#JSON-UI General

1 messages · Page 27 of 1

weak lintel
#

but bindings

cunning bridge
#

not with bindings

#

just get the title text, save it in a variable, convert it into a number, and use it as a value for the duration property

weak lintel
#

i mean ofc thats what i did

#

and the value does get saved in the variable normally

#

but it doesnt change the animation duration

cunning bridge
#

like this example

weak lintel
#

mhm

weak lintel
#

it just kinda never changes

cunning bridge
#

it does?

#

instead of visible, use duration

weak lintel
#

i really did

cunning bridge
#

show the code?

weak lintel
cunning bridge
#

what is texto?

weak lintel
#

preserved text with update string trimmed

cunning bridge
#

you can't save it in a #variable, it needs to be stored in a $variable to be passed to children elements

#

and animation i think

weak lintel
#

what

#

whar

cunning bridge
#

oh wait i realized that the title text is stored in a #variable unlike the actionbar text which is stored in a $variable

#

so you can't use it for the duration

weak lintel
#

but ive seen some vanilla uis having variable as duration

#

which is odd

cunning bridge
#

if it's possible, then i don't know how, ok, you can choose one of two options here.
you can either have a version of of your element for each attack speed, and display them conditionly

#

the second option is to give up the animation, and display a different title every tick, to mimic an animation, make each title change a variable which changes the size of the clipping panel your image is in

weak lintel
#

hmm

#

i wonder if the latter would work well with chat panel?

cunning bridge
#

one question before you process, have you tried duration: "#texto" ?

weak lintel
#

never saw anyone using binding on duration

#

but

#

its worth trying

cunning bridge
#

that's what i thought

opal aurora
#

anim objects don't support bindings, but hardcoded variables can

hybrid aurora
#

Hello, how to display a custom bar (a mana bar for example) on hud screen (above exp bar) and change it script side ?

quartz axle
#

when will the json ui replaced with the new ui?

weak lintel
quartz axle
#

is json ui will B replaced with other ui mechanic??

sick shell
#

How do i make UI?

#

For example rotating text?

#

Is that possible?

#

@last pollen

#

where do i learn?

cunning bridge
opal aurora
weak lintel
opal aurora
weak lintel
#

1~2 years feel too short tbh

#

considering how old the first-ever introduction of ore ui is

cunning bridge
#

will ore ui replace the hud before it gets exposed?

hexed briar
#

depends.

#

we don't really see any progress of the hud as ore-ui based that much

#

months ago they got inventory stuff working on hotbar like they just discovered fire and after that yeah, no progress so far.

#

for me, it could take more than 2-3 years.

still sundial
#

how do json-ui animations work? I haven't seen any generic info on that topic actually, that's why I'm asking

final matrix
#

how to give scroll to a panel inside panel¿ is it possible

left yew
#

dont use "color"

#

use background_color

#
          "background_color": [
            1,
            1,
            1,
            0.7
          ],
#

Then ta-da

weak lintel
#

is there a solution for clip ratio working incorrectly

#

if the text sends 0 it fully clips the image

#

but anything else than 0 just doesnt do clip ratio

safe wasp
#

Why Clip it then?

weak lintel
safe wasp
#

Just do visible

weak lintel
#

but i need to clip?

safe wasp
#

What is context?

weak lintel
opal aurora
opal aurora
#

no

weak lintel
#

i was wondering how i saved you with that

#

until you reposted

spice nebula
#

can stack_panel work with #hud_title_text_string?

broken trail
#

idk why and where you want to insert string binding to stack_panel

#

it doesnt show any text

spice nebula
#

I meant that the stack panel works with chat messages but when I change to title it shows a maximum of 1 object

final matrix
mystic heart
# weak lintel but anything else than 0 just doesnt do clip ratio

Is your $clip_max variable a float? The number by default is converted to an integer, but you need to do another operation to convert it to a float value. Otherwise clip ratio will only read 0 or 1. Make sure $clip_max is a float such as 100.0 and it should convert correctly.

weak lintel
#

thank you for reminding me

mystic heart
#

np. easy to forget lol

weak lintel
#

do i just put the binding inside the panel(not the factory)

mystic heart
weak lintel
#

which is something i dont want

#

im interested in collection panel though

mystic heart
#

is there a reason u dont want to increase max children size?

weak lintel
#

i kinda dont want it to overlap on each other, itd have alpha

mystic heart
#

so you can trigger the animation when its set to 1

mystic heart
#

what do you want it to look like/function?

weak lintel
#

give me a second ill record a vid

weak lintel
#

right now it doesnt have alpha

#

its the bar below the crosshair

#

the elements are visible when the bindings passes the check, but since it uses chat text, the elements can overlap
and i cant use max_children_size since normal chat texts also affects the limit and can make the element disappear for a split second

#

i need to make the ui to remove the element and swap it with next one when the binding is triggered

mystic heart
# weak lintel right now it doesnt have alpha

ahh I see. Is there a reason you are using chat text for this instead of something like a title? Bc since there's only ever suppose to be one element it seems like it might be easier to manage that way

weak lintel
#

yeah its cuz of title disappearing

#

so im using chat instead

mystic heart
#

disappearing?

weak lintel
#

it kills the vanilla titles when you try to send info from title while the vanilla title is there

mystic heart
#

for the bar

weak lintel
#

still

#

for some reason its just like that

hexed briar
mystic heart
mystic heart
neat sequoia
#
"button_factory": {
        "type": "stack_panel",
        "size": [
            "100% - 4px",
            "100%c"
        ],
        "offset": [
            2,
            0
        ],
        "orientation": "vertical",
        "anchor_from": "top_middle",
        "anchor_to": "top_middle",
        "factory": {
            "name": "buttons",
            "control_name": "slapper_dialogue.button"
        },
        "collection_name": "student_buttons_collection",
        "bindings": [
            {
                "binding_name": "#action_count",
                "binding_name_override": "#collection_length"
            }
        ]
    }

why aren't my buttons showing up? 😭 Can someone please help?

weak lintel
# mystic heart how do u mean?

language barrier lol sorry

so when you send a title, a big text appears on the screen
and when you send the info to UI, the vanilla title will just disappear, regardless of using preserved title or not

hexed briar
mystic heart
weak lintel
#

nope

#

but im doing it in case of anyone using regular title

neat sequoia
mystic heart
weak lintel
#

nope

weak lintel
#

so yeah

#

no titles

mystic heart
mystic heart
weak lintel
#

its sent when the player has cooldown remaining

#

hitting counts since it sets the cooldown

mystic heart
#

@neat sequoia I think the binding should be #form_button_length

weak lintel
#

hold on i think it would be easier to send the code than explaining it

mystic heart
weak lintel
#
if (curCD > 0) player.sendMessage('_sweepnslash:cooldown:' + cooldownPercentage.toFixed(0));```
neat sequoia
mystic heart
# neat sequoia I took this from an old post here, because I don't know how to create a factory ...

you can make yours similar to the vanilla form:

"long_form_dynamic_buttons_panel": {
    "type": "stack_panel",
    "size": ["100% - 4px", "100%c"],
    "offset": [2,0],
    "orientation": "vertical",
    "anchor_from": "top_middle",
    "anchor_to": "top_middle",

    "factory":{
      "name": "buttons",
      "control_name": "server_form.dynamic_button"
    },

