#JSON-UI General
1 messages Β· Page 47 of 1
no one would probably be interested in trying it anyways, ngl, lol
if you don't mind, could you tell me what all as a whole I would be able to change, using JSON UI?
relating to all the different screens and such I mean
not just the main menu
see, I kind of wanted to keep the doll, so I didn't mess with that if I recall correctly
wicked background by the way
is that the bedrock seed for the most famous Java panorama?
everything ou can see in the file.
Splash text is kinda changable. Ohterwise everything should be changable
looks like bedrock using the new graphics system or whatever
Probably yeah,
okay, I meant like, so I know the world screen and the screen where you have play realms and servers, those screens aren't changeable
but I don't know what other screens are
i just downloaded it from a random page tbh π
That's what I'm trying to figure out
like the pause screen and such, or other screens
I'm trying to figure out what is changeable
ah, kk
I cant really tell you lol
if I can change more than just the main menu, that would be awesome, because I honestly would put effort into making a texture pack that changes everything that's able to be changed, to be more simplified or less polluted, and more appealing, and see if anyone wanted to try it and whatnot
I only know of the world creation and play menu
yeah, those aren't changeable, correct?
but yeah ore ui is (besides the textures) unchangable yet π’
at least, not currently
I might see if I can get an answer for what all is changeable using JSON UI, in the Official Minecraft discord
- play screen
- server screen
- world creation screen
- minecraft profile screen
- inbox screen
- realm join UI
thats what I found
just by clicking
the ones that aren't changeable, correct?
correct
okay
Well, at least they changed it kinda.
But I think it is even worse
I hope it isnt AI translated
(90% sure it is)
And achievements screen
And I think it was the first screen to be changed
How do they show it in native language?
how can i access $actionbar_text on bindings
Hmm, maybe based on IP
unless partnered servers have some unique and secret way from mojang to do so.
I never saw other servers do it
Wait are you actually the real gao? I use your UI packs, nice to meet you
I've never worked with custom UI before, anyone know where I can get a simple pack that has the folders and files I need so I can get a feel of how it works?
You can use it in bindings like this
"property_bag": {
"#actionbar_text": "$actionbar_text"
},
"bindings": [
...
]
Or even directly as variables can be used directly in bindings.
Note that this requires the factory to get data. But if you're looking for a way to use it like title text, you can't really do that.
You can take a look at sample pack and check ui folder
also this may help
https://wiki.bedrock.dev/json-ui/json-ui-documentation
Hi, can you help me with this? I need the hover text to be the button name.
"1": {
"[email protected]_text": {
"ignored": "$default_state",
"property_bag": {
"#hover_text": "$text"
},
"$text|default": "#form_button_text",
"bindings": [
{
"binding_name": "#form_button_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
}
],
"type": "label"
}
}
Does anyone know how I can do it?
"[email protected]_text": {
"ignored": "$default_state",
"bindings": [
{
"binding_name": "#form_button_text",
"binding_name_override": "#hover_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
}
],
"type": "label"
}
Try it like this
Thnks
[UI][error]-UI Control: long_form | UI Control: panel_form1 | UI Control: form1 | UI Control: button11 | UI Control: grid_item | UI Control: main_ui | UI Control: our_button | UI Control: locked | UI Control: button_content | UI Control: common_buttons.button_content_panel | UI Control: content | ----------------------------------------------------
Unknown properties found in def[our_hover_text] from namespace[common]
- Unknown property [hover_text_max_width]
- Unknown property [renderer]
I got that error
@manic dragon
Remove "type": "label"
There's no need?
"property_bag":
Nope
Yes, they are.
Featured server uses a "region" based server, so in some cases. like soulsteel, the server may exist on your side or and not other people's side.
This means that they can use different server IPs on different regions aswell.
Hive kinda did this first by showing how many players in the server based on your region, later they dropped that and went with global player count.
Only if soulsteel had a proxy π
how can a partnered server not have a proxy
Soulsteel works like an event server yeah.
probably just BDS special or something.
though not surprising since mojang also worked on this aswell.
im not a big fan of the server tbh, the ui funtionality is crazy, its look is kinda mid and theres not much direction on the server for new players
I love it, though they're really new about bedrock stuff. unlike java where they have freedoms to do anything they want, bedrock is. well, BDS with script-apis.
it'll take awhile for them to mature.
It is crazy that they are able to use CDN images, cuz normal BDS isnt able to.
whats a cdn image?
you mean animated? on forms
that is what bds lacks π
oh yeah they can fetch your minecoin too somehow
I see you've already got their server tag :)
The server is great ngl
I love RPG stuff that's all, really.
I do wish i could have 2 tags at the same time.
How can I reuse the gathering_badge in start_screen
It's the image on top of the event button
When I tried to use it in something else it showed a dog image instead ;-;
Is there some tricks to it?
I don't think you can, it's a mojang server thing and also soulsteel just exists there.
sometimes it's a sword or a dog like you described.
just a little reminder that treatment packs also do change certain parts of screens, including the start screen with the marketplace button and gathering badge.
The server is great but I hate the unnecessary CDN images and the lack of a proxy
better ui or improved ui?
yo where can I find ore ui textures for menus
Improved UI, hahaha
oh nice but its outdated now
By extracting game files
oh thought they werent in it
cant I mention them directly or do I need to put them on my pack
You can use them using raw path but that'll only work for you
So the best choice is to put them in your pack
alr ty
Found a way. If I modify the parent badge_and_caption only and use that in other elements, it works. But in my case trying to change the controls without modifications didn't work. ig it has to be done with modifications to not clash with the modifications done by mojang server
so I just removed caption from badge and caption and I can now use it
okay ngl soulsteel UI really do suck and is a little too broken.
the item list grid is just, went off the form for some reason. UI froze my game several times for some reason
and there's a funny UI bug that with screen animation on, everything has a 60% chance of not loading any buttons or whatsoever.
and then there's minecraftten font randomly disappearing somewhat.
yeah i noticed it too
do we know who made the UI's?
it's been like this since day one and the only thing that changed in UI side is... only hud screen.
like, only that.
this somehow broke other UI aswell for some reason???????
trading someone else just makes the condition index to 0 which, made me trade a certain item that i do not want.
No clue really, though they do have some UI experience from server events.
even that is not this terrible compared to this not gonna lie
then there's also a result screen that also has 50/50 of not displaying for some reason, this doesn't seem to be a form issue but rather, UI not doing its thing.
yes it sucks, idk if they just hired random indian hacker and decided to ship it to production
at this point idk if plain server forms would be better than their custom stuff lol
when i found out that the server was made by noxcrew, i thought the ui would be the same quality as mcc xd, but itβs still cool tho
it would be, but it's bedrock and JSON-UI. whereas java edition is just a glorified font glyphs.
also UI freezing is quite annoying if playing on a phone which somehow bedrock is extremely fragile at, it's just a gamble if your game is gonna crash or not.
actually, i played on my phone yesterday and a lot of buttons werenβt showing, like the map buttons to teleport to dungeons , etc...
my game crashed alot on phone when playing soulsteel.
especially the part where the UI freezes my game.
