#JSON-UI General

1 messages Β· Page 45 of 1

hexed briar
#

even though i didn't optimize internationally and that's how i do stuff usually.

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Elements that pre-loaded will increase loading time.

#

since settings are made out of toggles, i decided to make them some factory that only loads once needed.

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this will decrease loading time alot for other screens but settings might be a exception since it loads up a big UI files too.

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but managed to decrease it anyways

vernal storm
#

How much is your price I can help you get the order

gaunt apex
#

i smeell m$ney here

hardy lily
#

I smell injustice, oppression, corruption, nepotism, embezzlement, looting by members of the DPR but the people have fled abroad,.

And I just a json ui programer who getting paid for $5/once

#

anyway, this is place for learning, not for hiring job. And I'm still don't know how to do zero factories 😭

vernal storm
gaunt apex
hardy lily
gaunt apex
#

ou venity yesyes

#

how to someone hire meπŸ˜₯

#

im free rn

hardy lily
#

because your price is [[FREE]]

gaunt apex
#

huh

gaunt apex
hardy lily
#

custom NPC dialouge

gaunt apex
hardy lily
#

I already made that before

gaunt apex
hardy lily
#

this

gaunt apex
#

its open source

hardy lily
gaunt apex
hardy lily
gaunt apex
#

because that's the concept I want

hardy lily
#

ok

surreal ridge
#

manage to get ai to generate the image then scaled them down and fixed up a few pixels

crude scroll
#

hi, I want to force show the health bar and hunger bar but in gamemode c, how can i do that in hud_screen?

#
{
  "namespace": "hud",
  "heart_renderer": {
    "alpha": 1,
    "visible": true
  },
  "hunger_renderer": {
    "alpha": 1,
    "visible": true
  }
}```
i tried this but for sure it doesnt work
wintry crater
crude scroll
#

okay wait

#

damn it works

wintry crater
#

i already turned off my pc, i forgot what i did to force show the heart renderer πŸ˜… but iirc i modified the bindings to force show that bar

wintry crater
#

cool

crude scroll
#

but what about the xp bar

wintry crater
#

same bindings

crude scroll
#

is it this one, there are so many xp components

wintry crater
#

ops

#

wait

#

this one ig πŸ˜…

#

#hotbar_with_xp_bar to #hotbar_visible

crude scroll
#

alr lemme testing it out

#

it worksss

#

but somehow the item text is still in creative spot

wintry crater
crude scroll
wintry crater
#

here ^

crude scroll
#

now i can cheat

wintry crater
#

πŸ’€

winged flicker
#

Hi I'd like to use an url as server form button image but it doesn't display it until il refresh the menu by chaning windows screen

          "controls": [
            {
              "graphic_image": {
                "type": "image",
                "layer": 1,
                "size": ["100% - 3px", "100% - 3px"],
                "bindings": [
                  {
                    "binding_name": "#form_button_texture",
                    "binding_name_override": "#texture",
                    "binding_type": "collection",
                    "binding_collection_name": "form_buttons"
                  },
                  {
                    "binding_name": "#form_button_texture_file_system",
                    "binding_name_override": "#texture_file_system",
                    "binding_type": "collection",
                    "binding_collection_name": "form_buttons"
                  },
                  {
                    "binding_type": "view",
                    "source_property_name": "(not ((#texture = '') or (#texture = 'loading')))",
                    "target_property_name": "#visible"
                  }
                ]
              }
            },
            {
              "[email protected]_loading_bars": {
                "size": [48, 6],
                "offset": [0, 0],
                "bindings": [
                  {
                    "binding_type": "view",
                    "source_control_name": "image",
                    "resolve_sibling_scope": true,
                    "source_property_name": "(#texture = 'loading')",
                    "target_property_name": "#visible"
                  }
                ]
              }
            }
          ]

Does anyone know I can fix that ?

soft junco
#

how to put scroll bar in server_form?

weak cape
#

maybeyou have cache screen: true?

winged flicker
weak cape
#

hmm hard to say

soft junco
weak cape
#

i am outdoors so cant access my pc

#

i will try to find some example code

soft junco
#

ok

weak cape
#
{
    "content_panel": {
        "type": "panel",
        "controls": [
            {
                "[email protected]_panel": {
                    "$show_background": false,
                    "$scrolling_content": "gamemodes-menu.scroll_content",
                    "$scroll_box_touch_image_control": "common-mineville.scroll_box_touch_image_control",
                    "$scroll_box_mouse_image_control": "common-mineville.scroll_box_mouse_image_control",
                    "$scroll_size": [
                        "5px",
                        "100% - 12px"
                    ],
                    "$scroll_bar_left_padding_size": [
                        "0px",
                        "0px"
                    ],
                    "$scroll_bar_right_padding_size": [
                        "8px",
                        "0px"
                    ]
                }
            }
        ]
    }
}
whole jasper
jolly rock
#

Any way to show something when player is underwater?

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This bindings dont seems to work

#

In the meantime I will do it like this

pliant oyster
#

Hello!

wintry crater
#

Is it possible to display preserve title text in the player inventory? I want to display currency in the inventory

oak verge
#

how do i re-use the variable without duping the binding?

serene sigil
# oak verge how do i re-use the variable without duping the binding?

If you mean how to carry the #text binding down, add this binding to map_text2:

  "binding_type": "view",
  "source_control_name": "map_text",
  "resolve_sibling_scope": false, //You need to set this to true if grabbing it from a sibling. In your case, its parent to child
  "source_property_name": "#text",
  "target_property_name": "#text"
}```
patent bramble
#

Is there any way to separate the absorption hearts from the standard heart renderer?

whole jasper
pliant oyster
#

Please

runic portal
#

is it possible to disable the whole inventory just for survival players?

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right now i have it so when i press e the inventory doesnt show but it still puts me on a blank screen. Im trying to make it doesnt do anything when i press E

weak cape
#

if I messed up the server form, and made it just not show up, the game crashed because there was no screen to put the player in

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i assume the same would happen with the inventory, but its only an assumption

eager zinc
#

Hello buddy, in acode has intellisence for bedrock coding?

weak cape
#

What's acode

#

Vscode?

winged flicker
#

It's an IDE on android/iphone

weak cape
fathom mica
#

Can it? I tried a lot of ways but still bugs, binding collection length or whether from preserved text did not update so the factory does not make the panel, but if for example I scroll/click any hotbar slot factory instead update

