#JSON-UI General
1 messages ยท Page 39 of 1
why is this not working?
idk, looks fine
i can't help you rn, but the file looks good, idk why isnt working
hi experts, I have my custom hud made based on actionbar, I tried title before but it was kind laggy to render and cause some graphical glitches during the updates.
it has been working fine since then with the actionbar, but I saw some ppl that made based on scoreboard, so I was wondering if scoreboard can be any better in performance compared with the actionbar? I m about to update my hud so just want to make sure which option is better
do yall have any sample for server form of changing button texture when specific button label has that prefix or sum? just like how minecraft movie quests function like when quest completed it change the button tecture
willing to use collection index if ever need
-# nvm i managed to "steal" their code lol
๐
-# plagiarism at its finest (ts is just for learning purposes, not to actually steal and post it somewhere)
that is not cool
i will release it the moment ore-ui releases
lol
How do I detect camera button is on to offset the hunger button to avoid visual glitches like this?
I wonder if there is a way to make the Hotbar caps similar to devamped when on touch
Of course, Iโm not trying to steal arxance work, because I already made the elipses button background invisible by myself, no help
Also, while texture changes are a solution, I can only have it look right in left handed mode or right handed mode, not both.
It is open-source, you can check it on both Collapse-UI or Devamped github.
Both may have a different license and code, feels free to use it i suppose.
they're simplified if i recall so shouldn't be hard to read.
Alright, will do if I have no other choice
Also for anyone else, this is what Iโm trying to avoid
How can I make both category buttons and buttons that will be listed as grid as in this photo?
the category is a button index, while the grid button is the filtered button
or the category is a toggle, and the grid is the filtered button
idk, there's a 3 possibility
How to use "clips_children": true
add it on a parent element and it will clip all of it's controls. Basically controls that go beyond the parent's size will cut off.
Is its possible to remove the space between each line? if yes how? please
nope
youd have to make a glyph for each indiviual step
can't be done with with custom tts font file?
Nope
I think custom fonts only work as a global resource
Or something stupid
and glyphs that are oversized? they clip into each other iirc
I use aseprite and I can have 32x32 glyphs on 512x512 I think
Does anyone work on those "functional" resource packs?
Elaborate??
I'm tryna figure out how a certain ui feature works
Specifically the direction HUD from the top of this pack
The closest i've got from making this via JSON-UI only, tracks the player moving direction not the camera direction. If you want to achieve the same as the image, you'd need to use molang and entities.
This is done fully with Resources so it's clearly not my only option
Done via resource yeah I am right, this is a combination of molang, entities and easiest part of this is JSON-UI.
How would it be entities if it's done entirely via resource pack?
There's no BP to this
Because it exploits that you can show things inside paperdolls, and those paperdolls you can easily offset/clip using JSON-UI.
Ah
That's why if you look at the pack contents, it involves entity folder.
Render Controllers and so
This is the kind of stuff I've been wanting to learn to make
But UI files are pain
If you're looking to make things like that, i don't think UI would be your problem.
It surprisingly is
rendering stuff inside the entity folder is the easy part
player.entity I've used many times before
It only requires like one element, and you'd just need to offset until it meets your expectations.
I guess the molang for "rotating" the element would be a struggle too
I've been trying to make myself a custom utility pack for like over a year now
I just can't get anywhere
Well just try experimenting first so you can gather it all up and make it into one pack
I would do if half my devices werent being dumb lol
PC lost wifi, my phone can't install MC cause of payment issues, and my old phone can barely run the game at more than 12 FPS
I think my biggest problem is my bad memory tbh, I forget how to code every other day
I don't think you need Wifi for development? VSCode works no matter the connection right?
It does but it makes importing external resources difficult
Can't use a manifest generator
Can't look at docs
You get the idea
I prefer working in teams.. maybe then I'd finally be able to start project black diamond
Ah yes molang my beloved
Ah well goodluck, it's quite hard to build a team that has passion on a project, maybe like 2-3 days but like i won't hold onto it.
Fr
I have a team that consists of 2 people
Me and @wide field but lliT is there only for emotional support doesn't do anything ๐
The whole project was going to be a utility pack that isn't super complicated but still offers the customisation and QoL features ppl want
If you publish your plans or roadmap maybe you could attract some interested people.
I mean I have list of features I want to get into V1
It's a small list for now but still
Toggleable chunk borders
Quick loot / deposit
Hotbar swapper
I will eventually be adding a "server safe mode" that locks some features on dedicated servers, automatically if possible but I doubt that will be
I want to create a safe "client" that cannot be used maliciously on servers
How are you planning to make chunk borders toggleable?
Most likely via a control item and some sort of logic loop
Nah I've tried the toggle method before
Got me nowhere
Took me way to long to realize you cant share values outside of UI files
It wouldve been so easy if you can
Dude. You're insane.
pls teach me at some point
You can learn from my packs
Go to my portfolio in my about me and click the Pepe's Projects Hub card.
I will later
๐
At the end of the day I'm trying to make this project for more than just me
Since most "clients" out there are either completely useless or borderline cheats
Not a single JSON-UI based feature ๐ญ
Isn't this all json UI tho? Just with a hefty chunk of molang calcs?
No its all molang, the percentage of UI in this is like barely 1%
I would ask if some of you guys would be down to join the dev team but I'm pretty sure promo isn't allowed in this server
There's, I only showed the Molang one
ig I'll show json ui stuff now
I'll fix some stuff now like the exp calculator sizing and all bye
@undone marsh
Does molang have a selected slot query?
Cause I know how I wanna toggle my UIs
Selected slot no there's a binding for it but there's selected item query
query.is_selected_item
Well there goes my idea
Or
query.get_equipped_item_name
What was the idea
Hotbar swapper?
No
Like this would be how you disable UI elements
Perform some action to overlay this ontop of your hotbar
Oh
Then toggle different feature depending on what hotbar slot you've hovered over
You can do that with UI using item id and selected slot binding. that way you can overlay that on your hotbar.
Im so lost now. I thought we couldn't really slots
t*67777777777
Hello
How can I disable elipses button on the hud when my variable "$hud_elipses_enabled": false?
damn what a nice pack lol
I used entity here and displayed in in HUD, ui part here is like 5%, whole effect is from entity and "molang" stuff
if you wonder I am the creator :PP
I wanted to learn from but I swear it's obscufated
just paste it in any web json formatter
I guess. I just wanna become this type of pack creator
whole source code is here, just in different form
Not on this scale but like these types of packs
I even had an idea to try and merge waypoints into the direction HUD
well everything I can tell you is that there are no major updates or almost any serious updates, so general creating is limited and I actually felt that
yeah me too but I was lazy and actually pretty scared of math behind it
I just went the easy way and used particles
maybe effects is not same and nit hat visible but it works
you can see it from 5:24 https://youtu.be/v5O-AG9P1Ag?si=MyIHKQg1bNfCeifo&t=324
โโ ๐๐ข๐ช๐ก๐๐ข๐๐ โโ
โโ ๐ ๐จ๐ฆ๐๐ โโ
- โค DivKid ห Digifunk
- โค JVNA - Demon
- โค DivKid - Rinse Repeat
- โค half.cool - Virtual Roaming Charges
- โค Audio Hertz - Mission to Mars
AmBro, Better Bedrock Client, #minecraft, #...