Hi
90% sure someone in this channel said they worked on it
no clue who that was, unless it's someone from my blacklist or something idk
I wonder which part ...
I've done probably all forms in that server but after the redesign, IDK what they did.
Basically, it uses a technique that causes elements to "render late" to improve performance and I proposed some sort of
solution but they disagreed. Any bugs other than that, IDK, not me
Awesome work!
general layout is simple, textures are bad and overall design is just random, its goning to somewhere but nobody knows here lol
"render late", isnt it just property bag lol?
wdym
just usage of property bags
or is it that simple so they use 123819721 custom form layous with just visible binding
yeah but what im saying is "rendering late" is a problem when using property bags
not really possible for 40+ forms
yeah I noticed it as well
seems like it calculates bindigns every tick when there is property bag
and with higher amount it does lag a bit
like freezes game just to calculate it lol
TBH the properties inside property_bag are much longer than the binding objects
if I have to say, like 3 binding objects lol so I wouldn't blame the UI that much
for some reason yea
What's this about?
delay which looks like game freeze
Isn't this like a problem with the bindings so the UI freezes until calculation is done or it only happens when using property bag?
the game doesn't lag or freeze, it just looks like it
cus again, the elements are rendering late
with larger amount it behave like freeze
yea
I think property bag reloads each time it goes through binding objects one by one, basically you cannot put here simple condition or anything so I think its not fixable
on the other hand its always updated lol
UI freezes happened to me a lot of times
The game keeps running but the UI doesn't, for a bit
why does this output into an integer and not a float
{
"binding_type": "view",
"source_property_name": "((100.00 - #ratio) / 100.00)",
"target_property_name": "#clip_ratio"
},```
it's a float
what do you mean?. clip ratio only works with float values
i know but this code only outputs integers not floats
"((100.00 - #ratio) / 100.00)"
"$max": 100.0,
{
"binding_type": "view",
"source_property_name": "(($max - #ratio) / $max)",
"target_property_name": "#clip_ratio"
}
Directly using float sometimes behaves weirdly
alright ill try that tysm!
doesnt seem to work
Try with a property bag value instead of a variable
yeah also tried that
"stamina_full": {
"type": "image",
"layer": 2,
"size": ["100%", "100%"],
"texture": "textures/aka/stamina_bar_full",
"clip_pixelperfect": false,
"clip_direction": "left",
"clip_ratio": "#clip_ratio",
"$atext": "$actionbar_text",
"$max": 100.0,
"property_bag": {
"#actionbar_text": "$atext",
"#max": 100.0
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "#actionbar_text",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "(#text * 1)",
"target_property_name": "#ratio"
},
{
"binding_type": "view",
"source_property_name": "((#max - #text) / #max)",
"target_property_name": "#clip_ratio"
}
]
},```
Try multiplying #text with 1.0 ( using variable or property bag)
it still doesnt work lol
let me try raiyon's java combat because that also uses similar json
Really weird...
You sure you're sending correct values? e.g <= 100
yeah stamina ranges from exactly 0 - 100
player.onScreenDisplay.setActionBar(`${stamina}`)```
i got it working now
are there some way to make image dymanic? i want to make a ui which will change the picture when getting different experience
bindings
"bindings"
oh shoot
i found a error when I checking the bindings
I miss a . in %.900s
it correct
I remember my beginner times, when I forgot the s and wasted hours trying to find out why my bindings crashed

yeah ,the json ui sometime won't tell the error when ui is incorrect
feeling awful with that
yeah jaon ui in general is poop
I wanted to ask something, can the server form slider be modified?
I want to do a weird thing lol, basically add an image on top and pretend you're literally plugging something into an outlet
yes it can
Nice idea lol
I am trying to open an inventory via a container, but have realized that I'm going to need several dynamic values when displaying the UI, is there a way to do that or will I need to start over using a form + interact rather than the entity being a container?
You can either use the container title or items name
hey yall, I was just wondering if there are any helpful gui's for making ui's? I am relatively new to it and its frustrating having to load in and out of the game to check the changes. Any tips/tricks, also on learning (aside from the microsoft learn and bedrock.dev etc).
how do you access the items name in json ui
the command /reload all should automatically update based on your project, if your project is a development pack
thanks :)
I thought this was just for scripts and functions?
/reload does that, however /reload all restarts your world for you withour having to exit and re-enter. it refreshes the rest of the bp and the rp
oh snap. ok thanks
hey sorry is there any info on what item this takes from?
is there a way to access an item in the entity's inventory at slot?
You can use a collection panel, and within that collection panel you place your desired panel with a specific collection index
do you have an example I can reverse engineer?
how do I define items in the collection panel?
Which JSON file contains 'namespace': 'general_section'?
Generate one from #1350130244111040593
Does anyone know how I could make my button texture when it is pressed and by default?
wdym
okay I think I figured out how to nest panels, but im not sure how to correspond them to a specific index of the entity's inventory.
so itd be something like this?
collection panel name
type: collection_panel
controls
get slot? something like this? "[email protected]_grid_item":
controls
link to other panel using @ i think, but then I don't know how to pass the variable into it
ive been looking in here and online all day and theres next to no resources or information about this
and then this grabs the name of some item but I don't know what $binding_text needs to be as I think its supposed to be dynamic.
I assume the item it uses is one that is defined based on the collection panel index
That is to say, add a texture to my button.
For when it is pressed and one of default
bruh
how can I add multiple elements to this: https://wiki.bedrock.dev/json-ui/preserve-title-texts . Instead of only showing text I want it to show an image as well
neverrmindd found something that worked
how can i do a texture like that? with the max scale don't pass of the button borders, but, re-scale when the text grows
Use nineslice
yeahh ik, but how the image needs to be??
Well I don't think you can do this using one image only. So two images side by side or one in the background and the other on top
You can
The corners of the ninesliced textures do not get stretched
Make it so the label is in one of them
me using just built-in minecraft's textures/ui/White texture:
as a background?
everything yeah.
that aside, you do need 2 textures. one for scaling text background dynamically with nineslice and one is, just your background.
though if you don't need a style at all or just doing that style
texture/ui/White with color property is all you need.
can't you just use color render, or is that slower
gradient?
yeah, of one color
that could work but it's a renderer, so it may look different on some devices.
though it is more code than, just. image element type, with texture/ui/White, color property once (gradient requires 2 color properties), dynamic size, that's it.
RGBA works too on both normal color and gradient.
yeah
Is there a way to make it show a different UI for the PC and another for the phone?
change the visibility using the $touch variable
One question, does that have anything to do with this?