    "collection_name": "form_buttons",
    "bindings": [
      {
        "binding_name": "#form_button_length",
        "binding_name_override": "#collection_length"
      }
    ]
  },
#

ur setup is good u just need the binding name as form button length

#

@weak lintel how do you want it to look when another cooldown is sent when player hits. bar just goes back to full and animation resets right?

weak lintel
weak lintel
#

it resets and fills up the bar from the beginning

mystic heart
#

also ill brb

weak lintel
#

im starting to hate this school wifi even more

neat sequoia
#

I did exactly what you said

weak lintel
#

im making another variation for cooldown bar later

#

wait

#

god i should read texts carefully, its the third time for me to misread stuff now 💀

#

so when the attack is triggered, it stores the time when the player attacked
and then the scripts gets the info of weapon's attack speed, convert it into ticks and repeatedly calculate for remaining time

#

when the remaining time is larger than zero, it sends the chat and passes the data into UI
if not, dont send the chat

mystic heart
neat sequoia
#

a vertical list of buttons

#

if I were doing it with server_form everything would be easier, but when I do it with npc_interact it seems to be much more difficult

mystic heart
mystic heart
#

server form or npc?

neat sequoia
#

npc

mystic heart
# neat sequoia npc

so if you're using npc, are you trying to use the regular buttons or the special url/command buttons?

neat sequoia
#

is a button that when clicked executes a command

mystic heart
neat sequoia
#

the button didn't appear

mystic heart
#

compare yours to the vanilla and work backwards from there:

"action_panel": {
    "type": "stack_panel",
    "anchor_from": "top_left",
    "anchor_to": "top_left",
    "size": [ "100%", "100%c" ],
    "factory": {
      "name": "action_item_factory",
      "control_name": "npc_interact.padded_action"
    },
    "collection_name": "actions_collection",
    "bindings": [
      {
        "binding_name": "#action_count",
        "binding_name_override": "#collection_length"
      }
    ]
  },
neat sequoia
#

isn't there another way of doing this? using a grid or creating a different factory?

mystic heart
neat sequoia
#

you have an example of this "grid" or "factory"?

weak lintel
mystic heart
mystic heart
neat sequoia
#

?

weak lintel
#

which could make the element to disappear for a tick

neat sequoia
#

I have to sleep, can I ping you tomorrow so you can help me with that?

mystic heart
mystic heart
mystic heart
# weak lintel a random non related chat can interfere

ah that makes sense. maybe if you had a max children size of 2 and then destroy the 1st one when its not valid, then only display one of them. but if someone sends multiple chats in the same tick it'll get removed... hmm. i'll have to think about it

weak lintel
#

alpha is also an issue too

#

man, only if propagate_alpha worked correctly noo

mystic heart
weak lintel
#

it does apply alpha to children elements but it overlaps and practically makes alpha useless

tropic badger
#

thats how it technically works?

#

like layering multiple 50% alpha element makes it more visible

#

if thats what you mean

weak lintel
#

its something i didnt expect to happen lmao

mystic heart
#

you can set the alpha of the children to higher values like 2.0 or really small decimals to counter the parent alpha

#

if u need different alphas on certain elements

weak lintel
#

bruh that even works?

mystic heart
#

yeah

#

cuz i had the same problem with propagate alpha before haha

#

also can you open a post for this bar ui? will make it easier to reference what we've talked about

weak lintel
#

gotcha, what should i name the post

mystic heart
#

im playing a game with some friends which is why ive been responding slowly. ill think it over lately and see if i come up with any good solutions

mystic heart
limpid quarry
#

I don't know json ui that well, but I'm sure you could find the factory / container of where the those are stored and change the parent to adjust positioning

coarse torrent
#

just made navigation menu. suggestions are always welcome

mortal monolith
#

And also reduce its size a little

eager hazel
mortal monolith
#

Is it possible to make it so that when an element with an enumerated text is duplicated, text 1, text 2, text 3, etc. are displayed?

tropic badger
#

Yes but it can only go up to 19

mortal monolith
#

how?

plucky obsidian
#

Is it possible to make a title appear as an actionbar?

weak lintel
#

is the modification property valid here? its giving me error about modification being an unknown property

still sundial
weak lintel
#

rip

#

i guess i can replace the string for conditional rendering with variables?

still sundial
#

You should apply it to sweepnsplash.cooldown_layout itself

weak lintel
#

yeah i was trying to avoid that for the sake of performance

weak lintel
#

whats the name of the hotbar element? i forgot

hexed briar
weak lintel
#

rip

#

ive settled with adding bindings for each one of em anyway

tropic badger
weak lintel
#

nice

turbid nimbus
#

oreui so hard.. bao_comm_dontpinglich

plucky obsidian
#

Could you give me an example?

#

I feel like shit doing it

coarse torrent
#

thanks y'all for your suggestions, i improved it now a bit

coarse torrent
#

like this?

#

nice

celest plaza
untold dawn
#

geh, editing an entity inventory UI,

#

removing the old UI and replacing it with a new smaller UI with 3 slots only

#

i think, that will be a little bit difficult to do

untold dawn
#

idk from where i should startbao_doggo_smug

#

wait

#

i just have to put a UI image to those slots at the right and left, changing the inventory size from 3 to 4, and make a script that will put a denied item to the first slot

#

yes, thats way simpler

coarse torrent
#

has there been any recent changes to custom made factories? for some reason i can't get my custom factory to work

untold dawn
#

removing the left first slot

untold dawn
#

removing thier places

#

hmmmm,

weak lintel
#

does anyone know how to add an element on hud hotbar without messing up the offset

weak lintel
#

ive been trying to add this on the hotbar but itll kill the offset for rest of the hotbars hmmm

#

nvm found it lol

jolly rock
weak lintel
weak lintel
#

that one was 160x160

#

i changed it to 16x16 but it was the same

hexed briar
#

make sure the sprite is correct on anims property.

weak lintel
#

its not using anims

hexed briar
#

how many frames do you have though

weak lintel
#

like

#

frames per second or

hexed briar
#

sprite frames.

weak lintel
#

oh it uses clipping

hexed briar
#

so you literally just make it scroll up

weak lintel
#

yeag

hexed briar
#

that's the least terrible way to implement something like this

weak lintel
#

i added modification property on vanilla hotbar panel and added that element control

hexed briar
#

wait so what are you trying to do

weak lintel
#

but if i do it on root panel it doesnt have that issue

hexed briar
#

by the look of it, the outline sprite isn't really moving

weak lintel
weak lintel
#

if its full, its pixel perfect

hexed briar
#

well it's between these —

  • you need to properly set them sizes.
  • ratio bar or progress bar does have it's own property called pixel perfect. you should able to find them via experience bar element. it should fix a 0.5 pixel offset related issues.
  • may require me looking at the code for better understanding with the limited info you gave me.
weak lintel
#
  1. done
  2. pixel perfect is true by default, and its related with image clipping going perfect as in image-resolution instead of your screen's resolution
  3. bet
#

wait

#

i just realized

#

i made a typo on "anchor_to"

#

but not sure if that is the case

hexed briar
#

yeah you should fix it

weak lintel
#

brb

#

still the same

hexed briar
#

Also clip_direction exists.

#

you can change it to bottom/top instead

weak lintel
hexed briar
#

I don't see it though.

