#JSON-UI General

1 messages · Page 51 of 1

manic dragon
#

For how many toggles? It would need a lot of them for any lag no?

chilly yacht
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if you wanna have buttons on each of them

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since forms are so unperformant

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but without buttons probably no lag

manic dragon
#

Oh I see

chilly yacht
#

i made that like a year ago so dont mind the poop code

manic dragon
chilly yacht
#

yeah that was sick

manic dragon
#

The issue is when you try to add more items. It's really hard to scale because of the wrapping of the items

chilly yacht
#
"[email protected]_renderer": {
    "size": [ 32, 32 ],
    "propagate_alpha": true,
    "alpha": 0.9,
    "layer": 100,
    "property_bag": {
        "#item_id_aux": 36503552
    }
}``` whats up with this
#

it does not wanna render the item

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even if i bind it

#

wait wth

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yeah what

#

the netherstar aux id doesnt render

limpid reef
#

The items id aux are strange

chilly yacht
#

my math was wrong

limpid reef
#

Is there a difference between blocks and item id aux??

chilly yacht
#

nvm its still wrong

limpid reef
#

Because I wasn’t able to display items by their id aux

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Only blocks were working

chilly yacht
#

yeah im confused

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it works for the shield but nothing else

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and then blcoks

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like what

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i have no custom items

limpid reef
#

Wait what does custom items change about this??

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Maybe education edition??

chilly yacht
#

yeah it seems to only be working for blocks

manic dragon
chilly yacht
manic dragon
#

I'm just referring to that specific update. String multiplication doesn't have anything to do with this

chilly yacht
#

works just fine

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but the emerald one 36175872 doesnt

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or any other item

manic dragon
#

Yea blocks work but not items
Idk if anyone has any fix for this

jovial hemlock
#

anyone knows why this isnt working?

#

what i want to do is that when you hover on the button the text goes down by 2 pixels

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offset

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worked for the image but not for the text its weird

weak cape
#

Not really. MP just doesn’t want to waste money and time on JSON UI

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Finding jobs like that on MP is hard af. But plenty of servers do need those devs

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JSON UI is unnecessary most of the time when it comes to addons or templates. Stuff like RLCraft is an exception

manic dragon
stray glade
#

whats the texture for the Npc dialog buttons

stray glade
#

this one

jovial hemlock
#

u.u

lone carbon
#

Do we have anything towards calculating auxID for custom items?

candid shadow
#

Does anyone know how the these cell images for the creative mode are called? I found textures/ui/recipe_book_item_bg, and @crafting.cell_image_recipe_default is the only control that references this texture. If I change the texture itself, I can see the changes, but not if I change the texture reference. Weirdly enough, I don't see this control referenced anywhere inside of any of the vanilla UI files

jovial hemlock
#

how can i switch between entrance and exit animation in a form with a binding in the title of the form?

chilly yacht
placid geode
chilly yacht
placid geode
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its a form XD

chilly yacht
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whattttt

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@left yew and i just did testing

placid geode
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but its outside the server_form_factory

chilly yacht
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works for ntierh of us

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that honestly could be why

placid geode
#

ill test inside

chilly yacht
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but its weird

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the code works on 1 form

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breaks on the other

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works on hud screen

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just not that form or the one citicx tested

placid geode
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inside factory

left yew
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what version u on tho

placid geode
#

working fine xd

left yew
placid geode
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stable

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😱

left yew
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1.21.132 or whatever number it is

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we on 26 yet

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oh thats js preview atm nvm

chilly yacht
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but one thing

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it works on this form

placid geode
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ig its just a layerin issue

chilly yacht
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no wa

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because look

chilly yacht
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same json ui

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different aux id

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works with blocks and shield

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not diamond or any other item

left yew
placid geode
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weird bruh

placid geode
chilly yacht
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works for this form

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and it does work with stack panel factories

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i tried it

left yew
placid geode
#

maybe try with same layer 100? lol

chilly yacht
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wait

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now it doesnt wanna work

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wtf

placid geode
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XD

chilly yacht
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yeah what tf

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i JUST did it what

placid geode
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lol

chilly yacht
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doesnt work with this

placid geode
#

why just #id?

chilly yacht
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oh oops

placid geode
#

.-.

chilly yacht
#

hold on

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it could be a layer issue weirdly

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layer 100 hid all items...

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then layer 4 is fine

placid geode
#

😱

chilly yacht
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but why would that make sense

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so its just a minecrap bug

placid geode
#

it makes sense for bugjang

left yew
#

well my mace is showing as a gapple

chilly yacht
placid geode
left yew
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i put something like iron shovel and i got ink sack

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so 🔥

chilly yacht
#

yeah its being like that for me now too

#

21954560 is diamond

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and its kelp 😭

placid geode
#

do You have custom ítems or something?

chilly yacht
#

nope

left yew
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nope

placid geode
#

or maybe item ids are outdated idk

chilly yacht
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nope, just grabbed the newest list

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it works for blocks

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items it fucks up

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like WHAT

placid geode
chilly yacht
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then it goes back to fine for this

placid geode
#

🥀

chilly yacht
placid geode
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shoudl be diamond but it shows a kelp lol

chilly yacht
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but look

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that works

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im about to call minecraft hq 😭 🙏

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i even tried the custom render method

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nothing works

placid geode
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tf

chilly yacht
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works like a charm

placid geode
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so it works if it's inside a collection or something

chilly yacht
#

not really

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it works for grids and stacks

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inside of a collection

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but not in my other collection

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items dont work for directly defining aux ids, only blocks

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and then it just shifts everything

chilly yacht
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no idea 😭

placid geode
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🥀

chilly yacht
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diamond id is 335 while kelp is 414

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how does it shift a whole 79??

manic dragon
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What a lively chat!

manic dragon
#

I didn't dig any deeper

chilly yacht
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nuke the whole game

manic dragon
#
{
  "[email protected]_renderer": {
    "size": [ 32, 32 ],
    "property_bag": {
      "#id_aux": "@21954560"
    },
    "bindings": [
      {
        "binding_type": "view",
        "source_property_name": "(#id_aux - '@')",
        "target_property_name": "#item_id_aux"
      }
    ]
  }
}

this works regardless of where it's put
-# and it's rendering as diamond for me not kelp

chilly yacht
#

omg that does work

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wtf 😭

manic dragon
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the game is allergic to direct data 🥀

chilly yacht
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i even tried doing the math in the bindings too

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thats crazy

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tysm

manic dragon
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yea np :)

chilly yacht
#
"bindings": [
    {
        "binding_name": "#title_text"
    },
    {
        "binding_type": "view",
        "source_property_name": "('@' + (('%.112s' * #safe_text) - ('%.96s' * #safe_text) - '|'))",
        "target_property_name": "#text"
    },
    {
        "binding_type": "view",
        "source_property_name": "(#text - '@')",
        "target_property_name": "#item_id_aux"
    }
]```
#

i even tried a method like this json "bindings": [ { "binding_type": "view", "source_property_name": "('@' + #id_aux)", "target_property_name": "#unsafe_text" }, { "binding_type": "view", "source_property_name": "(#id_aux - '@' )", "target_property_name": "#safe_text" }, { "binding_type": "view", "source_property_name": "#safe_text", "target_property_name": "#item_id_aux" } ] and it works

manic dragon
#

i think it should be #title_text

chilly yacht
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oh oops yeah it should be

