#JSON-UI General

1 messages Β· Page 34 of 1

mental crystal
#

just need quick answer or explanation about this

#

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

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but when I remove the hiding of panel and just add the panel in the centered shit the filling works

hexed briar
#

(not (not (#hud_title_text_string - 'bar.' = #hud_title_text_string)))

???

mental crystal
#

it doesn't work in my end lol

hexed briar
#

you could just don't use not at all and it would return true when the string is not present.

mental crystal
#

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

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TBH, IM FUCKIN STUPID HERE.

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Here's the full one... Im dum dum

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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

hexed briar
#

preserved text my beloved

hexed briar
#

just, don't use preserved text at all.

mental crystal
#

I fixed it already, just need an answer why it doesn't work lol

hexed briar
#

do you even have a factory or nah

mental crystal
#

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

hexed briar
#

that's least strangest method of displaying bar i ever seen tbh

mental crystal
#

but you're talking about the displaying lol

hexed briar
#

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.

hexed briar
#

also it will allows you to use variable version of title ($title_text) too.

hexed briar
mental crystal
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I'm exploring lmfao

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thanks

hexed briar
#

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

mental crystal
#

lemme try to understand the factory of title

hexed briar
#

just slam this

"your_factory": {
    "type": "panel",
    "factory": {
      "name": "hud_title_text_factory",
      "control_ids": {
        "hud_title_text": "[email protected]"
      }
  }},```
mental crystal
hexed briar
#

put your own core element and hook up or replace with the main factory

mental crystal
#

lemme try, yeah

hexed briar
#

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

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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.
mental crystal
#

yey

hexed briar
#

Also, you can use factory as ignored property for bindings.

#

since bindings doesn't actually have #ignored anyways, free optimization.

mental crystal
#
{
  "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?

mental crystal
#

what I'm doing is when it's #hud_visible_centered and the #bool is false

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Tho it doesn't work

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is it because of how I used the #hud_visible_centered?

torpid axle
# mental crystal ```js { "root_panel/centered_gui_elements_at_bottom_middle": { "bindings":...
{
  "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"
      }
    ]
  }
}```
torpid axle
mental crystal
#

Hmm. I just opened a post, if ever.

#

NVM

mental crystal
mental crystal
#

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"
      }
    ]
  }
}```
torpid axle
#

parenthesis bro

#

this isnt molang

chilly yacht
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((#hud_title_text_string = 'bar.') and (#show_survival_ui))

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((#bool * 6) * $percent)

mental crystal
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maderfack

mental crystal
chilly yacht
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what are u even doing

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thats returning booleans

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so #anchored_offset_value_y is being binding to like true or false

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or maybe even 0/1

mental crystal
chilly yacht
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ohh okok

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so

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why not just uh

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have 2 of those panels

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one visible and not visible

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vice versa

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via bindings

mental crystal
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but the #show_survival_ui still doesn't work :(

mental crystal
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since I'm editing the hotbar of the exp_ BLA bla

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Since it relies on the hotbar for the x-axis size

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Yeah.

chilly yacht
mental crystal
#

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"
      }
    ]
  }
}```
chilly yacht
#

i use it here

"bindings": [
                        {
                            "binding_name": "#show_survival_ui",
                            "binding_name_override": "#visible"
                        }
                    ]```
mental crystal
#

unless I mislook something

chilly yacht
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you dont need to define it globally

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but that wont change anything i dont think

mental crystal
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hmm

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wait

chilly yacht
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also

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does anything about that currently work

mental crystal
chilly yacht
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have you tried and not #survival thing

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((#hud_title_text_string = 'bar.') and (not #show_survival_ui))

mental crystal
#

I did everything man... It's like it's not working in that element only

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I tried on some parts and it works fine

torpid axle
# mental crystal This is all I did lol ```js { "exp_progress_bar_and_hotbar/resizing_xp_bar_wit...

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"
  }
]
mental crystal
#

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

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DAMN.

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I think I might be stupid

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Sorry for bothering lol

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God damnit

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SORRY AGAIN πŸ˜”

#

-# I didn't manage to make it work lol

plucky token
lone carbon
#

am I able to speak here?