#

also clip_pixelperfect is disabled.

weak lintel
#

pixel perfect makes it worse

weak lintel
hexed briar
#

does changing it to 16x works?

weak lintel
#

the size property? nope

hexed briar
#

well what's the texture size?

weak lintel
#

16x16

#

yeah idk why its like that either lmao

hexed briar
#

well you gotta pin down the anchor and see if it fixed.

#

since the element is center (also if it was center, you don't have to set any anchors since it is the default), try to set them like top middle or bottom middle

#

then use offset property to adjust it property if you will

#

see if it works.

#

Also 22x is a pretty odd size for 16x sprites. which might explain about random offseting.

weak lintel
#

its the size of hotbar apparently

hexed briar
#

well then that's probably an issue.

#

the element may probably have no idea what's the actual center is since the size is odd.

#

you could use anchor for that or adjust the size.

weak lintel
#

good idea

hexed briar
#

Also since the sword element thing is inside the panel element, you're free to use offset.

weak lintel
hexed briar
#

yeah size issues

#

the sword is out of the outline.

#

i guess the issue is pretty much the size issues.

weak lintel
#

atp i should just

#

actually nvm i cant use root panel cuz the hotbar size can change

#

screw it imma bump the image size to 320x320

#

still the same 💀

#

ill just try adjusting the image elements size instead of relying on panel size

#

hooray it didnt do anything

hexed briar
#

yeah i think i need to see your code by myself

coarse torrent
#

is there a way to make a toggle be pressed when the enter key is left up? for example i'm holding enter key and nothing happens,now i leave the enter key and the toggle gets clicked, is this behavior possible?

hexed briar
weak lintel
#

ik lmao

hexed briar
#

Also Syntax error detected on line 104 (missing ,)

weak lintel
#

couldnt get it to work except for thag

#

oop

weak lintel
hexed briar
#

replace hotbar_end_cap to hotbar_panel and see if it works

weak lintel
#

that crashed the game before

#

wait

#

panel?

hexed briar
#

yeah

weak lintel
#

i read that as hotbar renderer

#

hold on i did try it before but i dont remember

#

brb

hexed briar
#

make sure that you have proper size instead of dynamic size (e.g 100%)

#

otherwise the game may crash or element wont be visible since it is a stack panel, not a panel

weak lintel
#

not only it didnt work

#

but it also made the panel drunk

hexed briar
#

Hm.

#

well it dymanic stacks thing so

weak lintel
#

at this point root panel is the way

hexed briar
#

also debug property exists

weak lintel
#

whar even is that

hexed briar
#

a property that will show a color behind the element.

#

this was to show an element size.

#

"debug": "red" should work on any element type.

weak lintel
#

oooh

#

i wonder why the json ui docs dont have this

hexed briar
#

with this you could troubleshoot the element sizes

#

but yeah

#

use that and tweak any stuff

weak lintel
#

ty

hexed briar
#

if the background color or debug isn't fully filled with the sword

#

then chances are, it is indeed not full.

#

the expected result should be a sword filling the background/border entirely.

weak lintel
#

not sure what ive expected tbh

weak lintel
#

now even the root panel is having the same issue

hexed briar
#

did you just use hotbar_renderer

coarse torrent
#

is there a way to detect if the player is continuously pressing a button or toggle etc?

coarse torrent
#

yeah ig

tropic badger
# coarse torrent yeah ig

I mean hover/pressing is a control for buttons, which is like holding but doesn't exist on computer

hexed briar
#

you can only detect hovering

coarse torrent
#

i can use script-api

hexed briar
#

well you could do that on script-api pretty easily without the need of json-ui

#

just keep tracking the player's button press and yeah

#

only server forms though or anything that script-api could access and read to..

coarse torrent
hexed briar
#

if you gonna keep track of button presses then the option is script-api, there's not much json-ui could do

#

Toggle is kinda possible but that gets reset once the screens are reloaded, not only that you'd need a weird complexity to get those. also toggle isn't really a button and literally wont work as button lmao

tropic badger
#

You can put mapping in a toggle

#

Thats basically what a button is

coarse torrent
#

ok something else, can i toggle a toggle with keys like WASD?

#

or are the ones listed on the wiki the only ones?

hexed briar
#

eh, maybe

coarse torrent
#

how?

hexed briar
#

look for the specific mapping ids, Wiki may have a list of them.

coarse torrent
#

i already looked and there's none iirc, that's why i'm asking

hexed briar
#

well there might be if you manually looking it for yourself on vanilla files.

coarse torrent
#

it will be button.something, right?

hexed briar
#

yeah

tropic badger
coarse torrent
#

you sure there's nothing in the vanilla ui files? minecraft uses WASD to move the player around so shouldn't there be some button supporting that or is that behavior hardcoded?

tropic badger
weak lintel
#

pixelperfect works.

#

i think it didnt work before cuz i forgot to save 💀

#

just gonna adjust the image sizes

#

NVM ITS HAPPENING AGAIN

untold dawn
#

i just want to know how can i change some slots locations
only 3 slots

#

slot 0
slot 1
slot 2

#

thats all

graceful elbow
#

Does anyone know how to display image/text on your screen no matter what container you open?

oak verge
#

tbh this one is what got me confused
so i made my own

#

thx

jolly rock
untold dawn
untold dawn
jolly rock
#

For that just make the grid size smaller and automatically fewer slots will be made.

#

example
size: [
horizontal,
vertical
]

untold dawn
untold dawn
#

men idk about UI,

jolly rock
#

How many 18.18 pixel buttons fit in 0.0? None!

#

You didn't create the image UI?

untold dawn
#

just this

#

those slots don't have any functionality, bec the entity inventory size is 3

#

and re-moving those 3 slots in the middle,

#

thats it

jolly rock
#

Just go to the file where that modified ui is located, look for the grid and change the size to horizontal

untold dawn
#

too simple for someone that is an expert on UI, unlike me

untold dawn
jolly rock
#

Oh

#

I see

untold dawn
#

to customise it i had to make a brand new UI right?

tender flare
#

can you remove the ability to put items in custom slots? so only "take out"?

untold dawn
jolly rock
jolly rock
tender flare
#

yeah for example the furnace output slot

jolly rock
#

I'm not sure maybe using enabled to false

tender flare
#

but we cant use other collection names in normal chest guis

untold dawn
#

first of allz
is this important?

