#JSON-UI General
1 messages Β· Page 34 of 1
Lemme just explain it properly so I don't look stupid
I did this
the progress_bar panel the filling ye bar doesn't work if I do this way
but when I remove the hiding of panel and just add the panel in the centered shit the filling works
(not (not (#hud_title_text_string - 'bar.' = #hud_title_text_string)))
???
I can't do (not #visible) lol
it doesn't work in my end lol
you could just don't use not at all and it would return true when the string is not present.
Yah π I realized that after you said that...
I'll leave that for now lol
this is the bar, as I said it works when I just add the panel directly and do bar.100 or whatever it works but when I do hiding shit it doesn't
TBH, IM FUCKIN STUPID HERE.
Here's the full one... Im dum dum
I did this
{
"binding_type": "view",
//"source_control_name": "data_control",
"source_property_name": "(#hud_title_text_string - 'bar.')",
"target_property_name": "#text"
}``` instead of
```js
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "(#preserved_text - 'bar.')",
"target_property_name": "#text"
}```
because it doesn't work when I have the hiding shit
preserved text my beloved
^^
just, don't use preserved text at all.
I fixed it already, just need an answer why it doesn't work lol
do you even have a factory or nah
This is my full json
This is what it outputs
which is what I actually need, I just need my filling bar to work now lol
that's least strangest method of displaying bar i ever seen tbh
i was gonna say, "is my json BAD?"
but you're talking about the displaying lol
Usually you'll need factory just to make elements reload once there's another string in queue.
which, will definitely help more with visibility related.
instead you just uh, go raw.
ahh. Kinda like chat?
also it will allows you to use variable version of title ($title_text) too.
yeah, actionbar and title/subtitle uses factory.
that's probably why visibility and stuff doesn't work well
since the element is already loaded in and no way to reload it with condition stuff so
Hmm, that's why it can't get the second string in the bar.100
lemme try to understand the factory of title
just slam this
"your_factory": {
"type": "panel",
"factory": {
"name": "hud_title_text_factory",
"control_ids": {
"hud_title_text": "[email protected]"
}
}},```
hmm. I don't have good memories with factories especially with chat lol
put your own core element and hook up or replace with the main factory
lemme try, yeah
Actionbar and title factories is pretty simple.
although don't expect anything much from it since, it can't stack or do something like chat message does
therefore it shouldn't be complicated.
Also there's no subtitle factory, instead that thing uses the same title factory.
here's some note about factory in case you forgot
- Elements will reload everytime you send data. (This also will reset animation aswell)
- Allows you to use a certain variables β $title_text and $subtitle_text ($actionbar_text if the factory is actionbar)
- Strings will also be reloaded. should give you easy time with condition renderer side of things.
yey
Also, you can use factory as ignored property for bindings.
since bindings doesn't actually have #ignored anyways, free optimization.
{
"root_panel/centered_gui_elements_at_bottom_middle": {
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#preserved_text",
"binding_condition": "visibility_changed"
},
{
"binding_type": "view",
"source_property_name": "(#hud_title_text_string - 'bar.' = #hud_title_text_string)",
"target_property_name": "#bool"
},
{
"binding_name": "#hud_visible_centered"
},
{
"binding_type": "view",
"source_property_name": "(#bool and #hud_visible_centered)",
"target_property_name": "#visible"
}
]
}
}```
do you guys know any reasons why it doesn't work?
what I'm doing is when it's #hud_visible_centered and the #bool is false
Tho it doesn't work
is it because of how I used the #hud_visible_centered?
{
"root_panel/centered_gui_elements_at_bottom_middle": {
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "((#hud_title_text_string - 'bar.') = #hud_title_text_string)",
"target_property_name": "#bool"
},
{
"binding_name": "#hud_visible_centered"
},
{
"binding_type": "view",
"source_property_name": "(#bool and #hud_visible_centered)",
"target_property_name": "#visible"
}
]
}
}```
Nope it didn't work :(
@mental crystal Try this one
YES IT WORKS LOL
can anyone tell me why #show_survival_ui doesn't work?
{
"exp_progress_bar_and_hotbar/resizing_xp_bar_with_hotbar/empty_progress_bar/full_progress_bar/progress_bar_nub/horse_jump_rend/dash_rend/hotbar": {
"anchor_from": "top_left",
"anchor_to": "top_left",
"$percent": 0.2,
"use_anchored_offset": true,
"property_bag": {
"#anchored_offset_value_y": 0
},
"controls": [
{
"hotbar_panel@hotbar_panel": {
"offset": [
0,
7
]
}
}
],
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_name": "#show_survival_ui",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "(#hud_title_text_string = 'bar.') and (#show_survival_ui)",
"target_property_name": "#bool"
},
{
"binding_type": "view",
"source_property_name": "(#bool * 6) * $percent",
"target_property_name": "#anchored_offset_value_y"
}
]
}
}```
((#hud_title_text_string = 'bar.') and (#show_survival_ui))
((#bool * 6) * $percent)
maderfack
That part is fine even if no one but I guess I'll add for practice
what are u even doing
thats returning booleans
so #anchored_offset_value_y is being binding to like true or false
or maybe even 0/1
so when there's a title bar. it returns the true and false equivalent of 0 and 1. I need to move it 6px down, so I did that with anchored offset
ohh okok
so
why not just uh
have 2 of those panels
one visible and not visible
vice versa
via bindings
but the #show_survival_ui still doesn't work :(
it makes the xp bar invisible
since I'm editing the hotbar of the exp_ BLA bla
Since it relies on the hotbar for the x-axis size
Yeah.