#
{
        "title_1": {
          "type": "collection_panel",
          "size": [ "100%cm", "100%cm" ],
          "collection_name": "explorer_title_items",
          "factory": {
            "name": "explorer_title_factory",
            "control_name": "hud_ds-ext.explorer_title_panel"
          },
          "bindings": [
            {
              "binding_type": "view",
              "source_control_name": "explorer_title_data_binding",
              "source_property_name": "((('%.10s' * #preserved_text) = 'dimz-ext:a') * 1)",
              "target_property_name": "#collection_length"
            }
          ]
        }
      }

for example

manic dragon
fathom mica
#

ahh this is very bad, I'm already trying to use binding condition and others still don't want to updatebao_foxxo_smug

manic dragon
#

The code looks like it should work. But idk why it's not

manic dragon
fathom mica
quartz pendant
#

How much of this is possible and will I live to finish it bao_foxxo_crying

clever vapor
#

Looks very cool

oak verge
#

how do i make ~~subtitle_background ~~title_background invis

wintry crater
oak verge
#

"hud_title_text/title_frame/title_background": {"alpha": 0}
but putting it in the controls don't work

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i meant title in my first message

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ok nvm, i can just hide the whole title_frame instead

wintry crater
#

this is how I actually make the title and subtitle backgrounds invisible

"hud_title_text/title_frame/title_background": {
    "modifications": [
        {
            "array_name": "bindings",
            "operation": "insert_back",
            "value": [
                {
                    "binding_name": "#hud_title_text_string"
                },
                {
                    "binding_type": "view",
                    "source_property_name": "((#hud_title_text_string - 'update') = #hud_title_text_string)",
                    "target_property_name": "#visible"
                }
            ]
        }
    ]
},
"hud_title_text/subtitle_frame/subtitle_background": {
    "modifications": [
        {
            "array_name": "bindings",
            "operation": "insert_back",
            "value": [
                {
                    "binding_name": "#hud_subtitle_text_string"
                },
                {
                    "binding_type": "view",
                    "source_property_name": "((#hud_subtitle_text_string - 'update') = #hud_subtitle_text_string)",
                    "target_property_name": "#visible"
                }
            ]
        }
    ]
}
oak verge
#

do i need to hide hud_title_text/title_frame/title too

#

i am using it as a preserved text, i was hiding hud_title_text/title_frame/title but the bg was still there

wintry crater
#

try this, just change the update to what ever you want

"hud_title_text/title_frame/title_background": {
    "modifications": [
        {
            "array_name": "bindings",
            "operation": "insert_back",
            "value": [
                {
                    "binding_name": "#hud_title_text_string"
                },
                {
                    "binding_type": "view",
                    "source_property_name": "((#hud_title_text_string - 'update') = #hud_title_text_string)",
                    "target_property_name": "#visible"
                }
            ]
        }
    ]
}
oak verge
#

  "hud_title_text/title_frame/title": {
    "$hud_string": "minato_map~",
    "modifications": [
      {
        "array_name": "bindings",
        "operation": "insert_back",
        "value": {
          "binding_type": "view",
          "source_property_name": "(not(('%.11s' * #text) = $hud_string))",
          "target_property_name": "#visible"
        }
      }
    ]
  },
    "hud_title_text/title_frame/title_background": {
    "$hud_string": "minato_map~",
    "modifications": [
      {
        "array_name": "bindings",
        "operation": "insert_back",
        "value": {
          "binding_type": "view",
          "source_property_name": "(not(('%.11s' * #text) = $hud_string))",
          "target_property_name": "#visible"
        }
      }
    ]
  }
#

same, but didn't work

wintry crater
#

weird

oak verge
wintry crater
#

that's so cool, how did you guys do that minimap

oak verge
#

just text and ton of glyphs

wintry crater
#

ohhhh

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so all the pixels here are text?

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anyway, is it possible to disable these buttons?

oak verge
wintry crater
#

are you gonna release that in public? πŸ‘€

oak verge
#

If i get it to perform better

opal aurora
oak verge
manic dragon
# oak verge the array most be in vanilla files to insert to it?
"hud_title_text/title_frame": {
    "$hud_string": "",
    "bindings": [
      {
        "binding_type": "view",
        "source_control_name": "title",
        "source_property_name": "('%.11s' * #text = $hud_string)",
        "target_property_name": "#visible"
      }
    ]
  }

Something like this should work fine
And it needs to be in hud_screen.json

#

It'll hide both the title and the background

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It might not work if you have any control named "title" in your code other than the title itself

balmy crow
#

i want to remove the small black border im on the pause_screen is it possible ?

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and also i want to add background but i dont under stand who she work

jolly rock
manic dragon
#

Is it possible to make modals just like the vanilla ones which are triggered by buttons (or toggles)?

jolly rock
#

πŸ€”πŸ€”πŸ€”πŸ€”

#

I dont understand

manic dragon
tropic idol
#

The popup that's displayed when trying to close Minecraft is just a message form

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You can open this via scripting using new MessageFormData()

jolly rock
#

You mean to show a screen when you press a toggle or button, if so, it is possible

tropic idol
#

Oh right.. forgot I was in JSON-UI lol, completely passed by me when they said buttons 😭 it's 5am

jolly rock
#

Haha

#

Don't worry

balmy crow
balmy crow
#

i found

jolly rock
#

It's an example, but in your case you could use the template of the modal screen

manic dragon
manic dragon
#

Assuming you added the background in the form design,
First change the layer value to an integer not a string
Remove the offset for now

balmy crow
#

ok i try

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doesnt work

manic dragon
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"layer": 1, //not "1"
"size": [700, 700]
manic dragon
#

That probably means you didn't add it to the form design

balmy crow
#

ok

manic dragon
#

Sorry to bother
About the drop-down
Did you modify the drop-down element for this or abused toggles

river flower
#

Anyone has any idea how I can making the glowing effect (from the glowing arrow)?

river flower
weak cape
#

its more like renderer thing

#

JSON UI is just the user interface

river flower
#

gotcha

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i sent in #1070606638525980753 cus its related to entities for sure

weak cape
#

oh okay good luck finding any help

river flower
#

im hoping its just an entity material

weak cape
#

lol

river flower
hexed briar
#

it still works mainly the same but this time there's no dropdown visible box.

#

which, is still a glorified toggle abuse.

storm dagger
#

how can i get my item aux id

wintry crater
#

is there a way to get item lore and check if it contains a specific word?

manic dragon
hexed briar
#

you can basically use it everywhere as long the radio toggles is functional.

manic dragon
#

So I ended up using radio toggles to make something similar to drop-down

clever vapor
#

With enough creativity, I think you can do the similar

hexed briar
manic dragon
#

The probable reason is that you made your own while I was trying to customize common.dropdown

hexed briar
#

I do everything on my own so i know what's wrong and fix it directly.

#

though i might reimplement vanilla dropdown but with some animation spices on it.

hardy lily
#

is it possible to use string formatting like '%.' + #numbers + 's'?

hardy lily
#

OK

#

I have an Idea now

manic dragon
#

About what?

hardy lily
#

a website app

storm dagger
#

can i use variables defined in other elements in another element? like:

element_a: {
"$test": "test"
}

element_b: {
"text":"$test"
}

mmm maybe this is a bit of a silly question., i have tried reading on wikii but i didnt get anything

#

i tried to do something like that but it didnt really work so i want to know how i can do it

wintry crater
hazy ice
#

i have tried to use textfield in my modal (console), but seems like no keyboard was popping up. any fix for this?

tidal vector
#

when we do size 100%% instead of 100% what does it mean ?

river flower
#

im guessing 100%% = 1.0%

#

so just 1%

manic dragon
#

I've never used 100%% even by mistake

river flower
#

same

dusty rune
#

When 100%% is even used lmao

manic dragon
#

It's probably a typo

hexed briar
#

100%% does not exist.