$ignore_pocket is not a "hardcoded/preset" variable
but $desktop_screen and $touch are
although desktop screen is different than $touch
You can have a desktop screen while bieng on a phone, but you cant have $touch: true while on pc
"pocket edition"
a player playing on their phone
just use $touch
i've thinking about that, but, and the borders, the dark ones? they adjust dynamically
make two textures, one for text background and the other for the background on the side, both with borders. Then if you use them in a stack panel with horizontal orientation, it'll look just like the image you provided
How can I split the text?
example text:
sidebar:Username/Ping/Money/Xp
i think touch also returns true if a desktop has touch feature
Hi, does anyone known how to add a progress bar in the progress screen when joining a server ?
@ me
can you access item names in an inventory?
yes
what is that πππ
i thought nperma was like way more experienced
lol
that is actually not that bad for your first time
that was my first ever commission
no way, i found my first ui i made, soo different
how can i show another server form while there's currently an open form without any sort of animation? (eg. pagination)
@gaunt apex can I have your cape ui addon
you mean like this?
#1416745359681781840 message
this legacy
Are u giving away your shop ui
Because I really want it not just for the BP but also for the rp
Because of the ui
yea i already give at here
https://discord.com/channels/523663022053392405/1423596405909360651
you can learn it for ref
yeah but like not using tabs for new page but instead same page but different sort of buttons
ou
cus i dont want to have my "mines" game a laggy new page animation when smooth animations is off
How do I add a logo on the header
you mean like this?,
https://discord.com/channels/523663022053392405/1381643861838790666
@gaunt apex
umm
i can't help you must learn how json ui work before you modification
π
@hazy ice u know how
yeah like that, heres my ref to what i want to enhance#1370057591148908725 message
ahh i see
@gaunt apex am I allowed to claim ownership of the shop ui
nah you can't
Ok
you can only use for refs not steal
do u have some refs for it?
@gaunt apex does the shop ui have a item to open the ui
for that I don't have one, but if you want to make one you need to understand ScriptAPI too
i do yeah its just i dont want to multiply lots of tabs just for animations to get removed
config.js
For making a item to open the ui
I don't recommend you to use that Addon because it is not optimal for user use.
what ymean?
For Adding a item to the code that opens the shop ui menu when u right click the item
thats out of topic, you can talk on
https://discord.com/channels/523663022053392405/1067535608660107284
I want the file name @gaunt apex
You can search there, I've forgotten the file names.
@gaunt apex look at my recording but when opening the ui it lags why
Well after it posts
yea thats why i not recommended for using my shopui, that file only use for refs
bro why not π
Anyone know if it would be possible to do a bedrock version of appleskin? (Saturation bar viewer)
There already is a version. Look it up on CurseForge
yeah it is a normal thing or somehow really.
it expects a value and does not have a fallback whatsoever
so, even with slight invalid value or a value that does not exist, you get a crash.
this means that putting this on a factory element is kinda a terrible thing to do unless you add another factory with a condition that does not load these size binding elements yet.
Hmm didn't try it inside a factory
i did put that on both actionbar/title factories and learnt the hard way.
not without the void factory inside it ofc
any random title is just landing on minefield.
I think he mean that he figured it out after 20 crashes
I meant after I faced like 20 crashes, I finally figured it out
also somehow anchored offset does the same thing too. somehow.
I faced this the first time I used anchored offset
But I don't remember what I did
Never happened after that
i had probably several times likely due to forget properly setting it up, same goes to size bindings.
oh makes sense lol
those things do require a property bags for that.
and i kinda forgot that property bags exist tbh
i tried using it without a property bag before and it still crashes.
funny enough these bindings corrupted my world twice since, apparently crashing is enough to make it corrupt.
I always test in a super flat world with mostly nothing in it
That aside, I somehow got one of my skins corrupted and it's still corrupted and sometimes world doesn't load because of this. I kept it instead of removing it :)
hey echo its me again form like 2 years ago quick questiosn if i wanted to remove the emralds script how to fix it up to make it work properly without the emeralds
i want the emerald part gone
uhm how?
@tender flare look here
it was a conv about this earlier
@oak verge sorry ping, Is there a way to remove fast movement to a specific inventory slot?
sadly not
you can do either of these to work around it:
- put item there and clear it from the player when he obtain it
- sub to inventory item change event and revert the change
Thank you
you cant remove the button mapping?
I have seen in a code a fast transfer item not sure if vanilla code has that
removing the whole ui still allow shift clicking, is removing button mapping any different?
is that button mapping anyway?
not sure if that is button mapping, that is how i did it in a commission. i will check if you can change that when i get some free time
im currently working on a less andvanced version of BDSX
hope it works out
can i activate a command or smth from script api using keybinds? (or tab key) since i found lots of packs that uses tab key or at least show the UI by pressing tab key of some sort
cant
First JSON UI guys... Did I cook
bro is sigma boy
although I have to say that my JSON UI was better
I can't lmaoo
That's perfect
π€£
So perfect. π€£
May I ask why is petah everywhere... π
how do I pass property bag to the control template
AButton@custom.custom_button { "property_bag": { this goes into the custom_button} }
custom_button {
"property_bag": { this get value from AButton }
}
?
Wdym Control templare
Just use bindings with the child name as source_control_name
something like this?
hey @manic dragon
i have a big problem theres a function or event thats occuring in game that makes it so when you get level 20 it gives you a item thing is i cant find it inside the behavior or resource pack inside of the script
This is for UI and I don't know what you're talking about
where did u even get that renderer??
I want to have many control variations with different int amount that will be consumed by slot_button's children
oh it's custom made, i made it with C++
oh that makes sense
ok so this is a script idk about ui but it hard to explain basically its a sysstem thats make it so when you reach 20 xp levels it gives you haoshoku and im trying to find that and remove it idk how tho
Ask someone in #1067535382285135923
As long as the control names are different you're good to go
Using bindings adds that property to your element. So it's accessible just like a property bag value
Is this part of slot_button_template?
If it is you can use a variable
In the control that inherits it you'll add a variable $tmi_slot_id: 2 and inside property bag of 0 you'll add #tmi_slot_id: $tmi_slot_id
oh nvm, this works! Thanks!
no problem
woah custom custom renderers
That's insane
How
I wanna make a dll mod for custom json element types
Sure thanksss
A question
How can I remove the animation that appears when I touch a button on the server_form?
what anim
The animation that appears when you touch a button and changes the UI
I think I didn't know how to express myself well, but now I see what it was like. Thanks anyway.
what? 
do you still need help?
no, no more ;c, thanks
found this vid: https://cdn.discordapp.com/attachments/638175282599034881/1431670172560789575/VID_20251025134513.mp4?ex=6900e540&is=68ff93c0&hm=30975780e0b43c0a317ceabe239f8f4996bc4e2e4e5f4e956b22e4c8c0348a44&
has to be modified game files/codes (modified app), right?
looks like a texture pack with an animation in start_screen.json
How can I dynamically position an action form button in a grid similar to Owo lib? https://discord.com/channels/523663022053392405/1367781904685858816
It allows us to position btns using specific string.