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okay strange

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I just can't speak in API general

true elm
#

what happened

lone carbon
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every message I try to send in API general just doesn't send

true elm
#

oof

lone carbon
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yeah no seems to literally just be in API general 😭 rip

true elm
#

tried restarting discord

lone carbon
#

nope, closed it via task manager and still nothing

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this might be the viewer cap that herobrine mentioned at some point

true elm
#

this normally happen in dm when someone blocked you ig

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i cant remb

lone carbon
#

it's alright lol, I was gonna just ask some stuff about math but GPT can prolly do it

true elm
#

offtopic works?

lone carbon
#

yeah

#

thanks anyway wave

past stirrup
# lone carbon

That’s because apparently there is a limit to how many members a thread can have, which Discord decided to set to a thousand.

lone carbon
#

it was that thing, interesting

true elm
#

bruh

placid geode
mental crystal
#

Sorry for tag

placid geode
#

XD

mental crystal
placid geode
#

looks great

slim oyster
#

how do I add a new bar or the hot bar?

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like the hunger and health bar

normal moat
slim oyster
#

like a pack or section from a script

vale turtle
#

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?

outer stag
#

Where is the hopper UI definition?

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Or does it not have one? It's weird, it seems that most other containers are under chest_screen, but not hopper?

outer stag
#

I guess that makes sense, but a little strange at the same time.

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Thank you!

slim oyster
#

@normal moat do you have an exemple that uses Icons instead of a slider?

slim oyster
#
          "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

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but it looks like this

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the icon is always there

outer stag
#

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.

outer stag
# slim oyster

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.

slim oyster
#

ohhh

#

I see what you mean

slim oyster
#

It'll just slowly slide

outer stag
#

Each step between 0-20 should then represent half a shank.

mental crystal
#

You guys know how to use tiled?

mental crystal
#

I only used a singular bar there

#

not Full length bar that's also how Mojang implemented the xp bar

outer stag
#

That's probably a better way to do it.

placid geode
mental crystal
placid geode
#

Βͺ

#

lol

mental crystal
outer stag
#

That's super neat. I had no idea!

mental crystal
#

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

torpid axle
#

i think it is not possible without server software.

outer stag
#

Or any other custom BDS software.

#

But does it work for you?

torpid axle
#

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

outer stag
#

Hmm, okay. I haven't tested it with a server software, so it's possible the ones I gave were invalid.

outer stag
#

I'll update you when I get the chance to try it. Thanks!

tough imp
#

Does anyone know how to add textField to a custom script menu? That is, to the server_form UI?

#

A custom UI like this

normal moat
slim oyster
mental crystal
slim oyster
#

Ok

normal moat
vale turtle
#

Alright! Ty

runic portal
#

whats the minecraft screen dimensions

#

basically, what is 100% on the x value as a number in pixels. Same for y.

outer stag
#

I thought that was the whole point

runic portal
#

ok, what would it be for 1920x1080

outer stag
#

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.

runic portal
#

not in minecraft no

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300px is like half my screen when im in gui scale 0

#

is it documented anywhere? the algorithm?

outer stag
#

Ah, I forgot about GUI scale. That's a good point, that's probably why.

#

Not that I know of.

cunning bridge
#

Does somebody know how to play an animation on an element once it becomes visible?

slim oyster
outer stag
#

So by reading that binding in JSON UI, it's reading the text you send using the title command.

slim oyster
#

But you change the value of the var in the rp by sending a title with the value you want?

slim oyster
nimble mortar
#

is there a way to reduce the letter spacing in json ui?

#

like "t h i s"

hexed briar
#

you can only do the height spacing though.

nimble mortar
#

sad, ty

last pollen
#

Can I get a button from the 2nd index on the grid?

outer stag
# last pollen 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

last pollen
#

The number of buttons keep changing

last pollen
outer stag
last pollen
#

I heard about grid_position but I don't know how to use it

chilly yacht
last pollen
#

If you take a few start letters and use them as a condition

hardy lily
#

Is it possible to use min_size using 100%c and max_size is 600px?

mental crystal
#

can you get the hunger bar value ?

oak verge
normal moat
opal aurora
tropic cloak
slim oyster
#

but once it starts clipping the image it moves to the left a bit

#

here's before

slim oyster
#

got it to work bao_ext_toldyouso

torpid axle
mental crystal
outer stag
hardy lily
outer stag
# slim oyster

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?

hardy lily
#

I forgot which part to remove

#

let me search

slim oyster
hardy lily
#

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

opal aurora
cunning bridge
#

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?