hmm should work
This is all I did lol
{
"exp_progress_bar_and_hotbar/resizing_xp_bar_with_hotbar/empty_progress_bar/full_progress_bar/progress_bar_nub/horse_jump_rend/dash_rend/hotbar": {
"anchor_from": "top_left",
"anchor_to": "top_left",
"$percent": 0.2,
"use_anchored_offset": true,
"property_bag": {
"#anchored_offset_value_y": 0
},
"controls": [
{
"hotbar_panel@hotbar_panel": {
"offset": [
0,
7
]
}
}
],
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_name": "#show_survival_ui",
"binding_type": "global"
},
{
"binding_type": "view",
"source_property_name": "((#hud_title_text_string = 'bar.') and (#show_survival_ui))",
"target_property_name": "#bool"
},
{
"binding_type": "view",
"source_property_name": "((#bool * 6) * $percent)",
"target_property_name": "#anchored_offset_value_y"
}
]
}
}```
i use it here
"bindings": [
{
"binding_name": "#show_survival_ui",
"binding_name_override": "#visible"
}
]```
unless I mislook something
yes everything works only the show survival doesn't
have you tried and not #survival thing
((#hud_title_text_string = 'bar.') and (not #show_survival_ui))
I did everything man... It's like it's not working in that element only
I tried on some parts and it works fine
Try something like:
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_type": "global"
},
{
"binding_name": "#show_survival_ui"
},
{
"binding_type": "view",
"source_property_name": "(not ((#hud_title_text_string - 'bar.') = #hud_title_text_string))",
"target_property_name": "#is_title_right"
},
{
"binding_type": "view",
"source_property_name": "(#is_title_right and #show_survival_ui)",
"target_property_name": "#bool"
},
{
"binding_type": "view",
"source_property_name": "((#bool * 6) * $percent)",
"target_property_name": "#anchored_offset_value_y"
}
]
didn't work either....
that's black one is a custom element and this is the code.
{
"progress_bar": {
"type": "image",
"texture": "textures/ui/Black",
"size": [
64,
64
],
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_name": "#show_survival_ui"
},
{
"binding_type": "view",
"source_property_name": "(#hud_title_text_string = 'bar.') and (#show_survival_ui)",
"target_property_name": "#visible"
}
]
}
}```
AND IT WORKS FINE
DAMN.
I think I might be stupid
Sorry for bothering lol
God damnit
SORRY AGAIN π
-# I didn't manage to make it work lol
I tried some things but i cant ;[
(I speak Spanish and my English is not so good)
what happened
oof
yeah no seems to literally just be in API general π rip
tried restarting discord
nope, closed it via task manager and still nothing
this might be the viewer cap that herobrine mentioned at some point
it's alright lol, I was gonna just ask some stuff about math but GPT can prolly do it
offtopic works?
Thatβs because apparently there is a limit to how many members a thread can have, which Discord decided to set to a thousand.
it was that thing, interesting
bruh
what do you want to do lol
XD
use actionbar or title to pass on information and use json ui to conditionally render your bar
do you have an exemple that I can see?
like a pack or section from a script
thanks
guys i had a question about the custom form toggle button is it possible to adjust the layout to be Text: button? and not Button: Text?
Assuming i will find this in the server_form.json?
Where is the hopper UI definition?
Or does it not have one? It's weird, it seems that most other containers are under chest_screen, but not hopper?
Redstone screen...?
I guess that makes sense, but a little strange at the same time.
Thank you!
@normal moat do you have an exemple that uses Icons instead of a slider?
"progress": {
"type": "image",
"size": ["100%", "100%"],
"layer": 1,
"$one": 1,
"$max_hydration": 100.0, // Maximum hydration value
"clip_direction": "left",
"clip_pixelperfect": false,
"texture": "textures/ui/thirstbarfull", // Fill texture
"bindings": [
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "((#preserved_text - $update_string) * $one)",
"target_property_name": "#hydration"
},
{
"binding_type": "view",
"source_property_name": "(($max_hydration - #hydration) / $max_hydration)",
"target_property_name": "#clip_ratio"
}
]
}
}
]
},
I'm trying to replace a certain word or in that case a key in an object by a texture when it's in an action bar
but it looks like this
the icon is always there
How you display a paper doll linked to a certain player's UUID?
{
"skin_doll": {
"type": "custom",
"renderer": "paper_doll_renderer",
"use_uuid": true,
"use_selected_skin": true,
"property_bag": {
"#player_uuid": "...uuid..."
}
}
}
When I try something like this, it still displays my skin.
The way LeGend made it is to change the clip ratio of the full image overlayed ontop of the bottom image; you can't use the same logic for something totally different.
What you can do, though, instead of multiple icons, is just make a single texture with your full icon layout (10 hearts, for example)
And another texture with your empty icon layout (10 empty hearts, for example), and that will work pretty well.
But the problem is it won't go half by half
It'll just slowly slide
Assuming you have 10 hydration shanks, and you want them to go down by halves, lower the $max_hydration to 20.
Each step between 0-20 should then represent half a shank.
You guys know how to use tiled?
that's how I made this bar.
I only used a singular bar there
not Full length bar that's also how Mojang implemented the xp bar
Oh, that's neat!
That's probably a better way to do it.
"tiled": true (or "x" or "y")
no I'm not asking so I would know, I'm asking them lol
you can do that with hearts or thirst bars too. Just make an emptyy bar and full bar of it then use tiled
That's super neat. I had no idea!
example I have 13x13 image I have tiled x, when I define the size to be 15x13 it will repeat the image
tho, Mojang used renderer in the hearts so yeah they're hardcoded lol
How can you get UUID though
i think it is not possible without server software.
It's possible with Endstone, iirc.
Or any other custom BDS software.
But does it work for you?
It will probably work if you give it a valid UUID
else, it got probably removed due to profile screen being replaced by ORE-UI
Hmm, okay. I haven't tested it with a server software, so it's possible the ones I gave were invalid.
Ah, that would suck if that was the case.
I'll update you when I get the chance to try it. Thanks!
Does anyone know how to add textField to a custom script menu? That is, to the server_form UI?
A custom UI like this
you have to get the collection index of your text field, and then show it using collection_index with text field control inside a collection/stack paenl or grid
??
Is it talked about in the wiki?
nope. Just check the original xp bar in hud_screen.json
Ok
search for custom_toggle in server_form.json
Alright! Ty
whats the minecraft screen dimensions
basically, what is 100% on the x value as a number in pixels. Same for y.
Doesn't this change based on resolution?
I thought that was the whole point
ok, what would it be for 1920x1080
So the amount of 'pixels' isn't actually the amount of pixels?
It's not just 1920x1080?
I have no idea, then. That seems like another weird mojang thing.
not in minecraft no
300px is like half my screen when im in gui scale 0
is it documented anywhere? the algorithm?