I don't suppose you're any good at teaching this kinda stuff?
nah, mainly because I dont have that much time
Fair enough
its paper doll
they use a method called the "magic method"
basically you render something on the player thats so small you cant see it
and you can view it with paper/player doll
I thought they just rendered it off screen
No magic method is something else
Magic method is temp leaking
Shown in #1363560437895135424
literaly me lmao
Anyone else saw this binding on start screen? Might be a sign that start screen is also being worked on now
how should I put a variable in size?
only this "size": "$size" is possible. you cannot do "size": ["$x", "$y"].
there are #size_binding_x or #size_binding_y bindings
you can use #size_binding_x_absolute or #size_binding_y_absolute if you want to override only one axis
Why isn't this working?
{
"binding_type": "view",
"source_property_name": "(#y / 100.0)",
"target_property_name": "#y_t"
}
"property_bag": {
"#split_sep": ",",
"#split_flag": "s:",
"#size_binding_x": "#y_t"
},
Assuming I get #y from splitting
you have to pass it through bindings ig
{
"binding_type": "view",
"source_property_name": "(#y / 100.0)",
"target_property_name": "#size_binding_x"
}
"property_bag": {
"#split_sep": ",",
"#split_flag": "s:",
"#size_binding_x": 0.0
}
"fill": {
"type": "image",
"texture": "$fill_texture",
"offset": [0, 0],
"size": [42, 6],
"property_bag": {
"#split_flag": "s:",
"#split_sep": ",",
"#size_binding_y_absolute": 6
},
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "(#hud_title_text_string - #split_flag)",
"target_property_name": "#x"
},
{
"binding_type": "view",
"source_property_name": "('ยงz' + (#hud_title_text_string - #split_flag))",
"target_property_name": "#x_t"
},
{
"binding_type": "view",
"source_property_name": "(#hud_title_text_string - (#split_flag + #x + #split_sep))",
"target_property_name": "#y"
},
{
"binding_type": "view",
"source_property_name": "((#y / 100.0) * 42.0)",
"target_property_name": "#size_binding_x_absolute"
}
]
}
Why isn't this working?
for clarity, I'm sure that #y is parsed properly, as it's shown in a label i used for debugging this
how should I correctly make the number into a float?
here when #y is 100 it's 1
but if it's something else it's just zero (being floored)
you have to multiply it to 1.0 when 1.0 is passed as a variable
wdym?
size binding is a value b/w 0.0-1.0 of the size defined
{
"binding_type": "view",
"source_property_name": "(1.0 * #y)",
"target_property_name": "#yf"
},
{
"binding_type": "view",
"source_property_name": "(#yf / 100.0)",
"target_property_name": "#size_binding_x"
}
this doesn't work either
floats are weird in json ui
also ~
Does have a way to change the item cooldown texture?
i dont think so sadly since its a render: hotbar_cooldown_renderer
chat my collection index is not changing it only shows on first index which is 0
you have put the collection name or put it as stack panel?
stack panel made it work finally
Guys, is it possible to change the font size of an entity's name when showing it using this component? (in stable version)
"minecraft:nameable": {
"allow_name_tag_renaming": true,
"always_show": true
}
If so, do you know where can I find this setting within the JSON UI files?
It is nowhere to be found, i think it is hardcoded?
Maybe it's hardcoded, yeah. Hmm... So that means that there isn't a way to change the size of the entity's display name? I really don't want to use it textures for this, since I'm assigning the name in a script
None โ They're not even JSON-UI but rendered separately as entity.
They seem appears to be hardcoded atleast in my knowledge since there's barely any way to edit them.
the only workaround is โ make your own display.
Oh... How's that?
It's just your regular entity that rotate according to your camera.
Hive does that if i recall.
they're not particles but just entity.
But in that case, the name itself should be a texture, right?
Yeah, other stuff like dynamic numbers and stuff could be done via events, molang or something.
this also gives you more customization like able to add health bar on entity client-side.
So I have to create a texture for each name, right? That's what I was trying to avoid ๐ฆ
Well you could like, maybe change the hitbox of your entity so the normal nametag rises up.
then you can place your own below there
it probably something you don't want anyways
but yeah, you'll have to create textures for each name.
That's a shame
Well, I'll have to go with the default size
Thanks anyways! @hexed briar
Srry mentioning, but does have a way to change the cooldown texture of the hotbar?
nope
And what about hiding it? And creating a custom one
How can I delete this space?
how can i make custom bar like hunger?
using what to transmit information
he buttons appear in the order of the form, but since you applied a filter, only the buttons that pass the filter are displayed, and those that don't pass the filter are not shown. However, the grid still keeps the spaces for the buttons that are not displayed due to the filter.
This cannot be fixed.
But you can make the buttons you want to display appear at the beginning of the form โ that would be a way to work around the issue.
oky thx
Yes that's possible
check out LeGend on github he has something like thirst bar thingy in there
How much i need to pay to someone make it for me?
thats easy to hide btw
I know
I am talking about it
Hey
It
what
oh
well yeah i guess
let me try
do u want a full resource pack only like no bp included at all?
@slim forge
I u can do that
Would be good
yeah maybe
I would like it
dms
sure dm me
wait
item:26&&&TEST 1
How can I get TEST 1 here?
remove item:26&&&
but that may change
You need to set a specific length then, you can't dynamically seperate them
I tried:
(#form_button_text - ('%.10s' * #form_button_text))
but not working
can you give an example?
That should work, show your code
{
"text1": {
"type": "label",
"text": "#form_button_text",
"layer": 321,
"color": [1, 1, 1],
"font_scale_factor": 0.8,
"offset": [4, -14],
"anchor_from": "bottom_left",
"anchor_to": "bottom_left",
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(#form_button_text - ('%.10s' * #form_button_text))",
"target_property_name": "#form_button_text"
}
]
}
},
try
{
"text1": {
"type": "label",
"text": "#text",
"layer": 321,
"color": [1, 1, 1],
"font_scale_factor": 0.8,
"offset": [4, -14],
"anchor_from": "bottom_left",
"anchor_to": "bottom_left",
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "view",
"source_property_name": "(#form_button_text - ('%.10s' * #form_button_text))",
"target_property_name": "#text"
}
]
}
},
its working bro thx
how i can get several values from title string?
like
i have bar_first_value and bar_second_value
it in a string with separator
how can i get both?
slice and get the second value first, then slice using second value to get the first value
I'm not an expert at bindings, but you can ask the pros here.
but how can i slice?
separator?
how do I layer elements
panel1 ->controls->type:image(layer 30)
|
->type:image(layer 32)
panel2
->controls->type:image(layer 31)
I want that panel2 image btw panel1 layer 30 and 32
Hows default_focus_precedence, prevent_touch_input, focus_enabled works?