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still wont work though

#

even something like this

"bindings": [
    {
        "binding_name": "#title_text"
    },
    {
        "binding_type": "view",
        "source_property_name": "((('%.112s' * #safe_text) - ('%.96s' * #safe_text) - '|'))",
        "target_property_name": "#text"
    },
    {
        "binding_type": "view",
        "source_property_name": "('@' +  #text)",
        "target_property_name": "#unsafe_text"
    },
    {
        "binding_type": "view",
        "source_property_name": "(#text - '@')",
        "target_property_name": "#safe_text"
    },
    {
        "binding_type": "view",
        "source_property_name": "#safe_text",
        "target_property_name": "#item_id_aux"
    }
]```
#
"bindings": [
    {
        "binding_name": "#title_text"
    },
    {
        "binding_type": "view",
        "source_property_name": "('@' + (('%.112s' * #title_text) - ('%.96s' * #title_text) - '|'))",
        "target_property_name": "#text"
    },
    {
        "binding_type": "view",
        "source_property_name": "(#text - '@')",
        "target_property_name": "#item_id_aux"
    }
]``` both wont render items, only blocks
manic dragon
#

nope no idea why it behaves like this. it's most probably a bug

#
"bindings": [
    {
        "binding_name": "#title_text"
    },
    {
        "binding_type": "view",
        "source_property_name": "('@' + ('%.112s' * #title_text) - ('%.96s' * #title_text) - '|')",
        "target_property_name": "#text"
    },
    {
        "binding_type": "view",
        "source_property_name": "(#text - '@')",
        "target_property_name": "#item_id_aux"
    }
]

would this work?

chilly yacht
#

nope

manic dragon
#

yea thought so xD
I have 0 idea what it needs to work properly

manic dragon
# chilly yacht nope
{
  "[email protected]_renderer": {
    "size": [ 32, 32 ],
    "layer": 50,
    "bindings": [
      {
        "binding_type": "view",
        "source_property_name": "('%.20s' * #form_text - '%.10s' * #form_text - ':' - '@')",
        "target_property_name": "#item_id_aux"
      }
    ]
  }
}

@215::::::21954560::55::::::::
this worked

chilly yacht
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im confused

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this is this json ('%.106s' * #title_text - '%.96s' * #title_text - '|')

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but if i minus the @ items still dont work only blocks 💀

#

textures/forms/backgrounds/dynamic/background_gray||||||||||||||form testing||||||||||||||||||||@3735552||§7Rate: §b1 / 10s §z|||||||||41.2||||§7Stored: §b412 / 1000||||||||§7None§g§e§n§e§r§a§t§o§r

"$ITEM_RENDER_PROPERTY": "('%.106s' * #title_text - '%.96s' * #title_text - '|' - '@')",
"$RATE_PROPERTY": "((('%.138s' * #title_text) - ('%.106s' * #title_text) - '|'))",
"$PROGRESS_BAR_PROPERTY": "(1 * (('%.146s' * #title_text) - ('%.138s' * #title_text) - '|')))",
"$STORED_PROPERTY": "((('%.178s' * #title_text) - ('%.146s' * #title_text) - '|'))",
"$ENCHANTMENT_PROPERTY": "(#title_text - ('%.178s' * #title_text))"```
#

everything lines up correctly

manic dragon
chilly yacht
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im using the factory method for forms so ive never used body text since it generates weird but i think i can do it

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yeah nvm im confused

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it grabs the body

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but it wont use it

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alright so

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i got it displaying but its insanely shifted

chilly yacht
manic dragon
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just some random numbers. the middle one is aux id for diamond

chilly yacht
#

oh 💀

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that renders as an enchanted piston for me!