They look straight though, not sure what you mean about dynamic position
For eg this
Btns 1β3 are horizontally placed, whereas the others are vertically placed
If we add Β§pΒ§2Β§1 and Β§pΒ§2Β§2 to any btn, it will be positioned like bt n 1. Similarly, we can use different "codes" to position in the middle and right.t
Some tags move the button on top as next or back.
cool lib
All these are btns too in the same form
Grids have spanning?
they are not grids
its just a stack panel with padded buttons being offset and sized differently
you can also just use size binding x and y and offset bindings if u want it to be VERY dynamic
Any example?
personally ive never used it like that but
"test_anchored_offset": {
"type": "image",
"texture": "textures/ui/Black",
"size": [ 32, 32 ],
"layer": 100,
"anchor_from": "left_middle",
"anchor_to": "left_middle",
"use_anchored_offset": true,
"property_bag": {
"#offset_x": 0.5,
"#offset_y": 0.2
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "#offset_x",
"target_property_name": "#anchored_offset_value_x"
},
{
"binding_type": "view",
"source_property_name": "#offset_y",
"target_property_name": "#anchored_offset_value_z"
}
]
},```
how can i pass value from title cmd to offset ui
just grab the title bindibg instead of from property bag
oh but title is like this bar:<x>,<y> how to extract and apply <x> and <y>
was looking at code from https://discord.com/channels/523663022053392405/1430909706251272283
{
"binding_type": "view",
"source_property_name": "((#preserved_text - $update_string) + 0)",
"target_property_name": "#progress"
},
{
"binding_type": "view",
"source_property_name": "((#preserved_text - ($update_string + #progress + ',')) + 0)",
"target_property_name": "#max_value"
}
what does these mean
Just know that if number with a string on it like foo123bar and you remove the "foo", the UI will convert it to number, therefore removing the bar leaving behind the number
so bar:20,30 - bar: is 2030?
to give a default value of 0
since that by itself outputs nothing if the preserved text is nothing
ah
so is this correct
"test_anchored_offset": {
"type": "image",
"texture": "textures/ui/Black",
"size": [ 32, 32 ],
"layer": 100,
"anchor_from": "left_middle",
"anchor_to": "left_middle",
"use_anchored_offset": true,
"property_bag": {
"#offset_x": 0.5,
"#offset_y": 0.2
},
"bindings": [
{
"binding_type": "view",
"source_property_name": "((#preserved_text - $update_string) + 0)",
"target_property_name": "#anchored_offset_value_x"
},
{
"binding_type": "view",
"source_property_name": "((#preserved_text - ($update_string + #progress + ',')) + 0)",
"target_property_name": "#anchored_offset_value_z"
}
]
}
{
"preserved_title_display": {
"$update_string": "bar:",
"type": "label",
"text": "#text",
"use_anchored_offset": true,
"controls": [
{
"data_control": {
"type": "panel",
"size": [
0,
0
],
"property_bag": {
"#preserved_text": ""
},
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#preserved_text",
"binding_condition": "visibility_changed"
},
{
"binding_type": "view",
"source_property_name": "(not (#hud_title_text_string = #preserved_text) and not ((#hud_title_text_string - $update_string) = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
}
}
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "(#preserved_text - $update_string)",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "((#preserved_text - $update_string) + 0)",
"target_property_name": "#anchored_offset_value_x"
},
{
"binding_type": "view",
"source_property_name": "((#preserved_text - ($update_string + #progress + ',')) + 0)",
"target_property_name": "#anchored_offset_value_z"
}
]
},
"root_panel": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_back",
"value": [
{
"dd@preserved_title_display": {}
}
]
}
]
}
}
```idk what i am doing hope this is find@clever vapor
nah its messed up
what title did u pass
Firstly, there's no #anchored_offset_value_z. It's #anchored_offset_value_y
And as it is now any integer value greater than 0 will make the image go out of the screen boundary. That is after you fix your code a bit
@true elm
first
'title bar:ks'
This shows ks.
When I typed bar:10,0, the text disappeared.d
{
"preserved_title_display": {
"$update_string": "bar:",
"type": "label",
"text": "#text",
"anchor_from": "left_middle",
"anchor_to": "left_middle",
"use_anchored_offset": true,
"controls": [
{
"data_control": {
"type": "panel",
"size": [
0,
0
],
"property_bag": {
"#preserved_text": ""
},
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#preserved_text",
"binding_condition": "visibility_changed"
},
{
"binding_type": "view",
"source_property_name": "(not (#hud_title_text_string = #preserved_text) and not ((#hud_title_text_string - $update_string) = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
}
}
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "(#preserved_text - $update_string)",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "((#preserved_text - $update_string) + 0)",
"target_property_name": "#anchored_offset_value_x"
},
{
"binding_type": "view",
"source_property_name": "((#preserved_text - ($update_string + #progress + ',')) + 0)",
"target_property_name": "#anchored_offset_value_y"
}
]
},
"root_panel": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_back",
"value": [
{
"dd@preserved_title_display": {}
}
]
}
]
}
}
When I typed bar:10,0, the text disappeared.d
That should make sense since you're putting a number on a#text
you need to add some sort of character beforehand
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "#preserved_text",
"target_property_name": "#preserved_text"
},
{
"binding_type": "view",
"source_property_name": "((#preserved_text - $update_string) + 0)",
"target_property_name": "#progress"
},
{
"binding_type": "view",
"source_property_name": "('Β§z' + #progress)",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "(#progress * $percentage)",
"target_property_name": "#anchored_offset_value_x"
},
{
"binding_type": "view",
"source_property_name": "(((#preserved_text - ($update_string + #progress + ',')) + 0) * $percentage)",
"target_property_name": "#anchored_offset_value_y"
}
set $percentage to 0.01 @true elm
anyone know how to fix this? the lines on the chat?
Okay, it kind of works now, but there are a few issues.
- The y offset is not working.
- When I enter normal text, it resets to the default offset.
Can't we have it where we can set the position with one key and the text with another? or it's impossible with just one element.
sorry for replying old message, how do i fix that theres a black frame around my texture?
Sound like border
Minato do u know how to hide preserved text with a word
Like hide a title if it includes a word?
No, the preserved text
Wiki talks about how to show them not how to hide them when not needed
umm, is it possible to remake or modify the vanilla hearts? like making the new hearts use the original hearts textures so the hearts will appear different depending on the vanilla hearts.
im planning on remaking the vanilla hearts, removing the old one and replacing it with a brand new one, im just trying to figure out the texturing stuff
cant u just hide them
i will, but i want to use the vanilla hearts texture paths, instead of making a new one
binding with
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_name": "#hud_title_text_string",
"binding_name_override": "#preserved_text",
"binding_condition": "visibility_changed"
},
{
"binding_type": "view",
"source_property_name": "(not (#hud_title_text_string - $update_string = #hud_title_text_string))",
"target_property_name": "#visible"
}
]
hud_title_text_string is the source and update_string is the string
for example, theres no way to make those frozen hearts appear, (standing inside powder snow for too long)
vanilla hearts are custom renders iirc
you can't edit them but you can hide them and make your own system
thats what im willing to do
i just want to use the vanilla hearts textures instead of making them myself
can i atleast use the custom renderer?
you can use it but you can't edit it
im not editing it...
do so π€·ββοΈ
just, getting the vanilla hearts texture
like if the vanilla hearts are green (poisoned) my hearts will appear green
not sure if you can detect that
can i atleast remove all hearts besides one? so i can use that one to make the progress bar and all other stuff
look, my whole issue is with the frozen hearts, i cant detect if u have the hearts or not
i can detect when u take damage to reduce the hearts, i can detect when u have poison or wither effects to make the hearts and their background appear differently, but i cant detect when u have the freezing thing to make the frozen hearts appear
thats my whole issue.
is "$is_big_screen" a new variable? wondering if it might connect with gui scale, that would be epic
Yes it is new as of today's release
Any way i can remove the spacing between the grid items ?