slim oyster
normal moat
#

just remembered it existed so i shared

mental crystal
#

-# just wanna share lol

pallid pumice
#

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?

cunning bridge
opal aurora
cunning bridge
opal aurora
jolly pagoda
#

Is it possible to move the tooltip of bundles, it covers the whole inventory which is annoying

torpid axle
#

what

jolly pagoda
#

Wdym what

opal aurora
#

but that's how it works, you need to "open" bundle

jolly pagoda
#

Somewhere that doesnt obstruct the inventory

opal aurora
#

hmm, next to inventory?

jolly pagoda
#

Or just make it a single column instead of grid idk

jolly pagoda
opal aurora
#

press an item then press the bundle item, no need to open its ui

jolly pagoda
#

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

opal aurora
jolly pagoda
#

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

opal aurora
torpid axle
#

not hardcoded

#

in such way it isn't editable

winged halo
#

how would i define a variable?

#

cause i was told what needed to be defined but i dont know how

normal moat
winged halo
#

where do i place that?

normal moat
#

Inside an element

#

element in json ui is a json object

winged halo
#

like the one highlighted?

#

@normal moat

normal moat
#

yes

winged halo
#

so it should look like this?

normal moat
#

no,

"$magic_cauldron_ui": X // any value number or string or array
winged halo
#

it says incorrect type expected object and everything below is yellow

#

i did open curly bracket and it isnt yellow anymore

normal moat
winged halo
winged halo
normal moat
#

type property is required for an element

#

open a post in #1067869374410657962

winged halo
earnest wind
#
{
    "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
                    }
                ]
            }
        ]
    },
#
                                "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?

winged halo
#

actually i should be able to answer that

#

is this all i need?

slim oyster
#

@normal moat when adjusting the value of the var using the titles, how do I hide them?

outer stag
#

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?

normal moat
winged halo
# earnest wind

okay after testing, how do i make this show up when i click the block

#

?

winged halo
#

@earnest wind @normal moat

#

either of you know how i make it open?

tough imp
torpid axle
outer stag
#

It seems like a pretty big loss to not be able to render other players in UI.

torpid axle
#

With the horse_renderer

outer stag
torpid axle
#

Yes unfortunately

outer stag
#

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.

outer stag
normal moat
weak cape
#

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?

pliant dagger
#

does anyone know how to change the deathscreen know that its ore ui my old pack dont work

torpid axle
pearl bramble
#

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"
            }
        }
    ]
}
torpid axle
#

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.

outer stag
#
{
  "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.

normal moat
#

"#entity_id": ID try this maybe

outer stag
normal moat
#

pass the id directly to check

normal moat
#

yup

placid geode
#

to convert it to a number

outer stag
#

But the weird part is that this works:

"property_bag": {
  "#entity_id": "-4294967295"
},

While this does not:

"property_bag": {
  "#entity_id": -4294967295
},
placid geode
#

hmm strange

outer stag
#

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

outer stag
normal moat
#

hmmm lemme check rq

normal moat
outer stag
#

Interesting. Do you know what the binding is for subtitle text? Maybe I can use that?

outer stag
#

I'll try that and let you know how it goes. Thank you for your help.

outer stag
pearl bramble
normal moat
# outer stag Wait, what?
{
                        "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.
outer stag
mental crystal
#
{
  "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.

placid geode
#

what kind of error?

mental crystal
placid geode
#

lol

normal moat
mental crystal
mental crystal
#

-# 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

rocky quail
lone carbon
#

is this just how every JSON UI experience goes lmao

idle oar
mental crystal
mental crystal
lone carbon
#

😭 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

slim oyster
#

how do I hide this

placid geode
lone carbon
#

how do I give a preserved title text a background? like the ones that the actionbar has

final grove
#

yo

#

anyone know how to make it to title command wont stop a hud animation

jovial hemlock
#

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

turbid nimbus
turbid nimbus
stone coyote
#

is there any way to turn strings into numbers that can be used in size, offset, etc?

turbid nimbus
stone coyote
#

I tried it and the game froze πŸ’€

"bindings": [
                        {
                            "binding_type": "view",
                            "source_property_name": "(('%2.s'*$atext)*1)",
                            "target_property_name": "#d"
                        }
                    ]```
clever maple
#

