pattern. This field determines the pattern of the menu, or in other words - the amount of rows that the menu has and the items in the menu. This field is a list of strings that represents the rows of the menu. Each string should contain the amount of columns the menu has. (Regular menu types should have 9 items in a row, hoppers should have 5, etc.) Each item in the menu is represented by a unique character, and can be set in any slot in the menu. Similar chars will represent the same item.
itemssection in the menu. Under this section, each item should have a section where you can style it to your own liking. The name of the section is the unique char you chose for your item. For the examples above, the unique chars are
B. Therefore, the
itemssection will be like the following:
amplifier. Here is an example for a potion item with a speed 2 effect that lasts for 5 minutes:
soundssection, and as sub-sections, each char of the item you want to apply a custom sound for. The sound sections should have the following fields:
commandssection to execute custom commands. Commands can be executed by the Console, or can be executed by the player that clicks the item. Besides that, you can use
%player%to get the name of the player that clicked the item.
[player]at the start of the command.
[player] [tp]will make the player to execute /is tp. For a command with args, simply add the args outside of the brackets.
/at the start.
bc &cHello!will execute
/bc &cHello!by the Console.
[close]to close the menu, and
[back]to go to the previous menu.
permissionssection, and as sub-sections, each char of the item you want to apply a required permission for. The permissions sections should have the following fields:
customfolder - each file represents a custom menu. Besides the regular fields of the other menus, custom menus must have the following fields: