# Name of panel used for indentification in the code detail_panel: # Title of the panel shown to the user. This is a reference and the reference will be translatable in the locale file title: level.gui.titles.detail-panel # The type of panel to show. Options are INVENTORY, HOPPER, DROPPER. INVENTORY is that standard chest inventory and # the others refer to the inventories shown for those items. type: INVENTORY # The background of the panel. These items will be shown if other items are not there. STAINED_GLASS_PANEs give a good effect. background: icon: BLACK_STAINED_GLASS_PANE # Each item may have text applied to it, but usually for background items, nothing is shown. title: "&b&r" # Empty text. This is using the Bukkit chat color coding with &'s. border: # The border of each panel may be shown as a different item. # It can be used to provide a contrast to items in the panel. icon: BLACK_STAINED_GLASS_PANE title: "&b&r" # Empty text # This tag indicates which rows in the panel must be shown. The panel will be sized vertically accordingly. This does not include the borders. # This can be a list and rows must be between 1 and 6, if used. force-shown: [] # The content section contains details of each item/button in the panel. The numbers indicate the rows and then then columns of each item. content: # Row number 1: # Column number 2: # Icon is a Bukkit Material. icon: STONE # Title of the button shown to the user. This is a reference and the reference will be translatable in the locale file title: level.gui.buttons.all_blocks.name # Description of the button shown to the user in the lore. This is a reference and the reference will be translatable in the locale file description: level.gui.buttons.all_blocks.description # The data section is a key-value list of data relavent for this button. It is interpreted by the code implemented the panel. # The convention is to specify the type and the panel tab that will open if pressed. These are Enums in the code. data: # Type button will go to the ALL_BLOCKS tab when clicked. type: TAB tab: ALL_BLOCKS # Actions cover what happens if the button is clicked or the mouse is moved over it. There can be multiple actions possible for different # click-types. actions: # Each action has an arbitrary descriptive name to define it. view: # The click-type is the same as the bukkit {@link org.bukkit.event.inventory.ClickType}. UNKNOWN is the default. click-type: unknown # tooltip is a locale reference that will be translated for the user and shown when they hover over the button. tooltip: level.gui.tips.click-to-view 3: icon: GRASS_BLOCK title: level.gui.buttons.above_sea_level.name description: level.gui.buttons.above_sea_level.description data: type: TAB tab: ABOVE_SEA_LEVEL actions: view: click-type: unknown tooltip: level.gui.tips.click-to-view 4: icon: WATER_BUCKET title: level.gui.buttons.underwater.name description: level.gui.buttons.underwater.description data: type: TAB tab: UNDERWATER actions: view: click-type: unknown tooltip: level.gui.tips.click-to-view 5: icon: SPAWNER title: level.gui.buttons.spawner.name description: level.gui.buttons.spawner.description data: type: TAB tab: SPAWNER actions: view: click-type: unknown tooltip: level.gui.tips.click-to-view 9: # You can create multiple buttons. By default it is one. icon: IRON_TRAPDOOR # [filter] is a placeholder for different filter types. It will be replaced with name, value, count. title: level.gui.buttons.filters.[filter].name description: level.gui.buttons.filters.[filter].description data: type: FILTER # the value of filter button. Suggestion is to leave first value to name if you use single button. filter: NAME actions: up: click-type: left tooltip: level.gui.tips.left-click-to-cycle-up down: click-type: right tooltip: level.gui.tips.right-click-to-cycle-down # There is also select action. With it you can create multiple filter buttons. # select: # click-type: unknown # tooltip: level.gui.tips.click-to-select 2: # If a button is used repeatedly then it can be mentioned by name and then defined in the 'reusable' section 2: material_button 3: material_button 4: material_button 5: material_button 6: material_button 7: material_button 8: material_button 3: 1: # In this case, the icon is defined as a TIPPED_ARROW with and enchantment applied. The format for the enchantment is # define in {@link world.bentobox.bentobox.util.ItemParser} and available for POTIONS or TIPPED_ARROWs. # Format TIPPED_ARROW:NAME::::QTY # LEVEL, EXTENDED, SPLASH, LINGER are optional. # LEVEL is a number, 1 or 2 # LINGER is for V1.9 servers and later # Examples: # TIPPED_ARROW:STRENGTH:1:EXTENDED:SPLASH:1 # TIPPED_ARROW:INSTANT_DAMAGE:2::LINGER:2 # TIPPED_ARROW:JUMP:2:NOTEXTENDED:NOSPLASH:1 # TIPPED_ARROW:WEAKNESS::::1 - any weakness enchantment icon: tipped_arrow{CustomPotionColor:11546150} title: level.gui.buttons.previous.name description: level.gui.buttons.previous.description data: type: PREVIOUS indexing: true actions: previous: click-type: unknown tooltip: level.gui.tips.click-to-previous 2: material_button 3: material_button 4: material_button 5: material_button 6: material_button 7: material_button 8: material_button 9: icon: tipped_arrow{CustomPotionColor:8439583} title: level.gui.buttons.next.name description: level.gui.buttons.next.description data: type: NEXT indexing: true actions: next: click-type: unknown tooltip: level.gui.tips.click-to-next 4: 2: material_button 3: material_button 4: material_button 5: material_button 6: material_button 7: material_button 8: material_button # This is where reuable buttons are defined. reusable: # This is the name of the button that is referenced material_button: # If the icon for a button is not defined, it defaults to AIR and so effectively will not be shown. # icons are usually not defined if the icon is going to be dynamically set in the panel, e.g. in this case the material will vary #icon: STONE title: level.gui.buttons.material.name description: level.gui.buttons.material.description data: type: BLOCK