#
{
    "binding_type": "view",
    "source_control_name": "form_text",
    "source_property_name": "('%.20s' * #body_text - '%.10s' * #body_text - ':' - '@' - '§z')",
    "target_property_name": "#item_id_aux"
}```

```json
{
    "[email protected]": {
        "bindings": [
            {
                "binding_type": "view",
                "source_property_name": "('§z' + #form_text)",
                "target_property_name": "#body_text"
            }
        ]
    }
},```
#
.body(`@218::::::2195460::55::::::::`)```
#

huh

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wait

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nvm

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yeah idk

manic dragon
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how is it enchanted? 2195460-32768 doesn't even divide by 65536

chilly yacht
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okay so 2195456 is the correct one for an enchanted piston

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yeah nvm what the freak

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its just ALWAYS a piston...

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trying 21987328 which is enchanted diamond

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its still a piston 😭

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i think those random numbers u have is messing it up

manic dragon
#

try seeing the item_id_aux through a label

chilly yacht
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because its doing

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@218::::::2195460::55:::::::

218219546055

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which isnt an aux id but its somehow getting it??

manic dragon
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i think this part isn't working '%.20s' * #body_text - '%.10s' * #body_text

chilly yacht
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without removing @, : and §z

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hold upppppppppppppppppppppppppppp

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yeah nvm its just doomed bro

manic dragon
#

yea bugrock thing. subtractions sometimes don't work and causes the string multiplication to not work too

chilly yacht
#

bedrock is so shit bro 😭

manic dragon
#

I remember trying to remove some color codes from a string, the moment I added - ' ' to remove spaces the whole thing stopped working

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so i separated the expression into multiple binding objects to get it working

chilly yacht
#

but like why does it work on some things? and not everything

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they need to fire their whole json ui dev team

marble horizon
#

Hello Guys I Am Also Facing Same Issue

#

check the hud_screen.json code I wrote in this the recovery compass doesn't render at all but other ones do idk but item Renderer With It Too Doesn't Work
It's In Pack Of Mine I Made BetterMinecraft

manic dragon
#

Use this if you're not dealing with forms

#
{
  "[email protected]_renderer": {
    "size": [ 32, 32 ],
    "property_bag": {
      "#id_aux": "@21954560"
    },
    "bindings": [
      {
        "binding_type": "view",
        "source_property_name": "(#id_aux - '@')",
        "target_property_name": "#item_id_aux"
      }
    ]
  }
}
#

@marble horizon

marble horizon
#

Uhh

#

@manic dragon

#

I Have Already Tried This

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"Doesn't Work"

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@manic dragon ?

manic dragon
#

It works for me...

marble horizon
#

I Don't Have It's Valid Aux Id

#

@manic dragon ?

manic dragon
#

wait a sec

marble horizon
manic dragon
#
{
  "[email protected]_renderer": {
    "size": [ 32, 32 ],
    "property_bag": {
      "#id_aux": "@45154304"
    },
    "bindings": [
      {
        "binding_type": "view",
        "source_property_name": "(#id_aux - '@')",
        "target_property_name": "#item_id_aux"
      }
    ]
  }
}
marble horizon
#

Btw It's Ids Not Aux

#

@manic dragon

manic dragon
#

multiply the id with 65536 to get aux id

marble horizon
#

@manic dragon

#

I Just Saw Code Now

#

And Bruh It's For Behavior Packs

#

NOT resource packs

manic dragon
rocky quail
#

Bro pings every message

marble horizon
jovial hemlock
#

Is there a binding for the click sound for forms?

marble horizon
placid geode
#

does anyone know what binding_collection_prefix is ​​used for?

candid shadow
#

Can I control the ignored property with bindings?

placid geode
candid shadow
#

sad :(, thank you

upbeat turret
#

What are the file names of the gray part on textures/ui folder? can't seem to find them

candid shadow
marble horizon
#

What Is The File Name Of Thing That Controls Loading Bar Chest White Part And All.

wooden sluice
#

for button

full gale
#

Why does my play screen server_form just copy the same button three times in three different positions. Also, how can I make it MinecraftTen font?

limpid reef
#

"stack_panel": {
"type": "stack_panel",
"size": ["100% - 4px", "100% - 4px"],
"orientation": "vertical",
"factory": {
"name": "buttons",
"control_ids": {
"button": "@equipe_form.simple_button_control"
}
},
"collection_name": "form_buttons",
"bindings": [
{
"binding_name": "#form_button_contents",
"binding_name_override": "#collection_length"
}
]
}

#

why does a header defined in my script appear as a button

#

export function openEquipeForm(p) {
const form = new ActionFormData()
.title("zenofia:equipe_form")
.header("1")
.button("2")
.button("3")
.button("4")
.label("Joueur 1")
.label("Joueur 2")
.label("Joueur 3")
.label("Joueur 4")
.label("Joueur 5")
form.show(p).then((r) => {
if (r.canceled) return
});
}

limpid reef
#

i want to do this but with dynamic headers / buttons / labels and referecing then to customs one

marble horizon
#

Guys Anyway To Render Lodestone Compass

#

Using hud_screen.json

candid shadow
#

Does anyone know the texture path of this "text cursor"?

vernal storm
#

Impossible to make this?

oak verge
#

don't see why not

chilly yacht
candid shadow
chilly yacht
#

nice ui btw

candid shadow
#

Btw do you know the name of that control as well?

chilly yacht
#

control?

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like the blinking thing?

#

if so its hardcoded

candid shadow
jovial hemlock
#

in ore ui the hardcore toggle has a custom sound

#

different from the rest

manic dragon
crisp merlin
#

if i have an elemtn referenced like "[email protected]" can i still resolve bindings from the parent of the referenced element?

limpid reef
#

how does notify_on_elipses works??

#

when a child get notify what heppens?

jovial hemlock
#

what i was trying to do is grab the sound name from the toggle text

manic dragon
#

There's no binding for the sound_name. You could do that only if the text was a variable

jovial hemlock
#

u.u

marble horizon
#

Guys

#

Can Anyone Tell Me Any Way To Render Lodestone Compass And Recovery Compass On hud_screen.json

#

For 1.21.132 Btw

#

Or Just Help

marble horizon
#

HELL YEAH I GOT IT

full gale
#

how to remove background of json ui?

weak cape
full gale
#

i just want it to show the buttons nothing else and change to minecraftten font, but i dont know json ui

weak cape
# full gale like a server_form

https://github.com/Mojang/bedrock-samples/blob/main/resource_pack/ui/server_form.json

So you will either have to recode the entire form,
change the texture for all UIs to a transparent pixel of the same size,
or change somehow in the template of the long_form element, which is @common_dialogs.main_panel_no_buttons

GitHub

Samples and assets for building Minecraft: Bedrock Edition add-ons - Mojang/bedrock-samples

candid shadow
#

Is it possible to make an element invisible while keeping its child elements visible?

candid shadow
#

I found a workaround by setting to 0,0 the size of the parent element

candid shadow
manic dragon
candid shadow
manic dragon
#

Just make sure propagate_alpha is set to false

candid shadow
#

got it, thank you

fathom obsidian
#

How do json ui works

limpid reef
#

I responded as general as you question 😂

broken trail
#

thats right answer lol

limpid reef
manic dragon
#

It's not that bad tbh

limpid reef
#

JSON ui could be better in some way but thé parent/children system, the stack panel/panels is very well thought

hexed briar
#

Mojang does change JSON-UI causally at some point without releasing any changelog for it so, expect some stuff to be broken by some random minor update.