Maybe the cells have larger height than width, try to make them same, probably 18, 18
i did already set them to 18x18
your grid element size is probably greater than 252(18 * 14 rows)
Hmm maybe should i just contain the grid inside of a panel then
yep, looks like it's working, thanks!
it's possible to make the grid's item always fills the entire thing right?
i want to to be based on height / 18 or something
i want it to have enough item for the entire screen at all time
this doesnt work
Using grid_dimensions won't help with that
Make the size of the grid to fill up the full space on the left side. Then add grid_rescaling_type: horizontal and grid_fill_direction: horizontal
Then you'll have to set maximum_grid_items either using bindings or the property itself
But now that I think of it unless you have a proper binding to provide you the maximum items for that space it's not that good of a solution
EchoRif ^
Y offset is not working
I could have the property bag changed by C++, but i can only do numbers. this doesn't work though
it only works when i set the "maximum_grid_items": 20 manually like that
binding_name looks for hardcoded bindings only, meaning they can't access properties in property bag
do it this way..
{
"binding_type": "view",
"source_property_name": "#tmi_max_grid_item2",
"target_property_name": "#maximum_grid_items"
}
I'm not quite sure why but replace bindings for y offset with this
{
"binding_type": "view",
"source_property_name": "((#preserved_text - ($update_string + #progress + ',')) + 0)",
"target_property_name": "#value2"
},
{
"binding_type": "view",
"source_property_name": "(#value2 * $percentage)",
"target_property_name": "#anchored_offset_value_y"
}
is it for gui scale then? thats fucking awesome
ah it seems to be local to pause screen tho π
Is it actually related to gui scale?
no idea, I was trying to replicate in hud screen. I mean its literally uselless in pause as all references dont even change the scale but this is what it looks like
"variables": [
{
"requires": "$is_big_screen",
"$panel_size": ["55%", "100%"]
}
],
"size": "$panel_size",```
im genuinly curious has mojang just laid off the json ui staff? The new pause screen has so many syntax errors π
If they aren't even changing the value, what's the use of this variable
literally lmfao
Ig they don't have their own documentation
didnt work
also how do i hide the thing by something like bar:hide
What's wrong with this
bro what is up with this new gdk im literally soft locked out of any ui
Operations in binding_name
I dont see it lmao
You cant use not with bindings?
yeah im reverting to old version ts is cooked
Yeah the original team just ceased to exist anymore and that's like years ago too.
the new touch control elements from hud screams like someone who's new at JSON-UI.
they got the interns learning the wiki as we speak
they have the docs but idk probably better at doing hardcoded bindings stuff
iirc they have internal JSON-UI docs, but at the time they're about to release it, well. Ore-UI is already in development so rather they just don't.
then gotta wait another 7 years on ore ui docs π€£
well itll definetely be easier, if theres any freedom to ore ui
and even then they do not recommend JSON-UI on addon at all, like. they actually said it on this discord server
honestly i don't need the docs but the way they do UI is exactly the same as JSON-UI but even worse and does not have bindings and variables.
Yes, they're JSON.
data-driven Ore-UI screens, is a glorified JSON-UI but even worse.
literally just slower load times, with slightly less crashing and complete strip of creative freedom π
and we'll be using that in the future.
which somehow goes even below the downgrade
hell, the texture path or image type doesn't exist yet in there
just only allows you to change the layout.
you can look up the ore-ui's data-driven UI files on latest preview.
makes it even worse that half the community already make ui ore ui styled, and eventually it seems thats all we'll have access to lmfao
yeah itself is already a major downgrade.
what's good in UI when you don't even have condition rendering.
basically means that the custom forms and stuff is straight up impossible since, well that doesn't exist.
i suppose they'll find a funny ways for it
welp once hud and server form get ore ui'd im hanging up the ui boots
ts looks even worse than JSON-UI in terms of structures imo
Looks overcomplicated
yeah it is.
It tries to mimic some kind of professional framework but is just outright bad
it looks like nested control property but 5x worse
Can't wait to learn it π just like JSON UI but even harder 
???????
Got it working using grid_dimension_binding. Thank you for your help
Is that a stack_panel?
Yes, in ore-ui data-driven file.
Idk I got overwhelmed when I looked into those files
yeah this is what JSON-UI will be replaced with.
I hate it how it is Panel and not panel
I just hope they release the documentation for this
I hope they won't release the entire thing
Why is that? π€
honestly for JSON-UI people, it is still easy as it was still but
for new people? well they got even worse learning curve than us now lmao
if it was case sensitive then we need to riot lmao
@manic dragon one out couple points
like genuinely i made my fully custom npc screen by day one of learning JSON-UI using our docs.
now this? lmao nah
if im new to ore-ui it would take nearly 3 days
I can't say I was this fast. Not at all lmao
Looking how different it looks from JSON UI but still uses JSON is one thing, the second being the learning curve and third being the over complication of our already accepted and beloved JSON UI π
yeah also turned out npc screen is even more difficult to modify than server form.
so i just straight up walking into expert area without knowing somehow.
so when i modify my first server form screen, it feels like "that's it?"
The first proper thing I tried was the server form, I made something for locations and it was ore ui themed.
The code's old now and not that efficient at all
yeah my first npc screen was my own style with ore-ui as button. although i drew these buttons by myself along with the style.
it looks like aseprite button with extra depth to me.
Zero clue
Can anyone help me to Modify the Start_screen.json
In 1.21.120 it's just Not changeing it hardcoded or smt
I just want a text in Developement version text but it's not showing
can anyone help?
is this even fully sure
i would guess it isn't final yet
I don't really know what's exactly causing it so you'd need to look in chat_screen.json. To give a clue, it's probably because the background height is greater than supposed height so the chats background are merged, creating that line
hud_screen.json*
thing is its kinda random where the line shows
and I looked and tried things but havent got anything
The issue is indeed weird. The size is set to 100%, 100%. But for some reason tiny overlap happens between the two translucent backgrounds which looks like a line. In my case it appears when I'm using mc in windowed mode but doesn't happen when fullscreened
yoo hey, you're alive!!