Ah, I forgot about GUI scale. That's a good point, that's probably why.
Not that I know of.
Does somebody know how to play an animation on an element once it becomes visible?
ok so what I'm having a hard time trying to understand is how to link the value of teh variable in the custom hud bar with the value in main.js file
#hud_title_text_string is the binding for the title text shown when you execute /title.
So by reading that binding in JSON UI, it's reading the text you send using the title command.
Ok look I may sound dumb
But you change the value of the var in the rp by sending a title with the value you want?
Also is this what he's doing here?
Yes!
No.
you can only do the height spacing though.
sad, ty
Can I get a button from the 2nd index on the grid?
Yes, you can!
Using a collection panel or stack panel, define the collection name, and then use a child element to index the button like this:
{
"type": "stack_panel",
"size": ["50%", "50%"],
"collection_name": "form_buttons",
"controls": [
{
"index_25@form_buttons": {
"collection_index": 25,
}
}
]
}
At least I think that's the general gist
Is there a way to customize only a few buttons and handle the rest with normal buttons?
The number of buttons keep changing
Not totally sure, sorry.
Is that only for fixed buttons?
Iirc, yes.
I heard about grid_position but I don't know how to use it
vertically yes, horizontally no
I limit the number of buttons to about 30 customize only the buttons with collection_index 0 to 4 and use the remaining buttons with collection_index 5 to 29 as normal buttons can I set these buttons so that they are visible or invisible?
If you take a few start letters and use them as a condition
Is it possible to use min_size using 100%c and max_size is 600px?
can you get the hunger bar value ?
not even fonts? (ftt)
nop
i think using molang can, but not ui
how do I fix this bug?
this minecraft versions was 1.21.2 bedrock
the last time this ui was updated was 1.16.100 bedrock
so I got it to work
but once it starts clipping the image it moves to the left a bit
here's before
wtf
yeah. Thanks for advice I will definitely follow that.
Easiest way would be to update; stuff like this usually happens when old UI contains elements that don't exist anymore or have since been changed.
I think this purple missing texture is related to an old tips hud
Nice!! Not sure why it's moving; if you are handling the size of a panel or something using relative offsets (e.g. 100%) that could be why?
I streched it a bit and it's working fine now
found it
/* {
"game_tip@game_tip.game_tip_panel": { // this is what the bug caused
"$offset": [ 0, "-90px" ],
"variables": [
{
"requires": "$pocket_screen",
"$offset": [ 0, "-60px" ]
}
],
"offset": "$offset"
}
}, */
Remove this part (or just comment it) @tropic cloak
Thanks you
which potion: END
is it possible to make on toggle a part of two toggle groups?
let's say we have toggles
A, B, C, D, E
A and B are turn each other off and the same with C and D.
can we make E turn all the other toggles off and turn off by all the other toggles?
you can use this as reference: https://github.com/LeGend077/json-ui-examples/blob/main/custom_heart_or_hunger_like_progress_bar_icons.json
π
damn when did you make this one?
long time
just remembered it existed so i shared
I knew that it uses a stack panel...
-# just wanna share lol
i'm not asking how to do it, this is just a thought and i want to know if it's possible for when i get there, but can i make a button that shows an image like a recipe book? all in a resource pack?
do you know how to reset an animation?
trigger an event to reset animation, usually with buttons
i have an animation that when i click a button it plays, but it doesn't play again when i click the button again, i tried to use the reset_event but it didn't work
although it's not perfect, instead of setting it as "play_event", why not switching it to "reset_event"?
Is it possible to move the tooltip of bundles, it covers the whole inventory which is annoying
what
Wdym what
move to where
but that's how it works, you need to "open" bundle
Somewhere that doesnt obstruct the inventory
hmm, next to inventory?
Or just make it a single column instead of grid idk
But you cant add items when the ui covers the inventory lol
press an item then press the bundle item, no need to open its ui
Lol thats possible, but still i dont like the ui covering the inventory
I tried a side tooltip resource pack from mcpedl but it doesn't work for bundles, it uses something different ig
yes, the bundle hover ui is a completely different part
Yeah is it possible to make it less obtrusive
But moving the ui to right or left can cut off the ui when you open the inventory
Due to the gui size
I think if possible making it a single column and aligning it to the bottom_middle should work
you can't do that since the grid size is hardcoded
how would i define a variable?
cause i was told what needed to be defined but i dont know how
"elem": {
"$var": ""
}
variable starts with $
where do i place that?
yes
no,
"$magic_cauldron_ui": X // any value number or string or array
it says incorrect type expected object and everything below is yellow
i did open curly bracket and it isnt yellow anymore
you're kind of new to json ui, so open a new post in this forum and try to read vanilla files and wiki
hmm
okay
what do i do about this?
done
{
"namespace": "chest",
"chest_label": {
"$title": "$container_title",
"text": "$title"
},
"[email protected]_screen_common": {
"$close_on_player_hurt|default": true,
"$use_custom_pocket_toast|default": false,
"$title|default": "$container_title",
"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": "($title = 'item.kaos:backpack')",
"$screen_content": "chest.bp_panel",
"$screen_bg_content": "common.screen_background",
"$screen_background_alpha": 0.4
}
]
}
]
},
"bp_panel": {
"type": "panel",
"$toggle_group_default_selected": 1,
"controls": [
{
"[email protected]_gamepad_helpers": {}
},
{
"[email protected]_item_details_factory": {}
},
{
"[email protected]_lock_notification_factory": {}
},
{
"[email protected]_panel": {
"size": [ 195, 200 ],
"layer": 1,
"controls": [
{
"[email protected]_panel": {
}
},
{
"type": "panel",
"layer": 5,
"controls": [
{"[email protected]_panel_top_half": {}},
{"[email protected]_panel_bottom_half_with_label": {}},
{"[email protected]_grid_template": {}},
{"[email protected]_take_progress_icon_button": {}},
{
"[email protected]_item_renderer": {
"layer": 15
}
}
]
}
},
{"[email protected]_selected_icon_button": {}},
{"[email protected]_cursor_button": {}}
]
}
}
]
},
"backpack_panel_top_half": {
"type": "panel",
"size": [ "100%", "50%" ],
"offset": [ 0, 12 ],
"anchor_to": "top_left",
"anchor_from": "top_left",
"controls": [
{ "[email protected]_label": {
"text": "a"
} },
{
"[email protected]_grid": {
"offset": [ 7, 9 ]
}
}
]
},
"bp_grid": {
"type": "grid",
"size": [ 162, 72 ],
"anchor_from": "top_left",
"anchor_to": "top_left",
"grid_dimensions": [ 9, 4 ],
"grid_item_template": "chest.chest_grid_item",
"collection_name": "container_items"
}
}
Why are the buttons not visible?
how do i make it show up?
actually i should be able to answer that
is this all i need?
