Importer
Converting DeluxeMenus and zMenu menus into a screen and the chest menu it falls back to, and what does not map.
Two commands convert menus from other plugins. Neither plugin is needed afterwards.
| Command | Reads |
|---|---|
/screensadmin import deluxemenus [file] | plugins/DeluxeMenus/gui_menus/ (subfolders too), or one file. |
/screensadmin import zmenu [file] | plugins/zMenu/inventories/ (subfolders too), or one file. |
/screensadmin import deluxemenus servers converts one file. Each menu servers.yml becomes:
screens/servers.html: the screen, its slots as cards in the chest's own layout, the item's name and lore as the card's tooltip.menus/servers_chest.yml: the same menu as a chest, linked as the screen'sfallback. A server that wants only chests moves thecommandonto it and deletes the HTML.
An existing screen or chest file of the same id is never replaced: the file is skipped and says so. Everything that does not map exactly is listed in the console and in a comment at the top of the
HTML, never silently dropped. zMenu takes the command and aliases from plugins/zMenu/commands.yml (or commands/*.yml).
What maps from DeluxeMenus
| DeluxeMenus | Becomes |
|---|---|
menu_title, size | Heading and rows of 9 slots; title, size. |
open_command | command and aliases. |
open_requirement, open_commands | require/deny, on-open. |
args | args; write each {name} as ${name} in the screen, %name% in the chest. |
slot/slots, priority + view_requirement | A card in that slot; if/else; priority, if. |
material, head-, basehead-, texture- | <item> on the screen; material, playerhead-, basehead-, urlhead-. |
display_name, lore, amount | Tooltip and a small number; name, lore, amount. |
| Click commands (left, right, shift) | action, action-right, action-shift; click lines. |
Click requirements and deny_commands | require/deny per click. |
[player], [console], [message], [connect], [close], [takemoney], [givemoney], [sound], [openguimenu] | The matching actions. |
[giveexp], [takeexp] | A console experience add. |
<delay=ticks> | [DELAY]. |
Requirement types: has permission(s) becomes perm(), has money balance() >= n, has item has_item() (material and amount only), has exp level() >= n, string equals and the comparison
operators the same comparison; ! negates.
What does not map (DeluxeMenus)
javascript,regex matches,is near,has metaandis objectrequirements are left out, so they pass.string containsbecomesin, a whole word of the text.minimum_requirementsis read as all of them.success_commandsare not run.[json],[jsonbroadcast],[broadcastsound],[meta]and[placeholder]are left out.<chance=n>always runs.middle_click_commandshave no screen equivalent;shift_rightshares the shift click withshift_left.- Custom items (
itemsadder-,oraxen-,nexo-,hdb-,main_hand) are drawn as a barrier. Enchantments, model data, NBT, banner and potion meta are not drawn on the screen. - An
inventory_typeother than chest is drawn as a chest of that many slots. Glass panes with a blank name and no actions are treated as background and left out of the screen.
What maps from zMenu
name, size, commands.yml entries, open-requirement, slots, items (material, playerHead, url, name, lore, amount), view-requirement with else, click-requirement blocks (with success
added to the click), patterns, fillItem, JUMP and INVENTORY buttons, and the actions message, player_command, console_command, sound, close, inventory, connect and broadcast.
Requirement types permission, placeholder (all comparisons) and item are converted; %player% becomes %player_name%.
What does not map (zMenu)
- Pages:
PREVIOUS/NEXTbuttons and buttons of page 2 and up are left out. Pagination over plugin data cannot be imported; the button stays a plain item. BACKandHOMEare drawn without an action: point them at a menu with[SCREEN] <menu>.- Requirement types such as
currency,regexandjobs, and placeholder actions such asSTARTS_WITH, are left out, so they always pass. - Several
click-requirementblocks for one click are read as all of them. Clicks the screens do not have (middle, drop) lose their actions. - Other action types (
title,actionbar,give), enchantments, flags, attributes, potions and translated names are not imported. - Custom items are drawn as a barrier;
glow, model data anditem-modelshow only in the chest menu. Buttons without a slot, and patterns whose file is missing, are left out.
Run /screensadmin check after an import and read the note at the top of each generated HTML.
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