"chest_label": {
    "$new_container_title|default": "$container_title",
    "$disenchanter_name": "$container_title",
    "text": "$new_container_title"
  }```
jolly rock
untold dawn
jolly rock
#

It seems to only show the title of the screen

untold dawn
#

in that case, i had to make the entity UI from 0 right?

untold dawn
#

jk jk

jolly rock
#

That's a bit weak

untold dawn
#

i have no idea how UI works

jolly rock
#

I didn't know that either until I learned

untold dawn
#

its a really hard lang, good job by learning it, but how did u learn it?

jolly rock
#

However, you can investigate how some packs that modify chest screen work

untold dawn
jolly rock
#

So?

untold dawn
#

it has 2 subpacks, chest UI and horse UI

#

I'll see how he made the chest UI

jolly rock
#

Yea

untold dawn
#

i learned making addons by thatbao_foxxo_what

#

watching how other creators make their addons

#

and learn from their mistakes

final matrix
# opal aurora ?

the left inv tabs gives the glyph img on the effect screen which shows up after a effect Is applied

tropic badger
#

@mystic heart
Just a question, assuming you played around with C++ specifiers, is there any specifiers that functions other than %s?

mystic heart
tropic badger
last pollen
#

im sure this is stupidly simple

weary wind
#

Hi

#

The background doesn’t appear

jolly rock
#

100%c But it has no controls inside which means that 100%c will always be 0

weary wind
#

Oh yes, I forgot haha

weary wind
#

Thank you hahaha

#

I don’t understand why the text of hello is so separate

agile linden
#

There is any documentation for server UI form customisation?

jolly rock
#

No

weary wind
#

That if I know how to do it lol

#

I’m trying to do something like that

jolly rock
#

Lok

#

look

weary wind
#

I’m more or less already succeeding

weary wind
# jolly rock

What size do you use for the head since it comes out trimmed for me haha

jolly rock
weary wind
#

Cool

jolly rock
#
"player_head": {
    "type": "panel",
    "anchor_from": "top_right",
    "anchor_to": "top_right",
    "clips_children": true,
    "size": [
        35,
        35
    ],
    "layer": 2,
    "offset": [
        -10,
        20
    ],
    "controls": [
        {
            "player_head_renderer": {
                "type": "custom",
                "renderer": "paper_doll_renderer",
                "size": [
                    70,
                    200
                ],
                "offset": [
                    0,
                    20
                ]
            }
        }
    ]
}```
weary wind
#

What I still don’t understand is how you do so that the text is not separated

jolly rock
#

You're probably doing something wrong

weary wind
#

Mmmm

weary wind
jolly rock
#

Alright

coarse torrent
coarse torrent
#

is it possible to read the chat messages in the chat screen?

#

it doesn't need to be all message, one would be enough actually

#

with reading i mean getting the message as string incase that wasn't clear

neat sequoia
neat sequoia
#

why is it that when I increase the second parameter of my grid_dimensions, the buttons come closer together?

weary wind
#

Well, I finally solved the problem

weary wind
#

Okay, I have another problem haha

#

 {
                                "binding_type": "view",
                                "source_property_name": "(('%.19s' * (#hud_title_text_string - ('%.51s' * #hud_title_text_string))) - '\t')",
                                "target_property_name": "#coins",
                                "binding_condition": "once"
                              }

#

That’s the binding I use for the icon2

#

I think I already know what the reason is

#

I don’t know haha

rocky quail
weary wind
#

A little

unkempt steppe
#

is it possible to not overwrite text_0 unless the #text contained '_show+:'
this code always overwrites it even if it doesn't contain it

                              "bindings": [
                                  {
                                      "binding_name": "#chat_text",
                                      "binding_name_override": "#text"
                                  },
                                  {
                                    "binding_name": "#text"
                                },
                                  {
                                    "source_property_name": "('§f' + (#text - '_show+:'))",
                                    "target_property_name": "#text_0",
                                   
                                    "binding_type": "view"
                                  }
                              ]

note #visible doesn't work in this case i want it to stay visible but prevent overwriting the text in the first place

last pollen
#

Is it possible to separate the scoreboard players one by one? Like a chat

neat sequoia
dusky goblet
#

How can I fix the error that custom UI textures are not loading?

last pollen
#

The Hive disappoints me

left yew
#

There's uneven things on every ui

#

Also nineslice on some of the buttons (the bedwars quest ui)

hexed briar
# last pollen

there's no perfection on json-ui since even if you make it perfect, some devices will have them offset by a couple of pixels anyways

opal aurora
mystic heart
# neat sequoia <@154369087638601728> can you help me??

grid dimensions change how many items are in the grid, so if you increase the second parameter (amount of rows), it will squish the elements vertically if you don't have the size of the grid adjust for that change, or the size of the child elements

#

also if you haven't found an example of the student buttons yet, here's a simple one I found: #old-json-ui message

mystic heart
# tropic badger <@154369087638601728> Just a question, assuming you played around with C++ speci...

@coarse torrent sorry for the delay, it took a while to find my tests bc I had them in a super old world lol. I know I definitely did somewhat more recent tests that were more extensive, but I still can't find them. Which is unfortunate because that had it all displayed nicely. But essentially I couldn't get any of the float/number operates to work as they would in C++, they would just return large floats, have no effect, or crash my game lol. The most useful things I found were:
'%.#s' - well known operator to get first # characters
'%#s' - pads front of the string with # of whitespace characters
'§z%0#s' - pads a number with # 0 digits in front. I had tried to get this to work before but realized I needed to put §z in front of the operator inside the string to get it to convert to a string first, otherwise it would read it as a number and remove the 0s before printing. This could be the trick needed to get some of the other float operators to work correctly, because I didn't know about this back when I did that testing.

If I have time I'll test more later, but if you guys or anyone else wants to test here's a simple setup you can use:

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

  "custom_label": {
    "$label_test_binding": "#text",
    "$label_text_binding": "#text",

    "type": "label",
    "text": "#labeltext",
    "property_bag": {
      "#testing_int": 7,
      "#testing_float": 8.0,
      "#testing_string": "9.0"
    },
    "bindings": [
      {
        "binding_name": "#hud_title_text_string",
        "binding_name_override": "#text"
      },
      {
        "binding_type": "view",
        "source_property_name": "$label_test_binding",
        "target_property_name": "#testing_value"
      },
      {
        "binding_type": "view",
        "source_property_name": "$label_text_binding",
        "target_property_name": "#labeltext"
      }
    ]
  },

  "custom_label_panel": {
    "type": "stack_panel",
    "size": [ "100%cm", "100%c" ],
    "anchor_from": "top_middle",
    "anchor_to": "top_middle",
    "offset": [ 0, 10 ],
    "controls": [
      {
        "[email protected]_label": {
          "$label_text_binding": "(#text + ('%.2s' * #text))"   // adds first 2 characters
        }
      },
      {
        "[email protected]_label": {
          "$label_text_binding": "(#text + ('%10s' * #text))"   // pads start text with (10 - string length)
        }
      },
      {
        "[email protected]_label": {
          "$label_text_binding": "('§z%05s' * #testing_int)"   // pads number with leading zeroes to reach 5 digits
        }
      }
    ]
  }
left yew
last pollen
#

Is there a size limit for making labels with scoreboard player names?

acoustic ivy
#

is it possible to have a grid with elements generated from a factory

tropic badger
#

that doesn't make a fucking sense

#

nevermind i just realised

acoustic ivy
#

...

#

im working on a custom creative tab without the need to use collection index, but just by instead filtering with a common special string that u insert inside the the Lang file

#

everything is done

#

the issue is that if i use a stack panel the entire content of the tab goes on one row which makes sense

#

and if i use a grid it doesnt it displays the items in their original position in the replicated tab

#

i need to combine the two

#

stack panel

#

im tired af, and im sure there's a really easy fix but i cant think of it rn XD

tropic badger
#

is that in inventory gui?

acoustic ivy
#

ye

weak lintel
#

woah

lament kraken
#

womp womp

acoustic ivy
weary wind
lament kraken
fickle tartan
#

Hey i have created a new tab but my items does'nt apparear inside how can i specify the category type inside the inventory_screen.json ?

carmine knoll
gentle orchid
#

Is it not possible to change a label/text scale through an anim?

opal aurora
gentle orchid
opal aurora
#

unless you made a tricky non-smooth combinations of offset anims, font scale factors and clips children elements

weary wind
#

Something is missing a good design will be

gentle orchid
tender flare
#

is there any possibility you can debug the value of variables? i want to debug the value of #recipe_hover_text (from inventory_screen.json)

opal aurora
limpid quarry
#

Is there a way to allow multiple server_form.js files between addons and not overwrite each other?

#

For custom form designs?

#

They seem to only choose the first addon on the list only.

#

I was hoping for a solution that wouldn't involve combining all of them into one server_form.js

#

Just want multiple Addon compatibility

oak verge
limpid quarry
#

Like if I wanted to make custom long form and make sure it's not overwritten or overwrite any other addon let's say auction house and a landclaim

#

Different images for the background

oak verge
limpid quarry
#

I don't look hard enough i guess lol

#

My landclaim clashes with other addons sometimes so just needing to work it

#

And make sure i do a more custom background

oak verge
limpid quarry
#

Awh ok

#

So it just depends if the server wants your design or not

ionic vapor
#

how do i make a label element accept something like:

{
  "type": "label",
  "text": "('%.2s' * #title_text)"
}
tropic badger
#

Just do it like a normal person

#

Use bindings

ionic vapor
tropic badger
#

nah, he just oversimplify how bindings works

final matrix
#

how to change size of this scroll and texture¿

resolved
issue with offset

final matrix
#

how can I make toggle do scrolling of pages like a left and right button

I can only make it work to open a 1 page on click instead I want it to move to page third ... as I click on same button

carmine knoll
#

@final matrix just accept my request and let discuss further

weak lintel
#

its worse

#

the guy offered help and asked people to pay

#

without having literally

#

any knowledge

#

this was from others dms

tropic badger
weak lintel
#

also not really but he did tried to reach to me

#

but i just rejected the dms

tropic badger
#

about JSON-UI?

weak lintel
#

according to @neon zenith

#

no

#

not at all

#

not to mention he doesnt know anything minecraft

weak lintel
#

but considering he doesnt know molang queries

#

its obvious

#

so i just decided to report it to staff team

#

and after that

#

the guy is gone

ionic vapor
#

is there any possible way of implementing zero width spaces?

#

either in json or in scripting? (preferably scripting)

hearty robin
#

hi

neon zenith
#

Anyone knows how to fix this? Or delete the old data

rocky quail
# neon zenith

either the app currently installed is a higher version than the one you are installing

#

or the app signature is not the same

hexed briar
#

Cracked minecraft spotted.

neon zenith
#

Is there's something wrong on being poor?

pastel terrace
#

Hello, could you help me?

#

I modified generic_27.png

#

but when I define the title, it doesn't work, it sends the default form.

hexed briar
hexed briar
#

feels free to try and see what happens 👍

oak verge
#

did you fix that?

oak verge
#

you can fix it directly from the npc component

cyan flint
#
"cross_hair_indicator":{
"type":"image",
"texture":"$icon",
"size":[16, 16],
"offset":[-1, 10],
"layer":10,
"anchor_from":"center",
"bindings":[
{
"binding_type":"global",
"binding_name":"#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name":"(('%.8s'*#hud_title_text_string='textures'))",
"target_property_name": "#visible"
}
],
"$icon":"#hud_title_text_string"
},

Why doesn't the icon appear?

cyan flint
#

I want the title to be the path of the image to be displayed...

#

I have never worked with json ui

#

When I put

"$icon":"texture/items/diamond"

it works

untold dawn
#

hey, uhh

#

i got the vanilla chest_screen UI file, idk anything about UI so,

#

idk what should i change in that chest ui and how to make a custom UI for a specific entity,

untold dawn
#

nvm...

arctic crypt
#

How do you fix this?

untold dawn
#

anyone?

#

how can i make the entity have the custom UI?

#

idk fr

hybrid aurora
#

@left yew hello i saw that you are a zeqa designer, how did you make the horizontal bar in the scoreboard ?

hybrid aurora
#

?

neon zenith
#

HAHAHHAA

rocky quail
neon zenith
#

Pang crates lang sana sa smp

rocky quail
#

tska may template na si ano ng chest ui

neon zenith
rocky quail
#

ahh

#

paanong crates ba ung gagawin mo?

neon zenith
#

Cosme crate ganon

rocky quail
#

ahh

neon zenith
#

Sa randomizer pwede nmn gumamit ng comand

#

Ung itsura ng chest pati ung loob

#

What i mean loob is ung babaguhin mo interface ng boxes

rocky quail
#

so sa container screen

#

pwede naman i-disable ung slots kunwari, anim na slot lang ang gagamitin sa isang chest (o kung anong block gagamitin) then ung hindi gagamitin i disable

neon zenith
#

Sa java ko lng kasi nakikita unh nababago nila ung background

rocky quail
#

tapos pwede mong paltan ung background

#

since isang buong image ung gamit na background

neon zenith
#

Para gagawa na'ko ng background

#

Per chest yan pwede diba?

rocky quail
neon zenith
#

Paano namn ung block ng slots kasi ung gitna gagamitin

#

Lalagay ung susi

rocky quail
neon zenith
#

Isa lang

#

Pero ung prize 8

#

Randomizer ko nlng

neon zenith
rocky quail
#

ahh

neon zenith
#

Pickaxe, axe, sword, shover, hoe, rod, helmet, leggings, chestplate, boots

#

10 pala

#

HAHAHHAA

rocky quail
neon zenith
#

Block and entity

#

Wait papasok ako sa bluecraft

rocky quail
#

cge

#

pag entity, pwede baguhin sa chest_screen

neon zenith
#

Hindi ata niya binago background

#

Alam ko binago niya yan o hindi lng visible sa bedrock?

rocky quail
neon zenith
#

Pero pwede nmn ata mapalitan sa template ni ano noh?

neon zenith
#

Naka geyser sila

#

Duga may mga premade cosme and chest

rocky quail
#

yea kailangan may pack din sa bedrock

neon zenith
#

Sa bedrock sariling gawa eh

rocky quail
neon zenith
#

Lugi sa java plug ins active HAHAHA

neon zenith
#

Bedrock endstone nlng gumagalaw

rocky quail
neon zenith
#

Pwede nmn gumawa non sa gimp noh?

#

Gimp ginagamir ko pang gawa pixel items

#

Pareparehas ng fishing tournament hiraya, europhia, bluecraft HAHHAA

rocky quail
#

depende nman sa artist ng bg eh

neon zenith
#

Lagay ko kaya muka ko para ma motivate sila

#

Gawa ka tutorial about this pre

#

Marami manonood niyan

#

Baka mag donate pa'ko sa'yo

#

Beginner plngg ako sa json kaya mej hindi pa'ko nakakagets

#

Custom tools plng nagagawa ko

rocky quail
#

heh,pero i test mo sa server mo, medyo natatabunan na msges sa taas

#

gl sa chest ui

neon zenith
neon zenith
rocky quail
#

sge

stuck yew
#

How to use json ui?

neon zenith
rocky quail
#

js and json ui is different (their tag is also different)

neon zenith
#

Oh it's JavaScript

#

My bad

rocky quail
#

yea

rocky quail
neon zenith
#

In bedrock wiki right?

rocky quail
#

yea

opal aurora
#

come on, just use textures/ui/White, no need for 9-slice knowledges, just set size

lean relic
#

how can i change a labels text to a actionbar value?

hybrid aurora
#

Sorry

untold dawn
#

guys, does anyone know how to connect the custom UI to my custom entity?
custom chest UI & entity inventory type is container

#

i just want to know how to connect the UI to the entity

oak verge
untold dawn
untold dawn
#

i got it, now I'll start making the custom UI
hopefully i did something right

left yew
untold dawn
#

umm

#

im completely lostbao_foxxo_blank

#

i think, this is too large

hexed briar
untold dawn
# hexed briar no wonder why people gatekeeping their json-ui knowledge lol.

hey, can u tell me what's wrong here?

{
  "namespace": "chest",
  "chest_label": {
    "$new_container_title|default": "$container_title",
    "$grinder_name": "$container_title",
    "text": "$new_container_title"
  },
  //
  //
  //
  //
  "[email protected]_screen_common": {
    "$close_on_player_hurt|default": true,
    "$use_custom_pocket_toast|default": false,
    "close_on_player_hurt": "$close_on_player_hurt",
    "use_custom_pocket_toast": "$use_custom_pocket_toast",
    "modifications": [
      {
        "array_name": "variables",
        "operation": "insert_back",
        "value": [
          {
            "requires": "($desktop_screen and ($new_container_title = '§r§r§rgrinder'))",
            "$use_custom_pocket_toast": true,
            "$screen_content": "chest.large_chest_panel",
            "$screen_bg_content": "common.screen_background",
            "$screen_background_alpha": 0.4
          }
        ]
      }
    ]
  }
}```
hexed briar
#

looking at it, you might be overused |default on variables

#

Also, the specified variable must be on top or original source. you can't just place the specified variable on top of the existing origin variable.

#

not like this.

"element_origin": {
  "$variable|default": "hi"
},
"another_element": {
  ...
  "text": "$variable"
}
"root_panel": {
  ...
  "controls": [
    { "[email protected]_element": {}}
  ]
}```
#

instead

"root_panel": {
  ...
  "$variable": "hi",
  "controls": [
    ...
  ]
}
#

i have no idea how to simplify this but — think of it like a file manager, the variable you wanted must be the source folder, the inside of that folder is anything you want to do with that variable.

#

you can't do the opposite way.

untold dawn
#

i fr dont know anything about UI

hexed briar
#

just paste $new_container_title thing from that chest label to small chest screen and see if it works

untold dawn
# hexed briar just paste `$new_container_title` thing from that chest label to small chest scr...

like this?

{
  "namespace": "chest",
  "chest_label": {
    "$new_container_title|default": "$container_title",
    "$grinder_name": "$container_title",
    "text": "$new_container_title"
  },
  //
  //
  //
  //
  "[email protected]_screen_common": {
    "$close_on_player_hurt|default": true,
    "$use_custom_pocket_toast|default": false,
    "close_on_player_hurt": "$close_on_player_hurt",
 →→   "$new_container_title|default": "$container_title",
    "use_custom_pocket_toast": "$use_custom_pocket_toast",
    "modifications": [
      {
        "array_name": "variables",
        "operation": "insert_back",
        "value": [
          {
            "requires": "($desktop_screen and ($new_container_title = '§r§r§rgrinder'))",
            "$use_custom_pocket_toast": true,
            "$screen_content": "chest.large_chest_panel",
            "$screen_bg_content": "common.screen_background",
            "$screen_background_alpha": 0.4
          }
        ]
      }
    ]
  }
}```?
hexed briar
untold dawn
#

bec i used 'chest.large_chest_screen'

hexed briar
#

you might wanna figure out by yourself.

#

i don't really have any clues on why that thing goes huge due to having the limited info you gave me.

#

also I'm pretty busy too

hasty hamlet
#

hi there, what is the element that shows the actionbar text when you change a slot to another item?

oak verge
#

items names are not actionbar

untold dawn
#

the entity has 3 slots only

#

perfect!

oak verge
#

did you bind it to the name

opal aurora
#

did i miss some updates...

#

uhh, i think they won't like it being decrypted

hybrid aurora
#

basically it doesn't concern JSON UI, just a custom font
but i have no choice evidement

oak verge
#

custom font? as in glyph?

untold dawn
#

i want to add a " Grinder " text in the top left

hybrid aurora
#

you can also directly put a translation key (and add it in a .lang file)

untold dawn
#

i think i can change the location of it right?

hybrid aurora
#

use offset

untold dawn
#

"offset": [ location ]

hybrid aurora
#

"offset": [x, y]

untold dawn
#

understood!

#

wait...

#

guys

#

Is the custom entity UI available inside of the marketplace addons?

hybrid aurora
untold dawn
#

?

untold dawn
hybrid aurora
untold dawn
#

I'll see if it really is not allowed

#

I really really hope it's allowed, i dont want to upload my addon somewhere else

hybrid aurora
#

no idea honestly

coarse torrent
#

someone correct if i'm wrong

untold dawn
coarse torrent
#

yes but you can't do that

untold dawn
#

even if i use chest_screen ui just to get the entity name?

coarse torrent
#

because the only way to display your ui is to add it to some vanilla screen which means you need to modify some vanilla files

raw glade
#

They must allow RP changes to vanilla files or foxys markers pack wouldn’t have been approved, uses the armor stand entity file

coarse torrent
#

hmm

#

again i might be wrong, it's what i recall

raw glade
#

Yeah I’m not sure either to be honest just going off that one example

noble flare
#

Anyway to use a binding on an array?

"property_bag": {
    "#block_position": [ 75, 69, 75.5 ],
}

I assume not

coarse torrent
#

brother, can you read?

untold dawn
oak verge
#

editing vanilla files is only allowed on maps

coarse torrent
#

right, that's how it was

untold dawn
oak verge
#

probably
unless there is some workaround

noble flare
untold dawn
#

container type requires chest_ui
horse type requires horse_ui

#

what else?

oak verge
#

i will ask about the guideline and see if there is anything specific about it

untold dawn
#

hmmmm

#

i have a simple idea

#

lemme make it in game and see

coarse torrent
# noble flare Couldn't you use modifcations?

i don't think this would work,
imagine you have 2 resource packs one modifiys the hud screen and the other modifys hud screen aswell, what i think what happens is that the game looks through both resource packs and sees that both contain the hud json file, since both can't be loaded at the same time, the game choses only one, breaking the other resource pack, i haven't tested if that is actually the case so take what i say with a grain of salt

noble flare
#

cuz some replace some add

untold dawn
#

similarly to this, red = custom place holder item, white = the available slots

#

without using any kind of custom UI

coarse torrent
oak verge
#

-# editing the item lock texture

untold dawn
noble flare
#

Example usage of modifcation

#

Possible operators

coarse torrent
#

i know how modifications work, what i said would still apply if it was the case.

noble flare
#

I think it just runs in reverse order

untold dawn
#

wait

noble flare
#

where it replaces/inserts based on order

untold dawn
#

i can use vanilla ui on maps right?

coarse torrent
#

yes

untold dawn
#

and maps now have random seed feature

#

i could make my addon based on map with the UI, the only downside is players cannot add the addon on their worlds

#

they have to make a new world instead

oak verge
#

they can't?

untold dawn
#

custom maps addons cannot be explored and used on other worlds

#

u can use ur other worlds seeds only

#

they HAVE to create a new world if they want to use the addon

#

except if mojang somehow allows me to use custom UI

#

not even in my dreams tho

simple umbra
simple umbra
jolly rock
#

How to edit this on textfield ?

jolly rock
#

I found it

young falcon
#

@acoustic ivy

sharp zinc
#

I wanna know cool json ui tricks, how would I toggle an image on the player's screen without title or actionbar? And if I can, would it be compatible with other add-ons?

coarse torrent
#

What you can do is is show an image when a toggle is toggled

#

@sharp zinc

#

Wether it's compatible with other addons is compleletly dependet on the 2 addons

sharp zinc
#

Oh

sharp zinc
coarse torrent
#

What do you mean server side? Also with player screen do you mean the hud?

#

@sharp zinc

sharp zinc
#

I mean the HUD ye

#

Like when you can see the hotbar and hearts n all that

coarse torrent
sharp zinc
#

aww

#

rip

coarse torrent
sharp zinc
#

I didn't want to limit the title and actionbar usage

#

cause a lot of other add-ons use those to display stuff

coarse torrent
#

Hmm

final matrix
#

how do I display gamertag on a serverform
is it script
or is it possible via .json

#

also with icon

left yew
# opal aurora uhh, i think they won't like it being decrypted

Bro, this whole thing started because the pack was leaked in 2022, and atp it's the most skidded thing on minecraft bedrock.
And it's never gonna stop, because people think it's okay to do so and blah blah blah.

I love putting hours of work into stuff and then have people like @hybrid aurora act all cool when they get to skid something

tropic tangle
#

Didn't you get paid for it anyways

left yew
#

Like I genuinely can't catch a break, I've found at least 4 servers using our stuff within the LAST MONTH.

tropic tangle
#

So what does it matter if some kids make their private projects with it

#

If they're non commercial

#

Idk about him

left yew
#

Mate still

#

Go learn some shit and just quit skidding

#

Like 🤦‍♂️

#

This is the exact reason why I don't personally share stuff, and I see why others don't aswell. Because people will skid and not even give credit or ask for permission

left yew
#

Yeah what do you think the answer is buddy. It's obv gonna be no

opal aurora
tropic badger
#

Do i see another skidding issue

hexed briar
#

greetings json-ui people, kindly use "client" on your json-ui pack and watch the world burn.

opal aurora
hexed briar
#

apparently microsoft AI thing taking down any minecraft vids if it contains "client" on it, even json-ui packs lmao

opal aurora
#

a simplest solution, no additional textures needed:

{
  "whiteline_or_underscore_thingy": {
    "type": "image",
    "texture": "textures/ui/White",
    "color": "white", // or a rgb vector
    "size": [ "100%", 1 ] // this 1 matters the most
  }
}
tropic badger
#

white is already white

opal aurora
weak lintel
#

how do you guys deal with it?

#

a legal team? or all by your own and devs

graceful elbow
#

Does anyone know how to do this?

tropic badger
#

You can add the model along side with the player i think

graceful elbow
young falcon
manic blade
#

Is possible to make sidebar only effect scoreboard with name

acoustic ivy
young falcon
#

Ok

#

👍

torpid nymph
#

can you play a sound on hover?

jovial hemlock
#

guys is there a way to add blur to the screen?

jolly rock
#

What's happening? When I open it in the menu for the first time, it's not visible, but when I place it in the chat and open the menu again, it's already visible.

vagrant nova
#

my search icon is missing does anyone have a way to fix it?

vagrant nova
#

where to find $search_index

tropic badger
vagrant nova
#

do you guys have a better idea to make this look cooler?

weak lintel
vagrant nova
#

ight

tropic badger
#

Esophagus?

#

As in this? You can't put it there, you'll die!

untold dawn
#

uh

#

well, the entity has 12 slots, 9 in the middle but idk how can i move those 3 other slots into some specific locations

jolly rock
#

Do a stack panel and change gird y size to make it only render the first 3 slots, and with the stack panel move the slot to where you want

untold dawn
#
"forge_grid": {
    "type": "grid",
    "size": [ 57, 57 ],
    "anchor_from": "top_left",
    "anchor_to": "top_left", 
    "grid_dimensions": [ 3, 3 ],
    "grid_item_template": "chest.chest_grid_item",
    "collection_name": "container_items"
  },```should be here right?
jolly rock
#

If You change to 57, 20 (For example) It will cause only the first 3 slots to be displayed

untold dawn
jolly rock
#

Aaah

#

I understand, you have 3 buttons that are not showing

untold dawn
jolly rock
#

Then just do the stack panel part, using collection index

untold dawn
jolly rock
#

Use 8,9,10 indexes

untold dawn
#

how tho?, im not that good on UI

jolly rock
#

Indexes start at 0

untold dawn
#

d u have any examples?

#

idk how to do itbao_icon_entities

untold dawn
#
    {
    "one@input_grid_panel": {
    "grid_position": [ 0, 0 ],
    "ignored": false,
      "controls": [
      {
        "[email protected]_grid_item": {
        "offset": [ 58, 48 ], //change this if u want to move this grid
        "size": [ 26, 26 ],
        "$cell_overlay_ref": "chest.center_image",
        "$background_images|default": "cell_image_blank",
        "$item_renderer_panel_size|default": [ 26, 26 ],
        "$item_renderer_size|default": [ 20, 20 ]
        }
      },
      {
          "[email protected]_image_center":{
            "size":[28,28],
            "offset": [ 58, 48 ]
          }
      }
      ]
    }
    },```from disenchanting addon
jolly rock
#
"movable_slot": {
    "type": "stack_panel",
    "orientation": "horizontal",
    "size": [
      18,
      18
    ],
    "layer": 1,
    "$slot_index": 0,
    "collection_name": "container_items",
    "controls": [
      {
        "[email protected]_gird_item": {
          "collection_index": "$slot_index"
        }
      }
    ]
  }```
#

Now just do something like

"panel",
"controls": [
    {
        "[email protected]_slot"{
            "$slot_index": 8,
            "offset": [0,0]
        }
    }
]```
untold dawn
#

hmmm

jolly rock
#

Or well, that's what the AI told me (joke)

#

Add that inside the controls that is next to the gird you made, so that they are brothers

#

And movable add it in chest from the root

untold dawn
#
"movable_slot": {
    "type": "stack_panel",
    "orientation": "horizontal",
    "size": [ 18, 18 ],
    "layer": 1,
    "$slot_index": 0,
    "collection_name": "container_items",
    "controls": [
      {
        "[email protected]_gird_item": {
          "collection_index": "$slot_index"
        }
      }
    ]
  },
  "forge_grid": {
    "type": "grid",
    "size": [ 57, 57 ],
    "anchor_from": "top_left",
    "anchor_to": "top_left", 
    "grid_dimensions": [ 3, 3 ],
    "grid_item_template": "chest.chest_grid_item",
    "collection_name": "container_items"
    "controls": [ {
      "[email protected]_slots": { "$slot_index": 10, "offset": [ 0, 0 ] }
     }, {
      "[email protected]_slots": { "$slot_index": 11, "offset": [ 0, 0 ] }
     }, {
      "[email protected]_slots": { "$slot_index": 13, "offset": [ 0, 0 ] }
     } } ]
  },```?
#

oh, my bad

jolly rock
#

It doesn't look good

untold dawn
#

that shouldn't be inside the grid

#

right?

