#JSON-UI General

1 messages Β· Page 47 of 1

lilac reef
#

it's been a hot minute

#

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

weak cape
#

I did a similar thing πŸ˜‚

#

But that sign in/off is really smart ngl

lilac reef
#

wicked background by the way

#

is that the bedrock seed for the most famous Java panorama?

weak cape
lilac reef
#

looks like bedrock using the new graphics system or whatever

weak cape
lilac reef
#

but I don't know what other screens are

weak cape
#

i just downloaded it from a random page tbh πŸ˜‚

lilac reef
#

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

weak cape
lilac reef
#

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

weak cape
#

I only know of the world creation and play menu

lilac reef
#

damn

lilac reef
weak cape
lilac reef
#

at least, not currently

lilac reef
weak cape
#

thats what I found

#

just by clicking

lilac reef
weak cape
#

correct

lilac reef
#

okay

weak cape
#

Well, at least they changed it kinda.

#

But I think it is even worse

#

I hope it isnt AI translated

#

(90% sure it is)

placid geode
#

And I think it was the first screen to be changed

manic dragon
hybrid bear
#

how can i access $actionbar_text on bindings

weak cape
#

unless partnered servers have some unique and secret way from mojang to do so.

manic dragon
sinful crypt
gilded sail
#

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?

manic dragon
# hybrid bear how can i access $actionbar_text on bindings

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.

dusty rune
fresh summit
#

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?

manic dragon
#

Try it like this

fresh summit
#

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

manic dragon
#

Remove "type": "label"

fresh summit
#

There's no need?
"property_bag":

manic dragon
#

Nope

hexed briar
#

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.

weak cape
#

how can a partnered server not have a proxy

hexed briar
#

Soulsteel works like an event server yeah.

#

probably just BDS special or something.

#

though not surprising since mojang also worked on this aswell.

surreal ridge
#

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

hexed briar
#

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.

weak cape
surreal ridge
#

you mean animated? on forms

weak cape
#

like URL imgge

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in forms

surreal ridge
#

oh yeah

#

i fucking wish

weak cape
#

that is what bds lacks πŸ’”

hexed briar
#

oh yeah they can fetch your minecoin too somehow

manic dragon
#

The server is great ngl

hexed briar
#

I love RPG stuff that's all, really.

#

I do wish i could have 2 tags at the same time.

manic dragon
#

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?

hexed briar
#

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.

weak cape
hybrid bear
brisk dock
#

yo where can I find ore ui textures for menus

sinful crypt
hybrid bear
sinful crypt
#

Yeah

#

Used to use it

manic dragon
brisk dock
#

oh thought they werent in it

brisk dock
manic dragon
#

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

brisk dock
#

alr ty

manic dragon
#

so I just removed caption from badge and caption and I can now use it

gaunt apex
hexed briar
#

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

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and there's a funny UI bug that with screen animation on, everything has a 60% chance of not loading any buttons or whatsoever.

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and then there's minecraftten font randomly disappearing somewhat.

weak cape
#

do we know who made the UI's?

hexed briar
#

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???????

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trading someone else just makes the condition index to 0 which, made me trade a certain item that i do not want.

hexed briar
#

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.

broken trail
#

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

wintry crater
#

when i found out that the server was made by noxcrew, i thought the ui would be the same quality as mcc xd, but it’s still cool tho

hexed briar
#

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.

wintry crater
#

actually, i played on my phone yesterday and a lot of buttons weren’t showing, like the map buttons to teleport to dungeons , etc...

hexed briar
#

my game crashed alot on phone when playing soulsteel.

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especially the part where the UI freezes my game.

mint charm
#

Hi

left yew
hexed briar
left yew
#

maybe..? :p

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#1067870274894172260 message

hexed briar
#

yeah i don't see it lmao, oh well.