How do I remove the attack damage text? Ik with jsonui but how

normal moat
clever maple
jovial hemlock
stone coyote
placid geode
#
"property_bag": {
  "#atext": "$actionbar_text"
}
#
"bindings": [
                        {
                            "binding_type": "view",
                            "source_property_name": "(('%2.s' * #atext) * 1)",
                            "target_property_name": "#d"
                        }
                    ]```
stone coyote
#

thanks

#

is there any way to turn it into a "pure" integer? such as used for text color?

outer stag
#

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.

normal moat
jovial hemlock
#

But idk why that happens

jovial hemlock
#

I’ll test it

nocturne python
#

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

nocturne python
#

Ty

vale turtle
#

So you’ll have β€œ+number” standing there

cunning bridge
#

More toys to play with

chilly yacht
#

is header not just the title...

clever maple
last pollen
#

glyph or .otf or .ttf

clever maple
last pollen
clever maple
#

yeah bc I changed that

last pollen
clever maple
#

not me but a friend

last pollen
clever maple
last pollen
last pollen
mental crystal
#

that's a lore I think

#

Because the texts are after the +6 Attack Damage they just used formatting

clever maple
last pollen
clever maple
small anchor
#

Guys i dont need this button / any one can help me how can i hide it or remove it

last pollen
clever maple
#

looks like this

last pollen
small anchor
last pollen
clever maple
small anchor
last pollen
clever maple
clever maple
#

just change the texture

last pollen
last pollen
last pollen
vale turtle
rocky quail
#

try just adding Β§z

#

clear the original translation and just put that ^

vale turtle
turbid nimbus
# jovial hemlock yea

I can't help you to fix it without code.
Try to check if references is correct or what reference you using.

unkempt steppe
#

can we still use grids in server form 2.0.0?

normal moat
#

yup

unkempt steppe
#

because there are 3 items now buttons,labels and headers how do i modify my code

normal moat
#

yeah just make sure it include the header, the way you want to use it

unkempt steppe
#
    "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

normal moat
#

nothing

#

buttons are not changed

weak cape
#

is there a way to rotate live_player_renderer?

normal moat
weak cape
#

that sucks

normal moat
#

use paper doll

#

if you can

weak cape
#

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

normal moat
weak cape
#

moving hands

normal moat
#

oh

weak cape
#

paperdoll is just a skin

#

stiff

normal moat
#

yeah

weak cape
#

sacrifices need to be made

oak shoal
#

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

oak shoal
#

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

weak cape
lone carbon
#

how difficult is it to move the player's health in hud_screen?

hexed briar
#

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)

oak shoal
mental crystal
hexed briar
#

They're stack panels, you might have to rewrite them into panel.

mental crystal
#

yep, it's pain in the ass ngl

hexed briar
#

though i actually move them around kinda often with some bindings ngl

mental crystal
#

tho I fixed it already

young dune
#

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

mental crystal
placid geode
young dune
placid geode
#

Coddy method also works, just add "bindings":[]

young dune
#

alright, anyway to disable the effect screen tho?

normal moat
sinful crypt
#

fear allah

#

haram spotted

#

jk

#

lol

#

i found thse gif and i was like laughing at this for 2 minutes

young dune
#

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?

normal moat
#

do this:

"property_bag": {
  "#actionbar_text": "$actionbar_text"
}
```now you can use #actionbar_text in binding
young dune
#

This doesnt work

unkempt steppe
#

do this outside bindings : "$atext": "$actionbar_text"

young dune
#

Still nothing

weak cape
#

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

chilly yacht
weak cape
#

oh

placid geode
young dune
#

i did

placid geode
#

oh yeah, $actionbar_text works only inside the actionbar factory (afaik)

young dune
#

thats not the error???

#

and there is no factory?

#

the error is it wont let me use my global variable

normal moat
#
"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
young dune
#

what??

#

im changing this one which is used in the normal factory

normal moat
#

replace $atext with #actionbar_text in bindings

young dune
#

i did

normal moat
normal moat
# young dune i did

or wait, your should work fine anyways because you named it hud_actionbar_text which is vanilla one

young dune
#

i know

#

my global variable is the problem

normal moat
young dune
#

yeah

normal moat
#

idk any solution, though you can try assigning your global var's value to another variable and then using it

young dune
#

I hate everything 😭

#

there wasnt a $ before it in the global variable file

normal moat
#

oof

oak shoal
#

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?

mental crystal
#

guys is there a way to remove 4 letters then the rest is what I need

mental crystal
#

Nvm lol

weak cape
#
{
    "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

weak cape
winged halo
#

how do i move ui elements?

rocky quail
#

offset and anchor

torpid axle
#

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"
      }
    ]
  }
}
turbid nimbus
weak cape
#

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?

turbid nimbus
#
"namespace": "screen_namespace",
"screen_id@your_reference": {}```
#

If you mean common.base_screen as 'base_screen'

weak cape
#

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

outer stag
#

I couldn't get any of them to work

turbid nimbus
#

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.

weak cape
#

My long form has 3 elements in controls

#
  1. The vanilla long form,
  2. Chest UI
  3. My own UI
#

My own ui should have only my own animations and no background

turbid nimbus
#

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...

weak cape
#

By linking them to my own elements, you mean put "anims": [] in those elements?

#

@turbid nimbus

weak cape
#

I think i solved it

weak cape
#

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"

dreamy bear
#

Existis some tool for develop json ui?

normal moat
jaunty smelt
#

Someone help me make a scrolling panel? ive tried many times but no luck

jaunty smelt
#

im tryna make the buttons scrollable

#

but idk where the scroll track is

weak cape
#

show me your "scroll panel"

jaunty smelt
weak cape
#
  1. cobeblocks would be better
  2. everything you have changed or added (by that i mean the scroll controls)
jaunty smelt
#

and it keeps going to a few more numbers before it closes

#

i js realised smthing

normal moat
#

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

jaunty smelt
#

controls got sme same names

normal moat
#

try to put it inside a panel or something, this type of problem occurs due to sizes not properly set up

normal moat
jaunty smelt
normal moat
#

set skill buttons size in x to 100% in y to 100%c

jaunty smelt
#

ohhh the panel

#

i thought u meant each button

jaunty smelt
#

Ty

normal moat
#

nice πŸ‘πŸ»

jaunty smelt
#

i js gotta change some offsets

dreamy bear
dreamy bear
jaunty smelt
#

heres how it looks now

#

i might make the text anchored to the left

normal moat
#

cool

jaunty smelt
#

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

normal moat
#

so more than 10 appear?

jaunty smelt
#

yuh

#

i got the buttons go to 12 but i dont want the buttons to apear when i dont call for them

normal moat
#
"bindings": [
      {
        "binding_name": "#form_button_length",
        "binding_name_override": "#collection_length"
      }
    ]
```put this in your collection panel
#

not sure if it'll work

jaunty smelt
#

Uh where exactly?

normal moat
#

you have to put it in stack panels

#

with 'collection_name' property

jaunty smelt
normal moat
#

yeah

#

and if you have any other put that in also

jaunty smelt
#

it doesnt do anything

#

is it becuase i got the other form buttons outside the stack pannel?

normal moat
#

i dont think so

#

do you have factory property in sstack panel?

jaunty smelt
#

no

normal moat
#

hmm weird. ur using collection index so technically it should not have multiple buttons glitch

jaunty smelt
#

im also confussed because my other form doesnt show buttons always

normal moat
#

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"
            }
jaunty smelt
#

do i put this in the dynamic button?

normal moat
#

yeah

jaunty smelt
#

hm k

#

this right?

normal moat
#

yeah

jaunty smelt
#

but its not the worse outcome

#

Tysm

#

helped me alot

normal moat
#

yeah, but there might be a better solution

jaunty smelt
#

another problem but i can get past that if i js put a space i think

placid geode
jaunty smelt
#

that make sense yk

placid geode
#

maybe

#

idk

jaunty smelt
#

ye that made it worse

#

cuz the parent of that file doesnt have the form button

placid geode
#

hmm

#

move the collection index

#

also at the parent

#

i think thats the problem

jaunty smelt
#

k

#

uh all that did was this

#

which i dont think is good

placid geode
#

bruh

#

honestly idk how yall get that error

#

never happened to me

placid geode
jaunty smelt
#

its alr im keep what LeGend did for me

#

if it aint broke dont try to fix it

dreamy bear
#

Guys, make ui in json for Minecraft is the same thing like style some page with css? (I’m fullstack dev, not for mcpe)

weak cape
#

it has similarities

#

but i would say that json ui is more complicated

mental crystal
#

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

placid geode
#

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

mental crystal
# placid geode i think no

That's kinda disappointing since I need to display texts in Npc I can't sue the title since it's limitedto characters

torpid axle
#

i find that weird on NPC screens

#

they can contain more but they limit the characters shown

mental crystal
#

I want to sue the npc screen since there's no annoying loading screen when changing forms

#

Unlike server form.

mental crystal
mental crystal
#

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?

hexed briar
#

json-ui limitation.