Can someone help me, how do I remove inventory button when variable $inv_btn is false?
panel 1 count as layer 62
if you want to place panel2 between layer 30 and 32, you must place inside it
also, don't use too much layer on top of layer
it should be like this:
"my_object": {
"type": "panel",
"size": [64, 64],
"layer": 10, //adjust the panel layer first
"controls": [
{
"image1": {
"type": "image",
"size": ["100% - 4px", "100% - 4px"],
"texture": "$texture_path1",
"layer": 1
}
},
{
"panel2@your_namespace.my_object2": {
"layer": 2 //if the second panel doesn't have layer
}
},
{
"image2": {
"type": "image",
"size": ["100% - 4px", "100% - 4px"],
"texture": "$texture_path2",
"layer": 3 //adjust this layer
}
}
]
}
something like that
correct me if i'm wrong
Anyone know how to show hover_text of items in inventory_screen like pc?
Does anyone know how to render this without covering the entire screen with white things and make it so that only the black particles get rendered?
How to make glyphs not have gaps
is there a way to prevent the paper doll from running sound effects?
has anyone here ever experienced a bug in JSON UI I have a button width of 100% but JSON UI only makes 30% and I need to resize minecraft and the result is that the width of the button becomes 100%
how would i go by making a splash screen/start screen like this from the 15 year journey thing?
(couldn't find any other example other than this)
They're just NPC screen overlayed on it.
The animated models and such are likely just a giant animation set on single NPC.
Also accompanied by script-api where it would detect you joining the world and immediately displaying NPC screen.
not really
they are mostly used for marketplace maps
they are a little annoying to use
but
they provide seamless ui transfers
NPC screens are actually common on any marketplace maps, 15 years journey included. hell they're cluttered of it. All event maps also use them heavily.
they're pretty quite fast and have wild entity model customizations.
if i were marketplace partner and wanting to make some UI that requires 2-3 buttons, i'd go for NPC screens ngl
The entire sticker book UI from 15 years journey that includes full models, animations etc are literally just exploited NPC screen with 8-9 buttons.
npc ui are long gone
eh, not really
we still use them
depend on the use case, they look nicer
What the 82ยฐc
cpu i assume?
How to make glyphs not have gaps
Not possible afaik
"profile_gamerpic": {
"type": "custom",
"renderer": "profile_image_renderer",
"size": [ 16, 16 ],
"layer": 2,
"bindings": [
{
"binding_name": "#profile_image_options"
},
{
"binding_name": "$gamerpic_visible",
"binding_name_override": "#visible"
}
]
},``` how do i actually use this? and am i able to render them in server forms?
https://discordapp.com/channels/523663022053392405/1337689883707179052/1337690961727197235 - If i am right it uses XUID
i saw that but im a little confused by it tbf ๐ญ
wait nvm i kinda get it
"#profile_type_4": "{\"type\":4,\"12345\":\"12345\"}"
so the id goes here like this correct?
I'm not sure if this will work:
"property_bag": {
"#profile_type_1_prefix": "{\"type\":1,\"userId\":\"",
"#profile_type_1_suffix": "\"}"
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "(#profile_type_1_prefix + #XUID + #profile_type_1_suffix)",
"target_property_name": "#profile_image_options"
}
]
dont change userId
seriously? screenshot?
{
"profile_gamerpic": {
"type": "custom",
"renderer": "profile_image_renderer",
"size": [ 16, 16 ],
"layer": 2,
"property_bag": {
"#profile_type_4": "{\"type\":4,\"userId\":\"2535417554234657\"}"
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "#profile_type_4",
"target_property_name": "#profile_image_options"
}
]
}
},```
sadly theres no good way to fetch the players xuid with vanilla minecraft but its still cool
Server net and external api
Check the script resources channel
There was a post from LaylaBB
ik
i provided a fix for playstation players not being able to be grabbed
and supposedly fixing namespoof
Alr, sorry for the ping then
all good ๐
Iโve seen other people do it
you have to scale your glyph sheet from 128x128 to 256x or higher, that's what I had seen. idk if it will work
You'll need a larger glyph spritesheet as glyph does scale up with higher size rather than the image being high quality.
256x is the glyph spritesheet default. you can probably change it by 512x or something. though you'll have to scale sprites back to it's original pixel otherwise it just gonna be big.
sprites must be anchored to the left centered and from there you can make some glyphs without gaps.
Hello everyone
Help me make this ( with a panorama not an image) before I crash out
how to make stack panel not overlap the bg image? like the layer of the stack panel should not exceed on the width of the bg
add "clips_children": true at the stack panel
ok thanks
Help me
How to display a button on the screen of minecraft
how do I bind textures for title_text suppose text is mace and texture name is mace like that
"my_super_custom_panel_main": {
"type": "stack_panel",
"size": ["100%", "100%"],
"layer": 1,
"anchor_from": "top_left",
"anchor_to": "top_left",
"controls": [
{
"[email protected]_panel": {
"anchor_to": "top_left",
"anchor_from": "top_left",
"$show_background": false,
"size": ["100%", "100%"],
"$scrolling_content": "server_form.my_super_custom_panel",
"$scroll_size": ["100%", "100%"],
"$scrolling_pane_size": ["100%", "100%"],
"$scrolling_pane_offset": [0, 0],
"$scroll_bar_right_padding_size": [0, 0]
}
}
]
}
How can I make this draggable horizontally?
I have two buttons with the mapping_type set to global. I've placed these buttons separately in the input panel and set prevent_touch_input to true in the hud screen. The issue is that when I click one button, the other button is triggered instead of the one I clicked. How can I fix this? I want to keep the mapping_type to global if possible
Hey guys , can someone tell me why the text for my button doesnt work???
does the vanilla files content always get loaded?
i have a chest ui file that is stripped from all the panels and all of them still work
for reference, here is the vanilla file content
uh, yes, they do
u dont need any of them in ur codes, u just need to create the new panel and apply it by using the vanilla root_panel or whatever thing is that
Why is this happening?
