Analyze Minecraft Bedrock JSON UI as part of a full addon or resource-pack stack. Use when Codex must connect UI files to custom textures, fonts, blocks, entities, attachables, animations, or broader addon asset structure rather than treating JSON UI as isolated files.
Explain the fundamentals of Minecraft Bedrock JSON UI in practical addon terms. Use when Codex must teach or reason about what a resource pack is, how JSON UI files are loaded, what uidefs.json and screen files do, how screens differ from templates, how Bedrock layout works across device sizes, or when a task is…
Design, debug, and implement custom Minecraft Bedrock JSON UI toggles, toggle animation illusions, hover/focus visuals, toggle-state factories, and button-event alternatives. Use when working with common.toggle, commontoggles, uitemplatetoggles.json, local button/toggle templates, focus border colors, hover animation…
Diagnose Bedrock JSON UI failures. Use when Codex must find why a screen does not render, a server form does not replace, a HUD panel stays hidden, a binding-derived value is wrong, a chat or actionbar protocol is misparsed, or a texture path or pack dependency breaks Minecraft Bedrock JSON UI behavior.
Explain and apply the core structure of Minecraft Bedrock JSON UI. Use when Codex needs to reason about uidefs.json, namespace layout, screen registration, modifications, factories, panel insertion, and the resource-pack file structure behind Bedrock JSON UI.
Use when the user asks for layout, positioning, alignment, symmetry, equal spacing, or pixel-correct sizing of Bedrock JSON UI elements. Translates the user's intent (prompt or annotated image) into the IR YAML described in docs/41-ir-spec.md and schemas/ir.schema.json. Pairs with mcbe-json-ui-tools-runner to compile…
Explain and implement Bedrock JSON UI logic rules. Use when Codex must analyze bindings, preserved text, string slicing, printf-style %.s text formatting, fixed-width payloads, first-line extraction, chat locate-message parsing, actionbar or title driven protocols, visibility expressions, value extraction, and…
Route broad or end-to-end Minecraft Bedrock JSON UI work to the smallest applicable specialist skill. Use when a request crosses layout, data flow, forms, HUD, assets, pack integration, and validation, or when ownership is unclear.
Reuse proven Bedrock JSON UI patterns from included sample packs and local utility mirrors. Use when Codex must build or adapt animated progress bars, topbar notifications, scoreboards, chest or pocket containers, quick-container utilities, desktop/touch HUD menus, reusable presets, custom chat panels, static…
Research and route Minecraft Bedrock JSON UI questions to the right authority. Use when Codex must decide whether to rely on local sample packs, official sample screens, community reference docs JSON UI pages, or vanilla resource mirror, and when answers need explicit confirmation vs inference labeling.
Validate and reason about Minecraft Bedrock JSON UI using schema sources. Use when Codex must compare or use Blockception, DJStompZone, or Bugrock JSON UI schema files, configure VSCode json.schemas, inspect schema coverage for ui, uidefs, globalvariables, or sprite UI metadata, or explain what schema validation can…
Use when an AI agent opens this repository for the first time, or when tools/ commands fail. Runs the AGENTS.md self-bootstrap protocol (Node check, npm install, workspace + state, optional vanilla-index) via tools/setup.mjs and tools/doctor.mjs without modifying the user's system.
Analyze and implement Bedrock JSON UI server form customization. Use when Codex must modify serverform.json, long or custom form routing, chest or furnace form substitution, title-prefix based form detection, custom server form button grids, image rows inside forms, polished form shells, or multi-form factory patterns…
Use tools and tool-generated references for Minecraft Bedrock JSON UI work. Use when Codex must reason about visual JSON UI editing, builder-generated UI examples, chest-like form tooling, AUX ID generation, vanilla JSON UI dumping, dynamic-form-library-style form libraries, or practical authoring workflows from…
Use to execute the kit's deterministic Node CLI under tools/ (ir-validate, solve, compile, validate, run, build-vanilla-index, init-project, render, diff). Knows the call order, expected exit codes, output files, and how to react to failures by editing the IR rather than the compiled JSON UI.
Verify and use vanilla Minecraft Bedrock texture and icon paths for JSON UI. Use when Codex must confirm textures/ui/, item icon atlas entries, block icon atlas entries, vanilla screen file names, or explain how to find and apply the correct vanilla asset source without hallucinating nonexistent paths. Use vanilla…
Use when the user asks for a screen that should reuse vanilla MCBE preset frames (modals, dialogs, form bodies, content buttons, scrolling panels). Pairs the IR extends field with data/presets-catalog.json to emit [email protected] style references with correct $variables instead of hand-rolling the…
Resolve, render, inspect, and compare a final Minecraft Bedrock resource-pack JSON UI screen locally, including cross-file inheritance, server-form fixtures, collection data, textures, states, and layout diagnostics. Use after UI integration when an IR-only preview is insufficient.
Look up exact Minecraft Bedrock JSON UI control types, properties, bindings, catalog records, and vanilla evidence. Use when an answer must cite a verified name or path instead of inferring from memory.
Mine working Minecraft Bedrock JSON UI packs into traceable patterns while preserving source tier, license, revision, and redistribution limits. Use for sample comparison or corpus-backed pattern extraction, not unsupported copying.
Select, specify, and generate original Minecraft Bedrock JSON UI textures from catalog evidence. Use for buttons, panels, icons, state sets, pixel-art style, palettes, dimensions, and same-stem nine-slice metadata; use a layout skill separately for control geometry.
Design and verify Minecraft Bedrock JSON UI proportions, positions, sizes, spacing, alignment, typography, nine-slice surfaces, and button states from measured evidence. Use for visual layout decisions; use a data-flow skill separately for bindings or protocols.
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