Omg joshua being alive
What
eyy long time no see josh. If you see my Twitter I'm still alive tho xD
I think what they mean is that they removed other string multiplication methods you can check in the wiki
Thoughts?!
wow the 1012381273173213th version of the same UI π₯
recolored ui lmao
Hey @inland dagger we meet again I see well things has changed the last time we talked because I been working on my own ideas of how to make people to have fun on Minecraft and I found a idea and I recently learned how to code the ui I have because thanks for this discord server I found a pack in the json ui channel that Iearned off of and it's me Mydemons2354 formly JaxonCore now
And I recently made Cherry Studios a discord server that is a Minecraft hub of Bedrock Add-ons/maps and java mods/maps
yall dont know the backstory of this
@inland dagger I working on a PvP Practice server too it's called Shinrai Vanilla
bro at this point no uis are original
not really that UI is extremely generic. They are completely right but brutally honest about it being a common UI. There are plenty of more complicated, better looking and advanced UIs in existence
true
did u know about the json ui making website that came out
thats why i said that they dont know the backstory of that UI
so yeah lol
oh
don't u make json i forget for what
or who
many organisations
i did for mineville
now I do for marketplace
and craftersmc
βπΏπ€
wait the new mineville uis or old
ah
Thanks twin. Appreciate that
I meant the old one π
Ah mb
i was scared for a bit you made the previous ones lol
how much for json ui would u guys charge not asking for anything just trying to get a number
I get charged hourly so like 25-30
why did u not make your own server
I used to but I switched to Marketplace and a business of mine
ah gotcha quick question what could u do to that pink ui to make it look nicer or make a better one
also why have people not made a ui maker website yet or like for a long time
people attempted it just like we did but most gave up
We had the same idea but we decided to start our business instead of this website
Yeah itβs poop
Made by someone who doesnβt know json ui so
wait he doesn't know json ui
make all the elements align better, change the buttons so they look more unique. not just plain rectangular buttons. The bar at the top is too big and would match the mineville one
really? how so?
That website isnt really that hard JSON UI wise. His website is just some form making website. His only interest was how children work, types, buttons and scrolling panel
it is more about making it user friendly and functional rather than undewrstanding every aspect of JSON UI
what could u do to make the website better if u made one or used his open source
hmm, i would make it more advanced, like bindings-wise.
you cant really do much but arrange buttons and add backgrounds
i would like to see collection panels with specific indexes for more advanced elements
he has a things so u can make your own bindings
it is only an array for the panel/element
but you cant make a collection panel afaik
this prevents you from making images in a form with other elements
wait what i do not really know json ui that well but people keep telling how to make his website better but he just does not care
u should try making one cause people could really use it
this website is great but it only helps with simple generic forms
nah,
- it would make my services less likely to be purchased
- it is time consuming and i have got better things to do π’
yeah i know i want him to make it advanced for like tab uis
are there any reason why this doesnt work? (dw about the values, i set them from C++)
this one works fine
try and
just use binding type view bro
this somehow crashed the game
ye but it's a good practice to add parenthesis if u make statements
I see
too good to be true, thatll never happen
Does anyone have a resource pack where, when you use /title @p actionbar, it appears in the sidebar like when you set the scoreboard's display?
is there a usable chat bind for chat_screen.json?
i am referring to the messages_text panel in that file
i have seen #text in the properties, but i tried using that, and no result.
I agree, the things I made are also pretty cobblemon insipred https://www.youtube.com/watch?v=e9GrfFGxJog
but to answer that point a lot of people like to have consistent looks when they play something, if you find your own style go for it but it's really not that bad as you think to stick to something people are accustomed to (if your server is original though you will definitely already think about the whole design style you wanna approach and tutor everything towards that goal)
Just a showcase for the reworked pc menu
dude if i knew bindings i would make the bindings work for the json ui maker website but he never made it do tabs ui or anything like options he still making the stack panel and grid form
huh, did you answer the correct message? hahaha
yeah i was just replying to that i love the form but doesn't that use tab ui stuff etc
i need to learn bindings
i want a form that is advanced but is nice looking
I think a lot of people in here will try to keep that to themselves, you would ruin their commissions hahaha, I would help but I am definitely not the best to ask I use bedrock just to experiment. I don't play this version only try to support it
oh
dms?
PLEASE SOMEONE WE NEED A JSON CODER FOR OUR ADDON
Yeah pretty much facts
Lol
I would honestly help if people don't ask the same question all over again ngl lmao, i used to help people here alot but that changes after people not using discord search, pinging me for some help and asking the same questions all over again.
funny that there are weird people that think changing size property is like making 200 lines of codes in JS and does not want to mess with JSON-UI because of that.
yes, you should have pinged me
yeah alot of people ask silly questions before thinking what they are asking or looking around for it i hate it
Interesting, I think this could be useful to me
Do you know if it also works with the hotbar? I can't test it right now.
Hi, excuse me, I have two custom forms. Let's say one opens when it's called "Custom Form 1" and the other when it's called "Custom Form 2". In the file, I've made it so that the original form doesn't open when it's called "Custom Form 1", but so far I've only been able to set one value, not two. That means that when I try to open "Custom Form 2", both the custom form and the original form open, and that's what I want to avoid. Does anyone know how?
Use
(#title_text - "custom form 1" - "custom form 2" = #title_text)```
thanks bro
You might encounter errors when using, for example:
custom form 1
custom form 10
Because both would be enabled when using 10 since "title - custom form 1" is also true
Yeah, I know! Thatβs why I check for the exact name in each one. Thanks a lot for the help π
Can I use modifications on my own UI jsons?
I've been trying to do it but it only says unknown properties modifications
Afaik it does work for hotbar. Used it before
lol, that was 2 months ago
That's cool tho
Can we use it in herobrine chest ui to make it so it doesn't break with custom items?
I don't think so, you still have to put the ID manually
Tnks
@oak verge
('test:test-2847289293hello' * 1) = ?
You know?
Oh right i think
dms?
I don't think so? you have to get the item id from somewhere on the screen, and there are no item in the server form screen
Yeah
In fact chestUI does the opposite of what aux Id extraction does
Can element_3 access a target_property_name on element_1?
element_1 β
element_2 β
element_3```
it could, if you use "element_1" as source_control_name
I'll try again, i tried it before but it didn't work, thanks
is there anyway i can add extra buttons to the chest ui?
then when i click those buttons it runs a script of some sort?
yo question
Directly using element_1 might not work. It depends on your code. If you inherit element_1 in an element as such - [email protected]_1 you'll have to use an_element in source_control_name
im trying to make a form design that applies to multiple types of title texts could it be something like this?