"profile_form_panel" : {
"type": "panel",
"size": ["100%", "100%"],
"orientation": "horizontal",
"layer": 1,
"anchor_from": "top_left",
"anchor_to": "top_left",
"controls": [
{
"player_renderer": {
"type": "custom",
"renderer": "live_player_renderer",
"size": [ "40%", 90 ],
"offset": [-100, -40],
"property_bag": {
"#look_at_cursor": false
},
"anchor_from": "center",
"anchor_to": "center"
}
},
{
"[email protected]_panel": {
"anchor_to": "top_left",
"anchor_from": "top_left",
"$show_background": false,
"size": [ "60%", "100%" ],
"offset": [ 135, 0 ],
"$scrolling_content": "server_form.long_form_scrolling_content",
"$scroll_size": [ 5, "100% - 4px" ],
"$scrolling_pane_size": [ "100% - 4px", "100% - 2px" ],
"$scrolling_pane_offset": [ 2, 0 ],
"$scroll_bar_right_padding_size": [ 0, 0 ]
}
}
]
}
you are referring to _ui-defs
i didn't use that, i replaced the vanilla file it self with that and other stuff was still working, hence my question
Hey how to use / to custom command
This was taken on a server
make the stack panel y size "100c"
actually idk
that might fix it
or make ur scrolling content 100%c
bindings are incorrect
How can I fix that???
are u using collection index for it or at least a stack panel with collection name form buttons
Stack panel
with collection name?
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "collection",
"binding_condition": "none",
"binding_collection_name": "form_buttons",
"binding_name": "#form_button_text",
"binding_name_override": "#form_button_text"
}
use index too
Where I should write it??
Can I send over here the file ?
in ur text bindings
here
As colleccion index right? Im still pretty new a this
mhm
Oh
oversized scroll content
use 100%c for the height
uh, my image size is [28,28]
and im trying to add another image to it with a ["100%","100%"] size,
doing that will apply the new image with the size of the original one
im applying the new image using controls*
image1: "size":[28,28]
image2: "size":["100%","100%"]
im rendering the image2 inside the image1 via controls, should i like render the image1 inside the image2 to make it works?
lets give it a shot!
will work
but fyi
the default size for like almost everything is 100% x 100%
labels is default x default
ya i knew it,
but how am i going to make an animation that will run once?
clip?
Anyone know how I could get a custom block to use the stonecutter UI?
custom blocks can't have custom ui
not possible, unless u use an entity inside the block so u can open its inventory and then apply a custom UI inside the entity inventory, and somehow making it functional like the stonecutter
summary:
doesn't worth it
"size":["100%","100%"], isn't working properly?
is it my image fault or something?
afaik it should fill up the entire screen no matter how huge it is
what is the behavior you are getting
uh, the image size doesn't fill up the entire screen
show code
I'll try adding this file
{"nineslice_size":1,"base_size":[48,48]} matching the image original size, or the animated size if needed
heres the image, im trying to add it to the full screen instead of having a square in the middle of the screen
(its animated, uv size is 48, 48)
nvm i got it working
the codes are working fine, but why do i have those logs?
like how is my animation isn't valid?
"tough_blur_alpha_in":{
"anim_type":"alpha",
"easing":"linear",
"duration":2,
"from":0.4,
"to":0.7,
"next":"tough_blur_alpha_out"
},
"tough_blur_alpha_out":{
"anim_type":"alpha",
"easing":"linear",
"duration":2,
"from":0.7,
"to":0.4,
"next":"tough_blur_alpha_in"
},```is there anything wrong here?
"@server_from.names_here"
i have it like this: "alpha":"@tough_blur_alpha_in"
"alpha":"@hud.tough_blur_alpha_in"?
put a @ in the next thing
-# also bakedpotato~ check ur dm
ah, got it
no hope for strikethrough text anymore?
Can anyone help me with my hud
what
Not really sure why it isnt working
Ah yes liquid
I was wondering if it was possible to pass values through server form labels to other ui elements of the form?
yes
is it possible to learn this power?
Hi, I'm trying to create a bar with emojis from my glyph. The emojis are defined server-side (#form_text). I don't have any spaces, they are all pasted but I don't know why but between some emojis there are still spaces. If anyone has an idea how to remove them, I'd love to hear it
bruh i need idea
yes
do u know how? can I dm u about it if yes?
thats the problem with emojis
do you mean .label ?
Is it impossible to fix?
In fact, I need to define the bar on the server side, so retrieve it with #form_text, and I don't think I can do that with images, can I ?
whats the content of ur form text? numbers?
for the moment it's a unicode sequence, but I can change it, I don't care as long as I can tell gray from green from red
If you're telling me that if I make a sequence of numbers 01210000 it's possible to replace the 0's with a gray image of my pack, the 1's with green and the 2's with red then I can do that in my form_text but I don't know how to convert numbers like that into an image
so its a unicode bar?
if u wanna use images then go with buttons
sequence of buttons regarding the color u want to put
Okay and another thing, I also have an animation that moves the white cursor on my bar like this:
โbar_cursor_anim_to": {
โanim_type": โoffsetโ,
โeasing": โlinearโ,
โfrom": [ -170, 20.7 ],
โto": [ 170, 20.7 ],
โduration": 3.0,
โnext": โ@fishing.bar_cursor_anim_backโ
},
โbar_cursor_anim_back": {
โanim_type": โoffsetโ,
โeasing": โlinearโ,
โfrom": [ 170, 20.7 ],
โto": [ -170, 20.7 ],
โduration": 3.0,
โnext": โ@fishing.bar_cursor_anim_toโ
}
Do you think it's possible to detect when it's above gray to display the button with index 10 and hide those with index 11 and 12, when it's above green to display index 11 and hide 10 and 12 and finally when it's above red to display index 12 and hide 10 and 11? @frigid drift
๐ซจ
using script logics would make that work
like before u show the form make a pre function that is already set to that specific position
i dont quite understand how ur bar works tho
Can we go in private message ?
hmm server forms dont have to be reopened anymore ๐
ya can't fool me with NPC's
Interesting.. is it ui trick or server trick?
toggles ๐
Look like it
you don't expect what amazing results you can get by just combining toggles and void collections
my first creation using forms was using that
-# #1280301965271896124
any suggestions?
note* i will make the snowfall slightly better by making each one fall with its own speed and timing
WOAH
those are probably just aseprite anims but looks cool
aseprites can't be so smooth until you add large amount of frames
maybe it's just snowfall falling sprite and an alpha animation
ui trick
it uses the uh
tab toggles from the play_screen
๐
i imagine i could somehow make it dynamic and generate them
but you have to specify a view binding and a forced collection index
..still aseprite
it should be possible with #form_text. Buttons require factory, and we cannot transfer data outside of the factory or between its units
yeah ill try it
wait i would have to use form button text
For toggles you can't
You can't put binding into variable
then i guess i cant do it
Do you know how $toggle_view_binding_name works? Json-UI just search for this element in your tree this_name@ref
yes
And also you can't have multiple elements in the whole tree with the same name
It breaks this search
btw, check your dms
i would have to get like the form button length and the collection index of that button and do some math or soemthing
The major problem is that we can't generate elements*. It is easy to make hardcored length elements and bind them to #form_text for data
-# * can't create custom factories with needed elements. Or, as you remember, transfer data from factory units
We can use collection_panel with factory in it, but it is kinda useless here
you're not able to grab it for some reason
You just changing #collection_length. We still need way to tell to our factory units grab data here ..
Hm.. Do collection_index work in such approach?