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ill figure it out myself later

left yew
weak cape
manic dragon
#

I wonder which part ...

clever vapor
#

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

manic dragon
#

Awesome work!

broken trail
#

general layout is simple, textures are bad and overall design is just random, its goning to somewhere but nobody knows here lol

broken trail
clever vapor
broken trail
#

or is it that simple so they use 123819721 custom form layous with just visible binding

clever vapor
clever vapor
broken trail
#

yeah I noticed it as well

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seems like it calculates bindigns every tick when there is property bag

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and with higher amount it does lag a bit

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like freezes game just to calculate it lol

clever vapor
#

if I have to say, like 3 binding objects lol so I wouldn't blame the UI that much

broken trail
#

for some reason yea

broken trail
#

delay which looks like game freeze

manic dragon
clever vapor
#

the game doesn't lag or freeze, it just looks like it

#

cus again, the elements are rendering late

broken trail
#

with larger amount it behave like freeze

broken trail
#

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

manic dragon
#

UI freezes happened to me a lot of times
The game keeps running but the UI doesn't, for a bit

hybrid bear
#

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"
            },```
hybrid bear
#

yeah ik but it outputs to 1 and 0 only

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not inbetween those

gaunt apex
#

what do you mean?. clip ratio only works with float values

hybrid bear
#

i know but this code only outputs integers not floats
"((100.00 - #ratio) / 100.00)"

manic dragon
#

Directly using float sometimes behaves weirdly

hybrid bear
manic dragon
hybrid bear
#

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"
        }
      ]
   },```
manic dragon
#

Try multiplying #text with 1.0 ( using variable or property bag)

hybrid bear
#

it still doesnt work lol

#

let me try raiyon's java combat because that also uses similar json

manic dragon
#

Really weird...

manic dragon
hybrid bear
#

yeah stamina ranges from exactly 0 - 100

player.onScreenDisplay.setActionBar(`${stamina}`)```
hybrid bear
#

i got it working now

rocky canyon
#

are there some way to make image dymanic? i want to make a ui which will change the picture when getting different experience

weak cape
#

"bindings"
Minecraft_Fire

rocky canyon
#

oh shoot

#

i found a error when I checking the bindings

#

I miss a . in %.900s

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it correct

weak cape
rocky canyon
#

yeah ,the json ui sometime won't tell the error when ui is incorrect
feeling awful with that

chilly yacht
#

yeah jaon ui in general is poop

steep sleet
#

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

steep sleet
#

Later I will show what I will try to do

foggy escarp
#

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?

oak verge
robust ocean
#

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).

foggy escarp
foggy escarp
foggy escarp
#

thanks :)

robust ocean
foggy escarp
#

/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

robust ocean
#

oh snap. ok thanks

foggy escarp
# oak verge

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?

weak cape
foggy escarp
#

do you have an example I can reverse engineer?

foggy escarp
sage vessel
#

Which JSON file contains 'namespace': 'general_section'?

oak verge
fresh summit
#

Does anyone know how I could make my button texture when it is pressed and by default?

foggy escarp
# weak cape You can use a collection panel, and within that collection panel you place your ...

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

fresh summit
#

For when it is pressed and one of default

mint charm
mellow dirge
mellow dirge
#

neverrmindd found something that worked

neat sequoia
#

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

neat sequoia
#

yeahh ik, but how the image needs to be??

manic dragon
#

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

oak verge
#

You can
The corners of the ninesliced textures do not get stretched

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Make it so the label is in one of them

hexed briar
#

me using just built-in minecraft's textures/ui/White texture:

oak verge
hexed briar
oak verge
#

that is smart

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you have it dynamic that way

hexed briar
#

that aside, you do need 2 textures. one for scaling text background dynamically with nineslice and one is, just your background.

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though if you don't need a style at all or just doing that style

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texture/ui/White with color property is all you need.

oak verge
#

can't you just use color render, or is that slower

hexed briar
#

gradient?

oak verge
#

yeah, of one color

hexed briar
#

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.

oak verge
#

yeah

mint charm
fresh summit
#

Is there a way to make it show a different UI for the PC and another for the phone?

weak cape
#

change the visibility using the $touch variable

fresh summit
weak cape
#

$ignore_pocket is not a "hardcoded/preset" variable

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but $desktop_screen and $touch are

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although desktop screen is different than $touch

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You can have a desktop screen while bieng on a phone, but you cant have $touch: true while on pc

fresh summit
#

I didn't understand anything πŸ₯€

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What is touch?

weak cape
#

a player playing on their phone

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just use $touch

neat sequoia
manic dragon
flat mortar
#

How can I split the text?
example text:
sidebar:Username/Ping/Money/Xp

clever vapor
winged flicker
#

Hi, does anyone known how to add a progress bar in the progress screen when joining a server ?

