{
"outline@image": {
"texture": "textures/forms/default/background_outline",
"property_bag": {
"#color_here": "#outline_color * 1"
},
"bindings": [
{
"binding_name": "#form_text",
"binding_condition": "once"
},
{
"binding_type": "view",
"binding_condition": "once",
"source_property_name": "#form_text",
"target_property_name": "#outline_color"
},
{
"binding_type": "view",
"source_property_name": "#color_here",
"target_property_name": "#color"
}
]
}
}```
#JSON-UI General
1 messages · Page 29 of 1
nope, impossible
sad
thats why they are pushing new ui based on web standards
imagine how easy you could change array for colors using js
thats why jsonUI is just shit with only a few "functions" named bindings
👍
that doesn't have anything to do with it lol, json ui could have been good if they had designed the API right, although to be fair, doing something like this isn't easy.
also we don't even know if OreUI is going to be modifiable
Pretty sure bindings stuff don't work on a couple of element properties including ignored.
Also for a little reminder for those who're using debug property — This was only primarily used for seeing the element sizes. this also may break several element properties. if it doesn't show something you expected it to show, turn it off and see if it fixes.
yeah, they're hardcoded. and more likely expecting an array. which, is something json-ui can't really do.
we can't even put variables/bindings on array, so don't expect that much.
An example of this is when using it on images, the textures wont render
i tried the debug element before, it just abstracted the view and barely showed any border, i usually set the type to an image and give it "textures/ui/White" or put it as a control for this image.
Hey, sorry ping but... How do i make a image appear just on survival using binding?
anyone made a custom dropdown before?
i am having a bug with custom forms and want to ask if they encounter the same bug
Hmmm
What about using the string colors?
like "red", "green", "blue", etc..
might work, try it
it should work
Ill try in a little
but u know minecraft 🙂
Just trying to make everything super dynamic
Only thing i need is the colors
you use gradient?
sick
looks insane
ill eventually make it to where its like a sandbox
so u can offset buttons anywhere and size them however
i just wanted to use custom colors for the binding but its fine 
can you send the gradient code here? id like to use it on my pack
same
"horizontal_gradient": {
"type": "stack_panel",
"orientation": "horizontal",
"$color1|default": [ 1, 1, 1, 1 ],
"$color2|default": [ 1, 1, 1, 0 ],
"anchor_from": "center",
"anchor_to": "center",
"size": [ "100% - 24px", "100%cm" ],
"controls": [
{
"panel": {
"type": "panel",
"size": [ "50%", 1 ],
"controls": [
{
"left": {
"type": "custom",
"renderer": "gradient_renderer",
"gradient_direction": "horizontal",
"color1": "$color2",
"color2": "$color1"
}
}
]
}
},
{
"panel": {
"type": "panel",
"size": [ "50%", 1 ],
"controls": [
{
"right": {
"type": "custom",
"renderer": "gradient_renderer",
"gradient_direction": "horizontal",
"color1": "$color1",
"color2": "$color2"
}
}
]
}
}
]
},```
its that simple??
yup
just didnt wanna have images for it
sooo i did that
oh wait
okay so that uses some stuff
that i have in my global files
but horizontal_stack_panel is just a horizontal stack panel
and then panel is just a panel
edited it
Just gonna do it like this so i can use title for wtv and body 
The background also resizes accordingly
only 119 lines of code 🫣
sometimes server forms UI are kinda interesting.
unfortunately can't really do much with it, idk what to do with it.
anyone know if live player renderer can include entities?
As long the model is from the player, yeah.
structure renderer can have both player and entities right?
maybe. you might have to experiment with it yourself.
Hey, how do i make a image appear just on survival using binding?
what about it
-# nvm. didn't know you are answering the guy above
...the bindings for it exists if you literally use your text search feature and find "survival"
i know it can, i just dont know if they can be in the same area at once
they can
alr
am i able to have size bindings?
like if i wanna have y size binding and turn button text into a size
Yes but actually no.
Possible but highly not recommended.
it'll crash the game if you forgot to output it correctly.
or outputting the wrong value can also crash the game.
this isn't really the size bindings issue but size's property in general. invalid size will crash the game. which, will definitely make it hard to debug.
isnt the size just 0 - 1?
i just need it for dynamic padding
yeah, it works exactly the same way as clip bars.
but again, invalid size will crash the game.
Thats fine
i dont really understand clip bars fully though
like
is it basically just a percent?
so like 0 is 0% of the parent
and 1 is 100%
0.5 is 50%
my game crashed quite alot when working with title just to change the element size via bindings.
which i eventually give up afterward because it ain't worth it.
yeah, you can still use some math like turning 1 into 100 etc
yeah, as long the output is either 0.000 and 1.000, it'll work just fine
it HAS to be three zeros?
it's optional.
yeah
though just don't use too much of it
json-ui usually compresses the value so it doesn't lag
yeah i just need it for 1 thing
and thats turning button text into a size for padding
so i can place padding anywherer
It don't dissapear
send json ui
{
"[email protected]_bar": {
"size": [0, 9],
"uv_size": [0, 9],
"uv": [0, 0],
"$condition": "[thirsty_bar_0]",
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "(not((#hud_title_text_string - $condition) = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
}
},
you didnt even add it
Bec i didn't know how
"size": [0, 9]
?????????????