@normal moat when adjusting the value of the var using the titles, how do I hide them?
I'm having trouble overriding the UUID for the paper doll. Has anyone attempted this?
I am aware it isn't possible to get the player's UUID without external server software; I am using Endstone to fetch their UUID.
"skin_doll": {
"type": "custom",
"renderer": "paper_doll_renderer",
"use_uuid": true,
"use_selected_skin": true,
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "#hud_title_text_string",
"target_property_name": "#player_uuid"
}
]
}
But is this correct UI wise?
I dont understand what you're asking
okay after testing, how do i make this show up when i click the block
?
Sorry for the late reply, but I didn't understand ;-;
In the latest preview, profile_card.json which the file that uses UUID has been removed, we can only assume that property has been removed too.
That.. sucks. Is there any other way to accomplish something similiar?
It seems like a pretty big loss to not be able to render other players in UI.
Pretty sure you can use #entity_id which uses the player ID in the world.
With the horse_renderer
But that only works when the player is online, correct?
Yes unfortunately
I can't understand why they would remove it, mainly because I was under the impression that some of the featured servers used it too.
I've definitely seen it before; maybe that's all custom.
Alright, well, thank you for your help. I appreciate it.
dont ping me please, just ask your question, someone will eventually answer
Hi. When i change a vanilla elements type all the properties stay. I changed from stack_panel to panel but orientation is still present. Is there a way to make minecraft ignore the old properties?
does anyone know how to change the deathscreen know that its ore ui my old pack dont work
cant
afaik cant
Solution is to override that element with a new one using modifications.
Hello guys. I'm a little confused about open/fires certain screen when click an UI button. I've read about, but still not getting deeper.
I've made a button at inventory's player. I'd like to open a, for example, other screen UI when clicked. Does this button fires an event at scripting area or would I have to implement something else?
"[email protected]": {
"size": [50, 20],
"$default_texture": "textures/ui/TabRightBack",
"$hover_texture": "textures/ui/TabRightBackHover",
"$pressed_texture": "textures/ui/TabRightBackHover",
"$pressed_button_name": "",
"controls": [
{
"default": {
"type": "image",
"texture": "$default_texture"
}
},
{
"hover": {
"type": "image",
"texture": "$hover_texture"
}
},
{
"pressed": {
"type": "image",
"texture": "$pressed_texture"
}
}
]
}
There are hardcoded button ID's you can put inside $pressed_button_name that lets you go into other screens, anything custom is not allowed AFAIK.
{
"skin_doll": {
"type": "custom",
"renderer": "live_horse_renderer",
"property_bag": {
"#look_at_cursor": false,
"#entity_id": "#entity_id"
},
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "(('%.136s' * #hud_title_text_string) - ('%.125s' * #hud_title_text_string))",
"target_property_name": "#entity_id"
}
]
}
},
Does anyone have any idea why this might not be working?
I used a label to show that the binding is correct, and when I pass the ID like so:
"property_bag": {
"#entity_id": "-4294967295"
}
It works fine.
"#entity_id": ID try this maybe
So not as a string?
pass the id directly to check
multiply by 1
yup
to convert it to a number
But the weird part is that this works:
"property_bag": {
"#entity_id": "-4294967295"
},
While this does not:
"property_bag": {
"#entity_id": -4294967295
},
hmm strange
I changed the binding to this:
{
"binding_type": "view",
"source_property_name": "((('%.136s' * #hud_title_text_string) - ('%.125s' * #hud_title_text_string)) * 1)",
"target_property_name": "#entity_id"
}
But it still doesn't work
Am I doing anything wrong with the property bag or something?
hmmm lemme check rq
it only works as a string when directly passing it in #entity_id
So you're saying if my entire #hud_title_text_string was the entity ID, passing it directly would work?
Interesting. Do you know what the binding is for subtitle text? Maybe I can use that?
#hud_subtitle_text_string
Oh.. that makes sense π
I'll try that and let you know how it goes. Thank you for your help.
sadly its not working
Wait, what?
wait
But can I call a command, event or something from script? It should be a way to do something custom
{
"skin_doll": {
"type": "custom",
"size": [
70,
70
],
"renderer": "live_horse_renderer",
"bindings": [
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#entity_id"
}
]
}
}
```yup directly passing it works.
Alright! I'll try this with subtitle string. Thank you so much!!
{
"student@common_dialogs.form_fitting_main_panel_no_buttons": {
"$panel_size": [
320,
"100%cm"
],
"size": "$panel_size",
"$child_control": "npc_interact.student_view_content",
"$title_panel": "common_dialogs.standard_title_label",
"$text_name": "#title_text",
"$title_text_binding_type": "global",
"$show_close_button": false,
"$custom_background": "common_dialogs.dialog_background_opaque_with_child",
"bindings": [
{
"binding_name": "#student_view_visible",
"binding_name_override": "#visible1",
"binding_type": "global"
},
{
"binding_name": "#title_text",
"binding_name_override": "#visible2",
"binding_type": "global"
},
{
"binding_type": "#view",
"source_property_name": "(#visible1 and (not (#title_text = 'test')))",
"target_property_name": "#visible"
}
]
}
}```
Guys, this throws an error.
what kind of error?
ignore it, I managed to fix the error but it still doesn't work
lol
idk what you're doing lol.
you can take this as reference
Yey, this is what I'm looking for.
guys, which file is this?
-# shit I didn't mean to tag you man, I accidentally swiped your message lol
-# nvm, found it lmfao
i love it says A-Z but when you change language it's not anymore lol
Milkbag mentioned π₯ π₯
is this just how every JSON UI experience goes lmao
I got the exact message for a non-UI issue. Thankfully, I already solved my issue, lol.