limpid reef
#

But I mean even the mojang studio server is using custom json ui 😂

hexed briar
#

They could improve it but they abandoned it since 5 years ago so there's not much new ever since that 5 years ago.

limpid reef
#

For the custom health bar

#

And also soolsteel 💀

hexed briar
#

well that's like only way to modify the UI obviously so

#

JSON-UI "docs" are mostly gatekeeped by mojang themselves to some extent maybe studios too.

hexed briar
#

and again, there's like absolutely nothing about the docs we have here.

#

only community docs.

#

all i can say — JSON-UI is abandoned asf.

#

it works but mojang causally change them so, it'll break at certain minor update and that's about it

limpid reef
#

Like how do soulsteel display your mine coins ??

#

I just realised that

hexed briar
#

This %.<number>s with numbers yeah

limpid reef
#

Huh?

hexed briar
#

It's really simple when you actually work with it

#

you just fetch certain point of string and that's how they display numbers

#

read wiki, it's there.

limpid reef
#

No but how do they get how many mine coins do you have

hexed briar
#

Oh, that.

#

Probably some exclusive mojang's Script-API they have.

limpid reef
#

The server-net maybe

hexed briar
#

Soulsteel made by both mojang and that studio after all so yeah im not exactly surprised that much.

limpid reef
#

But yeah I wish json ui don’t become deprecated at 100% because I learned json before html/css 😂

manic dragon
#

Ore UI will probably also use JSON structure. I just hope we get customizability without too much restrictions

hexed briar
#

we're not there yet atleast

#

for another 5 years anyways

manic dragon
#

Anyways, is the inventory stuff going to change anytime soon? I had some plans
Not a very good question to ask lol

spare epoch
#

Hey everyone,
I've been struggling for hours trying to display item durability from a chest slot in a label on my custom UI, and I can't get it to work. The label displays fine with hardcoded values, but the binding just won't pull the durability data.
What I'm trying to do:
Display the durability (current/max) of an item in a specific chest slot as text in a label, separate from the item slot itself.

candid shadow
crisp merlin
#

is there any way to have a button mapping that is conditional to a binding?

limpid reef
#

Yeah

crisp merlin
leaden kayak
#

How do I get an item's aux id to display to the item renderer?

manic dragon
leaden kayak
manic dragon
#

Put that item in a slot and get the aux id using bindings and show it in a label

leaden kayak
manic dragon
manic dragon
#

np

fringe wren
#

my ui has a ton of extra buttons that i didnt put in the code

crisp merlin
weak cape
weak cape
crisp merlin
weak cape
crisp merlin
#

😎

fringe wren
#

it worked

#

tysm

crisp merlin
#

yay

fringe wren
livid vault
fringe wren
#

dont know if you can help

weak cape
fringe wren
#

that was an error

#

that is now fixed

#

but its laggy ash

manic dragon
polar frigate
#
  "$hotbar_slot_image_size|default": [ 20,22 ],
  "type": "image",
  "texture": "#texture", //even if i remove this
  "offset": [ 0, 0 ],
  "size": "$hotbar_slot_image_size",
  "layer": 1,
  "alpha": 1,
  "bindings": [
   {
    "binding_type": "view",
    "source_property_name": "('textures/ui/hotbar_'+ 8)",
    "target_property_name": "#texture"
   }
  ]
 }```

Why this is not working 😔
chilly yacht
#

try

"hotbar_slot_images": {
  "$hotbar_slot_image_size|default": [ 20,22 ],
  "type": "image",
  "texture": "#texture", //even if i remove this
  "offset": [ 0, 0 ],
  "size": "$hotbar_slot_image_size",
  "layer": 1,
  "alpha": 1,
  "bindings": [
   {
    "binding_type": "view",
    "source_property_name": "('textures/ui/hotbar_'+ '8')",
    "target_property_name": "#texture"
   }
  ]
 }```
#

@polar frigate

placid geode
#

why not just put it in texture proeprty?

chilly yacht
#

or just that lmao yea

placid geode
chilly yacht
manic dragon
valid swan
livid vault
#

Drop the items in specific slot

river flower
#
  "card_temp_factory": {
    "type": "panel",
    "factory": {
      "name": "hud_title_text_factory",
      "control_ids": {
        "hud_title_text": "[email protected]_temp"
      }
    }
  },

  "panel_perm": {
    "type": "panel",
    ...
          "bindings": [
            {
              "binding_type": "view",
              "source_control_name": "card_data_control",
              "source_property_name": "('textures/ui/cards/' + (#preserved_text - $card_perm_key))",
              "target_property_name": "#texture",
              "resolve_sibling_scope": true
            },
            {
              "binding_type": "view",
              "source_control_name": "card_data_control",
              "source_property_name": "((('%.22s' * #preserved_text) = $card_perm_key) and (not ('%.23s' * #preserved_text - '%.22s' * #preserved_text = '')))",
              "target_property_name": "#visible",
              "resolve_sibling_scope": true
            }
          ]
        }
      }
    ]
  },

This works fine when I send the title tmc.c::show.card.perm.waiting_for_players

But when I send other titles that are not related to this, it makes the panel invisible which I understand why my code does that, but I don't want that to happen

polar frigate
#

Cause i want it controlled by another control/elements, but it's seems not working

placid geode
#

because bread tastes better than key 🍞🔑

#

but how exactly? can you explain a bit more what you want to achieve?

polar frigate
#

DANG BRU, i gotta use property_bag

manic dragon
#

('textures/ui/hotbar_'+ $collection_index) you're not using any binding or properties here. so why even need bindings array

polar frigate
#

Alright, i found it

polar frigate
manic dragon
#

why not

polar frigate
#

I'VE TRIED SOMETHING SIMILAR TO ANOTHER PROPERTIES AND IT'S NOT WORKING

#

A couple months ago i guess

#

Or weeks i forgor

manic dragon
#

"texture": "('textures/ui/hotbar_'+ $collection_index)"
this should work but if it doesn't

"$texture": "('textures/ui/hotbar_'+ $collection_index)",
"texture": "$texture"

this will work

polar frigate
#

Dang it, thankyou

polar frigate
#

It's been a couple days i've tried to figure it out LoL

manic dragon
placid geode
#

without the factory

polar frigate
river flower
manic dragon
#

Marketplace bug fix yay!!

placid geode
#

i don't even use marketplace 🥀

#

i don't even use controller 🥀

placid geode
manic dragon
#

Custom Factory with some issues 🥀

hexed briar
river flower
crisp merlin
#

for the button mapping thing

limpid reef
#

Ohh Mbad I wasn’t in the right server

weak cape
valid swan
#

I'm trying to add a clip_ratio to create a cooldown panel when I use a spell, but for some reason the animation doesn't play and the image doesn't appear. Does anyone know why?

{
  "cooldown@magic:main.variable_parse": {
    "type": "image",
    "$id": "($map + 12)",
    "texture": "textures/ui/control_white",
    "size": ["80%", "80%"],
    "clip_direction": "up",
    "$time": "#duration",
    "anims": ["@magic:inventory.cooldown_animation"],
    "layer": 4,

    "bindings": [
      {
        "binding_type": "view",
        "source_control_name": "objectives",
        "source_property_name": "#inventory_slots",
        "target_property_name": "#info"
      },
      {
        "binding_type": "view",
        "source_property_name": "$value",
        "target_property_name": "#time"
      },
      {
        "binding_type": "view",
        "source_property_name": "(#time * 1)",
        "target_property_name": "#duration"
      }
    ]
  },

  "cooldown_animation": {
    "anim_type": "clip",
    "from": 0.0,
    "to": 1.0,
    "duration": "$time"
  }
}
fringe wren
manic dragon
manic dragon
fringe wren
manic dragon
#

bindings of the factory not button

#

Search for factory in the file. you'll see it

upbeat gulch
#

Hello
I dont think its worth it to make a new post for that so ill ask here
How can i render an image unconditionally? So its just there everytime

weak cape
upbeat gulch
hardy lily
#

just want to confirm, is it possible to use query.is_pack_setting_enabled() inside the bindings?

hardy lily
#

got it

undone marsh
weak cape
upbeat gulch
upbeat gulch
whole jasper
#
                {
                    "name": "rightitem",
                    "binding": "q.item_slot_to_bone_name(c.item_slot)",
                    "texture_meshes": [
                        {
                            "position": [ 0.0, -5.0, -3.0 ],