#

@ me

tender flare
#

can you access item names in an inventory?

gaunt apex
#

milking

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but i lost the file😭😭

weak cape
surreal ridge
#

we all start somewhere i guess

#

this was my first ui 😭

weak cape
#

lol

weak cape
weak cape
gaunt apex
#

no way, i found my first ui i made, soo different

hazy ice
#

how can i show another server form while there's currently an open form without any sort of animation? (eg. pagination)

deft shadow
#

@gaunt apex can I have your cape ui addon

gaunt apex
deft shadow
#

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

gaunt apex
hazy ice
hazy ice
#

cus i dont want to have my "mines" game a laggy new page animation when smooth animations is off

deft shadow
#

How do I add a logo on the header

deft shadow
gaunt apex
#

i can't help you must learn how json ui work before you modification

surreal ridge
deft shadow
#

@hazy ice u know how

hazy ice
deft shadow
#

@gaunt apex am I allowed to claim ownership of the shop ui

deft shadow
#

Ok

gaunt apex
#

you can only use for refs not steal

hazy ice
deft shadow
#

@gaunt apex does the shop ui have a item to open the ui

gaunt apex
hazy ice
#

i do yeah its just i dont want to multiply lots of tabs just for animations to get removed

deft shadow
#

@gaunt apex what file is the ui code well the .js

#

For Adding the item

gaunt apex
deft shadow
#

For making a item to open the ui

gaunt apex
#

I don't recommend you to use that Addon because it is not optimal for user use.

gaunt apex
deft shadow
#

For Adding a item to the code that opens the shop ui menu when u right click the item

deft shadow
#

I want the file name @gaunt apex

gaunt apex
deft shadow
#

@gaunt apex look at my recording but when opening the ui it lags why

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Well after it posts

gaunt apex
#

yea thats why i not recommended for using my shopui, that file only use for refs

weak cape
gaunt apex
deft shadow
#

@gaunt apex that is how Minecraft renders uis

#

It's not the addon it's Minecraft

robust ocean
#

Anyone know if it would be possible to do a bedrock version of appleskin? (Saturation bar viewer)

manic dragon
#

There already is a version. Look it up on CurseForge

hexed briar
#

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.

manic dragon
#

Hmm didn't try it inside a factory

hexed briar
#

i did put that on both actionbar/title factories and learnt the hard way.

#

not without the void factory inside it ofc

weak cape
#

wdym lol

hexed briar
#

any random title is just landing on minefield.

spiral basalt
manic dragon
hexed briar
#

also somehow anchored offset does the same thing too. somehow.

manic dragon
#

I faced this the first time I used anchored offset
But I don't remember what I did

#

Never happened after that

hexed briar
#

i had probably several times likely due to forget properly setting it up, same goes to size bindings.

weak cape
#

oh makes sense lol

hexed briar
#

those things do require a property bags for that.

#

and i kinda forgot that property bags exist tbh

manic dragon
#

I use them without property bag though

#

In the animated progress bar as well

hexed briar
#

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.

manic dragon
#

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 :)

tacit belfry
#

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

tender flare
weak cape
#

it was a conv about this earlier

jolly rock
#

@oak verge sorry ping, Is there a way to remove fast movement to a specific inventory slot?

oak verge
#

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
jolly rock
#

Thank you

weak cape
#

I have seen in a code a fast transfer item not sure if vanilla code has that

oak verge
weak cape
#

im currently working on a less andvanced version of BDSX

#

hope it works out

hazy ice
#

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

spiral basalt
#

First JSON UI guys... Did I cook

spiral basalt
#

That's perfect

balmy crow
#

🀣

balmy crow
manic dragon
gray shale
#

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 }
}

?

gray shale
#

i want that #tmi_slot_id inside of 0's property bag

manic dragon
gray shale
#

something like this?

tacit belfry
#

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

manic dragon
#

This is for UI and I don't know what you're talking about

clever vapor
gray shale
gray shale
clever vapor
#

oh that makes sense

gray shale
tacit belfry
manic dragon
manic dragon
manic dragon
#

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

gray shale
#

no unfortunately i cant read variables data

#

this is the child

tacit belfry
#

@manic dragon

#

this is json

#

oh nvm

#

this jason ui

manic dragon
#

no problem

rocky quail
gray shale
#

i used it to render fake slots

rocky quail
#

How

#

I wanna make a dll mod for custom json element types

gray shale
#

modloaders

#

I'll dm you

rocky quail
#

Sure thanksss

mint charm
#

A question

#

How can I remove the animation that appears when I touch a button on the server_form?

mint charm
weak cape
#

You mean the entire form? Not just the button?

