GUI Configuration

gui.yml controls GUI items, item meta, display conditions, and upgrade item templates.

Item Meta Supported Everywhere

Most GUI items support this format:


slot: 13
material: "COMPARATOR"
amount: 1
name: "<aqua><b>Pet Settings"
lore:
  - "<gray>Open pet settings"
model_data: 1001
custom_model_data: 1001
skull_texture: "base64 texture"
use_pet_texture: true
glow: true
enchants:
  - "sharpness:1"
item_flags:
  - "HIDE_ATTRIBUTES"
  - "HIDE_ENCHANTS"
hide_attributes: true
hide_enchants: true
hide_unbreakable: true
unbreakable: true
damage: 0
data:
  key: "sincepet:example"
  value: "example-value"
display:
  conditions:
    - "active_pet"

use_pet_texture is only meaningful for collection pet items. When it is true and the material is PLAYER_HEAD, the

icon uses the texture from the matching pets/*.yml file.

Border


border:
  material: "BLACK_STAINED_GLASS_PANE"
  name: " "

The border is used in the bottom row of collection/upgrades menus and as a filler in detail/settings menus.

Collection Pet Items

collection.pet_item controls every pet icon in the collection GUI.

The default gui.yml is ready to use after installation. It already includes friendly display names for every bundled

pet, stat, ability, MythicMobs skill, and trigger. Server owners only need to edit this section when they want different

wording, colors, lore order, or custom model data.


collection:
  pet_item:
    material: "PLAYER_HEAD"
    use_pet_texture: true
    name: "<name>"
    lore:
      - "<gray>Level: <white><level>"
      - "<gray>Stat Bonus: <green>+<value> <stat>"
      - "<gray>Abilities: <aqua><skills>"
      - "<yellow>Click to summon!"
    skills:
      format: "<skill> (<triggers>)"
      separator: ", "
      trigger_separator: "/"
      empty: "-"
    display_values:
      pets:
        SLOTH: "Sleepy Sloth"
      stats:
        HEALTH: "Health"
      triggers:
        SNEAK: "Sneak"
        DOUBLE_SNEAK: "Double Sneak"
      skills:
        sleepy_heal: "Sleepy Heal"

Use collection.items.<pet_id> to override one pet.


collection:
  items:
    SLOTH:
      material: "PLAYER_HEAD"
      use_pet_texture: true
      name: "<green><b>Custom Sloth"
      lore:
        - "<gray>ID: <pet_id>"
        - "<yellow>Click to summon!"

Collection Pet Placeholders

See GUI Reference for the list of Collection Pet Placeholders.

Collection Display Values

Use collection.pet_item.display_values to customize raw values before they are inserted into placeholders.

Path Affects
display_values.pets <pet_display> and <pet_id_display>.
display_values.stats <stat>
display_values.skills <skill> inside the <skills>, <active_skills>, and <passive_skills> summary.
display_values.triggers <triggers> inside skill summaries.
display_values.skill_types <type> inside skill summaries.
display_values.mythic_skills <mythic_skill> inside skill summaries.

Example:


collection:
  pet_item:
    display_values:
      pets:
        SLOTH: "<green>Sleepy Sloth"
      stats:
        HEALTH: "<green>Health"
      triggers:
        SNEAK: "<yellow>Sneak"
      skills:
        sleepy_heal: "<aqua>Sleepy Heal"

The plugin checks exact keys first, then uppercase, then lowercase. This means SLOTH, sloth, HEALTH, and health

can all be mapped without changing pet IDs or ability IDs.

Bundled Display Keys

See GUI Reference for the list of default bundled mappings.

Collection Buttons


buttons:
  detail:
    slot: 48
    material: "BOOK"
    name: "<aqua><b>Active Pet"
    display:
      conditions:
        - "active_pet"

Default collection buttons:

Path Purpose
buttons.detail Opens the active pet detail menu.
buttons.remove Despawns the active pet.
buttons.previous Previous collection page.
buttons.next Next collection page.

Detail Menu Buttons


detail:
  buttons:
    ride:
      slot: 11
      material: "SADDLE"
      name: "<green><b>Ride Pet"
      display:
        conditions:
          - "active_pet"
          - "rideable"
          - "permission:sincepet.ride"

Default detail buttons:

Path Purpose
detail.buttons.back Back to collection.
detail.buttons.back_detail Back to detail menu.
detail.buttons.ride Ride active pet when the player has sincepet.ride.
detail.buttons.settings Open pet settings.
detail.buttons.upgrades Open pet upgrades.

Settings Buttons


settings:
  show_name:
    slot: 10
    material: "NAME_TAG"
    name: "<aqua>Name Display: <state>"

<state> is replaced with the configured enabled/disabled text from messages.yml.

Default setting buttons:

Path Setting
settings.show_name Toggle pet name display.
settings.auto_attack Toggle pet auto attack.
settings.stat_buff Toggle pet stat buff.

Upgrade Item Templates

Upgrade GUI items are selected by state:


upgrade_items:
  available:
  locked:
  maxed:
State Meaning
available Player meets the requirement and can upgrade.
locked Player does not meet the requirement.
maxed Upgrade is already at max level.

Example:


upgrade_items:
  locked:
    name: "<red><upgrade>"
    lore:
      - "<gray>Level: <white><level>/<max_level>"
      - "<red><requirement>"
      - "<gray>Your value: <red><current_value>"

Upgrade Placeholders

See GUI Reference for the list of Upgrade Placeholders.

Per-Upgrade Override

Use upgrade_items.items.<upgrade_id> to override one upgrade.


upgrade_items:
  items:
    ember:
      material: "FIRE_CHARGE"
      name: "<gradient:red:gold>Custom Ember</gradient>"
      model_data: 1001
      lore:
        - "<gray>Level: <level>/<max_level>"
        - "<gray><requirement>"

The key ember must match the upgrade ID in pets.yml.