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All information on inventories.
Informations
Overview
The plugin includes an inventories
folder that will contain all your inventories. Each inventory is represented by a separate file, allowing you to create as many inventories as needed, and you can organize them into subfolders.
In the default configuration, you have the following structure:
Syntax
Name
The name of the inventory that will be displayed in-game. You can use colors (&<code>
) to format the text and placeholders (%placeholder%
) to dynamically insert values, such as player names or other variables. Keep in mind that some server versions may impose a character limit on inventory titles.
If your inventory has multiple pages, use these placeholders:
%page%
- Current page number%maxPage%
- Last page number
Size
Defines the number of slots in the inventory. The size must be a multiple of 9, as Minecraft inventories are organized in rows of 9 slots. The inventory size can range from 9 to 54, which translates to 1 to 6 rows. The valid options are:
9 (1 row)
18 (2 rows)
27 (3 rows)
36 (4 rows)
45 (5 rows)
54 (6 rows)
Fill Item
This option allows you to fill all empty inventory slots with a specific item stack. This is useful for creating a consistent visual layout or preventing empty slots from being displayed. Refer to the item information for more details on how to define item stacks.
Update Interval
Specifies how often the buttons in the inventory should be refreshed, in milliseconds. This is useful for dynamic inventories that need to update their content regularly, such as displaying live player stats. Note that for buttons to be updated, they must have the update option enabled. More details can be found here.
Clear Inventory
When set to true, this option clears the player's inventory upon opening the custom inventory and restores it when closing. This is particularly useful for displaying an unobstructed view or image within the inventory without any interference from the player's items.
Matrix
The matrix configuration helps organize items visually in an inventory by representing slot arrangements using characters. Each character in the matrix corresponds to an item defined in the items section, making it easier to create complex layouts.
In the example below, the inventory is named &8Test
and has a size of 54 slots. The matrix defines the arrangement of items in the inventory, where the character A
represents slots filled with diamonds. This creates a bordered layout with diamonds. The items section maps the character A
to a diamond item, making the configuration more intuitive and simplifying the creation of visually structured inventories.
Items
Defines the buttons or items that will be placed in the inventory. Each button can be configured to perform specific actions, such as executing commands or opening other inventories. For detailed information on configuring buttons, please refer to the button configuration guide.
OpenWithItem
Opens the inventory through interaction with an item. You must define the item's details, the actions to be performed (full list here), and the type of verification required.
Open Requirement
For more information, refer to the here.
Translated Name
Allows you to translate the inventory name into multiple languages.
Patterns
After creating your patterns, add them to your inventory like this:
You must place the name of your file in the patterns
folder. You can add as many patterns as you want.
Example from zAuctionHouseV3:
Using patterns helps reduce the complexity and size of individual inventory configurations by allowing you to define reusable layouts or elements. This is particularly useful for maintaining consistency across multiple inventories and making future adjustments easier.
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