It is the first
It goes from 0 to 10
And the size grow
oh my god
so this should work json { "binding_type": "view", "binding_condition": "once", "source_property_name": "(((#form_button_text - '§p§a§d§d§i§n§g') * 1) / 100)", "target_property_name": "#size_binding_y" },
Where is the gamemode test?
thats for something of mine
well it must be the valid value.
if it outputs like value instead of string, yeah it should work.
lmao
didnt even have a button flagged that
yeah, this is exactly why it's not recommended
can i have a size already determined?
i need some special size
like "100%", then y
well can you use variables?
I'm not aware if something like this exists on server forms though since i never done anything with that
I still don't take it
maybe they changed it
but amBro said "bindings that may work only in hud screen, "#size_binding_x": 0.0, "#size_binding_y": 0.0"
well i primarily use my own UI, which doesn't seem to crash and works like it should tbh
usually i test it on the start screen first then move on to another screen and it works just fine
it been like several months too.
yeah you will need it
here's example of it, maybe it might be useful i guess? (directly from my UI, which uh oddly formatted. just don't mind it)
So, this is to make the bar just appear on survival?
...Not for you.
bro comes here with a script💀
Just to show the gamemode test
this is json ui. make a post, learn the basics, experiment, and look at the vanilla files
I know DAHHH
then why you send your script and think an example clearly meant for someone else is for your sake?
yeah, you'll need to actually learn json-ui instead of slamming some random codes here and expecting them to work.
"size": [ >>0<<, 9 ] literally will show nothing since the size is 0.
use
{
"binding_name": "#show_survival_ui",
"binding_name_override": "#visible"
}
,-,
Finally
Someone who knows how to answer a simple question
this is certified ☠️ moment
fr
i just did what they told you to do...
just use your text editor search feature, search "survival" and you will immediately see that bindings on first try
it's not that hard.
I did it
🎉🎉
Leeme see
first search result
it took me one scroll to find it lmao
It is finished, i just needed that and now move somethings
offset horse hearts above normal hearts, or put them next to the bottom right of the hotbar
I did it
And is finished
cool
I just need to put an animation
phew
i got it thanks to shanewolf
some weirdddd sizing stuff
had to bind the x size to the y and do some other confusing stuff
how can I change the size of a modal form's text field
Hello, I really wanted your help with a problem.
I have difficulties with scripting because I'm new to it, and I would like to know if there is a way for me to create a new button that would be in the game interface. The button would have a different function from the others.
Would it be possible to create a new button?
U mean form UI or what
Does anyone know how to stop the loop of an animation created with LibreSprite?
Change edit_text size
🧏
thanks i'll check that out
where can I find this?
so i somehow changed the form button's collection index via bindings and it works as intended, though the text doesn't change for some reason.
hmmm
Did you used no height?
Wym?
You pushed 2 buttons in a row. That structure you used?
just offsets
You probably duplicate button to make offset
huh
no
its 1 button
those 2 buttons are 2 buttons only
no weird padding button or anything
Or just use 100%c
what
how can I set the alignment of a button's text to the left ?
nvm
is there a way to remove the background of a button or just chose a color?
nvm
xd
making a code editor in json ui is hard
How you will make no height with c size? No height needs y size 0, so you need to duplicate complex button. This is the main StackUI flaw
Wow. Is it modalform?
for whatever reason "collection_index" property accepts variables and not bindings.
idrk what to do anymore.
@safe geyser yes i mean UI
wdym
you are trying* to override collection_index by bindings right?
yeah, all because of this stupid label not changing with collection index bindings.
yeah I had same problem
so i went different approach by going after the property ver instead and no luck.
after many attempts I realized that this bindings is read only
you cannot really use it to change actual collection index of element
it doesnt really matter
if its actual value in bindigns or as variable somewhere else, its still save value
yeah and i don't wanna go do collection index spams like what i did on percentage system
i guess i have no choice tbh.
I had that problem in this example and ended up with classic visible bindings lol
check ^ it depends what are you trying to do
well nearly same as yours except buttons.
it kinda worked? though for whatever reason it does the opposite.
the label changed but my button returns to 0 index instead
also i can't seem to get the bindings i have work outside of the element so, basically the template is utterly useless.
wdym
are you talking about this my example?
nope, just mine.
uh well, idk if you are using buttons or sliders, for slider you can get confused because it returns float that you cant really display, so value may be 1 or just 0
it's just me attempting to make factory buttons dynamic by changing collection index dynamically
i guess I'm turning this into percentage system 2.0 all over again
is there any point in making a library for json ui? and it seems like I'm asking this too late, because one fourth has already been done
and realizing that you can display on plain site same things made in 5min instead of 5h in jsonUI
literally.
and then ralize that its also barely working
so I dont really wonder why new ui is baded on website tech
its so easy to create actually working things
tbh i wouldn't let my expectations high on that UI
considering we can't modify it just yet
also it doesn't seem like they're gonna let us modify UIs pre-game.
well these screens arent that much important
there may be some examples but still
modifying hud and server forms will be thing for sure
imagine how it would boost their marketplace - cash for them
and yeah thats basically all I guess
yeah, it's probably gonna be the biggest downgrade for me
i usually like porting UIs from different games to minecraft and that basically gonna be non-existent on their new one
well you can always read memory and put whole minecraft ui to trash and render your own
then only your creativity is limit and motivating to update it every new stable version lol
well the issue with that is not gonna be for everyone. except PC
also, the only thing i update is just settings. that's about it.
my UI is somehow still content log free from 1.19 to present version.
uh yeah
well when it comes to literally hacking, one error is going to crash game
so you would have to find every possible change and update your code to minecraft
really boring and time consuming process
yeah
one thing about jsonUI is great support
maybe because its not updated since dinosaurs hah
great is an understatement, they're literally not been updated since 1.19.10
also that update broke alot of everyone's UI so idk if this considered a good update or not
lol
hud error?
yeah, some properties don't read variables properly. workarounds for this is just, well. create more variables.
if so they decided to remove one thing and it was really for really long time and due this decision many player had no idea what to do with error rectangle in top corner lol
uhm, then I have less knowledge because I dont have any idea about these properties variables that didnt want to read variables etc.
well we can talk for really long time
hate thigns etc
but I gtg
1.21.30 is technically a json-ui update but not really, it's just dev build's json-ui error being out for everyone
so you can now enjoy seeing bindings errors everywhere
uh yeah, I have problem when I override default element that is type of renderer
one line that is only available in this type is always thworing error
because I changed it to panel
lol
they should add option to ignore some of them
in such situations
but remember
next jsonUI update is probably coming in 2 years
they would add some text type that is not available for people
etc etc
hopefully it doesn't break people stuff again
it would be funny if marketplace maps broke aswell
im done.
I'm not touching server forms ever again maybe
also minecraft kept turning MinecraftTen font to mojangles for literally no reason, so enjoy weird offseted title.
custom form is the next boss
custom form shouldn't be a big deal tbh
not like i recreate the whole UI from scratch and works prefectly on 3 major minecraft versions
actually i would finish this since yesterday if this stupid collection index property works as it should
long forms have variables that you can directly assign values to
that is rare in custom forms
also the dropdown get position get messed up for no reason
should be no issue for me.
since i mostly gonna rewrote every elements like i would, i might finish this like probably 1 hours
also about the dropdown, ima throw that and replace it with this thing since it was the most convenient way for me. atleast
maybe i am just a noob in json ui...
just the binding stuff confuse me
bindings are awful
the only thing they're good at doing is hiding and showing stuff
yeah bindings are terrible in general.
i agree
but i always go to shanewolf if i need binding help
hes pro at it
king of bindings
you're the king of forms, and timothy is the king of adding helpful ui features
gameza is quite good too tbh
yeah
is there is a way to change what an element position is relative to?
layouts like that should just be constant
you are using there name to control them right?
yeah.
currently im going for optimizations but there's literally none so i just get rid of that test brick layout.
the button itself is already rewritten for higher customizations.
the panel itself is actually just 3 textures/ui/White texture elements together, that's about it. no background assets being used.
properly themed now and it shall be my last. (I'm not doing anything with it for now, until the foreseeable future.)
is it possible to somehow remove closing menus with escape?
maybe input panels
No it's with button mappings
I got it to work globally but I only need it for 1 panel..
that's what i meant, mb
What does that even mean
Like it's applied for all of the panels
But I only need it for one
Since it's forms
Ofcourse it works globally, do you mean a screen?
What are you trying to do
yeah my b
Make only 1 form have certain button mappings and the rest are another
can't you just use bindings
Don't know if I can bind common base screen
You can probably put a random invisible button on that specific form and let it override the button mapping for escape.
i can try some variable stuff
if its possible
or I can uhh
turn a fake button into close button
New form 
ew
How you made this background effect?
{
"hud_title_text": {
"type": "image",
"size": [ "100%c + 10px", "100%c + 8px"],
"alpha": 0.8,
"anchor_from": "top_right",
"anchor_to": "top_right",
"offset": [ 0, 0 ],
"texture": "textures/ui/Gray",
"layer": 30,
"controls": [
{
"title": {
"type": "label",
"text": "#text",
"layer": 31,
"localize": false,
"font_size": "small",
"font_scale_factor": 1.6,
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
}
]
}
}
]
}
}```
Why do I get this error? There is no orientation property lol.
because the default hud_title_text properties are still applied, and because you changed the type to image, it doesn't have the orientation property that the stack panel (i think) has.
you'll have to find where hud_title_text is actually used and then replace that with a new custom text instead of modifying the default one
if that makes sense
has anyones game also crash using size_binding_x/y?
if you put string in it
nah, just using the default sldiers
mine just crashes upon loading the screen containing it
wierd
maybe try * 1
Made with RugUI
First achievements screen build.
RugUI?
yes
what is that
not a template?
oh
please read message
i can imagine all the bindings
RugUI is so powerful that it even surpasses the usual dynamic UI
don't that effect performance
please read message
i was wandering where i seen these pictures lol
yes, there is a small loading time, but in the usual form with a maximum of 16 buttons it is almost not noticeable
yeah, i just change rp to test starlib
it's really very optimized for a UI of this power.
?
i mean i should learn how binding work
if you just need simple binding for button text, use the built-in starlib
dont they only work in hud screen? :SS
they work everywhere
they work everywhere, also found the issue that made it crash all the timr
i was inputting a string to it making it crash
i use them in my forms
so it seems that I had also crashes using sliders 😂
uhm well I could also earlier
They do work everywhere, except they're extremely hard to work with since the wrong move crashes the game.
they also don't quite work well when it comes to elements that directly override them, such as input box and sliders.
Did have a bind for subtitle?
managed to softlock my game lmfao
hallo, is it possible to hide the day counter with a binding or something like that?
I guess not, but I want to clear up any doubts
yep
or just add "ignored": true to the day counter part
Ah, lol, where is it? I was looking in hud_screen.json but I couldn't find anything xD
Maybe I had an outdated file
hm, try searching it using your text editor
it should be named "day_counter" or smth
Yeah, I had the file out of date xd
bedrock-samples
Ty!
what is the json file for the pause screen??
Pause_screen
Thx
"variables": [
{
"requires": "($desktop_screen and (not ($text = '§t§e§s§t§r')) and (not ($text = '§t§e§s§t§2§r')))",
"$screen_content": "chest.small_chest_panel",
"$screen_bg_content": "common.screen_background",
"$screen_background_alpha": 0.4
},
{
"requires": "($pocket_screen and (not ($text = '§t§e§s§t§r')) and (not ($text = '§t§e§s§t§2§r')))",
"$use_custom_pocket_toast": true,
"$screen_content": "pocket_containers.small_chest_panel"
},
{
"requires": "($text = '§t§e§s§t§r')",
"$screen_content": "chest.custom"
},
{
"requires": "($text = '§t§e§s§t§2§r')",
"$screen_content": "chest.custom2"
}
]
why dose pocket ui get triggered all the time? (if the names don't match)
"$container_title" no?
yeah
vanilla files assign it to a variable
"$text": "$container_title",
maybe i should try
"($text and (not (x or y)))"
can we display the world seed in the hud?
nope
you can fake it by overlaying the settings screen on hud
what do you mean?
well you cant display the world seed on the hud, so the idea is making the settings screen overlay ontop of the hud
like allow player movement when the settings are open?
don't that only wok for mobile?
you can also send the seed into the actionbartext if you can
that's not the point, the player doesn't know the seed
?
you can send the seed as text into the actionbar, using command or script or whatever and from there you can display it, what does any of this have to do with the player knowing the seed?
ahh
the point is how to get the seed and display it
not how to display it
sorry i understand now
like on servers and stuff
yeah then timothys is the only way
any idea how to solve this?
nvm
fixed
"($text and (not (x or y)))"
fixed
change
"$dropdown_area": "generated_form",
to
"$dropdown_area": "",
why? no idea
How do you get the form theme like that?
i made it 😅
Do you just change the texture?
not the vanilla one
that is a custom form
I'm fairly new to forms. How do you create a "custom" form. I know we have the module server-ui to create the forms but how do you modify the art side of it
ActionFormData is a simple one
i did make a template for it here
https://discord.com/channels/523663022053392405/1280301965271896124
(check the other messages in the post)
@last pollen
also made a post detailing all the part of it
https://discord.com/channels/523663022053392405/1293322590500425729
and there is a pretty good library from @turbid nimbus
https://discord.com/channels/523663022053392405/1297188309943975988
i am still learning ModalFormData and i will go to MessageFormData next, not sure there is any samples for those but i will be happy to share my files if you want
Thank you 👍 I'll reach out to you if I have questions
feel free to do so
@last pollen imposter
lol
your alt?
yup
got suspended for being "we've indicated that you're under the age of 13"🤓🤓🤓
are you? 😒
nah
Have fun with message form it’s in a whole seperate file
It’s some weird screen
guessed as much lol
it is used in different sections of the game
the content of dropdown anchors on dropdown_area not on the toggle thats why
what dose dropdown_area include
the element area it should anchor to
so ...my solution won't cause any problems?
sure
alr
thanks
thanks)
Sorry
Thanks for the suggestion
how come i cant put numbers in my form button text
im using the default font
it just shows blank buttons
how can i change offset Interact_Button?
it's not part of json ui so it's not possible to change its offset
my design modifications to server form button apply to all buttons
how can i make it so it is only applied to the first button in the form?
cool names lol
anyone got a ore-ui ex
Not released
how to reduce lag while switching action forms
its not really lag just that my mouse floats for sometime
Would it be possible to modify the hud_screen to be able to send 2 hud_actionbar_text simultaneously and maintain individual styles?
It is possible but not sending them at the same time but in different ticks
The best thing would be to create a way to send them all in just one actionbar and separate them in the json?
I don't think it's the best if you want it to be completely dynamic
can anyone point me to the thing that shows item enchantments on hud tooltip when you hold an item?
im trying to get rid of enchantments off the tooltips but its all messed up in vanilla ui
hello
you dont
Built into item text
Not the best, because why would you send all that data in the same tick?
I'm having a lot of difficulty spreading data pop-ups across the screen, I don't know how to do this dynamically.
Could you tell me if I could use some type of code similar to split within the json?
rip
How can i modifiy the position of popup or tip message ?
tu change le "offset" ou "anchor_to" et anchor_from"
oui mais je trouve pas dans quel fichier json
et quelle ligne modifier
bas c'est surement dans le Hud_screen et cherche le mots popup ou un truc comme ça
popup sa me renvoie a la jukebox
et j'ai cherché tip et j'avais essayé en modifiant la duration pour voir si c sa mais c pas sa aussi
jsp faut cherché moi perso j'ai jamais touché a ça
regarde dans le "toast_screen" mais pas sur
how do i reduce lag when switching 2 action forms?
can't tell with just a video
there is a lot of ways to achieve what you have
you see the ui keeps moving
not ui
but my input
mouse input
when i switch forms
my forms are very simple
I did disable animations
that is probably not from lag
why not use toggles?
whats that?
what input
like what applications the user is pressing
why?
the buttons that do something in game should be just a form button
you can see in the video that pressing the buttons in the pages do close the form and send the response
"offset_button@server_form.custom_button": {
"collection_index": 0
}
how do i add a text to this?
@oak verge
i think there is a text variable?
What is the result of this operation?
//#title_text : 'r1asd2rasf3g4'
"idk": "(#title_text * 1)"```
i think that is a way to test if a string is a number.
that either return a number or a nan
Can you recommend some place for me to understand about UI, I know absolutely nothing about
how to remove the animation when opening a form ?
couldnt find a place either
"$screen_anims":[]
ohh thsnk you!
i have a question the opposite of this, how would you go on about creating a custom form animation?
like this
"loading_bar_fade_animation": {
"anim_type": "alpha",
"easing": "out_cubic",
"duration": 1.0,
"from": 0.0,
"to": 1.0
}
theres more in ui_common.json
there's a lot of easing type in the wiki.
anim_type on the other hand has few, like alpha, offset, size, spritesheet thing and spritesheet thing but aesprite format
can i expand a image to fit the screen
https://wiki.bedrock.dev/json-ui/json-ui-documentation.html#sprite
fill or nineslice
i use fill and the texture doesnt want to render
i used 100%
its not touching the corners
did you use keep_ratio?
i placed the cross in bottom right but for some reason its always anchoring to the left
THAT looks nice
though the code you provided didnt mention the cross at the bottom right
it does check the anchors in close button holder
ohh
the close button is the cross
i see'
well you need to remove
"anchor_from": "bottom_right",
"anchor_to": "bottom_right",
@vagrant nova
okay
its like this
i removed it
i want it to to be in bottom right
but its still not working
sorry my bad, i wanted it to be in bottom right
but it keeps moving to left
i shoulduse only panel?
just use a regular panel
yes
and make its size [10,10] (relative to the close button size)
please make cs style 
to keep the panelsize small
yo
do u know how to push the firemodes panel to the edge
make well structure.
i tried im not sure whats wrong
"buttons_option_grid": {
"type": "stack_panel",
"size": [
"100%",
"100%"
],
"offset": [
2,
0
],
"orientation": "horizontal",
"factory": {
"name": "buttons",
"control_name": "my.custom_button"
},
"collection_name": "student_buttons_collection",
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#collection_length"
}
]
}
why this doesn't work?
@mystic heart can u help me pls?
the parent of the script form UI is smaller than the screen, so your 100% right is only going to the edge of the parent, you'll have to replace the parent panel, or modify it to fit the whole width of the screen
if that makes sense
whatcould be the parent panel?
something like this
"long_form@common_dialogs.main_panel_no_buttons": {
"$title_panel": "common_dialogs.standard_title_label",
"$title_size": [ "100% - 14px", 10 ],
"size": [225, 200],
"$text_name": "#title_text",
"$title_text_binding_type": "none",
"$child_control": "server_form.long_form_panel",
"layer": 2
},
see the size is [255, 200], so that'll also be the max size for your panel
depends on how you've set up your custom one
I'm trying to create a custom form for Minecraft via main.js. However, when I try to use the listed items to activate it, it doesn't work. Does anyone know where the error is?
const {source, itemStack }
no itemstack
also typeId no tipeId
const customUi ° replace that weird circle with =
Ok i try
also this should be in #1067535382285135923
I didn't even notice
My UI is something like this right now
but I want to make a dropdown that moves vertically
with animations
does anyone have an idea?

ong that looks nice
when i make multiple Ui's the binding doesnt work as intended
can we get the "player_gamer_pic" from player name or id
alr
Creating dynamic UI has never been so easy and fast.
Created with StarLibV2. #1072983602821861426
wow amazing
So do flipbook textures function properly inside Gui's as button icons?
I don't want to work on making some if they dont
who know in what files i can find all the pop up messag
how can I use it
I have this code but it doesn't work
hello, hud_screen.json or toast_screen.json
thx
Hello, quick question:
With bindings, you can check if a toggle is clicked. But how do you check if a toggle is not clicked?
Is there an inverse of
{ "binding_type": "view", "source_control_name": "toggle20", "source_property_name": "#toggle_state", "target_property_name": "#visible" }
silly ahh question lol
"(not #toggle_state)"
That's just it, it doesn't work and I thought it was strange... I must have made a mistake somewhere else. Thank btw
I’m making progress
gg
hello, how can i get item name depending on its slot in a container ?
do you know different animation type besides this? "anim_type": "alpha",
"easing": "linear",
i have never used animations
oh okay
collection index and hover text
I don't think that exists
Same
You know if there is an animation to make the toast pop up from above
alpha change opacity
offset change offset
size change size
flip_book is animated
wait is like waiting for a certain time
Uhhh I only understood wait
Im stupid…
You need to do smth like
"anim_in": {
"anim_type": "offset",
"from": [0, -20],
"to": [0,0],
"duration": 1
}```
Also im not sure
Mmh
I’ll try now wait
"my_panel": {
"anims": [
"@hud.anim_in"
]
},
"anim_in": {
"anim_type": "offset",
"from": [0, -20],
"to": [0,0],
"duration": 1,
"next": "@hud.anim_wait"
},
"anim_wait": {
"anim_type": "wait",
"duration": 3,
"next": "@hud.anim_out"
},
"anim_out": {
"anim_type": "offset",
"from": [0, 0],
"to": [0,-20],
"duration": 1,
"destroy_at_end": "my_panel"
}```
Wtf my game is crashing now
😮
Wait
Its just an example
you don't just paste examples in code and expect it to work..
you have to actually implement and learn from them
I know
in fact I didn't copy and paste, I must have done something wrong
Is it possible to remove the interact button?
remove on_interact component
I mean in entities with inventory, when the interact button appears
have you an example ? i have not find an example of using collection in the documentation (and i've neved used collection)
No lo tengo
With json restric the inventory
hey, does anyone know how to encrypt a Minecraft json?
You can't
Not legally
You can obfuscate it but it is very easy to deobfuscate it, even easier than script
illegally then

i thought you already did that
read documentation -_-
how to fix it, sometimes the value is not updated but when I press the hotbar/right click it can be updated
Thanks
that's how factories work...?
did you set binding condition to "always"
yup
even i have tried by taking the value from outside the factory, but still sometimes it doesn't update
previously it was displaying only stack count of selected hotbar, I was asking for method to add all stack count of same item and display it right there
bindings may behave in strange way, I mean similar thing happened when you would copy coords bindings and paste somewhere else, it wont display values, instead you had to get control name of coords element, get value by source property name and then it was working
try to get value from element which is in bottom right because it updates but this popup doesnt
uh well so you tried it already and still nothing
goofy ahh factories...
never mind, i got a better idea
im illegal
mhmm
I already read the law and put the starLin files and it still didn't work, everything was transparent
😭
https://pipangry.github.io/docs-starlib
make sure you using right build lol
The code I sent is yours
Xd
Can anyone tell me why the flame doesn't appear there?
// Layout and Flame Panel
{
"requires": "(not (($container_title_copy - $keyword9) = $container_title_copy)) and $desktop_screen",
"$root_panel_size": [
200,
10
],
"$panel_top_half_size": [
"100%",
42
],
"$scrolling_panel_size": [
18,
18
],
"$slot_grid_size": [
1,
1
],
"$screen_content": "custom_scroll_screen.custom_scroll_panel",
"controls": [
{
"type": "panel",
"size": [
13,
13
],
"offset": [
-15,
0
],
"controls": [
{
"[email protected]_empty_image": {}
},
{
"[email protected]_full_image": {
"bindings": [
{
"binding_name": "#furnace_flame_ratio",
"binding_name_override": "#clip_ratio",
"binding_condition": "always"
}
]
}
}
]
}
]
},
dont ping other members
sorry
be patient till someone helps you out
ok, thanks
hello !
how can i create a custom button (a new button object) in the pause menu and link them to a button ?
concretely i just want to display a dialog when player click on "Mises à jour" (its french, it means "Updates")
créer un message d'aide
good 👍
tu parles fr?
oui, je a pris français classe
ahh cool cool
Since the questions I wanna ask are basics (I think...) so I'll ask here then
- The difference between
label,input_boxandedit_boxis a fixed text that cannot be edited, a box that allows user to type in one or multiple rows and a text box that can allow user to type in one row only? - What is a factory and how it does? It says "A element generator" from documentation, does it means we can create a whole new type of element for our UI included custom button with custom function?
- In CSS terms, is
stack_panela container that hasflex-direction: row|column;controlling whilecollection_panelisflex-direction: row; flex-wrap: wrap;? - What is a slider box actually? Can I have an actual look ingame?
Please do ping reply
eh?
i can't seem to work with json ui, but im willing to pay someone for this
i just want to change server forms, i send button texture as item aux instead of image directory using script api and i want the item renderer to replace the texture image.
hello, what's the name of this font ? :
I don’t get what you mean
But I can do it
i already solved it
ty
now im having problems in displaying form body text, whats the bindings for it?
