Smart Menus | #1 Advanced Custom GUI Menus, Conditions & Dynamic Inventories Folia & Bedrock Support icon

Smart Menus | #1 Advanced Custom GUI Menus, Conditions & Dynamic Inventories Folia & Bedrock Support -----

Powered By the famous and well known SmartInvs API By Minskube




Fixes
  • Reworked the Web Generator YAML importer for significantly improved compatibility.

  • Fixed imports failing when using different indentation styles (2-space, 4-space, or tabs).

  • Fixed slot ranges (slots: [0-1, 7-9, 35-37]) only importing a single slot instead of the entire range.

  • Fixed actions: and click_actions: not being imported.

  • Fixed fill, else_item, conditions, view-requirements, enchantments, and type-specific item sections not importing correctly.

  • Fixed large menus partially disappearing after importing from YAML.

  • Fixed DeluxeMenus converter ignoring middle_click_commands.

  • DeluxeMenus middle-click actions are now properly converted to click_actions.MIDDLE.
Improvements
  • YAML importing is now much more reliable and supports a wider variety of formatting styles.

  • Improved compatibility with configurations generated by third-party tools and older menu setups.

  • Better support for advanced item types such as Pagination, Switch, Input, Chat Input, and other specialized menu components.
Notes
  • PlaceholderAPI placeholders not appearing in lore is typically caused by a missing PlaceholderAPI expansion rather than SmartMenus itself.

  • SmartMenus applies PlaceholderAPI processing to both display names and lore equally.
Thank you for your feedback and bug reports!
----------, Jun 19, 2026

Bug Fixes
Fixed GUI Items Appearing in Player Inventories & Graves After Death
Affected: Servers using use_bottom_inventory: true with grave plugins such as AxGraves.

A regression introduced in v2.5 could cause GUI filler items to appear in player inventories after closing a GUI or dying. In some cases, grave plugins would also save GUI items instead of the player's real items.

Fixed Snapshot Corruption
  • Removed the syncSnapshot() system entirely.

  • Snapshots are now captured only once when the GUI opens.

  • Added targeted slot updates through updateSnapshotSlot() to keep snapshots accurate without overwriting them with GUI items.

  • Prevents GUI filler items from being saved into inventory snapshots.
Fixed Missing Items in Graves
  • SmartMenus now patches the death drop list before grave plugins process it.

  • GUI-marked items are automatically removed from event.getDrops().

  • Real items stored in the snapshot are re-inserted into the drop list.

  • Ensures grave plugins receive the player's actual inventory contents.
Improved Inventory Restoration Safety
  • Added PDC validation during inventory restoration.

  • Any GUI-marked item accidentally present in a snapshot will be ignored and restored as empty.

  • Prevents future edge cases from reintroducing GUI items into player inventories.
Improved Death Handling
  • All physical slots used by bottom_items are now cleared before inventory restoration occurs.

  • Guarantees GUI items are fully removed before real items are restored.

  • Improves compatibility with AxGraves and similar inventory management plugins.
⚙️ Internal Improvements
  • Replaced full inventory snapshot re-syncing with efficient per-slot updates.

  • Reduced unnecessary inventory cloning operations.

  • Improved reliability of Bottom Inventory GUIs during inventory modifications and player death events.
Build Changes
  • Version bumped from 2.5-SNAPSHOT2.6-SNAPSHOT
----------, Jun 16, 2026

⚡ SmartMenus 2.5 — Inventory & Stability Update

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Fixed: take: true Items Reappearing

Items consumed by conditions inside bottom-inventory GUIs could sometimes reappear after being removed.

What's fixed:

  • Inventory snapshots now automatically synchronize after successful item consumption.

  • Reworked item removal logic for improved reliability.

  • Fixed edge cases where inventory restores could undo consumed items.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

⚰️ Fixed: GUI Items Appearing Inside Graves

Players who died while a bottom-inventory GUI was open could have GUI filler items saved into AxGraves and similar grave plugins.

What's fixed:

  • Real player inventory is now restored before grave plugins process drops.

  • Prevents GUI filler items from being stored in graves.

  • Eliminates related duplication issues.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Fixed: Inventory Corruption During GUI Navigation

Navigating between multiple bottom-inventory GUIs could overwrite the original inventory snapshot.

What's fixed:

  • Snapshots are no longer replaced while another bottom GUI is active.

  • Improved GUI transition handling.

  • Original inventory is now preserved correctly across menu navigation.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

New: open_sound Support

You can now play sounds when a GUI opens without using commands.