"bindings": [
{
"binding_name": "#title_text"
},
{
"binding_type": "view",
"source_property_name": "((#title_text = 'Crude Club') || (#title_text = 'Venom Fang'))",
"target_property_name": "#visible"
}
]
the thing is when this is added, the form appears when i have other ones open too
@rustic storm change || to or
bet thanks i see now or stuff like && / || you gota type em out, thanks!
nope im new to json ui
also instead of leaving and rejoining do /reload all
cause it will help u
that reloads json ui scripts?
oh yea i see its like a quick rejoin
yea thats nice
yo do u know hover text
yo do you know for button_mappings if theres one to open a custom form?
wym
idk im not that good with json only know a bit
but um i think
oh wait u mean like tab ui so there different buttons u click one and on the menu more buttons pop up that is a tab ui
i do not know the bindings for those
yea idk its these
"button_mappings": [
{
"from_button_id": "button.menu_select",
"to_button_id": "button.menu_exit",
"mapping_type": "pressed"
},
{
"from_button_id": "button.menu_ok",
"to_button_id": "button.menu_exit",
"mapping_type": "focused"
}
]
is there anyway i can add extra buttons to the chest ui?
then when i click those buttons it runs a script of some sort?
Is this what is called skill, after trying many times in developing json ui I can visualize the json ui structure in my mind
then you write 200 lines of code just from head and then you spend less timein actual game lol
How can I have different styles of buttons based on their names in the action form menu?
Can someone please tell me how do I add textures to actionformdata those small forms not wide forms I want custom background, custom red x, etc
.
not on worlds or realms but some server softwares allow you to minipulate packets like that
"preserved_title_display": {
"$update_string": "bar:",
"type": "label",
"text": "#text",
"anchor_from": "top_left",
"anchor_to": "center",
"use_anchored_offset": true,
"$percentage": 0.01,
"controls": [
{
"data_control": {
...
}
}
],
"bindings": [
{
"binding_type": "view",
"source_control_name": "data_control",
"source_property_name": "((#preserved_text - $update_string) + 0)",
"target_property_name": "#progress"
},
{
"binding_type": "view",
"source_property_name": "('Β§z' + #progress)",
"target_property_name": "#text"
},
{
"binding_type": "view",
"source_property_name": "((#progress - 'hide0') = #progress)",
"target_property_name": "#visible"
},
``` is this how we hide preserved text? i am trying to show and hide preserved text using a cmd
Is there a way to remove the not visible button spaces when using factory?
https://discord.com/channels/523663022053392405/1433950716874985604
someone please help me
#1434472828689977464
I need help plz...
Hello, curious, is it possible to create a button then detect which player pressed that button based entirely from json-ui (chest-ui) ? Or is json-ui and scriptAPI connection possible with chest-ui?
what program is this!?
update: found it, chinese edition only... bummer..
Yes you can
Use this property for an entity:
"minecraft:inventory": {
"container_type": "container",
"inventory_size": 30
},
Next, create a menu via the chest user interface. You can simulate a button using a slot and detect it with a script.
I saw some people using container place from button_mapping then detect that with script, when it is placed in the inventory of a player, however there's some issues i found when the player's inventory is full it doesn't work
Can someone please tell me how do I add textures to actionformdata those small forms not wide forms I want custom background, custom red x, etc
I don't think it's the button they detect. The buttons do some specific interactions with the container cells, which is detected in script.
Would it be pointless to learn json ui now? Because of ore ui? That's like hardcoded?
any ideas adding ui for /camera
They ainβt touching server form for a good few years letβs be real, anything other than that, short term of 2 years, probably no point, HUD wonβt be far off with their new hot bar
I mean pause screen got a new menu in JSON UI tbf
They won't be touching any JSON-UI that people mostly modify them for awhile, yeah.
Pause screen is included on that list, same goes to inventory and chat screen.
Honestly i don't know why they would still be doing JSON-UI on the pause screen but turned out β Alot of featured servers and few marketplace map uses that.
either they replace the marketplace button into their own server themed or some like soulsteel and enchanted dragon just replaces it into their own.
Would be insane if it's actually unmodifiable, modifying the look and behavior of Minecraft is what made it succeed and not die off in a year.
We see how embarrassing Mojang is with the latest pause menu update and the whole forced soul steel marketing crap they push onto you, they have to allow editing default screens eventually ( hopefully )
meanwhile them "limiting" at the same time breaking certain %.<number>s on latest preview with probably slim chance of getting reverted and breaks people UI that uses them especially those with custom health bar, displaying numbers, etc.
Hey! I have a question, how can I make animation will play when form appear and when player close it, the second animation will play?
"anim_in": {
"anim_type": "offset",
"from": ["75%", "100%"],
"to": [0, "20%"],
"duration": 0.6,
"easing": "out_cubic",
"reset_event": "screen_animation_reset"
},
"anim_out": {
"anim_type": "offset",
"from": [0, "20%"],
"to": ["75%", "100%"],
"duration": 0.6,
"easing": "in_cubic",
"destroy_at_end": "@help_panel.help_background",
"reset_event": "screen_animation_reset"
}
I have this so far and I can set up anim_in, but how can I trigger out animation?
"play_event": "screen.exit_pop",
"end_event": "screen.exit_end"
try adding these for anim_out
How can I prevent my messages from being pushed up? (first image) I'm trying to keep it under the player position and number of days played like the second image. If anyone could help me out or point me in the right direction in my hud_screen.json, I'd appreciate it very much!
Nevermind, I have managed to figure it out rather quickly. It was the max_children_size in the chat_panel/stack_panel. 
Oh, nevermind. Messages longer than two lines still break this... π
from default chat_panel, add clips_children: true
or just uncomment that line
Thanks
This almost fixes it and works fine for single line messages but does still get pushed up slightly when multiple lines are used per message.
{
"binding_type":"view",
"source_control_name":"data_controll",
"source_property_name":"((#preserved_text - $update_string) + 0)",
"target_property_name":"#progress"
},
{
"binding_type":"view",
"source_control_name":"data_controll",
"source_property_name":"(#preserved_text - ($update_string - #progress))",
"target_property_name":"#txt"
},
why cant i use #progress in the 2nd binding when a source control name is given
Because #progress doesn't exist in that control
How do I fix it
{
"binding_type":"view",
"source_control_name":"data_controll",
"source_property_name":"((#preserved_text - $update_string) + 0)",
"target_property_name":"#progress"
},
{
"binding_type":"view",
"source_control_name":"data_controll",
"source_property_name":"#preserved_text",
"target_property_name":"#preserved_text"
},
{
"binding_type":"view",
"source_property_name":"(#preserved_text - ($update_string - #progress))",
"target_property_name":"#txt"
},
Oh. thanks
any way to force convert to a number or a default value
What a coincidence
The layout seems too close to what I had made long time ago
π got inspired
From where?
Yeah that's mine haha
srry (
It's fine, no worries
ok, thanks
@manic dragon https://codeshare.io/GLZQ8V
why my anchor id based rendering not working?
it should render one element but is rendering all at once
i think i edited it? srry idk how it works
use anchor id 9 to hide
Why does the one you gave work but mine doesn't?
how can i make this binding hide the image?
"bindings":[
{
"binding_type":"view",
"source_control_name":"attack_indicator_controller",
"source_property_name":"#value0",
"target_property_name":"#value0"
},
{
"binding_type":"view",
"source_property_name":"(not (#value0 - '1' = #value0))",
"target_property_name":"visible"
}
],```the value0 is extracted from a title. 1 to show the image and 0 to hide it
it should work, but it doesnt for some reason.
how to fix that??