#

since like, percentage sizes is just a calculated size of your screen or the element parent size.

#

if the size is invalid, it'll just default it to "default", which. is 100% as usual.

tidal vector
#

try it

hexed briar
#

this was never used by mojang in any way and it's kinda useless ngl

#

it's likely an unused thing that is still working.

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or likely a bug since it's 2 %s and instead it's duplicated.

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Looking into it, yeah this is a bug.

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An interesting bug for sure.

#

Adding more % is just like adding more numbers in Γ—.

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25%%%% will get you 100%

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or 10%%%%%%%%%% will get you 100%

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Interesting.

left yew
#

new sizing method dropped πŸ—£οΈ πŸ”₯

hexed briar
#

fyi - * or Γ— works on percentage size btw

#

i suppose another weird way to make people confused.

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gotdamn even 5%%%%%%%%%%%%%%%%%%%% works as 100%

#

what is this mojang

tidal vector
#

i have to place a brick in the wiki now 😭

hexed briar
#

10pxpxpxpx works as 40px too what the hell

#

??????????????????

left yew
#

nah fr talk tho, wack bug

hexed briar
#

really wack bug wtf

#

it's funny that this makes + completely useless

tidal vector
#

yeah we're no making any docs on this i was joking

#

json ui is trash lmao i'm sure we can find other bizarre bugs like this

hexed briar
#

good job on finding mistype that somehow was a funny bug

left yew
#

Just wait for my PR 😈

#

This WILL be on the wiki

tidal vector
manic dragon
left yew
tidal vector
hexed briar
#

it's a bug so that's dumb

tidal vector
hexed briar
#

i do wonder

#

actually lemme try something

#

oh god ALL size formating works

tidal vector
#

maybe it's ore ui size roc_nerd

left yew
#

This did NOT require a thread 😭

#

in a week we'll see someone doing 5%%%%%, trust

hexed briar
#

if i had to guess it is a oversight

#

not that they have to check everything anyways

hexed briar
weak cape
weak cape
#

xD

hexed briar
#

i need to try 0.5 rq

#

this stupid thing 0.5%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% works as 100%

#

what the hell

left yew
#

imma start doing that

#

trust

hexed briar
#

why is this even a thing

left yew
#

πŸ—£οΈ

hexed briar
#

i feel like people is gonna do that just to increase their file size 😭

hexed briar
#

this thing works as 100%.

manic dragon
#

At this rate we will probably forget the number at the front :)

hexed briar
#

any size format works somehow so yeah

#

px works, %sm works, %c and %cm works

left yew
#

0.01 when πŸ™

hexed briar
#

at this point my file will turn into 1mb 😭

#

i hate how it doesn't crash or bug out whatsoever

#

it just works

hexed briar
broken trail
#

new obfuscation method

#

imagine 0.0000001

unreal ravine
hexed briar
#

im NOT doing that

broken trail
#

I just wonder if it affects performance

broken trail
hexed briar
#

i don''t think it's affect performance at all, atleast in my end anyways

#

no stutters, no performance drop, just normal

broken trail
#

add 10000 such panels

#

or maybe 5000

#

I bet 1000 wont be noticeable

#

or put it inside hotbar grid item in hud, then it should re render each time tou change slot

hexed briar
#

i ain't adding 1000 or more panels jesus christ

broken trail
#

well, that's okay I am too lazy also

hexed briar
#

we're just stress testing JSON-UI now? lol

broken trail
#

but actually that's the most reliable way to test it lol

broken trail
#

lol

hexed briar
#

i could test it via factory.

#

though that's idk. weird

broken trail
#

or

hexed briar
#

also not a big fan of adding too many stuff that will turn into 1mb or more, my IDE does not like it.

wintry crater
#

😳

broken trail
#

but generally its joke that such amount of lines create issues in vscode, like bro its not really much

hexed briar
#

17k aint much tbh

#

there's someone who wants me to deal over 100k~ of lines on a single file

broken trail
#

yet still if I do some json syntax error it has 1/2sec delay

hexed briar
#

my IDE can't even open it

broken trail
#

however 100k is some serious number

hexed briar
#

yeah

#

also marketplace common file has 10k lines btw

#

even my neovim says no to 100k~ lines on a single file like wtf are we gonna do with it

neat sequoia
#

is possible to use:

#color? And how can i use this using #form_text or #dialogtext

river flower
#

atp rewrite this..

#

this looks like custom form ui stuff

#

you should be able to create new files for each custom form

jolly rock
#

Help

oak verge
#

With?

jolly rock
#

I don't know what's going on

#

I don't understand anything, whyyyyy

broken trail
jolly rock
broken trail
#

at the moment I am just too lazy to split it, because there are a lot of things here, I would bet that ~30 main modules and a alot of sub settings which is huge

river flower
#

that file that helps u import files

#

u should organize this! itll make ur life simpler trust

broken trail
river flower
broken trail
#

amount of all things probably exceeds ~350 options, everything is customizable etc

broken trail
river flower
oak verge
oak verge
#

Will look when i get home

jolly rock
#

Np

broken trail
#

so I literally rarely see whats inside here

#

even if I need I know structore and easily find things

broken trail
#

I am lazy ass lol

weak cape
#

is my minecraft client broken or do grids crash clients nowadays?

#

i have an empty grid and it crashes my client 😭

tawny dawn
#

How to create custom recipe guide ui in book

jolly rock
#

Easy way: big glyphs

oak verge
#

why is localize not working

#

nvm :p

#

nvm my last message
this didn't work either

gaunt apex
#

how to fixed this?

gaunt apex
hardy lily
#

I don't know if it was supposed like that, but my tools said it was invalid

hardy lily
gaunt apex
hardy lily
#

there are 2 options

#

first, is using bindings. Obviously you'll need an identifier to show it. Like type tools and the toggle state has set to true

#

second, you'll create a new button panel collection. This is not practical, but it way more simple. just set the button identifier and hide/show it using toggles

gaunt apex
#

solved

wintry crater
hardy lily
#

It's not done yet. because I need more sample to make it works

red creek
#

Why is the animation not working, where did I go wrong?
Only the first sprite appears

manic dragon
red creek
manic dragon
#

When you export the frames you get a json file with it, although you need to toggle that on first. That file is necessary to use aseprite flip book

weak cape
#

ups

#

i did not want to reply sorry minato πŸ™

#

can yo ugett radio toggles index? instead of the specific togglestate just get the index of the selected toggle?

oak verge
oak verge
weak cape
#

😭

plain abyss
#

how to move UIs like inventory/container to different location?