Code (YAML):

open_sound
: BLOCK_CHEST_OPEN
 
Or with advanced settings:

Code (YAML):

open_sound
:
sound
: BLOCK_CHEST_OPEN
volume
: 1.0
pitch
: 1.2
 
Features:

  • Supports both open_sound and open-sound

  • Works alongside existing open_commands and open-actions

  • Supports any Bukkit Sound enum
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

⚙️ Build & Dependency Changes

  • Updated version to 2.5-SNAPSHOT

  • Added dependency exclusions for Nexo

  • Added dependency exclusions for ModeledNPCS-API

  • Improved classpath compatibility with Triumph GUI

  • Disabled JitPack SNAPSHOT resolution for greater dependency stability
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Thank you for supporting SmartMenus! ❤️
----------, Jun 15, 2026

⚡ SmartMenus 2.5 — Inventory & Stability Update

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Fixed: take: true Items Reappearing

Items consumed by conditions inside bottom-inventory GUIs could sometimes reappear after being removed.

What's fixed:

  • Inventory snapshots now automatically synchronize after successful item consumption.

  • Reworked item removal logic for improved reliability.

  • Fixed edge cases where inventory restores could undo consumed items.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

⚰️ Fixed: GUI Items Appearing Inside Graves

Players who died while a bottom-inventory GUI was open could have GUI filler items saved into AxGraves and similar grave plugins.

What's fixed:

  • Real player inventory is now restored before grave plugins process drops.

  • Prevents GUI filler items from being stored in graves.

  • Eliminates related duplication issues.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Fixed: Inventory Corruption During GUI Navigation

Navigating between multiple bottom-inventory GUIs could overwrite the original inventory snapshot.

What's fixed:

  • Snapshots are no longer replaced while another bottom GUI is active.

  • Improved GUI transition handling.

  • Original inventory is now preserved correctly across menu navigation.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

New: open_sound Support

You can now play sounds when a GUI opens without using commands.

Code (YAML):

open_sound
: BLOCK_CHEST_OPEN
 
Or with advanced settings:

Code (YAML):

open_sound
:
sound
: BLOCK_CHEST_OPEN
volume
: 1.0
pitch
: 1.2
 
Features:

  • Supports both open_sound and open-sound

  • Works alongside existing open_commands and open-actions

  • Supports any Bukkit Sound enum
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

⚙️ Build & Dependency Changes

  • Updated version to 2.5-SNAPSHOT

  • Added dependency exclusions for Nexo

  • Added dependency exclusions for ModeledNPCS-API

  • Improved classpath compatibility with Triumph GUI

  • Disabled JitPack SNAPSHOT resolution for greater dependency stability
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Thank you for supporting SmartMenus! ❤️
----------, Jun 15, 2026

Bug Fixes
- Fixed: [openguimenu] actions not working after DM conversion
GUI navigation buttons converted from DeluxeMenus now correctly open their target menus. The OPEN_GUI action type was previously silently dropped, causing clicks to do nothing.
- Fixed: Converted GUI IDs with hyphens not resolving
Menus converted from filenames like jobs-farmer.yml are registered with underscores (jobs_farmer), but DM configs reference them with hyphens. SmartMenus now normalizes the ID on lookup so both formats resolve correctly.
- Fixed: SmartMenus overriding other plugins' commands
When a converted GUI registered a command alias already owned by another plugin (e.g. /jobs from JobsReborn), SmartMenus would forcibly steal it — breaking the original plugin's command entirely. SmartMenus now skips any alias that conflicts with an existing plugin and logs a warning instead of overriding.
- Fixed: Script conditions always failing on Java 17+ servers
Nashorn (the built-in JS engine) was removed in Java 15. Script conditions like %placeholder% == value would always return false on modern servers. SmartMenus now includes a built-in fallback expression evaluator supporting ==, !=, >=, <=, >, < for both numeric and string comparisons — no GraalVM required.
- Fixed: GUI not updating visually after a click action fires a command
When a button fired a player command (e.g. /jobs join miner), the GUI would re-render immediately before the command had time to take effect, so PlaceholderAPI values hadn't changed yet and the button appeared to do nothing. The GUI now waits 5 ticks after a click before refreshing, giving the server time to process the command first.
----------, Jun 14, 2026

SmartMenus 2.3 adds three new engine-level features — open requirements,
open actions, and close actions — and delivers a complete rewrite of the
DeluxeMenus converter, fixing every known conversion gap and bug.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

open-requirements — Gate Any GUI

You can now block players from opening a GUI entirely using the same
condition system used for item visibility.