I have a lot of them in my dms
Smii7y lezz goo
π I literally don't understand why people go to DMs like I'm gonna pay them for it
If I wanted to pay for UI I would go to build a realm
you can:
// in hud_screen.json
"hud_title_text": {
"visible": false
},
or
/title @a times 0 0 0
how do I give a preserved title text a background? like the ones that the actionbar has
Hello, recently i've been experiencing weird behaviors with json ui in mobile players
for some reason happens this
the ui is not rendering and basicly the player cant do anything
anyone knows how can i fix this? or what could be causing the issue
what do you mean by 'ui is not rendering'?
server_form?
is there any way to turn strings into numbers that can be used in size, offset, etc?
string*1 and throw it to property_bag
I tried it and the game froze π
"bindings": [
{
"binding_type": "view",
"source_property_name": "(('%2.s'*$atext)*1)",
"target_property_name": "#d"
}
]```
How do I remove the attack damage text? Ik with jsonui but how
you can make it blank inside language file.
is it possible with jsonui?
yea
can it be done? to be more specific, Im trying to use actionbar text
You need to convert $actionbar_text into a property
"property_bag": {
"#atext": "$actionbar_text"
}
"bindings": [
{
"binding_type": "view",
"source_property_name": "(('%2.s' * #atext) * 1)",
"target_property_name": "#d"
}
]```
thanks
is there any way to turn it into a "pure" integer? such as used for text color?
If the player can't move, that means they're in the form still, it's just invisible.
Could it be the 'click here to chat' dialogue that's cancelling it, or something?
Having it just not show on mobile is definitely weird.
its complicated and not worth doing it
Yea thatβs what I mean
But idk why that happens
Hmm maybe
Iβll test it
To modify the text it is in the lang, right?
I mean Member, Operator, Visitor
How can I modify the "Permission Level" try with permissions.dropdown.title= , But it didn't work
permissions.level=whatever
Ty
I have tried to remove β+8 attack damageβ but the only thing happens is it removes the attack damage not the actual number
So youβll have β+numberβ standing there
More toys to play with
is header not just the title...
What's the font?
custom one
default8.png in font folder
default8.png is the default font, but the font used on your screen is not this one
yeah bc I changed that
yes, but you're the one who created the new font. ?
not me but a friend
is it possible to have it or is it private?
you can do it by yourself just add to every latter a shadow
then you can save me the trouble please ?
And how does he do that with the colors?
that's a lore I think
Because the texts are after the +6 Attack Damage they just used formatting
Β§c
so its hard to remove it?
But the text has two colors if you use Β§c it will just be all red.
you can use every color on it
Guys i dont need this button / any one can help me how can i hide it or remove it
when the cheats is on
yes, but now you're mixing two colors on one letter
thats the shadow thing that I told you
looks like this
ok can i have all the font please?
do you know something can help me ?
On this font there is not what you have just sent
you asking the wrong guy xD
XD
and shadow ("shadow":true) doesn't work that way
you need to change/add the texture
bruh
just change the texture
yes, I understand, but can you avoid doing it, yes or no?
by just giving me the font
I can't
its private
Ok, fifteen minutes of conversation for this, thanks.
@clever maple "That could have stopped there."
sorry
any one of these will remove that
i know that, but removing them and turning it in to just = attribute.modifier.plus.0=
doesnt not remove it for me.
I can't help you to fix it without code.
Try to check if references is correct or what reference you using.
can we still use grids in server form 2.0.0?
yup
because there are 3 items now buttons,labels and headers how do i modify my code
yeah just make sure it include the header, the way you want to use it
"type": "grid",
"size": ["100%", "100%c"],
"grid_dimensions": [3, 5],
"grid_item_template": "server_form.item_button",
"grid_fill_direction": "horizontal",
"grid_rescaling_type": "horizontal",
"anchor_from": "top_left",
"anchor_to": "top_left",
"factory": {
"name": "buttons",
"control_name": "server_form.item_button"
},
like what do i do with grid_item_template
is there a way to rotate live_player_renderer?
afaik no, unless you rotate the player model file
that sucks
but paperdoll is ass, it has no animations
so i need to choose
between anims without rotation and no anims with rotation
i basically want to make like a menu with your standing skin
are you talking about json ui animations?
no, idle player anims
moving hands
oh
yeah
sacrifices need to be made
Is it possible to modify just the offset of the Minecraft Bedrock title? Without having to put all that sample code
Make a small code that just modifies the offset_set to make the code cleaner
is it possible to detect if a word is included in the text?
for example my world test1 anything
if the sentence test1 is in any other sentence, returns true if not false
{
"binding_type": "view",
"source_property_name": "((#title_text - 'ui_skill_menu') = #title_text)",
"target_property_name": "#visible"
}
You put this into your bindings, it makes the element visible if the #title_text does not include ui_skill_menu
how difficult is it to move the player's health in hud_screen?
Not really difficult, but honestly it's consequence of doing so.
Hud's has pretty ton of hotbars, ranged from Classic UI to touch control's hotbar variant.
you can move them but remember, everytime there's extra heart. it'll fill up or down depending on which type of UI you use. (Classic UI = Top, and Pocket UI = Bottom)
Is it possible to detect the scoreboard? If so, how?
I also want to add that usibg anchored offset doesn't work properly to them
They're stack panels, you might have to rewrite them into panel.
yep, it's pain in the ass ngl
though i actually move them around kinda often with some bindings ngl
tho I fixed it already
How do I make status effects not visible?
both the menu, and hud
I tried setting visible to false in the mob_effects_renderer but that didnt work
"root_panel/mob_effects_renderer": {
"visible": false
}```
"mob_effects_renderer": {
"ignored": true
},
forgot this existed ty
Coddy method also works, just add "bindings":[]
alright, anyway to disable the effect screen tho?
what you can do is remove all the content inside it and make forcibly render below hud
fear allah
haram spotted
jk
lol
i found thse gif and i was like laughing at this for 2 minutes
trying to make actionbar text change based off if it has the key in it but for some reason my global variable says it cant be found?
bindings and variables dont work together
do this:
"property_bag": {
"#actionbar_text": "$actionbar_text"
}
```now you can use #actionbar_text in binding
so this?