                            "rotation": [ 90.0, 0.0, -49.0 ],
                            "texture": "crossbow_pulling_0"
                        }
                    ]
                }
            ]
placid geode
#

basically everywhere except jsonui

hardy lily
#

Ok thumbs_cat

oak verge
#

You can parse the value and pass it to the ui
If the screen you are using allows it

limpid reef
#

Yes I’m able to get it

placid geode
limpid reef
#

But how could I pass uuid through binding through like button_text_label

jovial hemlock
#

idk how to get that uuid

placid geode
#

fb1e73c4-fe4a-43d6-8e0c-8290392d94c5

#

like this

jovial hemlock
#

but there is no property in scripting to get that

placid geode
#

he's using pocketmine

#

so you need to use some custom server software

jovial hemlock
#

oh i see

oak verge
#

how do i make the npc screen allow me to anchor stuff to the bottom

oak verge
night holly
# oak verge

One of your parent panels will be scaled to the screen size I’m guessing, just scale the child to the required size (like [“100%”, 50]) then put the anchor next to that

oak verge
#

Will look into it tomorrow

#

Man that screen is the most confusing one i worked on

night holly
#

Never messed with it personally, doesn’t look fun from what I’ve seen lol

oak verge
#

Just hate it when one panel reference another and you end up in a rabit hole that goes through all the files

#

To call an empty padding

fringe wren
hardy lily
hardy lily
#

oh, nvm

#

it's already 8-4-4-4-12

wooden sluice
vocal urchin
manic dragon
candid shadow
gaunt apex
#

teach me making original Style

candid shadow
#

?

valid swan
#

** ** 😔
✋️ ** ** 🫳
🦵** **🦵

edgy root
#

Could someone help me explain why my visual elements are always visible?

candid shadow
chilly yacht
#

is it possible to get progress_text_label outside of hud_screen

#

nvm i got it

manic dragon
elder tapir
#

hey! Where does the client render the attack damage indicator? Is that just being rendered as part of lore?

normal moat
#

they are not separate. i think they are the part of [#hover_text](#1067870274894172260 message)

elder tapir
manic dragon
elder tapir
#

that would require editing all languages though, and i'd assume it wouldn't hide the actual value?

manic dragon
#

probably not, i don't remember correctly

normal moat
elder tapir
#

that's a shame, would've loved to hide that entirely by just ignoring that specific bit; seems like i'll need to do something more complex

fringe wren
#

does anyone know how to move display scoreboard to the left

#

like set setdisplay one

manic dragon
limpid reef
manic dragon
#

get the old pause_screen.json file

limpid reef
#

Oh and it still works??

#

Like I mean Minecraft still give data through deprecated json uis?

manic dragon
#

Pretty sure it still works

unique swan
oak verge
#

read the summary

graceful veldt
#

does anyone have a template for switch type variable?

#

for example, I said "test in chat we set a variable to true, saying it again set it to false

#

does anyone have a sample??

#

lol, I am so rusty to ts now

livid vault
delicate berry
#

Is there anyone who can help?

river flower
timid mountain
#

Hello I was wondering if anyone here could potentially help me code some warden animations. Specifically the walking and attack animations if possible?

timid mountain
#

which is the right one?

amber lance
#

Anybody know how to fix potion hud? Because it's becoming invisible for me after 1.21.31 update

charred lodge
#

why is this custom bossbar not overlapping the vanilla one? All the other bossbars I have do it

inner drum
#

not sure tho

vital edge
#

lol

earnest wind
#

What can I write in the "$pressed_button_name" section?

#

does this have a wiki?

earnest wind
glass valley
#

How do I make an animation run only once when an image is visible?

glass valley
#

Or where can I find about play_event

limpid reef
#

I make form json ui

#

Item container have so much hardcoded things

gentle orchid
#

Is there a way of doing translate with directly via a JSON UI label?
I've found out that the label string accepts expressions like %item.apple.name\n%item.diamond.name, but I haven't found a way to pass arguments to replace the %1, %2... keys like {translate: "", with: []} does

manic dragon
manic dragon
gentle orchid
#

Hmmm... I see. Thanks

patent bramble
#

Does json UI support animations?

manic dragon
#

Ofc it does

edgy root
tepid ember
#
"scope": {
        "type": "custom",
        "renderer": "live_player_renderer",
        "anchor_from": "center",
        "anchor_to": "center",
        "layer": -1,
        "offset": [
            0,
            1000
        ],
        "size": [
            500,
            800
        ]
    }
#

Is there a way to make the paperdoll adjust to the screen size of the player? For example, I want to use a model that fills the entire player screen, but I'm having trouble getting it to adjust to the screen size.

graceful veldt
tepid ember
#

I wanted to do a test to see how it turns out.

river flower
#

When I go full screen, it shows the unicode in a weird way (first image) but when I decrease the window size, unicode turns back to looking normal!

chilly yacht
#

probably one of the ugliest menus ive made

#

is this better

limpid reef
#

Better than vanilla 😂

chilly yacht
#

do you think its bad

limpid reef
#

Noo

chilly yacht
#

i think its just the text on the right

#

i would do hover text then just make it a grid

#

but what about mobile

limpid reef
#

Don’t you use item renderer for the blocks

#

?

chilly yacht
#

nope

#

its completely broken for me so

#

it renders blocks not items

limpid reef
#

Oh okk

limpid reef
chilly yacht
#

but it works on other forms

#

its so weird

#

and works fine on hud screen

limpid reef
#

Please ddui be more customisable and less hard coded pleaseee 🙏

chilly yacht
#

factsss lmao

proven kiln
weak cape
tepid ember
#

Hey guys, does anyone know if there's a way to remove lag if I send a long title? I made a system that adds a lot of elements to my screen, easily exceeding 2,000 characters, and my game starts losing FPS. Is there a way to fix this?

manic dragon
tepid ember
#
    player.onScreenDisplay.setTitle(`${" ".repeat(2000)}`,{fadeInDuration:0,fadeOutDuration:0,stayDuration:0})

Hey guys, does anyone know if there's a way to remove lag if I send a long title? I made a system that adds a lot of elements to my screen, easily exceeding 2,000 characters, and my game starts losing FPS. Is there a way to fix this?

#

That alone causes the game to lag.

#

Is there any way to solve this?

manic dragon
tepid ember
#
{fadeInDuration:0,fadeOutDuration:0,stayDuration:0})
#

Isn't this enough?

manic dragon
#

But the factory still generates the title

tepid ember
#

Just to know, if I do what you wrote, will I still be able to retrieve the information from the title?

manic dragon
manic dragon
#

#hud_title_text_string is a global binding
It can be accessed from anywhere in hud_screen

tepid ember
#

This is what I need to use to ignore the code.json { "hud_title_text_area": { "type": "panel", "factory": { "name": "hud_title_text_factory", "control_ids": { "hud_title_text": "[email protected]_title_text" } } } },

#

@manic dragon

#

?

#
"hud_title_text_area/factory":{
        "ignored": true
    }```
manic dragon
tepid ember
#

I will test it.

tepid ember
edgy root
tepid ember
#

I even tested it with 1500 and it's still having some FPS drops.

edgy root
#

Or isn't that how it should be?

manic dragon
tepid ember
tepid ember
#

It's impossible that it's the code.

manic dragon
#

You don't have any code on the UI side?

tepid ember
manic dragon
tepid ember
#

Wait, I think you're right.

#

I want you to take a look at my code. Do you think it's that bad?

#

@manic dragon

manic dragon
glass valley
#

Where can I find information about play_event?

edgy root
manic dragon
tepid ember
tepid ember
glass valley
#

But it just tells us that play_event is a string

manic dragon
glass valley
#

Is there a way to make an image's animation only play once each time it's displayed? If so, how?

tepid ember
#
     "root_panel/hud_title_text_area": {
        "ignored": true
    },```
I tested it by removing some of my code from the JSON UI, and it actually worked. I tested it with 10k characters and it's still running smoothly. Thank you very much, friend. @manic dragon
edgy root
manic dragon
#

Why didn't you use any parentheses. That's necessary

edgy root
#

ou

edgy root
lilac reef
#

how exactly is this relevant at this point, if I may ask?