Code (Text):
my_gui:
  title: "&cVIP Zone"
  rows: 3
  open-requirements:
    - type: PERMISSION
      permission: group.vip
  items:
    ...
If any condition in open-requirements fails, the GUI will not open and
the player receives the condition's error message. Works on both direct
commands and OPEN_GUI actions triggered from other GUIs.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

▶ open-actions & close-actions — GUI Lifecycle

Run actions automatically when a player opens or closes a GUI.

Code (Text):
my_gui:
  title: "&aWelcome"
  rows: 3
  open-actions:
    - type: SOUND
      sound: BLOCK_NOTE_BLOCK_PLING
  close-actions:
    - type: PLAYER_MESSAGE
      message: "&7Menu closed."
  items:
    ...
  • open-actions — fired the moment the inventory is displayed
  • close-actions — fired when the player closes the inventory (any method)
  • Supports all SmartMenus action types: PLAYER_COMMAND, CONSOLE_COMMAND, SOUND, ACTION_BAR, TITLE, BROADCAST, OPEN_GUI, etc.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

amount — Item Stack Size

Items now support an amount: field to control the displayed stack size.

Code (Text):
items:
  5:
    material: DIAMOND
    name: "&bx64 Bundle"
    amount: 64
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

DeluxeMenus Converter — Full Rewrite

The converter has been completely rewritten. Every known conversion gap
and bug from previous versions is now fixed.

Bug fixes

Bug Fix
Code (Text):
[openguimenu]
prefix was silently dropped
Now correctly converts to OPEN_GUI
Code (Text):
[sound] NAME 0.8 1.4
— volume & pitch ignored
Parsed and written as
Code (Text):
volume: 0.8, pitch: 1.4
Code (Text):
model_data:
field ignored
Converted to
Code (Text):
custom_model_data:
Out-of-range slots written to output Filtered — slots beyond the row count are skipped
Code (Text):
size: 53
giving wrong row count (5 instead of 6)
Now uses ceiling division to match DM behaviour
Fill item not detected when name had color prefix Color codes stripped before checking if name is blank
Duplicate open commands kept Deduplicated while preserving order


New action prefixes

DeluxeMenus SmartMenus
Code (Text):
[openguimenu] id
OPEN_GUI
Code (Text):
[actionbar] text
ACTION_BAR
Code (Text):
[minimessage] text
PLAYER_MESSAGE
Code (Text):
[minibroadcast] text
BROADCAST
Code (Text):
[givemoney] X
CONSOLE_COMMAND
Code (Text):
eco give {player} X
Code (Text):
[takemoney] X
CONSOLE_COMMAND
Code (Text):
eco take {player} X
Code (Text):
[giveexp] X
CONSOLE_COMMAND
Code (Text):
xp add {player} X
Code (Text):
[takeexp] X
CONSOLE_COMMAND
Code (Text):
xp add {player} -X
Code (Text):
[chat]
,
Code (Text):
[delay]
,
Code (Text):
[placeholder_delay]
Skipped cleanly (no equivalent)


New item fields

DeluxeMenus field SmartMenus output
Code (Text):
left_click_commands
Code (Text):
click_actions.LEFT
Code (Text):
right_click_commands
Code (Text):
click_actions.RIGHT
Code (Text):
shift_left_click_commands
Code (Text):
click_actions.SHIFT_LEFT
Code (Text):
shift_right_click_commands
Code (Text):
click_actions.SHIFT_RIGHT
Code (Text):
click_commands
Code (Text):
actions:
(any click)
Code (Text):
amount:
Code (Text):
amount:
Code (Text):
model_data:
Code (Text):
custom_model_data:
Code (Text):
glint: true
Code (Text):
glow: true
Code (Text):
permission: node
Code (Text):
view-requirements
PERMISSION
Code (Text):
enchantments: [SHARP:2]
Code (Text):
enchantments: {sharpness: 2}


New GUI-level fields

DeluxeMenus field SmartMenus output
Code (Text):
open_commands:
Code (Text):
open-actions:
Code (Text):
close_commands:
Code (Text):
close-actions:
Code (Text):
open_requirement:
Code (Text):
open-requirements:


New view_requirement types

DeluxeMenus type SmartMenus type
has group LUCKPERMS_GROUP
javascript SCRIPT


Smart optimisation

When
Code (Text):
left_click_commands
and
Code (Text):
right_click_commands
contain identical actions,
the converter automatically collapses them into a single
Code (Text):
actions:
block
instead of duplicating entries under
Code (Text):
click_actions.LEFT
and
Code (Text):
click_actions.RIGHT
.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

CommandPanel Converter — Fix

stack: field is now converted to amount: (was previously ignored).