#

@mint charm

mint charm
mint charm
placid geode
true elm
clever vapor
#

They look straight though, not sure what you mean about dynamic position

true elm
#

For eg this

#

Btns 1–3 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?

chilly yacht
#

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

chilly yacht
#

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"
      }
    ]
  },```
true elm
#

how can i pass value from title cmd to offset ui

chilly yacht
true elm
#

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

clever vapor
clever vapor
#

there's a comma

true elm
#

oh

#

and why + 0 ?

clever vapor
#

since that by itself outputs nothing if the preserved text is nothing

true elm
#

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"
      }
    ]
  }
clever vapor
#

kinda, just not sure where you get your preserved_text

#

it isn't defined

true elm
#
{
  "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

clever vapor
#

what title did u pass

manic dragon
#

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

true elm
true elm
# manic dragon Firstly, there's no #anchored_offset_value_z. It's #anchored_offset_value_y And...
{
  "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": {}
          }
        ]
      }
    ]
  }
}
clever vapor
#

you need to add some sort of character beforehand

manic dragon
#
{
  "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

young dune
#

anyone know how to fix this? the lines on the chat?

true elm
woeful haven
#

sorry for replying old message, how do i fix that theres a black frame around my texture?

oak verge
#

Sound like border

true elm
oak verge
true elm
#

No, the preserved text

Wiki talks about how to show them not how to hide them when not needed

untold dawn
#

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

surreal ridge
#

cant u just hide them

untold dawn
#

i will, but i want to use the vanilla hearts texture paths, instead of making a new one

oak verge
# true elm No, the preserved text Wiki talks about how to show them not how to hide them w...

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

untold dawn
#

for example, theres no way to make those frozen hearts appear, (standing inside powder snow for too long)

oak verge
#

vanilla hearts are custom renders iirc
you can't edit them but you can hide them and make your own system

untold dawn
#

thats what im willing to do

#

i just want to use the vanilla hearts textures instead of making them myself

untold dawn
oak verge
#

you can use it but you can't edit it

untold dawn
#

im not editing it...

oak verge
untold dawn
#

just, getting the vanilla hearts texture

#

like if the vanilla hearts are green (poisoned) my hearts will appear green

oak verge
#

not sure if you can detect that

untold dawn
#

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.

red creek
night holly
#

is "$is_big_screen" a new variable? wondering if it might connect with gui scale, that would be epic

left yew
gray shale
#

Any way i can remove the spacing between the grid items ?

manic dragon
gray shale
#

i did already set them to 18x18

clever vapor
gray shale
#

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

manic dragon
#

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

true elm
#

Y offset is not working

gray shale
#

it only works when i set the "maximum_grid_items": 20 manually like that

manic dragon
manic dragon
# true elm Y offset is not working

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"
}
night holly
#

ah it seems to be local to pause screen tho 😭

manic dragon
night holly
#

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 😭

manic dragon
#

If they aren't even changing the value, what's the use of this variable

manic dragon
true elm
weak cape
night holly
#

bro what is up with this new gdk im literally soft locked out of any ui

manic dragon
weak cape
night holly
#

yeah im reverting to old version ts is cooked

hexed briar
#

the new touch control elements from hud screams like someone who's new at JSON-UI.

night holly
#

they got the interns learning the wiki as we speak

hexed briar
#

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.

night holly
#

well itll definetely be easier, if theres any freedom to ore ui

hexed briar
#

and even then they do not recommend JSON-UI on addon at all, like. they actually said it on this discord server

hexed briar
#

Yes, they're JSON.

#

data-driven Ore-UI screens, is a glorified JSON-UI but even worse.

night holly
#

literally just slower load times, with slightly less crashing and complete strip of creative freedom 😭

hexed briar
#

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.

night holly
#

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

hexed briar
#

yeah itself is already a major downgrade.