If it do, we can calculate imaginary offset and use %. to grab data from, for example, #form_text
But generating toggles in that way is just impossible because we can't assing value from binding to variable
just hardcore all toggles and grab data from #form_text
you can hardcore more than needed and hide not used ones
grab what data?
display text..? I mean you don't generate new toggles, but customize them
ill just use buttons for that
itll be static toggles so i can base the visibility of the buttons on the toggle binding..
or if they have a certain flag or something
I see
yes
so it wont be dynamic tabs sadly
BUT itll be dynamic tab contents ๐
i can also use visible binding condition so they wont even generate unless the bidning is set to true
sooooo less laggy??
what you mean by visibile binding condition?
like
"binding_condition": "visible"
itll only generate if the parent is visible
is basically what that means
Oh, I see
what are you guys talking about
i might make a website to generate the tabs for me tbh
dynamic toggles that toggles dynamic contents?
is this whqt the conversation is about
static toggles that toggle dynamic contents
still the best way is void collection (#collection_length = 0)
using it I able to create such amazing things
what do you mean by void collection
#collection_length = 0
isn't that like easy since the toggle is defined in ui, what problems are u guys having
well at first we were trying to do dynamic toggles
but realized its not really possible
to bind to toggle data we need $toggle_view_binding_name, but we can't assign dynamic bindings to constant (except hardcored) variables
ye isn't possible cus can't put binding in element names
Definitely aseprite/spritesheet with alpha and offset animations.
probably on loop too.
anyone in here need a website?
i created a generator for it
Speaking about tabs, How Can you trigger animations while pressing them????
@formal fjord private?
yup
can I add here grid? :PP
well actually its fact that you can add one here, but what about multiple ones? :PP
if you use collections then kind of not
what do u mean?
what does 100%c mean
A size of a content
for example, you have a panel form with various button. and it's common if it comes in different sizes. So, the "100%c" can do it automatically for you
as long there's a content inside, the child size can work properly
and if you want do it for text label, you can use "default"
Actually I needed this so bad. I'm a bit lazy to search it manually
cool. Ive been searching for a while and found how to do a scrolling panel. I used it on buttons and it seems like some other people also had an issue with it not scrolling when they put it on buttons as well. The panel for my buttons show up when i use a scrolling panel but i cant scroll.
im new to this btw
"night_vision": {
"type": "image",
"size": [
"100%",
"100%"
],
"alpha": "@title_preserved.anim_tes0",
"offset": [
0,
-162
],
"texture": "textures/ui/status/night_vision2",
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "(not((#hud_title_text_string - 'night_vision') = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
},
"anim_tes0": {
"anim_type": "alpha",
"easing": "linear",
"duration": 0.01,
"from": 0,
"to": 0,
"next": "@title_preserved.anim_tes1"
},
"anim_tes1": {
"anim_type": "alpha",
"easing": "linear",
"duration": 5,
"from": 0.1,
"to": 0.7
}
```I'm having a hard time making this animate, every time I call the night_vision, I want the texture to appear with the alpha at 0, and it goes up to 1 in a short time, as if it were animation, that's what I commented, I managed to do, but when I call it again the animation doesn't run anymore, The alpha is straight to 1, how can I solve it?
i got it to work but it doesnt fully reach the bottom of the button
I dont understand
do I have to add some on the Y
to make up for the size of the button?
yes
make the size "100%"
y
it is 100%
should be "size": [ 65, "100%" ]
no, it's for x size
yeah the y is 100%
you should change this one
yeah i cant do that right now because there arent enough buttons to trigger a scroll. so i undersized it temporarily
no its fine. my current issue is that the scroll cuts off at the middle of the button, not the end
ok, I think you already figured it out
no
bruh
what in the scroll panel?
"$scrolling_pane_size": ["100% - 4px", "100% - 2px"],
ok but how do i offset that. you seem to have -4 and -2
i already tried +65 on the y axis but it didnt work
is it stack panel?
yea
then padding it with stack panel too
yes there is padding but your response is confusing
Because I don't know the whole structure
I just guessing it
also, are you sizing the Y on purpose?
yes
for testing?
yes
make this size [ 80, "100%c" ] and show me the result
also. this Y too
I just realized. I do have more than 3 buttons. So i dont know why I was only seeing 3.
are you using collection index?
noice
collection index
im not sure what you mean. I assumed you meant the collection_length
correct, but are you sure you're not limiting the collection length?
oh yeah, when changing the code, have you try to /reload?
Ok, now I confused
use "100%"
?
try "100% - 40px"
for?
Y
you changed the scrolling panel size to [ 70, "100%" ], and now you must try [ 70, "100% - 40px" ]
it should be crop the panel size and have the scroll bar appear
try 200px
+?
"100% - 200px"
ok, I need to see your scrolling content logic there
I just realize your scrolling pane size is "100% + 64px". that make the panel seems oversized
you told me to do that to offset it
let me write the code for it
remove the 200px
sure
here or dm?
dm
Why? I only have one active mission and the bar keeps appearing, and the background needs to be resized
[UI][error]-UI Control: centered_hud | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/bars_factory/centered_hud/{ui_control} | Type not specified (or @-base not found) for control:
i dont understand, i tried adding "type": "panel" to centered_hud/contols but it didnt fix anything
"centered_hud": {
"type": "panel",
"anchor_from": "bottom_middle",
"anchor_to": "bottom_middle",
"size": [
180,
50
],
"controls": [
{
"health_renderer@health_renderer": {
"offset": [
-1,
-40
],
"anchor_from": "bottom_left",
"anchor_to": "bottom_left"
}
},
{
"focus_renderer@focus_renderer": {
"offset": [
-1,
-40
],
"anchor_from": "bottom_right",
"anchor_to": "bottom_right"
}
}
]
}
can anyone please make a thing in #1072983602821861426 ๐
like divide strings into multiple actionbar
need this thing really bad rn
like this
Individual actionbar by splitting texts
please someone make it ๐
is it the only way?
no, easy way
i mean
Suppose I want to put 20 letter inside it, after max reach it'll split
But another text i have it 10 letter
But
um does it count " " spaces
.
The easiest way would be splitting actionbar by \n
I have \n after each line
But i want to make individual action bar for them
@sick shell
just do it multiple time
mh
Someone help me??
Cool. I've seen people do something like that too. Not sure how they do chest guis. I think I'll do that too but you did well with it.
Does it passover enchants potion levels etc?
I know you can use dynamic property to passover enchants but potions and storage containers. Idk
Shulkers, potions, and bundles I don't know how to passover
How do I make the image just appear, when I send the night_vision, and when I send the night_vision_exit, it disappears, when I send any other word in the title, it disappears, can anyone help me?
@mystic heart can you help me??
so how do you modify panels in game. like if i want a ui with sections
i have a plugin configuration menu and i want to the user to configure specific plugins made by me within it. I dont want it to use multiple uis but the same one with panels that change based on which plugin you have selected to configure
Is it possible to invert an animation?
