server_form.custom_button": {
                    "$icon_size": [69, 69],
                    "$button_size": [133, 133],
                    "$padding": [153, 153],
                    "collection_index": 0
                }
            },```
#

idk if Its loading screen or not?

final matrix
oak verge
#

that is not what i sent

final matrix
#

it's the same I just nested it in player panel

final matrix
#

if directly used

last pollen
#

how can i add shadow on text?

#

ty

simple umbra
#

is there a way to move the model up in the custom npc i use the blockbench to make it

tropic badger
#

thats very cute

#

you would need to find which element controls the actor renderer in dialogue screen file then offset it

simple umbra
# tropic badger you would need to find which element controls the actor renderer in dialogue scr...
 {
    "format_version": "1.19.30",
    "minecraft:entity": {
        "description": {
            "identifier": "myname:discord_wumpus",
            "is_spawnable": true,
            "is_summonable": true,
            "is_experimental": false
        },
        "components": {
            "minecraft:damage_sensor": {
                "triggers": {
                    "cause": "all",
                    "deals_damage": false
                }
            },
            "minecraft:type_family": {
                "family": ["npc", "mob"]
            },
            "minecraft:fire_immune": true,
            "minecraft:movement": {
                "value": 0.5
            },
            "minecraft:loot": {
                "table": "loot_tables/empty.json"
            },
            "minecraft:collision_box": {
                "width": 0.6,
                "height": 2.1
            },
            "minecraft:behavior.look_at_player": {
                "priority": 0,
                "look_distance": 6,
                "probability": 0.02
            },
            "minecraft:persistent": {},
            "minecraft:npc": {
                "npc_data": {
                    "portrait_offsets": {
                        "translate": [-7, 50, 0],
                        "scale": [1.75, 1.75, 1.75]
                    },
                    "picker_offsets": {
                        "translate": [0, 20, 0],
                        "scale": [1.7, 1.7, 1.7]
                    },
                    "skin_list": [
                        {
                            "variant": 0
                        }
                    ]
                }
            },
            "minecraft:nameable": {
                "always_show": false,
                "allow_name_tag_renaming": false
            },
            "minecraft:physics": {}
        }
    }
}```
weak lintel
#

how do i even

#

make an element to not stack using chat text