#

try not to use screen animation via video settings.

placid geode
#

with that, the screen Will be always rendered

mental crystal
#

another question

#

Is there a way to make that npc screen and server form are both opened at the same time?

placid geode
#

hmm i think no

torpid axle
#

using renderer

mental crystal
#

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
  }
}```
placid geode
#

and disable the screen/background animations

#
"$background_animations": []```
weak cape
#

is it possible to flip a nineslice?

#

or do i really need to make a flipped texture?

hexed briar
#

Is anyone able to get grid working on server form's latest preview?

tropic badger
#

@opal aurora Do you know how to go to Thanks for Testing screen?

opal aurora
#

it's exactly the same as tabbed upsell screen with different contents

tropic badger
opal aurora
vestal arrow
torpid axle
turbid nimbus
unique swan
#

Hello

jovial hemlock
torpid axle
#

Yes

jovial hemlock
#

you sure?

#

with a console controller?

#

bacause in marketplace you have 2 buttons to go left and right

#

but you cant scroll

opal aurora
jovial hemlock
#

but as i said we had issues with controllers

#

only worked for pc and mobile

opal aurora
#

just use a slider

#

a horizontal slider

#

just because you drag a panorama renderer, not scroll

mental crystal
#

-# I maybe stupid with what I said but just maybe 🀷

normal moat
#

something related: #1252224040433614958 message

vestal arrow
# opal aurora surely it's just a panorama renderer, not customizable

Minecraft: Bedrock Edition

κ°€λ‘œ 슀크둀 Server Form ν…ŒμŠ€νŠΈ μ˜μƒμž…λ‹ˆλ‹€.
기쑴에 μ„Έλ‘œλ‘œλ§Œ κ°€λŠ₯ν•œ μŠ€ν¬λ‘€μ€ 이제 과거의 κΈ°μˆ μž…λ‹ˆλ‹€.
이젠 κ°€λ‘œλ‘œλ„ 슀크둀이 κ°€λŠ₯ν•œ μ‹œλŒ€κ°€ μ°Ύμ•„μ™”μŠ΅λ‹ˆλ‹€! λ‹€λ§Œ, 마우슀 νœ λ‘œλŠ” μŠ€ν¬λ‘€ν•  수 μ—†μŠ΅λ‹ˆλ‹€..

#minecraft
#minecraftjsonui
#jsonui
#λ„€λ‘œλ£¨λ‚˜
#NeroLuna

β–Ά Play video
jovial hemlock
#

but not suitable for console players

dreamy bear
dreamy bear
#

Sounds me lol

dreamy bear
nocturne python
#

Because the button is cut off

pulsar hornet
#

is it possible with json ui to change an item texture based on the item's enchantments?

dreamy bear
#

Body, I’m fullstack, but I think about to kill myself just thinking about need to code 8263817 lines to make a square in json

#

Lol

torpid axle
#

i dont even think you can make squares

#

youd need to use images that already looks like square

opal aurora
torpid axle
pulsar hornet
opal aurora
torpid axle
#

Yeah not sure why they did that

#

maybe panorama_renderer was made before controllers

turbid nimbus
torpid axle
normal moat
#

nice

weak cape
#

if your parent element is already a square

#

so yeah

inner drum
#

Is it possible to change the texture of a drop down panel???

placid geode
jaunty smelt
#

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

crisp merlin
jaunty smelt
crisp merlin
#

thats takes me to ui_common

#

but i cant find the texture

placid geode
#

try with textures/ui/dropdown_background

jaunty smelt
#

im still tryna figure out the hover text thingy

weak cape
#

and place this renderer in the hover control

jaunty smelt
#

idk if i placed it in right location

weak cape
#
{
    "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"
                        }
                    ]
                }
            }
        ]
    }
}
crisp merlin
weak cape
#

because you dont have half of button variables

crisp merlin
jaunty smelt
weak cape
#
{
   "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

chilly yacht
#
"[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"
            }
        ]
    },```
jaunty smelt
#

can i replace this with the vanilla 1?