#

is it possible with json UI

weak cape
weak cape
plain abyss
plain abyss
gaunt apex
bright gazelle
weak cape
weak cape
manic dragon
#

It doesn't search the entire element tree only the sibling elements

bright gazelle
#

oh that makes sense now, thanks

weak cape
oak verge
gaunt apex
plain abyss
oak verge
#

how to make a label text use the "Input Keys"
localize set to true didn't work for me

oak verge
#

this shit seem hard coded

gaunt apex
#

only randomize element

clever vapor
#

that is a better obfuscation

weak cape
#

why obfuscate

#

you can use one copilot prompt and its decoded

weak cape
#

it is the samee bbut for phones

gaunt apex
clear lantern
#

Is there any possibility to revert portfolio screenshots order? Anyone had this idea before?

clever vapor
weak cape
clever vapor
#

that is a different type of deobfuscation, kind of like encryption

#

you cant get context clues via random letters

weak cape
#

its just random element names

#

encryption makes the file unreadable, obfuscation leaves the file with only changed names

#
{
    "namespace": "server_form",
    "root_panel": {
        "type": "panel",
        "size": [
            32,
            32
        ]
    },
    "container@server_form.root_panel": {},
    "hello_label@container": {},
    "modal_button@server_form.button": {},
    "buttons_stack": {
        "type": "stack_panel",
        "factory": {
            "name": "buttons",
            "button": "server_form.dynamic_button",
            "modal": "@server_form.modal_button"
        }
    }
}
#

although the names could be incorrect, it has deobfusctaed it

clever vapor
#

that is just AI assuming

weak cape
clever vapor
#

Yeah but you can't fully rely on that on a massive scale

#

that is why I said that is a good obfuscation

weak cape
#

You paste in the code and a sidebar pops up with all element names and refrences, you change one refrence and everything changes. You change another one, all refrences change.

#

There are definetly better options.

clever vapor
#

But again it only fully relies on ambiguous context clues. For example, a variable that has no meaning

#

AI can easily get fooled

weak cape
clever vapor
#

But what would be the base for you to rename it?

#

It won't be accurate

#

unless you somehow solve the millenium problem

plain abyss
broken trail
weak cape
weak cape
manic dragon
oak verge
manic dragon
#

Input keys
Like the glyphs?

oak verge
#

how to play screen uses them

clever vapor
weak cape
#

facts

oak verge
#

it is not a glyph
it is a thing that change depending on the player input

if you are using a keyboard

#

:_input_key.forward: will display w
or whatever key binding you have

clever vapor
whole jasper
clever vapor
manic dragon
oak verge
#

"how to play" is not ore ui

clever vapor
#

Ohhh

clear lantern
#

Again, last time: Is there any possibility to revert portfolio screenshots order? Anyone had this idea before?

clever vapor
#

have you tried using langs? like this:

an.example=Press :_input_key.use: to enter

Then:

"text": "an.example"

clear lantern
# clever vapor What do you mean??

I mean, that in portfolio, when you take screenshots you seems to have first photo you made on the last page to right. So your latest photo will appear on the first page. I would like to reverse this order making on the first page photo taken as a first. (also in my colleague portfolio, he doesn't seem to have any order at all, just random photos)

manic dragon
#

Meaning you can do this:

"label": {
  "type": "label",
  "text": "#pre_process_custom.localized.text",
  "bindings": [
    {
      "binding_name": "#pre_process_custom.localized.text"
    }
  ]
}
#
custom.localized.text=Testing :_input_key.jump:
#

It just needs to be pre processed so the input key text can be replaced by Unicode
And this pre processing works for any localized text

oak verge
#

the text supposed t show above the map

manic dragon
oak verge
#

i know, maybe i am doing something wrong

manic dragon
#

So it is unusable outside how to play screen

oak verge
#

they don't use pre_process tho

manic dragon
#

Yeah that's the thing

#

I tried it in how to play screen and it worked but then I tried it on start screen but there it didn't work

oak verge
#

i will look a bit into this

oak verge
#

plan b

surreal ridge
#

thats fire

river flower
#

My custom form works fine but as soon as I tab out or resize my minecraft window, 2 more buttons appear for some reason?

#
const form = new ActionFormData()
    .title("Β§tΒ§fDoomminique :3")
    .body("Pick one of the buttons below")
    .button("Zombie", "textures/items/iron_shovel")
    .button("Warrior", "textures/items/gold_shovel");

system.run(() => {
    form.show(player).then((response) => {
        if (response.canceled) return;
        player.sendMessage(`You chose button ${response.selection + 1}`);
    });
})
#

Also when I try clicking those ghost buttons, it's supposed to say You chose button ${response.selection + 1} but it doesn't say that for these ghost buttons

weak cape
# river flower

put binding condition once where you have the butttons limit

#

like grid maximum items

oak verge
#

or just make the buttons invis if button text is empty

weak cape
river flower
weak cape
river flower
#

oops wait yeah

"bindings": [
  {
    "binding_name": "#form_button_length",
    "binding_name_override": "#maximum_grid_items"
  }
]
#

im dum I didn't use that variable

weak cape
#

yup here

#

add binding condition once

oak verge
river flower
#
"scrolling_content": {
  "type": "grid",
  "size": ["100%", "100%c"],
  "grid_dimensions": [3, 50],
  "maximum_grid_items": "#maximum_grid_items",
  "grid_item_template": "tmc_form.custom_button",
  "grid_fill_direction": "vertical",
  "grid_rescaling_type": "horizontal",
  "factory": {
    "name": "buttons",
    "control_name": "tmc_form.custom_button"
  },
  "collection_name": "form_buttons",
  "bindings": [
    {
      "binding_name": "#form_button_length",
      "binding_name_override": "#maximum_grid_items"
    }
  ]
},
#

still shows ghost buttons

weak cape
#

i was talking about adding bindings_condition: once

#

or you can use minatos way

river flower
#

I prefer yours cus its cleaner tbh

weak cape
oak verge
#

yeah, that is true

weak cape
#

btw when i was playing with draggable containers, i stress tested minecraft

#

i moved that container as fast as possible around

#

and my fps dropped from stable 240 to 170

#

which was incredibly funny

river flower
#
"scrolling_content": {
  "type": "grid",
  "size": ["100%", "100%c"],
  "grid_dimensions": [3, 50],
  "maximum_grid_items": "#form_button_length",
  "grid_item_template": "tmc_form.custom_button",
  "grid_fill_direction": "vertical",
  "grid_rescaling_type": "horizontal",
  "factory": {
    "name": "buttons",
    "control_name": "tmc_form.custom_button"
  },
  "collection_name": "form_buttons",
  "bindings": [
    {
      "binding_name": "#form_button_length",
      "binding_condition": "once"
    }
  ]
},
river flower
river flower
oak verge
river flower
#

it's different

weak cape
#

then try with the maximum item thingy

#
"bindings": [
  {
    "binding_name": "#form_button_length",
    "binding_name_override": "#maximum_grid_items",
    "binding_condition": "once"
  }
]
river flower
#

gottcha

weak cape
#

but without
"maximum_grid_items": "#maximum_grid_items", in your element just the binding

river flower
#

Worksss

#

Tyy

weak cape
#

yay

river flower
#

Also question

weak cape
#

np

#

yes

river flower
#

did you work with json animation

weak cape
#

only a bit

river flower
#

The ones where you can change offset, site etc

weak cape
#

a bit yeah

river flower
#

Did you try in_cube?