{
"item_description": {
"type": "label",
"text": "#form_text",
"font_type": "default",
"font_size": "normal",
"size": ["100%", "default"],
"text_alignment":"left",
"layer": 70,
"color": "$main_header_text_color",
"offset": [5, -115]
}
}
is this wrong?
the offset and other things are alright, its just the #form_text that doesn't work
"text": "form_text12312321312312312",
why doesnt it work? its #form_text right?
inside a control of the main panel
are you sure it's in the right one
i even tried putting it inside buttons but still doesnt work
do you even have a .body?
i do
try putting it in the controls of your items_buttons_panel
if that doesn't work, try the shop_main_panel assuming you haven't already
still nothing
idk then
Considering that I am a layman, would it be possible for someone to explain to me how I edit buttons individually in server_form? 
The content of button? Just edit the text at the script that creates it
...
new ActionFormData()
...
.button("custom button text")
Something like that
I'm not talking about creating the form, I'm talking about using collection_index. I know that this property is used, but I don't know how.
watch dingsel video
i download your code and the code dont work
make a new variable and use biding to set it value to form_text
for example
-# ignore the operations mess
that's smart
some one pointed that to me
i can't find his original message
because you still need to know some basics
its just a template to start with something and not code it from scratch
looks like unifont
the font automatically changes to unifont when theres a text that mojangles(is this the name?) dont have
eso que tu dices es el StarLib, pero lo que el mando es un codigo que supuestamente funciona con starlib pero nada xd, eso es lo que tengo entendido
does anyone know what's the texture name for the text hover background for items
is it possible to increase the size of the chat?
\textures\ui\purpleBorder.png
why not?
thanks!
to be honest i don't know anything about json ui 😅
you should be a able to
just check the hud namespace for anything related to chat
Is there a way to get text after or before special characters in binding?
ex:
[2;37m[2;35mText:[0m[2;37m[0m [2;37mA1[2;36m§z[0m[2;37mA2[0m
[2;37m[2;34mbefore:[0m[2;37m[0m
[2;31m>[0m [2;37mA1[0m
[2;33mafter:[0m
[2;31m>[0m [2;37mA2[0m
i think no, you can only do subtractions
Only numbers
i.e. will it return an integer or be determined by that number and return anything after or before it?
What I mean is that there is no native way to do split in json but there are crazy people who managed to create a way to do split but only with numbers
We can still separate numbers from a text, for example
#form_text = split:10,582,177472,1004,103,hey how are You
And get each number individually and the last sentence
that crazy...
Does arrangement matters in bindings?
I'm also trying to make that, tlgm seems to have done that here before
@opal aurora sorry ping, can you tell me how?
I need to delete text after a certain id though,
abc§adefg => defg
used a bunch of (%.xs * #text), which x is numbers start from 1
yeah i tried that before, but it lagged, now trying to make that 'x' detect id
im trying to create a custom chest ui what should I use as reference?
small chest ui
for a lot of days learning json ui, i finally made this thing to work
not bad
This reminds me a survival server (not gonna ad here) that has a similar plugin (a crossplay one). It's great to see someone made that works in bedrock
Dang....
strange even though I didn't add animation to the inventory button, why does it follow the animations from the notification? help
your code has problems
in what part? is it because of the propagate_alpha property? but it's strange if it affects other elements
I found the error, the animation on the inventory button can be removed when the animation on the item renderer is removed, I still don't understand why that happens
i NEED THAT
.
Idc
im actally begging you rn 💀
k
That’s so easy to make
How to make a label automatically do a line-break if the text is longer than a limit?
Is there any way to make a device crash using JSON UI after the bindings condition is set to true?
Worked. Thank you!
ohh i get it now, i think that's why the renderer uses anims size instead of alpha, because it can cause errors
yes
json ui sometimes goes wrong
send a string to #size_binding_x/y
I'll try that
not working
any example how to use it?
how do i lock a button?
"enabled": false?
hmm, compare a string with another string
and bind it to a binding
for example:
...
"bindings": [
{
"binding_name": "#sample_binding"
},
{
"binding_type": "view",
"source_property_name": "(#sample_binding = 'which_text')",
"target_property_name": "#is_which_text"
}
]
ohh yeah right
Can Anyone help me there
https://discord.com/channels/523663022053392405/1304550641468706926
the texts on icon buttons feel not right
you of course can remove it because it is all dynamic.
also
there is a problem here, the new play screen ui based on ore ui is coming very very soon
just showcase.
-# but i hate the fact that i still can't search for worlds in ore ui play screen
you can almost recreate world screen with GrimUI.
what's that
GrimUI is one of the most powerful form UIs which you see above.
hmm, just a designer tool?
coded form UI, please check showcase post of you are interested https://discord.com/channels/523663022053392405/1300103021035786260
so..?
ok ok,
uh? I just want feedback.
notice in ore ui have a small background
uh? explain please
idk it seem off for some reason
is there any in game ui that use that so i can compare?
uh?
this one better
ok
yeah
the yellow is good for every use case
Fun fact:
I didn't even expect that this background text combination is possible. I saying combination because GrimUI is dynamic UI.
which team activated #jukebox_text ?