#

what's good in UI when you don't even have condition rendering.

weak cape
#

If you dont want to search through the preview

hexed briar
#

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

night holly
# weak cape

holy it literally is just hardcoded json ui 😭

night holly
hexed briar
#

ts looks even worse than JSON-UI in terms of structures imo

weak cape
hexed briar
#

yeah it is.

weak cape
#

It tries to mimic some kind of professional framework but is just outright bad

hexed briar
#

it looks like nested control property but 5x worse

weak cape
#

Can't wait to learn it 😁 just like JSON UI but even harder Minecraft_Fire

hexed briar
#

???????

gray shale
manic dragon
hexed briar
manic dragon
#

Idk I got overwhelmed when I looked into those files

hexed briar
#

yeah this is what JSON-UI will be replaced with.

weak cape
manic dragon
#

I just hope they release the documentation for this

weak cape
#

I hope they won't release the entire thing

manic dragon
#

Why is that? πŸ€”

hexed briar
#

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

hexed briar
weak cape
hexed briar
#

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

manic dragon
weak cape
# manic dragon Why is that? πŸ€”

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 πŸ’”

hexed briar
#

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?"

manic dragon
#

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

hexed briar
#

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.

left yew
next briar
#

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

young dune
clever vapor
#

i would guess it isn't final yet

clever vapor
# young dune can anyone help?

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

young dune
#

hud_screen.json*

#

thing is its kinda random where the line shows

#

and I looked and tried things but havent got anything

manic dragon
wintry crater
sinful crypt
wintry crater
placid geode
rocky quail
gray shale
weak cape
# rocky quail What

I think what they mean is that they removed other string multiplication methods you can check in the wiki

inland dagger
#

Thoughts?!

chilly yacht
#

wow the 1012381273173213th version of the same UI πŸ”₯

rocky quail
#

recolored ui lmao

deft shadow
#

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

weak cape
deft shadow
#

@inland dagger I working on a PvP Practice server too it's called Shinrai Vanilla

proven kiln
weak cape
proven kiln
weak cape
#

so yeah lol

proven kiln
#

oh

proven kiln
#

or who

weak cape
#

i did for mineville

#

now I do for marketplace

#

and craftersmc

proven kiln
#

ah thats what sweet japan was talking about

#

ok

weak cape
#

βœ‹πŸ—ΏπŸ€š

proven kiln
#

wait the new mineville uis or old

weak cape
#

no offense to their old JSON UI dev but I aint that bad lol

#

the new UI's

proven kiln
#

ah

left yew
weak cape
left yew
#

Ah mb

weak cape
#

i was scared for a bit you made the previous ones lol

left yew
#

Maybe state the old one πŸ˜­πŸ™

#

No no

proven kiln
#

how much for json ui would u guys charge not asking for anything just trying to get a number

left yew
#

$50000000 per

#

Trust

weak cape
proven kiln
#

dang

#

i wish i made that money lol

proven kiln
weak cape
proven kiln
#

also why have people not made a ui maker website yet or like for a long time

weak cape
#

We had the same idea but we decided to start our business instead of this website

chilly yacht
#

Made by someone who doesn’t know json ui so

proven kiln
weak cape
weak cape
proven kiln
#

how can u make a json ui website and not know json ui

#

???

weak cape
#

it is more about making it user friendly and functional rather than undewrstanding every aspect of JSON UI

proven kiln
#

what could u do to make the website better if u made one or used his open source

weak cape
#

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

proven kiln
#

he has a things so u can make your own bindings

weak cape
#

but you cant make a collection panel afaik

#

this prevents you from making images in a form with other elements

proven kiln
#

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

weak cape
weak cape
proven kiln
#

yeah i know i want him to make it advanced for like tab uis

gray shale
#

are there any reason why this doesnt work? (dw about the values, i set them from C++)

#

this one works fine

weak cape
#

try and

clever vapor
gray shale
gray shale
#

oh this works

#

thanks

clever vapor
#

ye but it's a good practice to add parenthesis if u make statements

gray shale
#

I see

slow matrix
#

wow fantastic

#

i hope global edition minecraft will have the same jsonui designer

rocky quail
#

too good to be true, thatll never happen

slow matrix
sour gorge
#

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?

wooden sluice
#

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.

wind walrus
# proven kiln bro at this point no uis are original

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)

proven kiln
wind walrus
proven kiln
#

i need to learn bindings

#

i want a form that is advanced but is nice looking

wind walrus
proven kiln
#

oh

hybrid falcon
#

PLEASE SOMEONE WE NEED A JSON CODER FOR OUR ADDON

hexed briar
#

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.

cunning bridge
#

yes, you should have pinged me

proven kiln
jolly rock
#

Do you know if it also works with the hotbar? I can't test it right now.

sour gorge
#

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?

jolly rock
#

Use

sour gorge
jolly rock
#
(#title_text - "custom form 1" - "custom form 2" = #title_text)```
jolly rock
#

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

sour gorge
gray shale
#

Can I use modifications on my own UI jsons?