#

or out_cube?

#

not linear

weak cape
#

i think yeah

#

lemme check

#

yup

#

    "screen_push_entrance": {
        "anim_type": "offset",
        "easing": "out_cubic",
        "duration": 0.5,
        "from": [
            750,
            0
        ],
        "to": [
            150,
            0
        ]
    },
river flower
# weak cape ```json "screen_push_entrance": { "anim_type": "offset", "e...
"title": {
  "$prefix": "!send_card:",
  "type": "panel",
  "controls": [
    {
      "[email protected]_control": {
        "$prefix": "$prefix"
      }
    },
    {
      "img": {
        "type": "image",
        "texture": "#texture",
        "size": [266, 100],
        "anchor_from": "top_middle",
        "anchor_to": "top_middle",
        "anims": ["@card.card_animation"],
        "bindings": [
          {
            "binding_type": "view",
            "source_control_name": "card_data_control",
            "source_property_name": "('textures/ui/cards/' + (#preserved_text - $prefix))",
            "target_property_name": "#texture",
            "resolve_sibling_scope": true
          },
          {
            "binding_type": "view",
            "source_control_name": "card_data_control",
            "source_property_name": "(not ((#preserved_text - $prefix) = ''))",
            "target_property_name": "#visible",
            "resolve_sibling_scope": true
          }
        ]
      }
    }
  ]
},
"card_animation": {
  "anim_type": "offset",
  "easing": "linear",
  "from": [0, -160],
  "to": [0, 0],
  "duration": 3
}
#

Essentially I want the image to go down

#

And if (#preserved_text - $prefix) is empty, the existing image would slide upwards

river flower
river flower
#

But it's too slow with duration 5

oak verge
# oak verge plan b

btw, in case someone searching here, to make Input Keys work just use whatever text variable that support it
#hud_subtitle_text_string, #hud_title_text_string, #form_button_text or whatever. and pass the input Key to it

river flower
weak cape
#

sorry bro

#

forgor you needed help xd

river flower
river flower
#

I noticed it's because of me changingt he window's size...

#
"anim1": {
  "anim_type": "offset",
  "easing": "out_cubic",
  "from": [0, "-100%"],
  "to": [0, 0],
  "duration": 10
}

This also doesn't work

weak cape
#

have you tried increasing the size?

#

or adding a "play_event"

river flower
#

Is your image or whatever you're moving small?

weak cape
#

it was a server form

weak cape
#

it was months ago and bac kthen i had the same exact issues you had

river flower
river flower
weak cape
surreal ridge
#

is it possible to have custom buttons and a grid with a scroll in the same form?

surreal ridge
river flower
#

thats a camera or a paper doll?

#

im guessing camera

weak cape
#

it was bugges as hell

#

and spagetthi code

weak cape
#

i have plenty of examples

river flower
surreal ridge
weak cape
surreal ridge
weak cape
#

yup

surreal ridge
#

Im tryna learn how to do it

#

Would be a huge helpπŸ™

weak cape
#

it uses form buttons tho

weak cape
#

yes that code is from mineville

surreal ridge
#

Also idk of ur allowed to share that here

weak cape
weak cape
surreal ridge
surreal ridge
weak cape
surreal ridge
#

Ah fair use then

weak cape
#

and technically in germany you cannot remove your own copyrights anyways

weak cape
surreal ridge
#

Tyty

#

Time to stare at code for 10 years now

weak cape
#

😭

#

now that sounds oddly familiar

surreal ridge
#

Ui in a nutshell

#

I tried adding a scroll panel to my button factory and i fumbled that so hard

#

Still dk how

#

Cuz i wanted to make the gta interaction menu but 6 buttons max before u hsd to scroll

#

And it kept going everywhere😭

weak cape
#

hope you learn how to do it

#

πŸ™

surreal ridge
#

TyπŸ‘

#

πŸ™*

weak cape
#

np

manic dragon
# river flower

Setting image visibility to false doesn't make the animation stop
The animation starts playing the moment UI is loaded

river flower
#

So then how do I control when the UI gets loaded (or when the animation starts playing)?

manic dragon
gaunt apex
river flower
#

do you have code that uses factory with titles?

manic dragon
#

I did but I don't think I have it anymore
It's simple really. Follow the vanilla code

river flower
#

kk

river flower
#

what's the difference?

#

I mean- besides factory being able to generate and destroy elements

river flower
#

OH because of the title and visibility issues

#

I get it now

manic dragon
# river flower what's the difference?

The title factory actually overrides the previous title
Like if you send a title to show your animation and then send another title. Your animation will be gone. Also the binding #hud_title_text_string changes for every title, so you can't use it directly to properly show or hide something conditionally.
That's the reason you need preserved title

river flower
#

factory works perfectly for me now

river flower
#

Can I completely replace the emoji form thing with my own form?

#

So basically players can open forms by pressing "B"?

river flower
manic dragon
#

Oh emotes

river flower
#

I wanted to add like 10 buttons and convert this into a custom form

weak cape
#

but idk if it will bring you anything

river flower
#

bring me anything?

weak cape
#

what can you do with this

manic dragon
#

Will that be a form then

river flower
#

I already know how to detect which emoji got clicked

#

But Idk how to add more emote slots or if that's even possible

weak cape
#

yeah i dont think you can add more

river flower
#

Aww rip

weak cape
#

technically you do have 5

#

oh nope nvm

weak cape
#

aight bet

#

how do you use it

#

it does not obfuscate everything

mystic stone
#

hi

#

I'd like to know how to retrieve, for example, in #fromtext there's hello\I\55, and so it creates #one = hello, #two = I, three = 55. How do I do this?

Message translated by Google

zinc hatch
#

Are there any jsonui extensions that can be used with vscode?

When using complex expressions in bindings, etc., I often make annoying mistakes like incorrect pairing of ().