#

this the vanilla 1?

#

wait do i even need that?

jaunty smelt
#

tyty ur template helped alot

weak cape
# jaunty smelt TYSM its works Thanks im assuming i can also add the pressed control to?

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"
                }
            }
        ]
    }
}```
jaunty smelt
jaunty smelt
#

But also where do i put the collection index?

#

should i js put it in skill button?

weak cape
#

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

jaunty smelt
#

will that work?

#

nah js tested it doesnt

#

but idk why it doesnt work

last pollen
#

Does anyone know if it is possible to modify the display above a player's head?

last pollen
normal moat
#

hmm then no idea

last pollen
#

ok

jaunty smelt
# weak cape depends

u know how to fix this? for some reason they all have the same collection index even tho its this

crisp merlin
#

ts crashes my game:

placid geode
#

you need to define the size of the factory control

#

the "message" thingy

weak cape
jaunty smelt
#

i added form buttons to all the children to see if it changes anything but it didnt

#

the collection name

#

@weak cape

placid geode
#

set It to something like ["100%", 40]

#

or also ["100%","100%c"]

placid geode
crisp merlin
placid geode
#

Well, basically it's something like this

#

parent: im taking the size of the child!
child: im taking the size of the parent!

crisp merlin
placid geode
#

you can use it to create a pseudo kick thing

#

(i used a grid)

jaunty smelt
placid geode
jaunty smelt
placid geode
oak verge
placid geode
placid geode
oak verge
#

yeah, just realized it is not a simple toggle

placid geode
#

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

oak verge
#

yeah, that looks cool btw
in mine i just slapped a texture into a toggle and called it a day

placid geode
mental crystal
#

lol πŸ˜†

crisp merlin
jaunty smelt
mental crystal
#

I only need the animation lmfao

placid geode
placid geode
mental crystal
#

It's cute ngl

#

I don't need it but I want it

placid geode
#

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

mental crystal
placid geode
#

not really hard if you understand json ui very well

#

if not, then you are ☠️

mental crystal
#

Yeah I'm trying to make it better

#

Since it's laggy asf

placid geode
#

☠️

#

but it doesn't seem to be very laggy

#

at least just the code

mental crystal
#

Want to try it?

#

not in a sense that it's very laggy but you can see some fps drop

placid geode
#

later, im getting busy rn lol

placid geode
mental crystal
#

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.

placid geode
#

get rid of all the hotbars (like 4)

#

and use just 1

mental crystal
placid geode
#

yeah

#

minecraft has like 4 hotbars

mental crystal
#

Wdym 4?

placid geode
#

survival desktop, creative desktop, survival pocket, and creative pocket

mental crystal
#

fuckin knew it lmfao

placid geode
#

4 layouts

mental crystal
#

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

placid geode
#

you may need to redo all your thing

mental crystal
#

and it might take me a while to manually change them

pine furnace
#

One message removed from a suspended account.

placid geode
#

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)

mental crystal
placid geode
#

maybe

mental crystal
#

I might try this, I will check if it will lag my game. Tho did you try my ui?

#

^ this one right here.

placid geode
#

Not yet lol, I'll try it now

mental crystal
#

wait, I think I broke it 😭😭

placid geode
#

hmm yes XD

#

i used bar.50 and now i dont have hotbar lol

mental crystal
#

I DONT HAVE A BACKUP OF THAT SHII

placid geode
#

bruhhhhhh

mental crystal
#

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 ☠️😭

#

I have an idea before that converts everything into a bar.

#

tho I dunno how to get hunger and bubble values

oak shoal
#

is it possible to move the armor icons in the hud pocket

mental crystal
oak shoal
#

I just want to move it to

mental crystal
#
"not_centered_gui_elements/armor_rend": {
   "offset": [
      2,
      2
   ]
}```
#

I'm pretty sure this is it

oak shoal
#

does not work for hud

mental crystal
oak shoal
#

I will test

placid geode
#

idk, its fine for me lol

oak shoal
placid geode
mental crystal
placid geode
#

hmm every 5 ticks

#

ill try every tick lol

#

well

valid swan
#

potato ;^; πŸ₯”

placid geode
#

isnt thaaaaat laggy at least for me

mental crystal
#

Lol

mental crystal
full glen
#

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

mental crystal
#

baked potato