#

it should be inside the UI panel

#
"grinder_panel_top_half": {
    "type": "panel",
    "size": [ "100%", "50%" ],
    "offset": [ 18, 25 ],
    "anchor_to": "top_left",
    "anchor_from": "top_left",
    "controls": [
      { "[email protected]_label": { "text": "Grinder", "offset": [ -11, -17] } },
      { "[email protected]_grid": {"offset": [ 41, -4 ] } },
      { "[email protected]_slots": { "$slot_index": 10, "offset": [ 0, 0 ] } },
      { "[email protected]_slots": { "$slot_index": 11, "offset": [ 0, 0 ] } },
      { "[email protected]_slots": { "$slot_index": 13, "offset": [ 0, 0 ] } }
    ]
  },```its now inside the UI panel
jolly rock
#
 "namespace": "chest",
"movable_slot": {
    "type": "stack_panel",
    "orientation": "horizontal",
    "size": [
      18,
      18
    ],
    "layer": 1,
    "$slot_index": 0,
    "collection_name": "container_items",
    "controls": [
      {
        "[email protected]_gird_item": {
          "collection_index": "$slot_index"
        }
      }
    ]
  },
  {
     "type":"panel",
     "controls": [
        {
            "custom_buttons": {
                "type": "panel",
                "controls": [
                    {
                      "[email protected]_slot":{}
                   }
                ]
               }
           }
            
        },
        {
            "forge_gird": {}
        }
     ]
   }```
#

I don't know your code but this way you can get an idea

untold dawn
#
"movable_slot": {
    "type": "stack_panel",
    "orientation": "horizontal",
    "size": [ 18, 18 ],
    "layer": 1,
    "$slot_index": 0,
    "collection_name": "container_items",
    "controls": [
      {
        "[email protected]_gird_item": {
          "collection_index": "$slot_index"
        }
      }
    ]
  },
  "forge_grid": {
    "type": "grid",
    "size": [ 57, 57 ],
    "anchor_from": "top_left",
    "anchor_to": "top_left", 
    "grid_dimensions": [ 3, 3 ],
    "grid_item_template": "chest.chest_grid_item",
    "collection_name": "container_items"
  },
  "forge_panel_top_half": {
    "type": "panel",
    "size": [ "100%", "50%" ],
    "offset": [ 18, 25 ],
    "anchor_to": "top_left",
    "anchor_from": "top_left",
    "controls": [
      { "[email protected]_label": { "text": "Forge", "offset": [ -11, -17] } },
      { "[email protected]_grid": {"offset": [ 41, -4 ] } },
      { "[email protected]_slots": { "$slot_index": 10, "offset": [ 0, 0 ] } },
      { "[email protected]_slots": { "$slot_index": 11, "offset": [ 0, 0 ] } },
      { "[email protected]_slots": { "$slot_index": 13, "offset": [ 0, 0 ] } }
    ]
  },```
jolly rock
#

That could work, however the slots are 8, 9, 10 If you add more slots than there are in the inventory it could crash or simply not work.

untold dawn
#

wait a moment

#

should i put that here:

"forge_panel": {
    "type": "panel",
    "controls": [```?
jolly rock
#

You can place it almost anywhere except the gird as it would create many buttons

jolly rock
#

Also, is the namespace chest?

untold dawn
#

ya

jolly rock
#

Work?

untold dawn
#

I'll try slots 8, 9, 10

jolly rock
#

No

#

Are You sure namespace is chest?

#

Where is movable_slot located?

untold dawn
#

dame issue

untold dawn
untold dawn
#

ohh

#

slot not slots

#

my bad

jolly rock
#

It says @chest or the element inside it was not found

#

Can you show me your slot creator?

untold dawn
#

damn

#

moveable_slots

#

movable_slots ← the right name

jolly rock
#

Haha

#

And now?

untold dawn
#

what elsebao_foxxo_blank

jolly rock
#

Show gird item

#

What is it?

#

Ah

untold dawn
#

i think it calls forge_grid

jolly rock
#

Send your code

untold dawn
# jolly rock Send your code
"movable_slots": {
    "type": "stack_panel",
    "orientation": "horizontal",
    "size": [ 18, 18 ],
    "layer": 1,
    "$slot_index": 0,
    "collection_name": "container_items",
    "controls": [
      {
        "[email protected]_gird_item": {
          "collection_index": "$slot_index"
        }
      }
    ]
  },
  "forge_grid": {
    "type": "grid",
    "size": [ 57, 57 ],
    "anchor_from": "top_left",
    "anchor_to": "top_left", 
    "grid_dimensions": [ 3, 3 ],
    "grid_item_template": "chest.chest_grid_item",
    "collection_name": "container_items"
  },
  //
  "forge_panel_top_half": {
    "type": "panel",
    "size": [ "100%", "50%" ],
    "offset": [ 18, 25 ],
    "anchor_to": "top_left",
    "anchor_from": "top_left",
    "controls": [
      { "[email protected]_label": { "text": "Forge", "offset": [ -11, -17] } },
      { "[email protected]_grid": {"offset": [ 41, -4 ] } },
      { "[email protected]_slots": { "$slot_index": 8, "offset": [ -11, -17 ] } },
      { "[email protected]_slots": { "$slot_index": 9, "offset": [ 11, 17 ] } },
      { "[email protected]_slots": { "$slot_index": 10, "offset": [ -11, 17 ] } }
    ]
  },```![bao_ext_toldyouso](https://cdn.discordapp.com/emojis/1016392386433257553.webp?size=128 "bao_ext_toldyouso")
#

i think it should be like this

  "forge_grid": {
    "type": "grid",
    "size": [ 57, 57 ],
    "anchor_from": "top_left",
    "anchor_to": "top_left", 
    "grid_dimensions": [ 3, 3 ],
    "grid_item_template": "chest.chest_grid_item",
    "collection_name": "container_items"
  },
  "movable_slots": {
    "type": "stack_panel",
    "orientation": "horizontal",
    "size": [ 18, 18 ],
    "layer": 1,
    "$slot_index": 0,
    "collection_name": "container_items",
    "controls": [
      {
        "[email protected]_gird_item": {
          "collection_index": "$slot_index"
        }
      }
    ]
  },
  //
  "forge_panel_top_half": {
    "type": "panel",
    "size": [ "100%", "50%" ],
    "offset": [ 18, 25 ],
    "anchor_to": "top_left",
    "anchor_from": "top_left",
    "controls": [
      { "[email protected]_label": { "text": "Forge", "offset": [ -11, -17] } },
      { "[email protected]_grid": {"offset": [ 41, -4 ] } },
      { "[email protected]_slots": { "$slot_index": 8, "offset": [ -11, -17 ] } },
      { "[email protected]_slots": { "$slot_index": 9, "offset": [ 11, 17 ] } },
      { "[email protected]_slots": { "$slot_index": 10, "offset": [ -11, 17 ] } }
    ]
  },```
jolly rock
#

I got it

#

chest_grid_item

#

No gird

#

On movable_slots

#

@untold dawn

untold dawn
#

um

#

idk

untold dawn
#

ohh

jolly rock
#

No

untold dawn
#

i see

#

gird → grid

jolly rock
jolly rock
untold dawn
jolly rock
#

Excellent

untold dawn
#

I'll see the functionality of those 9 slots in the middle