I'd like something that highlights () like in ts or js.

oak verge
#

how do i fix this scaling issue?
between font scaling and panel size thing get missed up depending on the device

serene sigil
oak verge
#

the font tho

#

text need to fit the frame

manic dragon
clear lantern
#

font scale factor would be best

weak cape
clear lantern
# weak cape not really

If he needs font, so font size has small/normal/large/extra_large values
And scale factor give him more variants between 0-1, right?

weak cape
#

delivery came by

#

i didnt finish what i wanted to say lol

weak cape
#

like with 1.3, a label looked wrong, but 1.5 looked normal

#

idk if it would be the case for minato but that is just my observation

oak verge
#

i used both, but both have different size depending on the device

clear lantern
#

Yes, agree. I found that using small and 0.5 scale gives very thin letters.

manic dragon
oak verge
#

altho, after i added mobs to the map sometimes they do look weird (pixels either shrinking or growing depending on the position of the mob)

broken trail
#

is all information about item when hovered is stored in #hover_text, e.g. in inventory screen?

#

or in some other binding, I saw some #inventory_data binding and wonder if it is what I am looking for instead of hover text

#

my plan is to display all text from all cells in some corner e.g. idk if anyone did something like this

broken trail
#

nvm got it: ui_common.json/container_slot_button_prototype/hover

broken trail
#

interesting

oak verge
#

Interesting indeed

weak cape
broken trail
dusty rune
#

This looks very normal to me

broken trail
#

technically you can see everything πŸ˜‚

dusty rune
#

this is what begin addon creator for half decade does to a man

broken trail
#

btw anyone know or had similar problem where I cannot pass ninding through property_bag, I mean

property_bag: {
"#example": "#item_name"
}

inside bindings there is some #item_name binding, in this example when I try

  {
    "binding_type": "view",
    "source_property_name": "#example",
    "target_property_name": "#text"
  },

then the #item_name simply doesnt work, not cool tbh

weak cape
#

maybe that will work

broken trail
#

nah, it must go through property bag

inland dagger
#

Looking for JSON UI DEVS!

  • WE WILL PAY! DM ME
inland dagger
weak cape
#

nah

inland dagger
#

bru

unreal ravine
#

I think this is not the right server for search devs

sweet musk
#

is it still worth to do json ui stuff if they're just gonna push oreui?

#

I wish bedrock allowed you to choose your version so you dont need to worry about them getting rid of integral things

weak cape
#

and servers cant wait for oreui to be released

weak cape
#

they would give people some time to fully switch to oreui

sweet musk
#

good points

#

I've replaced the inventory and chest ui with my own textures and I was debating if I should go through teh effort of doing the rest of the containers

sweet musk
#

alr, thx for the input

weak cape
#

np

eager hazel
#

dose anyone know what file i need to edit to change the pause screen doll?

#

i want to have it as a live render so my cosmetics can be viewed in the pause menu

tulip apex
#

Hi guys, who knows how to make sure that the value is taken from the scoreboard to the hud_screen.json for example
hp: {scoreboard "hp"}

#

$scoreboard_hp #scoreboard_hp or how it use?

oak verge
#

can a child be in a layer bellow it parent?

manic dragon
oak verge
#

can we dynamically control elements position

#

by getting the value from a string

weak cape
#

you can change the size binding

#

idk if you can change the offset

#

"property_bag": {
"#anchored_offset_value_y": 0.0,
"#size_binding_x": 0.0,
"#size_binding_y": 0.0
},

#

you do can

oak verge
#

that will get a bit too complex for my use case

#

was thinking of making a text follow the waypoint

hexed briar
#

got little too bored at waiting so i rewrote this thing lmao

#

unfortunately, numbers and math operators don't seem to cope with it well since. they're expecting that so. there's a workaround for it, but. it's gonna make the string a little bit ugly.

sage vessel
#

How can I make it display both the text from data and the text from update in the subtitle?

{"player_angle_text":{"$update_string":"update:","$split_flag":"data:","$split_seperator":",","type":"label","text":"#text","layer":1,"controls":[{"player_angle_text":{"type":"label","text":"#text","layer":1,"offset":[0,20],"bindings":[{"binding_type":"view","source_control_name":"subtitle_data_control","source_property_name":"#preserved_text","target_property_name":"#preserved_text"},{"binding_type":"view","source_property_name":"('Data: ' + (#preserved_text - $split_seperator - $split_flag - $update_string))","target_property_name":"#text"}]}},{"subtitle_data_control":{"type":"panel","size":[0,0],"bindings":[{"binding_name":"#hud_subtitle_text_string"},{"binding_name":"#hud_subtitle_text_string","binding_name_override":"#preserved_text","binding_condition":"visibility_changed"},{"binding_type":"view","source_property_name":"(not (#hud_subtitle_text_string = #preserved_text) and not ((#hud_subtitle_text_string - $update_string) = #hud_subtitle_text_string))","target_property_name":"#visible"}]}}],"bindings":[{"binding_type":"view","source_control_name":"subtitle_data_control","source_property_name":"#preserved_text","target_property_name":"#preserved_text"},{"binding_type":"view","source_property_name":"('Update: ' + ((#preserved_text - $update_string) - $split_seperator - $split_flag))","target_property_name":"#text"}]}}
manic dragon
gaunt apex
hexed briar
hexed briar
#

This also works as non case sensitive search bar too

#

and also pretty optimized, haven't seen any performance issues so far even with 50 char limit.

manic dragon
# hexed briar This also works as non case sensitive search bar too

The issue I have is this
This Is A String. This Is A String.
For this string the output will be
this is a string. thss is a string.
The first 20 characters are totally fine
But the 21st character becomes the 22nd character. So, this becomes thss 21st char (i); 22nd char (s)

#

I have no idea why this happens

hexed briar
#

never happened to me ngl

#

yeah, same string. no issue.

clever vapor
manic dragon
#

Finally got it right

oak verge
#

does this count letters or bytes

manic dragon
#

Characters

oak verge
#

glyphs included?

manic dragon
#

Can be included

oak verge
#

nice

clever vapor
#

U can do something like changing letter A to result to an emoji

manic dragon
# hexed briar never happened to me ngl

I think I know the issue

When I used the string from a text box, there was no issue at all. Everything works nice and no limit either.

But if I try string from property bag or any binding. The issue appears again.
I assume the cause is uncontrolled increment of the loop
Cause when text box is used, the increment is kind of controlled and no issues. So I need a way to properly increment the loop

clever vapor
#

Did u use another property bag or something?

river flower
manic dragon
clever vapor
#

Did u get the last character and create a new string?

#

That was my idea

manic dragon
#

I had an empty string. Then looped through each character of the main string and added their property bag value to the empty string

clever vapor
manic dragon
#

Yes normally it will repeat
So I didn't add the characters to that string directly
I did something like this-
('%.' + #iterator + s) * #lowercase_string + #character

#

This prevents looping

clever vapor
#

Interesting

#

Did u find that out just randomly lol

manic dragon
#

No if you give it a thought it makes sense

hexed briar
manic dragon
hexed briar
#

dynamic side, it does fetch each character and turn into dynamic bindings that do not require to be created. then i slam that as individuals dynamic bindings that display them.

#

the only issue with that is, that's not so dynamic when combining them together and is limited to how many dynamic bindings im willing to put.