For example I want a button to trigger an animation for the offset and stay like that until I press another button to return the offset to its original state
how do you center text?
Same, but with custom toggles in form screens
"text_alignment": "center"
anyone??
You can do
"alpha" : 0.5
Value to 1 is fully opaque
Value to 0 fully invisible
how do you use json ui on a toggle switch. or move json ui from button from action for to toggle
Nope
If you mean the blur effect like in Java, it is not possible (it will be with OreUI)
This is supposed to bind with my action form but i realized i needed to use a modal form. how can i bind it to my modal form
ok how do i use json ui on modals anyway?
how can i make the buttons on the left side open a modal form on the right
do i have to make those fake buttons so they dont close the action form?
is that even possible
How to set enable the button inside factory? Because I got error dont modify the template
It is possible to make buttons that cannot be clicked.That is, buttons that are visible but you cannot click on them.
This in ActionFormData or ChestFormData
?
"$pressed_button_name": ""
how to make image act as a button?
-# or to be specific can someone js give me custom button type sample like "type": "button" lol
make a button ._.
isnt it theres a button type i just dont know the properties
im tired of using button template
use common.button reference as button panel and create your image as sibling element of this button. If you want your image to react for button states (hover/pressed/default), specify your image as children on this button
what redtnt said or just "enabled": false on the button
adaptation in 4 months
in fact, with starlibv2 you can create such a form even without knowledge of Json-UI (provided that you do not go beyond the already created solutions from starlib)
yes its quite cool
well, If I wasn't the creator of it, I wouldn't like such simplicity
^
is it possible to have ui pick a random element?
wdym random element
i dont think so sadly
youd have to communicate with bp
Im working on the VHS effect in showcase and rn I have script api just select a random animation, but Im curious if I could put everything in json ui
yeah, But Im trying to see if I can make all rp
how so?
anyone??
oh random animations i thought of something like random index or sum
I mean yeah that too
Im thinking of doing it in layers
you got the base noise, and you can randomly select the other layers at random intervals
could use math.random in that
and display an entity
and yeah
idk how all that works though
well yeah I know you can do that, but I want to see if I can do fully json ui
{
"count_panel": {
"type": "panel",
"size": [ "100%c", "100%c" ],
"$display": "stk.display:",
"controls": [
{
"background": {
"texture": "textures/ext/tip",
"type": "image",
"size": [ "100%c + 8px", "15px" ],
"alpha": 0.7,
"controls": [
{
"grid": {
"type": "stack_panel",
"orientation": "horizontal",
"layer": 1,
"size": [
"100%c",
"100%cm"
],
"offset": [
1,
0.6
],
"controls": [
{
"fire_panel": {
"type": "panel",
"size": [9,9],
"controls": [
{
"fire_orig@fire_img": {
"$texture": "textures/ext/fire/default",
"$icon": "Original"
}
}
]
}
},
{
"div": {
"type": "panel",
"size": [
2,
2
]
}
}
]
}
}
]
}
}
]
},
"fire_img": {
"type": "image",
"texture": "$texture",
"size": ["100%", "100%"]
}
}```
im trying to display image when preserved text matches $icon but it just doesnt work (i js removed bindings ion have nitro) full code below ๐๐ป
much more updated code
is it possible to put toggle in the actionform for server_form.json?
preserved text works when the view condition isnt there, but if I check out #text = 'Original' it doesnt display anymore
my title text is ยงr9:/:Original btw and that one returns Original
btw how can i display other players' paperdoll thru actuonform
or just display the player
you can check vanilla player_inventory.json
"renderer": "live_player_renderer",
"use_uuid": true,
"use_selected_skin": false,
"bindings": [
{
"binding_name": "#player_uuid"
}
i saw this but i dont have an idea how to put in player's uuid hsing server form, i can use form text tho but how
nvm i think i found it
now how can i make it stop like jud the idle version of it
? jud?
Clever folks, I have a custom form that is 510px by 250px why does my image for the background need to be 1047px by 527px!! Is there some sort of scaling that's done??
where did you get the information that your image meeds to be 1047px by 527px?
Trial and error, i used the ChestUI that LeGend did, placed known icons in each corner, scaled up the form and tweaked the background image in photoshop to line up the images
I thought it might be a pixel per inch issue??
so after fiddling with PPI values in photoshop the closest i get to 510x250 is a ppi of 46!! scalling that up to 200 sets my image at 2180x1092! this keep everything lined up. There must be somesort of scaling thing going on, but its too early for my little brain to compute
Use nineslice
not sure i can nineslice this?? lol
you definitely can't
What does this do ?
displays renderer of others
byt doesnt work for me
imean it works but for myself only
i alr override with player uuid it still doesnt work
I see
use live horse renderer
and bind their id
how can i use that in bindings? is it
{
"binding_name": "#entity_id"
}
i believe so
{
"renderer": {
"type": "custom",
"size": [ "75%", "300%" ],
"offset": [ 0, "130%" ],
"renderer": "live_horse_renderer",
"animation_reset_name": "screen_animation_reset",
"anims": [
"@common.screen_exit_size_animation_push",
"@common.screen_exit_size_animation_pop",
"@common.screen_entrance_size_animation_push",
"@common.screen_entrance_size_animation_pop",
"@common.screen_exit_animation_push_fade",
"@common.screen_exit_animation_pop_fade",
"@common.screen_entrance_animation_push_fade",
"@common.screen_entrance_animation_pop_fade"
],
"bindings": [
{
"binding_name": "#form_button_texture",
"binding_name_override": "#entity_id",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
}
]
}
}```
let me test that rq
well thats on a button
yeah ill just use form text
alright
i dont think u can bind form text
i mean you can but like its really bad
it most likely wont work
oh well maybe ill use collection index instead
you can just use title
can i use something like
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "(#title_text - $prefix)",
"target_property_name": "#entity_id"
}
possibly
but you might have to directly pass it through instead of having a flag or something
so you might need to use collections sorry ๐ญ
but i mean that should work
so in ur code u used player.id as label in ur button right?
oh that crashed my mc
i think its because of the numbers
in entity_id should i use ยงr${player.id}? js crashed my game probably due to numbers
no its in the texture path
form.button("text", entity.id)
cant
"button_mappings": [
{
"from_button_id": "button.menu_cancel",
"to_button_id": "button.menu_exit",
"mapping_type": "global"
},
{
"from_button_id": "button.menu_tab_left",
"to_button_id": "button.menu_tab_left",
"mapping_type": "global",
"scope": "view"
},
{
"from_button_id": "button.menu_tab_right",
"to_button_id": "button.menu_tab_right",
"mapping_type": "global",
"scope": "view"
}
],```
does anyone know why these mappings keep a button hovered when i switch to controller? or when i use any sort of tab right or left ( controller and pc )
Test it with vanilla forms to confirm that it is not a bug
How we can convert string to number? Multiplication like #string * 1 seems not to work
these are tabs
its really not forms
try 1 * #string lol
from my knowledge this should work, or in other words you need to set type first, so in this example its number
dont you have set index to 2 in these tabs?
like I dont remember name for it but variable responsible for default tab selection
uhhh i dont think so
the default selection is 0
or the forced index is 0
mind blowing lol
uh forced
well I guess you have something weird inside tab button, I am fan of creating completely custom compontents like this from scratch so I have whole control over it
Now the other problem came up. number * bool = bool ๐ญ
it should be number
I did something many times and got always number
or maybe try to number * (ยงz + bool)
Toggles?
