How the GUI system works
Structure
This is the structure of your GUI. The .
are the empty spaces, they're also the spaces where collections get added to automatically for category guis.
structure:
- "# # # # ? # # # #"
- "# . . . . . . . #"
- "# . . . . . . . #"
- "# . . . . . . . #"
- "# . . . . . . . #"
- "# # # B C N # # #"
Ingredients
These are the ingredients, each ingredient has an item icon which is one character, you can add this character to the structure to make the item show in that slot in the GUI.
ingredients:
filler:
gui_item: BLACK_STAINED_GLASS_PANE
item_icon: "#"
item_name: "&f"
item-lore: []
custom_model_data: 1069
collections_main:
gui_item: PAINTING
item_name: "&aCombat Collections"
item_icon: "?"
custom_model_data: 1069
item-lore:
- "&7View your combat Collections!"
combat:
gui_item: GOLDEN_HOE
item_name: "&bCombat Collections"
item_icon: "F"
custom_model_data: 1069
item-lore:
- "&7View your combat collections"
back:
gui_item: ARROW
item_name: "&aGo Back"
item_icon: "B"
custom_model_data: 1069
item-lore:
- "&7to the"
- "&7previous page"
next:
gui_item: ARROW
item_name: "&aNext"
item_icon: "N"
custom_model_data: 1069
item-lore:
- "&7Go to the"
- "&7next page"
close:
gui_item: BARRIER
item_name: "&cClose"
item_icon: "C"
item-lore: []
actions:
opengui: main
play_sound:
sound: "ENTITY_ITEM_PICKUP"
volume: 1.0
pitch: 1.0
Actions
There is a actions system with which you can make certain items do certain things when left clicked, here are all the available actions (opengui, play_sound, run_command & send_message):
actions:
opengui: main
play_sound:
sound: "ENTITY_ITEM_PICKUP"
volume: 1.0
pitch: 1.0
send_message:
message: You have not unlocked this yet!
run_command:
command: crafting open dirt_minion # example command
as_op: true