GUI configuration
See also Custom GUI items and Defining items.
The GUI configuration is defined in the config.yml
. These define the static UI elements such as the back button, quest locked display etc. All options accept the standard ItemStack definition format described in defining items.
Back button
gui.back-button
The back button displayed within sub menus.
gui:
# ...
back-button:
enabled: true
slot: 45
name: "&cReturn"
lore:
- "&7Return to the categories menu."
type: "ARROW"
Page previous
gui.page-prev
The previous page button displayed on paiginated menus.
gui:
# ...
page-prev:
enabled: true
slot: 48
name: "&7Previous Page"
lore:
- "&7Switch the page to page &c{prevpage}."
type: "FEATHER"
The {prevpage}
variable represents the page number for the previous page.
Page next
gui.page-next
The next page button displayed on paiginated menus.
gui:
# ...
page-next:
enabled: true
slot: 50
name: "&7Next Page"
lore:
- "&7Switch the page to page &c{nextpage}."
type: "FEATHER"
The {nextpage}
variable represents the page number for the next page.
Page description
gui.page-next
The current page item displayed on paginated menus. The amount of this item will automatically update on the page number.
gui:
# ...
page-desc:
enabled: true
slot: 49
name: "&7Page &c{page}"
lore:
- "&7You are currently viewing page &c{page}."
type: "PAPER"
The {page}
variable represents the page number for the current page.
Quest locked display
gui.quest-locked-display
The item is used to represent locked quests. A quest is locked if its requirements are not met.
gui:
# ...
quest-locked-display:
name: "&c&lQuest Locked"
lore:
- "&7You have not completed the requirements"
- "&7for this quest (&c{quest}&7)."
- ""
- "&7Requires: &c{requirements}"
- "&7to be completed to unlock."
type: "RED_STAINED_GLASS_PANE"
The {quest}
variable represents the quest display name, with its formatting stripped.
The {questcolored}
variable represents the quest display name, with its formatting left as is.
The {questid}
variable represents the quest ID.
The {requirements}
variable represents the display names of the quests needed to unlock this quest. By default, this name is truncated to show only the first quest, with a number after (e.g. “Example II +4 more”). This behaviour is defined at Basic options § GUI-truncate requirements
Quest permission display
gui.quest-permission-display
The item is used to represent quests which the player does not have permission to start.
gui:
# ...
quest-permission-display:
name: "&6&lNo Permission"
lore:
- "&7You do not have permission for this"
- "&7quest (&6{quest}&7)."
type: "BROWN_STAINED_GLASS_PANE"
The {quest}
variable represents the quest display name, with its formatting stripped.
The {questcolored}
variable represents the quest display name, with its formatting left as is.
The {questid}
variable represents the quest ID.
Quest cooldown display
gui.quest-cooldown-display
The item is used to represent quests which are repeatable, the player has completed, but are on cooldown.
gui:
# ...
quest-cooldown-display:
name: "&e&lQuest On Cooldown"
lore:
- "&7You have recently completed this quest"
- "&7(&e{quest}&7) and you must"
- "&7wait another &e{time} &7to unlock again."
type: "ORANGE_STAINED_GLASS_PANE"
The {quest}
variable represents the quest display name, with its formatting stripped.
The {questcolored}
variable represents the quest display name, with its formatting left as is.
The {questid}
variable represents the quest ID.
The {time}
variable represents the formatted time remaining until the cooldown period is over. This can be configured in the messages section.
Quest completed display
gui.quest-completed-display
The item is used to represent quests which are completed and not repeatable.
gui:
# ...
quest-completed-display:
name: "&a&lQuest Complete"
lore:
- "&7You have completed this quest"
- "&7(&a{quest}&7) and cannot."
- "&7repeat it."
type: "GREEN_STAINED_GLASS_PANE"
The {quest}
variable represents the quest display name, with its formatting stripped.
The {questcolored}
variable represents the quest display name, with its formatting left as is.
The {questid}
variable represents the quest ID.
No started quests
gui.no-started-quests
This is shown as the only item in the quest started menu if the player has not started any quests.
gui:
# ...
no-started-quests:
name: "&c&lNo Started Quests"
lore:
- "&7Go start some!"
type: "FEATHER"
Quest cancel yes
gui.quest-cancel-yes
Confirmation item in the quest cancel menu.
gui:
# ...
quest-cancel-yes:
name: "&a&lConfirm Cancel"
lore:
- "&7Confirm you wish to cancel"
- "&7this quest and lose all"
- "&7progress."
type: "GREEN_STAINED_GLASS_PANE"
Quest cancel no
gui.quest-cancel-no
Cancellation item in the quest cancel menu.
gui:
# ...
quest-cancel-no:
name: "&c&lAbort Cancel"
lore:
- "&7Return to the quest menu."
type: "RED_STAINED_GLASS_PANE"
Quest cancel background
gui.quest-cancel-background
Background item in the quest cancel menu.
gui:
# ...
quest-cancel-background:
type: "GRAY_STAINED_GLASS_PANE"