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Gui Fields Explanation

Dalton Burchard edited this page Feb 5, 2021 · 6 revisions

guiKey Field

{
  "guiKey": "ANY_ONE_WORD_STRING"
}

This field is required

This is the key that GuiManager will store you Gui under in the cache map, this is the key that you use when opening the gui with /opengui <gui-key>. Do not that having 2 gui's with the same guiKey will not work, and result in only one of the gui's being loaded


displayName Field

{
  "displayName": "&c&lThis support color & placeholders %player_name% !"
}

This field is required

This value will set the name of your Gui, this support colors codes & PlaceholderAPi placeholders


slots Field

{
  "slots": "9"
}

This field is required if you do not specify a inventoryType field!

This value will set the amount of slots your gui has, do not this can only be done in multiples of 9 and up to a meximum slot count of 54! It is also noted that if you do not put a inventoryType or slots field that your gui will not load! You can either have just the slots field (By default it will set it to a chest) or the inventoryType & slots field, DO NOTE most inventories besides chests do not support resizing, so just have one of these field on your Gui configuration!

inventoryType Field

{
  "inventoryType": "CHEST"
}

This field is optional! Do note if you specify this your slots field may not take any effect! (EG: Brewing Stands, Anvils)

This value will set the InventoryType of your GUI, this is mainly untested but should work!

openCommands Field

{
  "openCommands": [
    "example"
  ]
}

This field is required to have at least one command name in it!

If you are confused by this, this is basically how you can open the gui, if you have the following example above, the command /example will open this gui!

openPermission Field

{
  "openPermission": "example.open"
}

This field is not required!

If a permission is specified, then the player will be forced to have that permission before openining the GUI

onInventoryOpenEvent Field

{
  "onInventoryOpenEvent": [
    "playSound(ENTITY_SKELETON_HURT)"
  ]
}

This field is not required

Any actions you want to run when this inventory is opened is available here! If you want a list of available actions Click Here

onInventoryCloseEvent Field

{
  "onInventoryCloseEvent": [
    "playSound(ENTITY_SKELETON_HURT)"
  ]
}

This field is not required

Any actions you want to run when this inventory gets closed is available here! If you want a list of available actions Click Here