#

other than that, there's only 4 bindings objects.

#

might figure myself out about dynamically putting chars without this stuff later i suppose lmao.

manic dragon
hexed briar
#

aka bindings generators i guess

#

it's hard to describe, but it works

manic dragon
#

'#' + something...
This?

hexed briar
#

honestly I'll shelve that anyways so it doesn't matter to me much.

hexed briar
manic dragon
#

That figures

hexed briar
#

i tried doing that dynamic adding chars thing but

#

i get 1 letter spammed like 10 times

#

the more i type, its just doing that.

#

figured that i just found myself a memory leak again so lmao

manic dragon
#

Like instead of adding a
aaaaaaaaaaa.. gets added?

hexed briar
#

yeah

hexed briar
#

couldn't figure it out so i just left like that for now

manic dragon
#

Now I'm kinda interested about how you are adding the individual characters. I thought you were adding them to an empty string. But that doesn't seem to be the case

hexed briar
#

magic

#

but yeah this one i have doesn't use empty string.

#

well, kinda. i do have alot of stuff commented atm.

hexed briar
#

LMAO

#

yeah im putting this on shelves i aint doing anything with ts

manic dragon
hexed briar
#

maybe in the future

hexed briar
manic dragon
#

Now I'm lost ;-;

manic dragon
#

Finally, did it successfully, with no major issues
-# Took me an hour to fix the issue using a slighly different approach

manic dragon
# hexed briar i do wonder how that works.

My main approach has always been the same

Get characters from the main string using string formatting and add their values from property bag to an empty string

The issue was with incrementing the loop, which I was able to fix

manic dragon
#

I think I'll publish it
But I'm not sure about it's performance although I haven't seen any performance issues

#

Also the bindings are slightly different for static and dynamic string
I'll try to make them same if possible

hexed briar
#

honestly i don't expect much but different is honestly alright

clever vapor
manic dragon
manic dragon
#

Maybe not with the current bindings
But with some changes, yes

clever vapor
#

I'd like to see how u would approach that problem and also the arithmetic stuff or any unsupported characters for that matter, it just duplicates the last letter so hell+o -> helloo

mystic stone
#

Who wants to retrieve the following data: {
"binding_name": "#hud_title_text_string",
"binding_name_override": "#text",
"binding_type": "global"
}, outside of the hud_title_text element?

manic dragon
#

In my case though the characters that are not in the property bag stops the loop (because of the condition that I used)
And I tried earlier with > and it added 0 instead

manic dragon
tulip crest
#

Does any know what slider_timeout does?

mystic stone
broken trail
#

the most nerdy chat of jasonUI devs

#

in normal language you could just do text.tolowercase()

river flower
#

we should all nickname as "jason"

fair anchor
#

Someone can give me a tutorial(if is in spanish better) please

opal aurora
hexed briar
#

that thing was for debugging.

oak verge
#

can i make my ui independent from the gui scale

clever vapor
#

Use fixed numbers

oak verge
#

that still get affected by gui scale

manic dragon
oak verge
#

it is hard to make text fit a panel with that
i have 80 long sting that i need it to fit perfectly in a panel while the panel is same size across all devices

manic dragon
oak verge
#

i may just use 3 hardcoded panels with different sizes and let the player decide what size they want
assuming the hidden panels won't cause lag

weak cape
oak verge
#

how?

manic dragon
oak verge
#

not possible with preserved text?

weak cape
#
 {
    "[email protected]": {
       "enabled": false,
       "visible": false,
       "bindings": [
          {
             "binding_name": "#title_text"
          },
          {
             "binding_type": "view",
             "source_property_name": "(not ((#title_text - '@mineville/long_form') = #title_text))",
             "target_property_name": "#enabled"
          },
          {
             "binding_type": "view",
             "source_property_name": "(not ((#title_text - '@mineville/long_form') = #title_text))",
             "target_property_name": "#visible"
          }
       ]
    }
 }
oak verge
sage vessel
#

How can I make it so that when the value is 1 the text is hidden, but when it’s 2, 3, or 4 the text is shown again?

fair anchor
#

someone speak spanish?

hollow needle
#

Does anybody know how to fix this error?
must define a source property name in the binding

"bindings": [
            {
              "binding_type": "view",
              "source_property_name": "($value * 1)",
              "target_property_name": "#progress"
            },
            {
              "binding_type": "view",
              "source_property_name": "(($max - #progress) / $max)",
              "target_property_name": "#clip_ratio"
            }
hollow needle
opal aurora
#

only if $max is a fixed number

inland dagger
#

Can anyone help me?

I'm using a geyser server and on my bedrock end it has these red #'s and the text cuts out is there a way to fix this?

hollow needle
#

It doesn't show the error anymore but the progress bar is empty no matter what number I put on the actionbar

fair anchor
opal aurora
whole jasper
hardy lily
#

by changing the x size/both size to "default"

#

and make the number not visible by changing the scoreboard_sidebar_score visibility to false

#

here's the full code

{
  "namespace": "scoreboard",
  "scoreboard_sidebar_score": {
    "visible": false
  },
  "scoreboard_sidebar_player": {
    "type": "label",
    "layer": 2,
    "text": "#player_name_sidebar",
    "text_alignment": "left",
    "size": ["default", "default"],
    "anchor_from": "top_right",
    "anchor_to": "top_right",
    "inherit_max_sibling_width": true,
    "locked_alpha": 1.0,
    "color": "$player_name_color",
    "bindings": [
      {
        "binding_name": "#player_name_sidebar",
        "binding_type": "collection",
        "binding_collection_name": "scoreboard_players"
      }
    ],
    "max_size": ["default", "default"]
  }
}
manic dragon
upbeat frigate
#

how do you get the container's (chest) total items that not air similar to form_button_contents from server form.

tidal vector
#

does someone know how can i get the child size for my panel size ? like 40px / 200px depending of the caracter "Β§p" ?