{
"[email protected]_text": {
"ignored": "$default_state",
"layer": 1000,
"property_bag": {
"#hover_text": "#form_button_text"
},
"bindings": [
{
"binding_name": "#form_button_text",
"binding_name_override": "#hover_text",
"binding_type": "collection",
"binding_collection_name": "form_buttons"
}
]
}
fix what exactly?
if its the lang hover text doesnt translate lang sadly
Is #value0 a number?
yes, 0s / 1s
Subtracting a string from a number won't work
Just use this (#value0 = 1) in source_property_name
ill show u in the dm,
this doesnt work
"source_property_name":"((#anchor_id = $anchor_id) and (#text_content - ($update_string + 'hide') = #text_content))",
"target_property_name":"#visible"```
but this works
"source_property_name":"((#anchor_id = $anchor_id))",
"target_property_name":"#visible"```
and this works too
"source_property_name":"((#text_content - ($update_string + 'hide') = #text_content))",
"target_property_name":"#visible"```
why is that
full code https://codeshare.io/G8zyeZ
and that didnt work
Does anyone know why collection_index only works with buttons but not with sliders?
because sliders aren't buttons
they are their own element
im pretty sure there is a property similar to collection index that you can use
if not, i believe there's another way i just dont know what
The problem is that I don't know what it is. DX
ui_template_buttons might have it or whatever its called
I already looked at it, I see a lot of things about collections in the sliders but no examples of using collection index
oh
its probably in one the settings menus
or similar, and if I try to change the "$slider_name" it just breaks
have you tried the default one
Yes, but the problem is that when you add more than one slider, they behave as if they were the same slider.
It uses factories but the issue is how I would get the value of the sliders if using "$slider_name" breaks the sliders
hmm
how can I get the values a, b, and c from a string, for example a_b_c, into separate variables? these values can be of different lengths.
so how does binding_type: collection_details work?
Is it possible to use Molang for rendering conditions in my HUD?
How much do json UI developers cost?
I can't anymore with Android's restrictions
It depends on the developer and the complexity of the ui
I guess I'm screwed then
I wanted to make 1 of those util packs π
But 1 mistake means I need to reinstall the pack every time
Which takes a good 3-5 mins to uninstall, edit, reupload and test
This is about as much as I remember and even then I feel like this is wrong
Feel free to clown emoji me because documentation is confusing me more than it's helping me
{
"namespace": "hud",
"root_panel": {
"modifications": []
}
}
Thanks
Sorry for being awful at this
Im gonna be working on this for the next year and a half most likely
especially since I have no idea how to create new UI
@jolly rock
Am I being too ambitious?
These would obviously use existing Minecraft textures instead of smooth color
Please end my suffering
Yes I'm 007
0 autocomplete
0 ease of use
7 thousand Json "language" complaints
That's simple
Simple to anyone but me apparently
Im just going to save up Β£60
And pay for something
{
"namespace": "hud",
"root_panel": {
"modifications": [
{
"array_name": "controls",
"operation": "insert_front",
"value": [
{
"[email protected]_ui": {}
}
]
}
]
}
}
I can commission you for a good price
Im broke right now
Prob will always be
I quit
Im deleting my projects folder
everything I've ever made
It's worthless
Don't give up
Dude I don't think you realize what this stuff goes to me
If I hadn't had restraint i'd be serving a life sentence at this point as even looking at Json makes me homicidal
I am a messed up person
"were there ever signs?"
brother it is mojang's current mid ui
if you want to customize ui you must learn
no one said it would be easy
people struggle and they dont give up
if you complain and look at the negative you aren't going to get anywhere
absorb as much as you can and build up to a point of self esteem and knowledge
look at examples, the vanilla ui files, ask questions
Ive been trying that for 4 and a half years at this point, have I learnt anything? Nope
And I'd rather not continue working on stuff that tends to lead me into a mindset that makes me want to inflict pain on others
I will simply wait 5+ years for ore ui
Json UI will just get deprecated anyways and I'll have to translate everything to the new system
@wooden sluice
that doesnt sound good
have you ever thought that you might have a learning disability?
Ive learnt and understood 4 other languages quite well so I don't think so
so why havent you learnt
I do have ADHD and I might be autistic (haven't got it confirmed yet)
Json UI is just different
you have been on json ui for 4+ years?
Yup
wow i thought you meant in general
is this like your first time asking for help with json ui
no in general i'd say closer to 7 years of "dev"
Ive tried getting help before yeah I had to walk through the same thing like 11 times and it still didn't end up working.
yeah and you gave up
do you expect it to ever work if you just stop
Then came back and tried again a few dozen times.
ah
It's been really on and off
what are you even working on exactly
Idea -> try make it -> fail -> help -> help fails -> demotivated -> repeat
mainly just tweaked survival UI atm
But my brain cannot understand basic concepts anymore
(I had plans drawn out)
this?
Yeah
There was another idea I had too but it's more complex and that doesn't sit well with me right now when I don't even get the basics
And before you ask, I've tried using documentation but it manages to confuse me more than help me
uhm why dont you just make a panel that contains an image (the container for the heart and that crown looking thing below) and then in the controls of the image element add your two textures, hide the health bar and use title to show the health there and whatever the crown value is, and with another factory make the green bar thing, or in your title text use \n and let the two texts (values) that exist in the container stay below
hud_screen.json
Could you translate that into English?
thats pretty direct english
Also does that really look like a crown?
says a lot about my art skills
well more like a shield
Ok so it's at least kinda recognizable
is the green like energy or smt
XP bar
I was going for "compact HUD"
and get rid of that pesky locator bar
Probably failed horribly lol
I still have to find room for 2 more uis
Hunger and breath
const xp = valhere
const health = healthcomhere
const shield = valhere
player.setTitle(`: ${xp}{\n\n: ${health}\n: ${shield}`)
the : is for your textures
Doesnt title only work in behaviour packs?
That won't work then
why's that
resource only
good luck
Ikr
-# its impossible only resource btw
This is the part where I bash my head against the wall repeatedly
Also it's possible, just extremely tedious
the best you could do is get the healthbar moved and change its textures
along with the xp bar
how is your shield thing gonna work
or is that hunger
Shield is just the armor bar...
ohh
bro how is this tedious then?
you're just making textures
and moving ui elements
Well since the health bar is a long hardcoded mess and my system uses a numerical value I have to create and code my own display UI. Yay!!
Well I do have a json ui vscode extension if you think that helps
Oh is this a bad time to mention I develop on android?
at least it's an upgrade from ios
ggs
I mean I did manage to setup vscode on android but yeh you will need to itterate a lot when it comes to jsonui. Not really ideal for a phone
This right here is my biggest hurdle.
But I belive it can work with the right workflow
Every single time I want to make a change I have to upload a new .mcpack
Yeh you need to get that changed asap
no wonder you have a hard time
The funny thing is I do have an IDE