If so you should try my multi tab form and see if it does that too
I dont think u have console support
Or i think your tabs are treated as buttons
didn't add button mapping, yeah
Its not that big of a deal
I can fix it easily through visible bindings and stuff to show hover states for only pc and mobile
But im just wondering why its happening
how do you remove the snapping when you press a button in an action form. or the delay. I know you can alter the animations but it creates a delay and I also forgot where the animation is for the action form.
send ur code
I was able to fix it
oh okay
for some reason it stopped resizing it when I put the size to px instead of %
how do you add 2 control names into a factory?
guys how to implement a custom crafting ui for my custom crafting table?
It works as expected with unsigned integers, but not with 0
bool * number works for some reason ๐
theres reason since it works on other langs
You need to use entity inventory
Is it possible to dynamically store a value inside a bag of property variable with bindings and access it from children elements? I tried to set a custom property_bag and added a property "#player_level_text": "Test", but when trying to read the variable in a child element it is empty
i believe u actually have to bind it
is it possible to get the current text of what is toggled, or is it not possible?
jsonui is missing with my brain again, when i do this the game crashes:
type: panel
size: [1, 1]
bindings: [
...,
{
binding_type: view,
source_property_name: (#l / #x),
target_property_name: #size_binding_x
}
]
both #l and #x are integers extracted from a form button text.
how can i get the amount of items in a collection??
#collection_length
I am trying to make the button have a dynamic offset and size, i managed to do them both separately, but if i want to combine them i will have to reset the size of my button's parent to the size of the button's offset parent, so i divided the button size by the offset size, but apparently, bindings don't like division
"bindings": [
{
"binding_collection_name": "scoreboard_players",
"binding_type": "collection_details",
"binding_name": "#collection_length"
},
{
"binding_type": "view",
"source_property_name": "(not (#collection_length < 3))",
"target_property_name": "#visible"
}
],
like this??
try it
i have this one
and the controls visibility is true, and the parent is not visible
i wanna check if the amount of items in scoreboard, is equals the amount that i want, and turn the visibility
Is it even possible to detect /camera using json ui ๐ค
apparently the / operation is a floor division, that's why it was crashing the game.
@raw barn can we get someone to correct this in the wiki?
here it says that / is Division when in reality it's Floor Division
add * 10 and your problem is gone :DD
hello guys, anyone knows what might be causing a crash in my code?
its for making a fake title
https://discord.com/channels/523663022053392405/1369791586845724833
here is the code
i already solved the problem, i changed to parent size to 0.1% and multiplied the variables by 1000 before dividing them
it's not perfect but it's good enough for my needs
my control image is offsetted even though i didnt offset it?
code:
"derivatives": {
"type": "image",
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [
327,
74
],
"texture": "textures/ui/hud_sprite",
"uv": [
0,
0
],
"uv_size": [
327,
74
],
"layer": 29,
"visible": true,
"controls": [
{
"picture": {
"type": "image",
"size": [
59,
64
],
"texture": "textures/ui/hud_sprite",
"uv": [
0,
129
],
"uv_size": [
60,
64
],
"layer": 32,
"visible": true
}
}
]
}
i think its cuz i didnt set any anchor idk
anyone have some vscode extensions i can install like for typing property bags and such?
#1369796299599122662 help me pls
how can i change a global variable with my button?
dont think so no
:(
is there a way I can input a variable?
like, let's say I wanted to dynamically change the duration of the animation
is that possible?
you can input a variable but you cant use bindings
i think that animation stuff has to be static
youd have to basically flag different panels with seperate animations
How can I set custom form elements wherever I want?
Is it also with collection_name and collection_index?
They know why this happens to me
anyone know any methods for kind of preventing the scroll back in action form? any way to remember the scroll position or something. I assume no, but i though i'd ask
also anyone to customize the outline on the button
when border is visible
also how do i add tooltips
the inactivity of this server makes me feel like its dead
only thing I could think of is bad timing
uuhh is that for java?
No
"[email protected]_image": {
"anchor_from": "left_middle",
"anchor_to": "right_middle",
"texture": "path",
"size": [8, 9],
"offset": [-2, 0],
"bindings": [
{
"binding_name": "#hover_text",
"binding_type": "collection",
"binding_collection_name": "container_items"
},
{
"binding_type": "view",
"source_property_name": "(not(#hover_text - ':isntactive') = #hover_text)",
"target_property_name": "#visible"
}
]
}
what's wrong with it?
i want to do icon in ui what can be hidden when name of one of items in ui is ":isntactive"
try this instead maybe :
"source_property_name": "(not((#hover_text - ':isntactive') = #hover_text))",
Do you know why when I do this
"source_property_name": "('ยงz' + ((#form_button_text * 1) / $divisor))",
"target_property_name": "#text"```
The #text value is equal to empty?
#form_button_text is a value between "0" and "100", from the form_buttons collection as it name tells, and $divisor is equal to 100.0
doesn't work
Floats cannot be displayed/turn into string that can be displayed
when u do that it turns the integer into float
Yeah that's why I added 'ยงz', actually this is not the real context of my problem, the thing is that even when I try to use the float for example for clip ratio, it always end up being used as an empty string
Here there is an example, when I display it as a text without conversion it works, when I subtract the prefix and convert the number value into float for the clip ratio, the HP bar is empty (as if the clip ratio was 1.0/undefined ?)
"opponent_hp_bar": {
"type": "image",
"clip_direction": "left",
"clip_ratio": "#ratio",
"texture": "textures/ui/battle/hpbar_green",
"size": [56, 10],
"anchor_from": "right_middle",
"anchor_to": "right_middle",
"offset": [
-1,
0
],
"layer": 10,
"$float_conversion": 100.0,
"controls": [
{
"opponent_hp_bar_data_control": {
"type": "collection_panel",
"size": [ 0, 0 ],
"collection_name": "form_buttons",
"controls": [
{
"opponent_hp_bar_collection": {
"type": "panel",
"size": [ 0, 0 ],
"collection_index": 6,
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
},
{
"binding_type": "collection",
"binding_condition": "none",
"binding_collection_name": "form_buttons",
"binding_name": "#form_button_text",
"binding_name_override": "#form_button_text"
}
]
}
}
]
}
}
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "opponent_hp_bar_collection",
"source_property_name": "(#form_button_text - 'opponentbar:)",
"target_property_name": "#ratio_string"
},
{
"binding_type": "view",
"source_property_name": "(#ratio_string / $float_conversion)", // should be a float between 0 and 1
"target_property_name": "#ratio"
}
]
}```
This is very weird
How can I add multiple bindings to a server form regarding it's title?