 "3_shop_buttons": {
    "type": "panel",
    "size": [
      "child size",
      "30px"
    ],
    "controls": [
      {
        "btn_p@form_buttons.vertical_output": {
          "size": [
            "40px",
            "30px"
          ],
          "bindings": [
            {
              "binding_collection_name": "form_buttons",
              "binding_name": "#form_button_text",
              "binding_type": "collection"
            },
            {
              "binding_type": "view",
              "source_property_name": "(not ((#form_button_text - 'Β§p') = #form_button_text))",
              "target_property_name": "#visible"
            }
          ]
        }
      },
      {
        "btn_default@form_buttons.vertical_output": {
          "size": [
            "200px",
            "30px"
          ],
          "bindings": [
            {
              "binding_collection_name": "form_buttons",
              "binding_name": "#form_button_text",
              "binding_type": "collection"
            },
            {
              "binding_type": "view",
              "source_property_name": "((#form_button_text - 'Β§p') = #form_button_text)",
              "target_property_name": "#visible"
            }
          ]
        }
      }
    ]
  }
inland dagger
hardy lily
inland dagger
#

k

broken trail
#

yo does anyone know if I can access the text from lang names e.g. faq.question.first="something" in bindings? I tried through property bag, with different localization properties, and its generally working, but whenever I try to add 'hello ' + 'this lang text', then it results in 'hello faq.question.first', without the hello its says proper something

#

its soo damn weird and idk if there is any fix for it

clever vapor
#

there is no fix, localization doesn't work on property bags

broken trail
#

because I guess that localization takes the final text, and after this it translates it which isnt great, I mean its seaching for hello faq.question.first lang files instead of just correct faq.question.first

broken trail
#

screw them

#

I tried everything and seems like I need to adjust it through lang files to always be same

clever vapor
#

What I would do though is two seperate labels

broken trail
#

which at the works but resutls in some downsides

clever vapor
#

depends on your case

broken trail
#

alr thanks for answer

inland dagger
broken trail
broken trail
#

however I can asnwer that in type: lablel lol

oak verge
#

lol, no i meant what screen

broken trail
#

okay lets say in hud

oak verge
#

if you got the text from a variable that support it will be localized
like hud_title_text_string, or action bar text

broken trail
#

I mean the problem is that imagine I do ('hello ' + #hud_title_text_string)

#

then it totally breaks

#

because I guess its trying to find localization for hello #hud_title_text_string

#

and yeah e.g. #hud_title_text_string = example.text

#

so it results in hello example.text

#

and I guess that it searchs for this specific string in lang files, seaching for incorrect hello example.text instead of example.text

#

generally this is just gample with adding some text at the start

#

every operation on this results in not translated text

oak verge
#

eh...
no?
you use a normal label without localizing it
hud_title_text_string is pre proceed and give the actual text

broken trail
#

uhm well, I am searching for rather unique way for every place

#

so I am just testing it on property_bag #test

oak verge
#

alr

broken trail
#

even if hud_title_text_string is processed or not it doesnt solve it

#

however I have one idea which actually may work lol

#

I will test it later

oak verge
whole jasper
oak verge
#

i am lost, anyone know whats wrong with this?
it work fine in scale1 but show the preserved text in scale4

whole jasper
oak verge
#

well... that was a stupid mistake
i had tow parents panels with the same name map_text
and
"resolve_sibling_scope": false,

quaint raptor
#

How can I move this out?

clever vapor
#

No

last pollen
#

insane mclive rp

muted fractal
#

How can I get started learning json-ui? Does anyone have links to some resources?

river flower
weak cape
#

In this video, I demonstrate how to use JSON UI in combination with the scripting api in the Minecraft Bedrock Edition

πŸ”—Links :
Like What I Am Doing? Concider Supporting Me! : https://ko-fi.com/dingsel
Join my Discord! : https://discord.gg/tzrmH56JXC
My Website : http://skyls.de
Music : https://www.youtube.com/watch?v=tEzYsaLm7nw&ab_channel...

β–Ά Play video
#

And youtube

#

dingsel is a nice youtuber

#

although not much tutorials

hybrid aurora
#

hello ! is there a way to generate items dynamically inside a stack panel ?
by dynamically, I mean without having to specify the slot for each item
for example, in forms there is a factory, and I’m looking for a way to apply a similar logic when adding items into a stack panel

jolly rock
# last pollen

Insane in what aspect, it is a simple interface, the "good" thing are the textures

torpid nymph
#

do variables support floats?

#

they do not

heady meteor
#

How do I make a custom server form button from scratch, without using the common buttons base?

#

I don't know what button mappings I need to use

weak cape
heady meteor
#

Thanks man

heady meteor
heady meteor
# weak cape Yes

Just one more question: where can I find all these HardCode button IDs?

heady meteor
#

But is "button.form_button_click" a hardcoded id or the id of a button I created?

opal aurora
weak cape
sinful violet
#

How to create a nei ?

heady meteor
broken trail
#

does aynone have same problem with grids in server forms? For some reason if I substract some number of max_grid_items in bindings, and when I "unfullscreen" and then fullscreen, all grid items are duplicated, they are completely not visible, but space of tital grid is doubled

#

its sooooooooooooooooo weird

#

idk if anyone have any solution for it or if its some new issue, I didnt have any problem with it before

#

I tried every binding combination, with conditions, type: view, all that stuff and nothing

#

also the "ghost buttons" dont do anything, they are completely not visible but just take space

#

I mean

#

actually

            {
              "form_grid": {
                "type": "grid",
                "grid_rescaling_type": "horizontal",
                "collection_name": "form_buttons",
                "size": ["100% + 2px", "default"],
                "grid_item_template": "namespace.grid_item",
                "bindings": [
                  {
                    "binding_name": "(#form_button_length - 11)",
                    "binding_name_override": "#maximum_grid_items",
                    "binding_condition": "once"
                  }
                ]
              }
            }
broken trail
weak cape
#

the condition should prevent exactly that issue

#

yeah its weird af

broken trail
broken trail
manic dragon
# broken trail actually ``` { "form_grid": { "type":...

Do it like this:

{
  "binding_name": "#form_button_length",
  "binding_name_override": "#length",
  "binding_condition": "once"
},
{
  "source_property_name": "(#length - 11)",
  "target_property_name": "#maximum_grid_items",
  "binding_type": "view"
}
#

Does operations in binding_name work...
I've never seen that

weak cape
#

oh

#

right

#

completely missed the binding name thingy lol

manic dragon
#

Mojang does that too lol

untold dawn
manic dragon
#

Don't know about that

untold dawn
#

i dont thing its possible without modifying or remaking the vanilla hearts

broken trail
manic dragon
#

Maybe you need to remove more buttons

broken trail
#

😭

#

if I just use

                  {
                    "binding_name": "#form_button_length",
                    "binding_name_override": "#maximum_grid_items",
                    "binding_condition": "once"
                  }

then everything is working

#

but I need to somehow substract some of grid buttons

manic dragon
#

The one I sent works for me every time but idk why it's not working for you...

broken trail
#

I thought something is wrong with scrolling

#

however

#

I am not sure

#

its just default without any serious modifications

broken trail
#

incredible game.

manic dragon
weak cape
manic dragon
#

Can anyone tell me if server form modification is allowed for marketplace content?

weak cape
#

I guess nope (meant to say no)

manic dragon
weak cape
#

F

fleet yoke
#

Can someone tell me how to make a bar like this?

oak verge
#

for add-ons, you can't edit any vanilla file at all
for worlds or dynamic worlds you are free to do so

muted fractal
#

Is there a tool where I can see what my ui will look like without having to reload my world?

#

or a way to refresh the ui other that /reload all

weak cape
#

unless someone coded a website that visualizes your JSON UI

muted fractal
#

rip

river flower
#

I want the button label to be aligned center

#

So [0/1] needs to be centered

weak cape
#

or "alignment": "center"

#

idk which