I dont know if this is the right place to ask, but is anyone open for commissions on JSON-UI? I have a lot to be made and I pay very fair
how can i add here a background for the text
"type": "label",
"text": "§5§dSumo§5",
only for this here
"type": "image",
"texture": "//",
"size": ["100%c+10px", "100%c+10px"],
"controls": [
{
"label": {
"type": "text",
"text": "//"
}
}
]```
@warped saffron
wait, is this even json ui anymore
uh?
just json-ui with extremely complex server forms for some reason i have no idea why
and this is clear code.
i like the idea of having dynamic stuff but it honestly not worth just to reduce or get rid of the limitations of script stuff
dynamic ui needs many bindings. more bindings = more time to load
and that is exact reason why it wasn't worth it in most cases.
you could just use collection index stuff and pretty much move on with free performance.
it doesn't prove anything useful besides "hey one prefix does that" and dramatically increases the loading time
Perfomance test
infinity variations no?
that still doesn't prove anything tbh.
and honestly just for what.
galaxite UI example.
it's gonna be a thing that you can only see within mins and eventually forget it
they're indexes btw
it's not like the UI gonna freeze for nearly 1 seconds
they're instant.
are you sure?
they used to, but idrk about their latest one.
this is latest one
still doesn't prove anything rather than just increases loading stuff
also why do you even have galaxite stuff lmao?
you don't need more than 14 buttons in form. with 14 buttons GrimUI has almost no loading time. The exceptions are consoles, but even inventory takes longer to load there.
for their search bar concept.
quite suspicious isn't it
well so?
compare GrimUI with galaxite -_-
i don't think i can just take the galaxite stuff, decrypt it and compare to something i don't even have to begin with chief.
now you think that there is a galaxite code in my code?!
well depends, idrk why would you have them. certainly it does sound pretty suspicious to me
json-ui people does that alot so it's not surprising.
well i don't care.
ok
it's pretty common tbh
it's not like we just have someone asking for help with their stolen hive UIs on this server
I accept your possibilities of proof
there's cubecraft and zeqa (most skidded) aswell here
i meant with general features.
that probably aint gonna make any differences since literally it's just buttons but different positions. doesn't really change anything that much.
every custom forms does that. i don't see why should i compare it.
controllable features. also every style variable has locked variation. so there are 8 styles.
anyways, dm is better place to talk about that
probably not, I'm still working on actual job not like i could chat 24/7
but you do you.
ok
is it possible to set conditional button bindings? I need to either unbind "esc" from one server form or remove it globally and individually bind it on a per-form basis
it is possible
nice, how do you do it?
same as other stuff
just use the button text variable
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not (#form_button_text - 'esc'= #form_button_text))",
"target_property_name": "#visible"
}
]
@torpid nymph
mb, I meant button mappings
"button_mappings": [
{
"from_button_id": "button.menu_cancel",
"to_button_id": "button.menu_exit",
"mapping_type": "global"
}
]
All but one of my server forms needs to have this button mapping
try putting a variable there and conditionally change it
"variables": [
{
"requires": "not ((#title_text - 'form_name') = #title_text)",
"$buttons_mappings": [
{
"from_button_id": "button.menu_cancel",
"to_button_id": "button.menu_exit",
"mapping_type": "global"
}
]
},
{
"requires": "((#title_text - 'form_name') = #title_text)",
"$buttons_mappings": []
}
],
"button_mappings": "$buttons_mappings"
I've tried this but It's not working
wait nvm I see my mistake
well
first try the idea with a constant variable to see if they do accept them
it does accept variables but I don't know how to update it
// in the screen
"$button_mappings|default": [],
"button_mappings": "$button_mappings"
// in the long form panel
"variables": [
{
"requires": "not ((#title_text - 'form_name') = #title_text)",
"$button_mappings": [
{
"from_button_id": "button.menu_cancel",
"to_button_id": "button.menu_exit",
"mapping_type": "global"
}
]
},
{
"requires": "((#title_text - 'form_name') = #title_text)",
"$button_mappings": []
}
]
Any idea why hiding buttons in a grid doesn't reorganize the grid
basically invisible buttons are taking space
Doesn't happen with a stack panel
Yeah with grids it doesnt correctly hide the elements that are "invisible"
So they arent visible but they are still there
But with stack panels i guess it "removes" the element
Is there a solution?
Not with grids
You can have multiple stack panels though
Like next to eachother
And then you'd just have to write some script so it works properly
Fixed it using this solution, thanks 👍
The bindings won't work in the requires equation sadly. But you could have two separate elements with different button mappings and toggle their visibility based off that binding equation. From what I remember, the button mappings are only active when the element is visible.
thank you, that works
That’s my code haha
Any idea on how to eliminate lag when opening the form?
using multiple stack panels next to each other fixed my grid issue but it causes lag instead because the amount of buttons is multipled as I add a new stack panel
so if I have 20 buttons and 4 stack panels the form will process 80 buttons even if some are not visible
Is there a fix?
i dont think so sadly
Any of yall know how to get rid of the text box that pops up when you hold an item? in my addon i have items that have really long names and they take up half your screen and i wanna remove it
thats item tooltip and you can remove it by either making tooltip element invisible or editing the tooltip animation
how would one go about making it invis
how do i add a background to it
uh whatcha mean by that
is possible to do a hover text in a label? like this
guys,
is there any way to change the inventory slots grid?
like changing slot 3 location
inventory_screen.json ^
I know absolutely nothing about JSON ui, but can JSON ui detect and react to dynamic properties from script?
I only want to make a simple mana bar sometime in the near future.
no
collection index