#

like, at this point, there's not much someone can do if they wanted to make something that wasn't just different textures for blocks and entities, right?

edgy root
#

I had moved something

#

thxxx again

proven kiln
#

cause my preserve title text replaces the normal title text

hardy lily
#

can I do something weird for JSON UI like "$child_control": "server_form.$form_type"?

edgy root
#

You can't use >< at all?

#

For example, if the current position == 0, make it green (indicates the first) If the current position is > 0 and < 3, make it pink If the current position is > 2, make it red

manic dragon
edgy root
proven kiln
manic dragon
manic dragon
edgy root
#

thx again

river flower
#

Was I not supposed to use unicodes to show the number??

river flower
#

Did I do something stupid?

weak cape
river flower
#

that's it

weak cape
#

It was a question

#

Forgot to put a question mark

weak cape
river flower
#

It's a bit different

weak cape
#

Must be a client bug

#

Have you tried resizing it by a tiny bit?

river flower
#

Also the thing is this happens even when I don't change the font size at all

#

it happens for all sizes

manic dragon
leaden kayak
#

How do I get aux ids for custom items

normal moat
oak verge
#

yeah that's his name

chilly yacht
valid swan
#

What do you think is better for a spell system on the player HUD, used to execute spells and open an equipment menu?

Use ActionFormData buttons to execute spells:

  • Advantages: New buttons for the UI, and support for PC hotkeys to use spells.
  • Disadvantages: No console support, and it wouldn’t allow chargeable spells.

Move hotbar slots to be used for spells:

  • Advantages: The add-on becomes global, with support for chargeable spells.
  • Disadvantages: The player loses inventory slots.
chilly yacht
#

why not console support?

valid swan
chilly yacht
#

why?

#

i can select buttons with console on my uis?

valid swan
chilly yacht
#

well youre rendering a form so its not on the hud...

#

if its a form and there are buttons then itll work

valid swan
#

The HUD and the form are two different panels; they overlap, so when you try to use the hotbar, it doesn't work.

chilly yacht
#

but if you have a form open then you can press the buttons

valid swan
chilly yacht
#

and why not?

#

they are simply buttons

#

which console can interact with

valid swan
#

I asked a friend to test it with me on the console in my world, and he couldn't use the normal HUD, only the form.

chilly yacht
#

then add console support to your buttons

#

and i dont really know what you mean by hud

#

not even pc can press buttons purely displayed on the hud, only mobile players

#

the only way youre pressing buttons on pc or console is through a form

valid swan
#

hm...

#

the hud_screen and the server_form are two different panels, on mobile I can use custom_buttons from the form, but on PC and console I cannot.

chilly yacht
#

bad code then i guess

valid swan
#

'-'

chilly yacht
#

i have working fully custom buttons on console and mobile for forms

chilly yacht
#

ahh that

valid swan
#

I used it here for testing, and it doesn't work on consoles because it's a different screen.

chilly yacht
#

yeah thats only for mobile

#

that method of form rendering is

valid swan
#

Well, there's no support for console or PC.

#

🫠

chilly yacht
#

i believe its just keeping a form open 24/7 and ignoring form inputs other than buttons

manic dragon
valid swan
manic dragon
#

I can only see the hotbar in this case
You could store the hotbar items in a db when player tries to use spells and then bring them back after that

valid swan
manic dragon
#

Another way is to not remove the items at all ig
Just see which slot was selected when an item was used

#

Maybe not a good idea 😅

valid swan
weak cape
chilly yacht
weak cape
#

(When you type it in th search bar)

chilly yacht
#

yeah no thanks 😭

candid shadow
#

Is there a way to control previously cached fonts? Because whenever I replace a font file with another one, while keeping the same name and path, and then I close and reopen the game the old font still appears. I'm not talking about the default8 glyph

#

It works if I change the font name and path

#

Also, what other fonts does JSON UI support besides ttf and the default8 glyph?

chilly yacht
#

custom fonts work but only on global resource packs i believe

candid shadow
chilly yacht
#

ohhh

#

no clue

#

😭

#

never messed with them

candid shadow
#

I've seen some packs using otf but I lost the file

candid shadow
#

How do I hide this border? I tried setting false to $border_visible but it doesn't work

#

nvm I had to set $default_border_visible and $hover_border_visible

limpid reef
#

I would create my own button

valid swan
#

@chilly yacht -5 slots in the player's inventory 🫠

weak cape
#

The same thing for a search bar but yeah, it would lag a ton

valid swan
#

best way to keep your inventory clean

chilly yacht
#

they can just disable rp ahah

valid swan
#

Best Inventory

manic dragon
#

But doing it for too many strings will definitely cause lag :)

tepid ember
#

Is there a way for me to retrieve a number from the title and pass it to the alpha, so I can control the transparency level via the title?

#
[UI][error]-UI Control: hud_screen | UI Control: variables_button_mappings_and_controls | UI Control: safezone_screen_matrix | UI Control: inner_matrix | UI Control: safezone_screen_panel | UI Control: root_screen_panel | UI Control: root_panel | UI Control: bottom_right | On Control Path: /hud_screen/variables_button_mappings_and_controls/safezone_screen_matrix/inner_matrix/safezone_screen_panel/root_screen_panel/root_panel/bottom_right/{ui_control} | JSON UI parse failure: Must define a target property name in the binding!

Every time I try to pass an alpha via title, it gives this error.

#
{
                "binding_type": "view",
                "source_property_name": "($min * (#textbruto - ('%.7s' * #textbruto)))",
                "target_property_name": "#alpha"
            }```
#

That's correct, it's returning exactly one number in the title.

#
        "$alpha|default": 1,
        "alpha": "$alpha",
hollow needle
#

I added an aseprite animation to my hud_screen.json, but for some reason it only moves for a split second when I pause and resume the game

"sprite": {
  "type": "image",
  "texture": "textures/ui/charge_attack/full",

  "uv": "@server_form.image_uv_animation",
  "uv_size": [ 15, 15 ]
}
#

Did I do something wrong?

#

It does have the full.png and full.json files

#

Nvm, I just realized it's because the title is always reseting

candid shadow
candid shadow
#

Is it possible to bind a toggle's toggle state to another toggle's toggle state ? One toggle is a switch_toggle while the other is the recipe layout toggle

#

I'm trying to do it through the #is_recipe_book_layout binding

patent bramble
#

I'm doing it only resource pack sided

vale needle
#

hello does anyone know why my binding not subtracting the form_text?

{
  "text": {
    "type": "label",
    "anchor_from": "center",
    "anchor_to": "center",
    "text": "#testid",
    "font_type": "default",
    "font_size": "small",
    "font_scale_factor": 0.7,
    "size": [
      "default",
      "default"
    ],
    "text_alignment": "center",
    "layer": 32,
    "color": [
      1,
      1,
      1
    ],
    "offset": [
      0,
      0
    ],
    "bindings": [
      {
        "binding_name": "#form_text"
      },
      {
        "binding_type": "view",
        "source_property_name": "(#form_text - 'a')",
        "target_property_name": "#testid"
      }
    ]
  }
}

input: 12345aaa
output: empty

cunning bridge
vale needle
cunning bridge
#

try to add a "b"

#

since you are removing the "a"s it's still being converted into 12345

vale needle
#
{
   "binding_type": "view",
   "source_property_name": "(§z + #form_text - 'a')",
   "target_property_name": "#text"
}

but this works for some reason

#

what does §z mean?

cunning bridge
#

you can use §. to display texts that start with numbers

cunning bridge
vale needle
vale needle
#

i recently saw some message before about splitting strings are now impossible?

#

is that right?

cunning bridge
#

'b' not b

vale needle
#

i just tried

#

still same outcome

cunning bridge
#

hmm, splitting texts still works, try ```
"('%.2s' * 'ABCD')"

vale needle
#

still doesnt work

#

its empty

#

can i pay you to look on it and fix it? @cunning bridge

cunning bridge