This doesnt work
do this outside bindings : "$atext": "$actionbar_text"
Still nothing
To make a button locked you would need to change its size to zero right?
this is what i came up with after reading the bedrock samples
im wondering if there is a better way
No you just do "enabled": false
oh
use #actionbar_text in your bindings
i did
oh yeah, $actionbar_text works only inside the actionbar factory (afaik)
thats not the error???
and there is no factory?
the error is it wont let me use my global variable
add your panel in a factory
"my_factory_of_ACTIONBARS": {
"type": "panel",
"factory": {
"name": "hud_actionbar_text_factory",
"control_ids": {
"hud_actionbar_text": "hud_actionbar_text@hud." // reference your panel
}
}
}
```also use #actionbar_text
replace $atext with #actionbar_text in bindings
i did
now put your hud_actionbar_text into this factory
or wait, your should work fine anyways because you named it hud_actionbar_text which is vanilla one
does it work when you put the variable inside your element and not using global var?
yeah
hmm weird
idk any solution, though you can try assigning your global var's value to another variable and then using it
oof
Is it possible to detect scoreboard by json ui? If so, how do I get the value of the scoreboard that I set and use it to my advantage?
guys is there a way to remove 4 letters then the rest is what I need
Nvm lol
?
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "('%.37' * #form_button_text)",
"target_property_name": "#texture"
}
is there something wrong with these bindings?
This makes my image invisible even tho it has 37 letters
add s to %.37
thanks
how do i move ui elements?
offset and anchor
Hey @outer stag, i was able to test out the UUID problem, i wonder what UUID you pass?
NVM, i tried someone's UUID, didn't work...
{
"skin_doll": {
"type": "custom",
"size": [
128,
160
],
"layer": 100,
"renderer": "paper_doll_renderer",
"use_uuid": true,
"property_bag": {
"#dadadadada": "00000000-0000-0000-0009-01f34848106e"
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "#dadadadada",
"target_property_name": "#player_uuid"
}
]
}
}
you need uuid of player in the world
UUID?
I use the Entity.id
i prefer the ID
anyways
I have a long_form
how do i make it or its child (its child would be better) not be affected by base_screen or anything at all?
is it even possible?
Change reference
"namespace": "screen_namespace",
"screen_id@your_reference": {}```
If you mean common.base_screen as 'base_screen'
{
"[email protected]_screen": {
"$screen_content": "server_form.main_screen_content",
"button_mappings": [
{
"from_button_id": "button.menu_cancel",
"to_button_id": "button.menu_exit",
"mapping_type": "global"
}
]
}
}
this is the thing that makes my long form, work i think
but when i delete the screen_content (make the string "") it renders the background whenever i use a form
I tried various things; uuid from xuid, uuid from Endstone, uuid from world data..
I couldn't get any of them to work
What you want to change?
If you want to change animation, you can use $screen_animations array.
@common.base_screen is a element that used for screen. It contains "type": "screen" and some utils like input_panel.
It would be better if you told me what you wanted to apply or change for a long_form.
My long form has 3 elements in controls
- The vanilla long form,
- Chest UI
- My own UI
My own ui should have only my own animations and no background
If this case, I would recommend you to reset animations from @common.base_screen, then, add new for
The vanilla long form and Chest UI (Default animation), and for My own UI (Custom animation).
You can put The vanilla long form and Chest UI to the same element if you want the same animations.
For animations, you can use default from @common namespace and custom for Your own UI. Don't forget to add play_event and end_event. For start you can copy animation elements that located in $screen_animations variable in @common.base_screen, link them to your own elements and test.
It should work...
By linking them to my own elements, you mean put "anims": [] in those elements?
@turbid nimbus
I think i solved it
i just changed the refrence from third_party_server_screento an empty panel. And add a control with the main_screen_content.
I added Animations in the "my own form" element as "anims"
Existis some tool for develop json ui?
nope
Someone help me make a scrolling panel? ive tried many times but no luck
just use hte vanilla one
i tried but this is what happens
im tryna make the buttons scrollable
but idk where the scroll track is
show me your "scroll panel"
- cobeblocks would be better
- everything you have changed or added (by that i mean the scroll controls)
try to use the server form one. using the common* one is a bit tricky to set uphttps://github.com/Mojang/bedrock-samples/blob/5ce65764d3426f2a1f600f4156412f829c178b55/resource_pack/ui/server_form.json#L46
controls got sme same names
i am using the vanilla 1
try to put it inside a panel or something, this type of problem occurs due to sizes not properly set up
Also make sure you're using correct controls
its all inside a panel
ye its right
set skill buttons size in x to 100% in y to 100%c
Why?
ohhh the panel
i thought u meant each button
That was the problem
Ty
nice ππ»
Gonna kill myself lol
Pretty, dude
cool
I got another problem now
how do i make it so the button doesnt show up? if i dont add it the the server form
this how many buttons i got
so more than 10 appear?
yuh
i got the buttons go to 12 but i dont want the buttons to apear when i dont call for them
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#collection_length"
}
]
```put this in your collection panel
not sure if it'll work
Uh where exactly?
how many elements does you have
you have to put it in stack panels
with 'collection_name' property
so i put it in this panel? this is the stack panel
it doesnt do anything
is it becuase i got the other form buttons outside the stack pannel?
no
hmm weird. ur using collection index so technically it should not have multiple buttons glitch
im also confussed because my other form doesnt show buttons always
I don't know any solution sadly.
The thing I use to avoid it is:
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
},
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(not (#form_button_text = ''))",
"target_property_name": "#visible"
}
do i put this in the dynamic button?
yeah
yeah
this seems to work but the scroll thing is still there
but its not the worse outcome
Tysm
helped me alot
yeah, but there might be a better solution
another problem but i can get past that if i js put a space i think
put the bindings in the parent of that button
will that remove the scrolling thing?
that make sense yk
i can help you if you pass me your code if you want
Guys, make ui in json for Minecraft is the same thing like style some page with css? (Iβm fullstack dev, not for mcpe)
depends on how you define styling
it has similarities
but i would say that json ui is more complicated
guys quick question
Is it possible to get the contents of the chat grid and to be used in the npc screen?
