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.