#

that's interesting... because this works in 1.21.130

cunning bridge
#

you didn't provide any variables to the source_property name, change the form body to ABCD and use #form_text instead

vale needle
#

on form body

#

'1234'

cunning bridge
#

try to add '§.' before the multiplication?

#

i mean ('%.5s' * ('§.' + #form_text)

#

my theory is that since your text starts with a number it's being treated like you are multiplying a string by that number

vale needle
#

can i dm you? @cunning bridge

candid shadow
#
"recipe_toggle_survival@common_toggles.switch_toggle":{
    "$default_border_visible":false,
    "$hover_border_visible":false,
    "$toggle_name":"recipe_toggle_survival",
    "size": [15,20],

    "$toggle_binding_type": "global",
    "$toggle_state_binding_name": "#is_recipe_book_layout",
    "$focus_id": "recipe_toggle_survival",
    
    "$default_texture":"textures/ui/recipe/recipe_book_closed_default",
    "$pressed_texture":"textures/ui/recipe/recipe_book_closed_hover",
    "$hover_texture":"textures/ui/creative_icon"
  },```

Does anyone know why I can't click it, but if I remove `$toggle_binding_type` and `$toggle_state_binding_name` I can, but it doesn't do anything.
vagrant citrus
#

Where can I find the DDUI document?

candid shadow
inner drum
#

"hud_actionbar_text": {
        "anchor_from": "bottom_left",
        "anchor_to": "bottom_left",
        "offset": [0, 0],
        "texture": "textures/qwo/background/scoreboard_background",
        "text_alignment": "center",
        "alpha": 1
    }```
#

anyone know why my text alignement aint doing what it should

limpid reef
#

How to do a custom progress bar in the progress screen

#

I mean how to get the progress binding

chilly yacht
inland cliff
tepid ember
tepid ember
#

Can you help me?

graceful veldt
tepid ember
#

I'll make the code available for you to see. json "text_debug": { "type": "label", "text": "----------------------funcionou----------------------", "$percentage": 0.01, "$textbruto": "((('%.' + $number + 's') * ( #info - (( '%.'+ ( $number * $id) + 's') * #info))))", "$getText": "((('%.400s' * #textbruto) - ('%.11s' * #textbruto)) - '&')", // "$alpha_value|default": 0.1, "property_bag": { "#alpha": 0.01 }, // "alpha": "@core_elements.alpha_animation", "bindings": [ { "binding_type": "view", "source_control_name": "core_data", "source_property_name": "#core_data", "target_property_name": "#info" }, { "binding_type": "view", "source_property_name": "$textbruto", "target_property_name": "#textbruto" }, { "binding_type": "view", "source_property_name": "$getText", "target_property_name": "#text" }, { "binding_type": "view", "source_property_name": "((('%.10s' * #textbruto) - ('%.7s' * #textbruto)) * $percentage)", "target_property_name": "#alpha" } ] }, "alpha_animation": { "anim_type": "alpha", "from": "#alpha_value", "duration": 100, "to": "#alpha_value" }

#

I even tried with animation and property bags, either I'm doing it wrong or I don't know.

#

system.runInterval(() => {
    const player = world.getPlayers()[0]
    if (!player) return
    player.onScreenDisplay.setTitle([
        `core:active`.padEnd(400, "&") +
        `active1000     muito bom wendrew você é o pika mestre`.padEnd(400, "&")
    ], { fadeInDuration: 0, fadeOutDuration: 0, stayDuration: 0 })
})```
graceful veldt
#

hmmm... odd

inner drum
#

i got it working tho

tepid ember
valid swan
#

Does anyone remember which button showed the inventory?

vapid glen
graceful veldt
valid swan
valid swan
gray granite
#

Guy

#

using ActionFormData (server_form)

#

is there a way to make the button the be on the same row?

graceful veldt
#

guys how do I disable hotbar slots touch but still having elipse touch enabled

graceful veldt
gray granite
#

So u want to lock hotbar item from being moved but not the inventory item?

graceful veldt
#

you can't click anything in the hotbar slot at all

#

but you can still click the inventory button

manic dragon
manic dragon
graceful veldt
#
{
  "wysiwyg_reset_modal_ok@library_modal.modal_button": {
    "$button_mapping": "button.confirm_reset",
    "$button_text": "hudScreen.controlCustomization.resetConfirm"
  },

  "wysiwyg_reset_modal_cancel@library_modal.modal_button": {
    "$button_mapping": "button.cancel_reset",
    "$button_text": "hudScreen.controlCustomization.resetCancel"
  },

  "wysiwyg_close_without_saving_modal_ok@library_modal.modal_button": {
    "$button_mapping": "button.confirm_close_without_saving",
    "$button_text": "hudScreen.controlCustomization.closeWithoutSavingConfirm"
  },

  "wysiwyg_close_without_saving_modal_cancel@library_modal.modal_button": {
    "$button_mapping": "button.cancel_close_without_saving",
    "$button_text": "hudScreen.controlCustomization.closeWithoutSavingCancel"
  }
}```
#

wadahell is this

rocky quail
#

That's for the touch control customization screen

gilded scroll
#

Is json ui still need to use vanilla ui to modify into our own looking ui?

livid vault
#

Where can I find the file to customize it like in phone
{"[email protected]_item_details_factory": {}},
Which is in the common namespace screen how about the PC where I can find it

candid shadow
#

What does $toggle_group_forced_index do?

night holly
vapid glen
valid swan
vapid glen
# valid swan nham

Nn só pelo fato de se progamar no mobile já da pra entender pq se acha mais fácil

vapid glen
valid swan
vapid glen
warped mason
#

Anyone know if increasing the text limit of "#student_button_text" in NPCS is possible? pretty sure it's hardcoded but I figured I'd ask

clever vapor
warped mason
#

hmm..

proven kiln
#

Hey can someone help me

#

@manic dragon question?

#

how do i fix this error
[UI][error]-UI Control: long_form | UI Control: long_form | UI Control: panel_indent | UI Control: inside_header_panel | UI Control: scrolling_panel | UI Control: scroll_mouse | UI Control: scroll_view | UI Control: stack_panel | UI Control: background_and_viewport | UI Control: scrolling_view_port | UI Control: scrolling_content | UI Control: wrapping_panel | UI Control: long_form_dynamic_buttons_panel | ----------------------------------------------------
Unknown properties found in def[] from namespace[]

  • Unknown property [control_ids]

manic dragon
#

Don't know, there's no control_ids anywhere in the file

proven kiln
#

its coming from the "inside_header_panel@$child_control": {} i think

#

cause thats what renders the buttons without it i cannot see the buttons and the error goes away

#

i can try 1 more to but test where

#
    "type": "stack_panel",
    "size": [
      "100% - 4px",
      "100%c"
    ],
    "offset": [
      0,
      0
    ],
    "orientation": "vertical",
    "anchor_from": "top_middle",
    "anchor_to": "top_middle",
    "factory": {
      "name": "buttons",
      "control_name": "server_form.dynamic_button"
    },
    "collection_name": "form_buttons",
    "bindings": [
      {
        "binding_name": "#form_button_length",
        "binding_name_override": "#collection_length"
      }
    ]
  },```
#

its this bit right here

proven kiln
#

ima get off but someone @ me if u can help

#

also this channel

valid swan
#

hi

#

can .setActionBar display a custom ui i made on json ui?

muted spire
#

Hi all

#

whats wrong on it?

#

progress bar always 0

delicate berry
#

hi bro

stiff creek
#

D

candid shadow
#

Does anyone know why the custom font has this weird outline around it? It's the vanilla MinecraftFive font that is OreUI. This version is a ttf though, not an otf like the vanilla one

limpid reef
#

And what this even mean?

candid shadow
# limpid reef How to do ttf?

truetypefont, it's a font format. You can create custom fonts which aren't default8 by setting up font_metadata.json in the font folder

dry fractal
#

Is font D0 smaller than font E0 for the same image size?

full gale
#

How can I make it so when I load into the game it shows an background with text for a loading screen, then make it fade out after a couple seconds? I'm new to JSON UI.

full gale
candid shadow
hardy lily
#

I just realized all server resource packs go into the temp folder. and that's why I got a complaint about texture pack being broken 🤦

dry fractal
#

If I use the E1 font, the icon will look very large like this, but if I use the D0 font, it will be very small. Is there a way for me to adjust the display size of the icon without affecting its quality?

polar frigate
#

For icon... There's a lot issues if you're using the others... Like the size, the color, etc

dry fractal
polar frigate
#

Yeah? Make a bigger canvas, so you can make smaller image for every cells

dry fractal
polar frigate
spiral basalt
#

Does someone have the the ore ui textures?

#

Like presets idk

#

So I can use

candid shadow
#

Can I use bindings in the "ignored" property of bindings? Not the one in controls

river flower
#
            {
                "binding_type": "view",
                "source_property_name": "(('%.90s' * #hud_title_text_string - '%.88s' * #hud_title_text_string) / 100)",
                "target_property_name": "#block_scale"
            },

Why does this not properly divide by 100?

#

It's a number (e.g. 20) so 20/100 should get 0.2

#

What happens is that it applies 20 instead of 0.2 even though I divided by 100

#

Thanks bro

#
            {
                "binding_type": "view",
                "source_property_name": "(('%.90s' * #hud_title_text_string - '%.88s' * #hud_title_text_string) * 0.01)",
                "target_property_name": "#block_scale"
            },

Nope still not working...

muted spire
#

how it's working, if it's already set $max_health 5.0 it's working correct. But when i get #max_health from string it's not working

#

"type": "image",
"size": ["100%", "100%"],
"layer": 1,
"$one": 1,
"$max_health": 5.0,
"#max": 5.0,
"clip_direction": "left",
"clip_pixelperfect": false,
"texture": "textures/ui/experiencebarfull",
"bindings": [
{
"binding_name": "#hud_title_text_string"
},
{
"binding_type": "view",
"source_property_name": "((('%.5s' * #hud_title_text_string) - ('%.4s' * #hud_title_text_string)) * $one)",
"target_property_name": "#health"
},
{
"binding_type": "view",
"source_property_name": "((('%.12s' * #hud_title_text_string) - ('%.10s' * #hud_title_text_string)) * $one)",
"target_property_name": "#max"
},
{
"binding_type": "view",
"source_property_name": "(($max_health - #health) / $max_health)",
"target_property_name": "#clip_ratio"
}
]

vernal imp
#

is it possible to make an outline block thicker?

paper yew
#

factory with player_name_sidebar is possible?

#

with id/flag

polar frigate
river flower
sterile bobcat
#

Is it possible to dynamically add hud elements and have those elements dynamically move to not overlap?

Basically a custom status effect side bar.

sterile bobcat
# weak cape yes

How would I push a new hud element to an existing panel?

I know you can render something with a specific title string, but I have no clue how could I make an element “aware” of its surroundings in order for it to move.

weak cape
#

search for "chat message notifications"

sterile bobcat
rocky canyon
#

Why I can't change the item names position despite modifying its offset?

manic dragon
rocky canyon
jovial hemlock
#

hello

#

anyone knows why this does not work:
the default text

#
{
                            "logic@settings_common.option_text_edit_control": {
                                "offset": [5, 0],
                                "layer": 5,
                                "size": ["100%-6px", "100%-6px"],
                                "anchor_from": "center",
                                "anchor_to": "center",
                                "$option_label": "#custom_text",
                                "$option_enabled_binding_name": "#custom_input_enabled",
                                "$enabled": true,
                                "$text_background_default": "common.empty_panel",
                                "$text_background_hover": "common.empty_panel",
                                "$text_box_text_color": [1.0, 1.0, 1.0, 1.0],
                                "$place_holder_text_color": [0.6, 0.6, 0.6, 1.0],
                                "$text_edit_box_content_binding_name": "#custom_input_text",
                                "$text_edit_box_binding_collection_name": "custom_form",
                                "$text_edit_box_binding_type": "collection",
                                "$place_holder_text": "#custom_placeholder_text",
                                "$text_edit_box_placeholder_content_binding_name": "#custom_placeholder_text",
                                "$text_edit_box_placeholder_content_binding_type": "collection",
                                "$text_edit_box_placeholder_binding_collection_name": "custom_form",
                                "$text_edit_box_grid_collection_name": "custom_form",
                                "$text_box_name": "custom_input",
                                "$text_box_enabled_binding_name": "#custom_input_enabled",
                                "$text_edit_box_enabled_binding_type": "collection",
                                "max_length": 32767
                            }
                        }
valid ridge
#

i just found out than you can use "orientation": "vertical" on flipbook animations to make it vertical lol

jovial hemlock
#

??

valid ridge
# rocky quail What

apparently flipbook anims only defaults horizontally which is inconvenient since blockbench only supports vertical flipbooks.
and on documentation it doesnt says it supports orientation but this works

"tail_animation": {
    "anim_type": "flip_book",
    "orientation": "vertical", //makes the flipbook to cut vertically
    "initial_uv": [
      0,
      0
    ],
    "frame_count": 100, 
    "frame_step": 18,
    "fps": 30,
    "reversible": false,
    "easing": "linear"
  }
limpid reef
ocean valley
#

Using our code and our textures? sad_sonic

left yew
sterile bobcat
#

When I render stuff using #hud_title_text_string, the mob status effect bar stops showing :b

is there a way to prevent this?

final matrix
#

Hi

#

can anyone help a bit

oak verge
#

don't ask to ask
no one is going to commit to an unknown request/question, and even if they did no guaranties that they know the answer
so just ask you qustion

weak cape
#

🗣️

sinful violet
limpid reef
#

J’espère juste qu’ils vont pas enlever json ui

#

Car pour l’instant ddui c’est moins performant + le seul truc qui change c’est un rafraîchissement continue

#

Mais reste à voir les majs qui arrivent

sinful violet
limpid reef
#

Ouais

sinful violet
rocky canyon
#

what is the anchored_offset_value_x/y's type? Is it string or others?

rocky canyon
#

or just pixel

limpid reef
#

Pixel

#

You can also use anchored_offset_value_x_absolute

rocky canyon
#

so the absolute is the persentage

#

without it is pixel

limpid reef
#

Idk

#

Try it

final matrix
#

.

#

#1471179810666447002

limpid reef
#

i want just the sword

#

"sword_anim": {
"anim_type": "flip_book",
"orientation": "vertical",
"initial_uv": [0, 0],
"frame_count": 4,
"reversible": true,
"frame_step": 16,
"fps": 6,
"next": "@hud.sword_anim"
},

manic dragon
#

How many frames do you have and what's their height?

limpid reef
#

4 frames

#

Texture 16x64 px

#

Frame: 16x16

manic dragon
limpid reef
placid geode
# limpid reef how can i prevent this?

"sword_anim": {
"anim_type": "flip_book",
"orientation": "vertical",
"frame_count": 4,
"fps": 6
},

and in your image element add this "uv_size": [16, 16]

rocky canyon
#

my offset still can't pass into #anchored_offset_value_x/y,is there something wrong in my code?

placid geode
#

again, based in the size of the parent

sterile bobcat
#

When I render stuff using setTitle, the mob status effect bar stops showing

is there a way to prevent this? Xd

placid geode
#

idk lol it happens to me too, maybe it's a bug

placid geode
# placid geode anchored offset doesnt work with "center" anchor, also anchored offset it's a pe...

your bindings should be fine, Even so, there are some recommendations i want to give you, don't use font_type and font_scale_factor at the same time, only use one (font_size is ok but font_scale_factor is better, so use font_scale factor lol), also you don't need to declare it in every label if you plan to use scale 1 as 1 is the default, Finally, try to format your bindings and use as few parentheses as possible; this will prevent errors (especially the "Must define a property bla bla bla" error) and if something goes wrong, you'll be able to find the problem faster

hexed briar
#

Huh.

#

Recently Inventory UIs are having really a lot of changes lately.

#

All of the existing elements and references are now just moved to common UIs.

#

Basically for those who have badly modified inventory screens. well it's gonna take quite a while to update.

#

Most of the stuff doesn't exist on the inventory UIs file anymore, just somehow moved to common file.

candid shadow
#

Is it possible to detect a villager's profession and biome in its trading screen, only resource pack side?