But also I would like to use default forms
I have this in custom form 1: (#title_text = 'ยงlยง9Password Fragments')
I have this in custom form 2: (#title_text = 'ยงlยงcFirewall Fragments')
and in default form i have this: ((not (#title_text = 'ยงlยง9Password Fragments')) and (not (#title_text = 'ยงlยงcFirewall Fragments')))
And it's working, but I want add more custom ui's, and when I add more it's broken
Did you try something like this in the long_form modifications?
"value": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text - 'ยงlยง9Password Fragments' - 'ยงlยงcFirewall Fragments') = #title_text)", // We need to define the title we added on $title_needs_to_contain
// By the way, you can also put the title of your forms as much as you want like this -> (#title_text - 'form_1' - 'form_2' - 'form_3' - 'form_4')
"target_property_name": "#visible"
}
]
Nope, I will try it now, gimme short time
It's from the end of this json ui wiki page
https://wiki.bedrock.dev/json-ui/modifying-server-forms
is it possible to make a UI image appears above the GUI controls and buttons?
Seriously.....
You are time-saver. Thanks very much!
your welcome, you should use the title prefix variable they use, it will save you time if you want to edit your title content
You mean this: "$title_needs_to_contain": "wiki_form:"
yes, basically you do "$title_needs_to_contain": "form_1:" and same for form_2:, then you add it before your title content in the script side, and you just have to check for form_1: and form_2: in the default form modification
I don't think it would help me directly: I have 5 different titles, so each have different ui interface. I could use that, so it would looks better in code
It's multiplying the same ui, but I need different for each
yeah actually it depends of your needs
Sure, but still - thanks you so much, I didn;t saw it before
try to remove "clip_ratio": "#ratio" and turn it "target_property_name": "#clip_ratio"
Man I didn't test yet but I feel like this was the mistake I made
if it's just about displaying above everything maybe set the "layer" property to something high
It works, finally...
How I can use "" in title_text binding?
\"
Thank you!
how to fix this error?
nope, layer 8000 and still visible under the GUI controls
"grid_content": {
"type": "grid",
"size": ["100%", "100%c"],
"anchor_from": "bottom_right",
"anchor_to": "bottom_right",
"grid_item_template": "square_form.square_button",
"grid_rescaling_type": "horizontal",
"collection_name": "form_buttons",
"bindings": [
{
"binding_name": "#form_button_length",
"binding_name_override": "#maximum_grid_items"
}
]
},
"square_button": {
"type": "panel",
"size": [105, 105],
"anchor_from": "top_middle",
"anchor_to": "top_middle",
"controls": [
{
"form_button@common_buttons.light_text_button": {
"anchor_from": "top_left",
"anchor_to": "top_left",
"size": [95, 95],
"$button_text": "#form_button_text",
"$button_text_binding_type": "collection",
"$button_text_grid_collection_name": "form_buttons",
"$button_text_max_size": [85, 85],
"$default_text_color": [0.8196, 0.8196, 0.8196],
"$hover_text_color": [0.9541, 0.9541, 0.9541],
"$pressed_text_color": [0.9541, 0.9541, 0.9541],
"$default_button_texture": "textures/ui/minequest/common/button_default",
"$hover_button_texture": "textures/ui/minequest/common/button_hover",
"$pressed_button_texture": "textures/ui/minequest/common/button_pressed",
"$border_visible": false,
"$pressed_button_name": "button.form_button_click",
"bindings": [
{
"binding_type": "collection_details",
"binding_collection_name": "form_buttons"
}
]
}
}
]
},
How can I remove a button from my grid if its text is โexampleโ and modify it as I wish, independently of the grid (modify its controls, offset, size, etc.) ?
sh i wish i was able to describe what i needed help with
Bas tu mets un filtre
Hey guys, how can i trigger an Animation just pressing one custom toggle button?
somebody know why this is doing this ?
You size width (x) is too high
From the panel of your buttons (grid item)
i don't have grid panel ??
You have to be able to position your buttons like this ๐ค
But I think your button panel is too wide
i found thx
my button padding was too high
Can I somehow have 2 text fields in one server form?
can
How I can do that, can you point me how to or show example?
Hmm
Anyone?
I would like to make in one server form - 2 different text box, so for example: in right corner I would have text "hi" and on the left corner I would have text "bye"
What I do for that is:
{
"binding_type": "view",
"source_property_name": "(('%.30s' * #form_text) - '~')",
"target_property_name": "#text_1"
},
{
"binding_type": "view",
"source_property_name": "(#form_text - ('%.30s' * #form_text))",
"target_property_name": "#text_2"
}
Then do```js
form.body('You text'.padEnd(30, '~') + 'Second text')
No wait
I called the wrong property
Now its ok
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Ah thats what the guy said in my dms
So let me tell this if I understand correctly:
When I add these bindings to my form text like this
{
"form_text": {
"type": "label",
"text": "#form_text",
"anchor_from": "top_left",
"anchor_to": "top_left",
"font_type": "default",
"color": "black",
"offset": [12, 164],
"size": ["100% - 16px", "default"],
"bindings": [
{
"binding_type": "view",
"source_property_name": "(('%.30s' * #form_text) - '~')",
"target_property_name": "#text_1"
},
{
"binding_type": "view",
"source_property_name": "(#form_text - ('%.30s' * #form_text))",
"target_property_name": "#text_2"
}
]
}
}
and in my actionForm in script can I make use rawtext formatting??
I need to use: {rawtext: [{ translate: "TEXT", with: ["\n"] }]}
@hollow needle Sorry for ping, it's not working for me
Then instead of using "text": "#form_text", you do "text": "#text_1" in the first text box
I think its harder when using translate bc then you can't use .padEnd(), Idk how to help in that situation
Anyone know exactly how to make a screen animation last longer? I've been trying to create a kind of timer, but no matter what I do, it never lasts as long as it should
Thank you so much. I will look on this maybe somehow more, but we see.
Can I somehow hide title in custom server forms?
yo
nvm, it's good now..
gurt: yo (rhyms with grug)
sybau gurt
Anyone know how to not render (delete) some elements that are not visible from the grid. Although some elements are not visible, it still acts like it's exists. (New to JSON UI)
Here's my item_scroll, item_grid, item_button:
I logged off
I had fixed it
But ranch to another problem
Grid strictly follows grid dimensions, you can't remove those extra spaces
How do you set the global font to minecraft 5?
Oh sad, that was my last problem to solve for something i am creating. Thank you for responding
Is there a way to connect script-api with json-ui? Like
Json-ui is the sender
Script-api is the receiver
using forms? yes
using form buttons*