-# just don't question why I'm using npc screen
i think no
cuz are different screens
but ive seen some packs that displays the players list on the hud
maybe they use pause screen or something
That's kinda disappointing since I need to display texts in Npc I can't sue the title since it's limitedto characters
i find that weird on NPC screens
they can contain more but they limit the characters shown
I want to sue the npc screen since there's no annoying loading screen when changing forms
Unlike server form.
yes, that's annoying I can put 1k characters but it can only display 100 characters of them
Guys
I tried to make an advancement thingy in hud screen with chat
Tho they don't move unless the hud screen is loaded is there a way to make it show up even tho the hud screen isn't opened yet?
"render_only_when_topmost": false
with that, the screen Will be always rendered
Yey, it works now
another question
Is there a way to make that npc screen and server form are both opened at the same time?
hmm i think no
Lol the crosshair
also where I can only use the sound events??
there's a way to remove that annoying loading lol
{
"[email protected]_screen": {
"is_showing_menu": false,
"should_steal_mouse": true,
"low_frequency_rendering": true,
"absorbs_input": false,
"send_telemetry": false,
"render_only_when_topmost": false
}
}```
"$use_loading_bars": false
and disable the screen/background animations
"$background_animations": []```
Is anyone able to get grid working on server form's latest preview?
@opal aurora Do you know how to go to Thanks for Testing screen?
it's only for chrome os version
it's exactly the same as tabbed upsell screen with different contents
So there is no specific button mapping to get to that screen?
only the "buy full game" button
Horizontal scrolling???
Yes
VS Code π³
Hello
i think it doesnt work on consoles
Yes
you sure?
with a console controller?
bacause in marketplace you have 2 buttons to go left and right
but you cant scroll
surely it's just a panorama renderer, not customizable
well i did something like that in the past with buttons
but as i said we had issues with controllers
only worked for pc and mobile
just use a slider
a horizontal slider
just because you drag a panorama renderer, not scroll
theoretically you can create a big scroll bar with no design or anything so when users drag their cursor the image will move?
-# I maybe stupid with what I said but just maybe π€·
something related: #1252224040433614958 message
https://youtu.be/JaNaMHmCppI?si=5UCU1g10tfSRojD5
How about this?
Minecraft: Bedrock Edition
κ°λ‘ μ€ν¬λ‘€ Server Form ν
μ€νΈ μμμ
λλ€.
κΈ°μ‘΄μ μΈλ‘λ‘λ§ κ°λ₯ν μ€ν¬λ‘€μ μ΄μ κ³Όκ±°μ κΈ°μ μ
λλ€.
μ΄μ κ°λ‘λ‘λ μ€ν¬λ‘€μ΄ κ°λ₯ν μλκ° μ°Ύμμμ΅λλ€! λ€λ§, λ§μ°μ€ ν λ‘λ μ€ν¬λ‘€ν μ μμ΅λλ€..
#minecraft
#minecraftjsonui
#jsonui
#λ€λ‘루λ
#NeroLuna
yea thats what i did
but not suitable for console players
Dude, thatβs awesome wow
Liked your song
Sounds me lol
I know lol
Because the button is cut off
is it possible with json ui to change an item texture based on the item's enchantments?
Body, Iβm fullstack, but I think about to kill myself just thinking about need to code 8263817 lines to make a square in json
Lol
i dont even think you can make squares
youd need to use images that already looks like square
this is also a draggable panel, not scroll
There is a button(which is the thing you see on marketplace) for it but it only works on certain UI screens.
i think a program to make json ui easier will be cool like the .net customization on Visual Studio
to make it work with controller, just use slider hacks instead
the annoying "hard code"
Published two new docs today:
https://wiki.bedrock.dev/json-ui/buttons-and-toggles.html
https://wiki.bedrock.dev/json-ui/modifying-server-forms.html
nice
The smallest code to make a square texture using JSON-UI is 6 lines long
{
"square": {
"type": "image",
"texture": "textures/ui/hud_tip_text_background"
}
}
if your parent element is already a square
so yeah

Is it possible to change the texture of a drop down panel???
creating an alement π adding it to the screen β οΈ
yuh
Anyone got their own long form button i can use which instead of the text on the button when u hover over the button the button text is shown in an items details
"item_details": {
"type": "custom",
"renderer": "hover_text_renderer",
"allow_clipping": false,
"layer": 200,
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(#form_button_text)",
"target_property_name": "#hover_text"
},
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
}
]
}
if tried to set it up but idk how to
idk where to place it
how? i need it too
have u checked the server form json file?
yh
thats takes me to ui_common
but i cant find the texture
try with textures/ui/dropdown_background
im still tryna figure out the hover text thingy
i think that you need a button
and place this renderer in the hover control
Tried
idk if i placed it in right location
{
"hover": {
"type": "panel",
"controls": [
{
"item_details": {
"type": "custom",
"renderer": "hover_text_renderer",
"allow_clipping": false,
"layer": 100,
"bindings": [
{
"binding_type": "collection",
"binding_collection_name": "form_buttons",
"binding_name": "#form_button_text"
},
{
"binding_type": "view",
"source_property_name": "(#form_button_text - ('%.7s' * #form_button_text))",
"target_property_name": "#hover_text"
}
]
}
}
]
}
}
i tried that before and that doesnt do the background, it does the edge
use my skill button template
because you dont have half of button variables
well at least not the selected dropdown element background
wheres that
{
"skill_button": {
"type": "panel",
"$control_branch|default": [],
"controls": [
{
"branches": {
"type": "panel",
"controls": "$control_branch"
}
},
{
"[email protected]": {
"default_control": "default",
"hover_control": "hover",
"$pressed_button_name": "button.form_button_click",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"size": [
35,
35
],
"controls": [
{
"default": {
"type": "panel",
"controls": [
{
"button_image@skill_menu.skill_button_image": {}
}
]
}
},
{
"hover": {
"type": "panel",
"controls": [
{
"button_image@skill_menu.skill_button_image": {}
},
{
"item_details": {
"type": "custom",
"renderer": "hover_text_renderer",
"allow_clipping": false,
"layer": 100,
"bindings": [
{
"binding_type": "collection",
"binding_collection_name": "form_buttons",
"binding_name": "#form_button_text"
},
{
"binding_type": "view",
"source_property_name": "(#form_button_text - ('%.7s' * #form_button_text))",
"target_property_name": "#hover_text"
}
]
}
}
]
}
}
],
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
}
]
}
}
]
}
}```
here
"[email protected]_text": {
"layer": 100,
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "#form_button_text",
"target_property_name": "#hover_text"
}
]
},```
il try ty
can i replace this with the vanilla 1?
this the vanilla 1?
wait do i even need that?
TYSM its works Thanks im assuming i can also add the pressed control to?
tyty ur template helped alot
yes
if you dont know how to do it:
{
"close_button": {
"type": "button",
"default_control": "default",
"hover_control": "hover",
"pressed_control": "pressed",
"anchor_from": "top_right",
"anchor_to": "top_right",
"sound_name": "random.click",
"button_mappings": [
{
"from_button_id": "button.menu_select",
"to_button_id": "button.menu_exit",
"mapping_type": "pressed"
},
{
"from_button_id": "button.menu_ok",
"to_button_id": "button.menu_exit",
"mapping_type": "focused"
}
],
"controls": [
{
"default": {
"type": "image",
"texture": "textures/ui/common/close_button_default"
}
},
{
"hover": {
"type": "image",
"texture": "textures/ui/common/close_button_hover"
}
},
{
"pressed": {
"type": "image",
"texture": "textures/ui/common/close_button_hover"
}
}
]
}
}```
Thanks but i dont think i need it for now because when u click a form button it closes
alright
depends
you need a list of your buttons
and this list should have colleciton name
and in every child the element has can have the collection index
example:
{
"fourth_tier_panel": {
"type": "stack_panel",
"orientation": "horizontal",
"collection_name": "form_buttons",
"size": [
"100%",
60
],
"controls": [
{
"left_padding": {
"type": "panel",
"size": [
"25% - 16.65px",
"100%"
]
}
},
{
"first_button@skill_menu.skill_button": {
"collection_index": 4,
"size": [
33,
"100%"
],
"$control_branch": [
{
"horizontal_branch@skill_menu.skill_branch_horizontal_line": {
"offset": [
"50%",
0
],
"size": [
33,
5
]
}
}
]
}
},
{
"second_button@skill_menu.skill_button": {
"collection_index": 5,
"size": [
"50% - 33px",
"100%"
]
}
},
{
"third_button@skill_menu.skill_button": {
"collection_index": 6,
"size": [
33,
"100%"
]
}
}
]
}
}
the fourth tier panel has a collection name, every button in that tier has the collection index
Does anyone know if it is possible to modify the display above a player's head?
player.nameTag
scripts
it's for a pocketmine server
hmm then no idea
ok
u know how to fix this? for some reason they all have the same collection index even tho its this
could you send me your whole element?
i added form buttons to all the children to see if it changes anything but it didnt
the collection name
@weak cape
try with this
k ill try
If you're wondering why this didn't work
Well, basically it's something like this
parent: im taking the size of the child!
child: im taking the size of the parent!
ohhh
it works now thanks!
That commandblock ui looks insane
π i need to learn how to do that
make the hover outline part of the texture
not really hard, but have some limitations i think
ill try it but maybe it wont work lol
yeah, just realized it is not a simple toggle
actually its a stack panel that uses (#execute_on_first_tick * 1) as collection length
so it creates and destroys the animated toggle
thats how i did the animated hotbar selected slot and xpbar
yeah, that looks cool btw
in mine i just slapped a texture into a toggle and called it a day
how to use scale animations like that?
π i want it aswell
I only need the animation lmfao
the last thingy i did Is a text bar lol https://discord.com/channels/523663022053392405/1337400408741511268
unfortunately, its not just an animation
I'm dead β οΈ
It's cute ngl
I don't need it but I want it
its a combination of getting the value of the xp as an integer(im uploading how to convert a float to an integer, probably), then create two stack panels, one for filling animation and other for emptying animation, then get the x child size of the first stack panel(parent stack panel x size Is "100%")to use it as offset for the second stack panel
and i think thats It lol
kinda get it. I just need the proper values lol
remember the bar I made?
Yeah I'm trying to make it better
Since it's laggy asf
no, like no joke
Want to try it?
not in a sense that it's very laggy but you can see some fps drop
later, im getting busy rn lol
maybe its cuz its not just the bar
What I love is because it's almost perfect
if the lag isn't there.
and I didn't implement the pocket ui since I dunno how to... YET
It hurt my fish brain.
Sorry what?
Wdym 4?
survival desktop, creative desktop, survival pocket, and creative pocket
fuckin knew it lmfao
4 layouts
Like I just make an always visible hotbar then use that to adjust and shit?
tho I'm scared I might break my current one lol
-# I'm stoopid
yes
probably yes lol
you may need to redo all your thing
and it might take me a while to manually change them
One message removed from a suspended account.
this is what i made to solve the hotbars problem
(i haven't updated it, so it might lack some bindings used with /hud command)
So it's incompatible with other UIs now
maybe
I might try this, I will check if it will lag my game. Tho did you try my ui?
^ this one right here.
Not yet lol, I'll try it now
wait, I think I broke it ππ
Y'know what's even more funny?
I DONT HAVE A BACKUP OF THAT SHII
bruhhhhhh
I delete the root_panel
My goofy ah
Tho it's and easy fix lol
Tho it's and easy fix lol
You can try it now.
I know that it lags since I'm using beta and there's the fps counter there, and before I do title it shows 60fps but when I apply it becomes 30fps β οΈπ
I have an idea before that converts everything into a bar.
tho I dunno how to get hunger and bubble values
is it possible to move the armor icons in the hud pocket
Separately? No but the whole thing you can.
I just want to move it to
"not_centered_gui_elements/armor_rend": {
"offset": [
2,
2
]
}```
I'm pretty sure this is it
does not work for hud
Wym?
I will test
idk, its fine for me lol
I love you man, thanks you saved my life now
not possible i think, maybe with scripts?
Did you try to increase and decrease the values every tick?
potato ;^; π₯
isnt thaaaaat laggy at least for me
Does anyone know how to make an Script API form use 100% of the screen? I have already tried with "fill: true" and the size of 100% but it seems not to work Lol
baked potato