#

I've been trying to do it but it only says unknown properties modifications

manic dragon
oak verge
jolly rock
jolly rock
#

@oak verge

#

('test:test-2847289293hello' * 1) = ?

#

You know?

oak verge
#

Uh... What?

#

Btw, didn't they remove that kinda of multiplication the last update

jolly rock
#

Oh right i think

cunning bridge
oak verge
#

Yeah

cunning bridge
#

In fact chestUI does the opposite of what aux Id extraction does

jolly rock
#

Can element_3 access a target_property_name on element_1?

element_1 β•—
        element_2 β•—
                element_3```
opal aurora
jolly rock
#

I'll try again, i tried it before but it didn't work, thanks

surreal ridge
#

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?

proven kiln
manic dragon
rustic storm
#

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

placid geode
#

@rustic storm change || to or

rustic storm
#

bet thanks i see now or stuff like && / || you gota type em out, thanks!

proven kiln
#

@rustic storm

#

yo question do u know hover text

rustic storm
#

nope im new to json ui

proven kiln
#

also instead of leaving and rejoining do /reload all

proven kiln
rustic storm
#

that reloads json ui scripts?

proven kiln
#

ye

#

json ui and scripts

rustic storm
#

oh yea i see its like a quick rejoin

proven kiln
#

/reload only scripts

#

/reload all both

rustic storm
#

yea thats nice

proven kiln
rustic storm
proven kiln
#

wym

proven kiln
#

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

rustic storm
#

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"
}
]

surreal ridge
#

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?

gaunt apex
#

Is this what is called skill, after trying many times in developing json ui I can visualize the json ui structure in my mind

broken trail
true elm
#

How can I have different styles of buttons based on their names in the action form menu?

patent bramble
#

Is it normal to hate oop

#

Cause json UI is hellish for even such a simple task

deft shadow
#

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

patent bramble
#

I simply wanted to make a drop-down inventory

#

But my brain has no clue how

chilly yacht
# surreal ridge .

not on worlds or realms but some server softwares allow you to minipulate packets like that

true elm
#
"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
wraith raptor
#

Is there a way to remove the not visible button spaces when using factory?

proven kiln
hollow fractal
#

#1434472828689977464
I need help plz...

upbeat frigate
#

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?

robust ocean
# slow matrix

what program is this!?

update: found it, chinese edition only... bummer..

sinful violet
#

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.

upbeat frigate
deft shadow
#

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

manic dragon
torpid whale
#

Would it be pointless to learn json ui now? Because of ore ui? That's like hardcoded?

vagrant nova
#

any ideas adding ui for /camera

night holly
#

I mean pause screen got a new menu in JSON UI tbf

hexed briar
#

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.

tropic tangle
hexed briar
clear lantern
#

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?

manic dragon
clear lantern
#

Thanks!

#

It worked!

zealous fossil
#

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. thumbsup

#

Oh, nevermind. Messages longer than two lines still break this... 😭

placid geode
#

or just uncomment that line

zealous fossil
#

Thanks

zealous fossil
true elm
#
{
    "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

manic dragon
#

Because #progress doesn't exist in that control

true elm
manic dragon
# true elm 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"
},
true elm
#

any way to force convert to a number or a default value

hollow oxide
#

How to fix this?

manic dragon
hollow oxide
#

πŸ˜… got inspired

manic dragon
#

From where?

hollow oxide
#

1 min

manic dragon
#

Yeah that's mine haha

hollow oxide
#

srry (

manic dragon
#

It's fine, no worries

hollow oxide
#

ok, thanks

true elm
#

@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

placid geode
#

use anchor id 9 to hide

true elm
untold dawn
#

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.

mint charm
#

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"
            }
          ]
        }
chilly yacht
#

if its the lang hover text doesnt translate lang sadly

manic dragon
untold dawn
manic dragon
#

Subtracting a string from a number won't work

manic dragon
untold dawn
true elm
#

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
untold dawn
wide oasis
#

Does anyone know why collection_index only works with buttons but not with sliders?

wooden sluice
#

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

wide oasis
wooden sluice
wide oasis
wooden sluice
#

its probably in one the settings menus

wide oasis
#

or similar, and if I try to change the "$slider_name" it just breaks

wooden sluice
wide oasis
wooden sluice
#

aw

#

server_form.json has sliders that are unlike that

wide oasis
indigo epoch
#

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?

grave flax
#

Is it possible to use Molang for rendering conditions in my HUD?

grave flax
patent bramble
#

How much do json UI developers cost?
I can't anymore with Android's restrictions

jolly rock
#

It depends on the developer and the complexity of the ui

patent bramble
#

I guess I'm screwed then

patent bramble
#

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

jolly rock
patent bramble
#

Thanks

patent bramble
#

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

jolly rock
patent bramble
patent bramble
#

And pay for something

jolly rock
#
{
    "namespace": "hud",
    "root_panel": {
        "modifications": [
            {
                "array_name": "controls",
                "operation": "insert_front",
                "value": [
                    {
                        "[email protected]_ui": {}
                    }
                ]
            }
        ]
    }
}
#

I can commission you for a good price

patent bramble
#

Im broke right now

#

Prob will always be

#

I quit

#

Im deleting my projects folder

#

everything I've ever made

#

It's worthless

jolly rock
#

Don't give up

patent bramble
#

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

chilly yacht
#

"were there ever signs?"

wooden sluice
#

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

patent bramble
#

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

wooden sluice
patent bramble
wooden sluice
patent bramble
#

I do have ADHD and I might be autistic (haven't got it confirmed yet)

patent bramble
wooden sluice
#

you have been on json ui for 4+ years?

patent bramble
#

Yup

wooden sluice
#

wow i thought you meant in general

#

is this like your first time asking for help with json ui

patent bramble
#

no in general i'd say closer to 7 years of "dev"

patent bramble
wooden sluice
#

do you expect it to ever work if you just stop

patent bramble
wooden sluice
#

ah

patent bramble
#

It's been really on and off

wooden sluice
#

what are you even working on exactly

patent bramble
#

Idea -> try make it -> fail -> help -> help fails -> demotivated -> repeat

patent bramble
patent bramble
#

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

wooden sluice
#

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

patent bramble
#

Could you translate that into English?

wooden sluice
#

thats pretty direct english

patent bramble
#

Also does that really look like a crown?
says a lot about my art skills

wooden sluice
#

well more like a shield

patent bramble
#

Ok so it's at least kinda recognizable

wooden sluice
#

is the green like energy or smt

patent bramble
#

XP bar

wooden sluice
#

oh

#

just move the one thst already exists

patent bramble
#

I was going for "compact HUD"

wooden sluice
#

and get rid of that pesky locator bar

patent bramble
#

Probably failed horribly lol

#

I still have to find room for 2 more uis

#

Hunger and breath

wooden sluice
#
const xp = valhere
const health = healthcomhere
const shield = valhere

player.setTitle(`:                               ${xp}{\n\n:                             ${health}\n:                              ${shield}`)
#

the : is for your textures

patent bramble
#

Doesnt title only work in behaviour packs?

wooden sluice
#

thats scripting

#

scripting can be something in a behavior pack

patent bramble
#

That won't work then

wooden sluice
#

why's that

patent bramble
#

resource only

wooden sluice
#

good luck

patent bramble
#

Ikr

wooden sluice
#

-# its impossible only resource btw

patent bramble
#

This is the part where I bash my head against the wall repeatedly

#

Also it's possible, just extremely tedious

wooden sluice
#

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

patent bramble
#

Shield is just the armor bar...

wooden sluice
#

ohh

#

bro how is this tedious then?

#

you're just making textures

#

and moving ui elements

patent bramble
#

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!!

west dawn
#

Well I do have a json ui vscode extension if you think that helps

patent bramble
#

Oh is this a bad time to mention I develop on android?

#

at least it's an upgrade from ios

west dawn
#

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

patent bramble
west dawn
#

But I belive it can work with the right workflow

patent bramble
#

Every single time I want to make a change I have to upload a new .mcpack

west dawn
#

Yeh you need to get that changed asap

wooden sluice
patent bramble
#

The funny thing is I do have an IDE