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Upgrading from 2.2

Drop the new jar in, restart. No config changes required.

All existing GUIs are fully backward compatible.
open-requirements, open-actions, and close-actions are purely additive —
GUIs without those keys behave identically to before.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Created by Oreo Studios · SmartMenus 2.3
----------, Jun 13, 2026

SmartMenus 2.2 focuses on making migration from DeluxeMenus seamless.
The converter now handles slot priority and view requirements automatically,
and the engine natively supports unlimited priority levels on any slot.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Slot Priority — N Levels Supported

SmartMenus now supports conditional item display with unlimited priority levels on a single slot.
Instead of a numbered priority system, SmartMenus uses a clean chain of view-requirements + else-item.

Each else-item can have its own view-requirements and its own else-item, creating a full priority chain:

Code (Text):
items:
  my_item:
    slot: 13
    material: NETHER_STAR
    name: "&4Admin Item"
    view-requirements:
      - type: PERMISSION
        permission: group.admin
    else-item:
      material: DIAMOND
      name: "&bVIP Item"
      view-requirements:
        - type: PERMISSION
          permission: group.vip
      else-item:
        material: STONE
        name: "&7Default Item"
How it works:
  • SmartMenus checks the top item's view-requirements
  • If they pass → that item is displayed
  • If they fail → it moves to the else-item and checks its view-requirements
  • This repeats down the chain until an item matches or the chain is exhausted

Previously, else-item was a static fallback with no conditions.
It now supports the full feature set: view-requirements, nested else-item, actions, close, glow, item_flags, and custom model data.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

DeluxeMenus Converter — Priority & view_requirement

The /smartmenus convert deluxemenus command now fully handles two previously unsupported DM features:

Priority

When multiple items share the same slot with different priority values in DeluxeMenus, the converter automatically chains them into the SmartMenus priority system:

Code (Text):
# DeluxeMenus (before)
items:
  'vip_item':
    material: DIAMOND
    slot: 13
    priority: 1
    view_requirement:
      requirements:
        perm:
          type: has permission
          permission: group.vip
  'default_item':
    material: STONE
    slot: 13
    priority: 2
Code (Text):
# SmartMenus (after conversion)
items:
  13:
    material: DIAMOND
    view-requirements:
      - type: PERMISSION
        permission: group.vip
    else-item:
      material: STONE
Items are sorted by priority number (lowest first = highest priority) and chained automatically.

view_requirement

The view_requirement block on any item is now converted to SmartMenus view-requirements.

Supported DM requirement types:

DeluxeMenus type SmartMenus type
has permission PERMISSION
has money VAULT_MONEY
has exp lvl / has exp level XP_LEVEL
has item ITEM
>= / <= / == / > / < / != PLACEHOLDER
string equals PLACEHOLDER_EQUALS
string contains PLACEHOLDER_CONTAINS
javascript / regex matches skipped (not supported)


deny_commands from view_requirement are intentionally skipped — SmartMenus handles access silently by simply not rendering the item.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Other Changes

else-item is now fully featured — Previously, else-item only supported material, name, lore, and actions. It now also supports close, glow, item_flags, item_type, item_id, and custom_model_data, matching the full item spec.

Bottom inventory respects priority chains — Items in use_bottom_inventory GUIs now also walk the full view-requirements + else-item chain, consistent with regular GUI slots.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Upgrading from 2.1

Drop the new jar in, restart. No config changes required.

Existing GUIs using else-item continue to work identically — the new chain logic only activates when else-item itself contains a view-requirements block.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

Created by Oreo Studios · SmartMenus 2.2
----------, Jun 13, 2026

- Auto-convert feature with a minimal YAML example showing auto-convert: true
- 4 bedrock form types in spoiler blocks (SIMPLE_FORM, MODAL_FORM, CUSTOM_FORM, DIALOGUE) with full YAML examples
- 2 new action types (OPEN_BEDROCK_FORM, OPEN_BEDROCK_DIALOGUE)
- All 34 default GUIs updated with auto-convert
- Default config now always refreshes on restart, with a note for users who customised defaults
- Floodgate detection and fallback behavior
- New permissions (smartmenus.convert, smartmenus.editor)
- Dependency notes — Paper 1.21.5+, Geyser required; Floodgate optional
- Upgrade guide — drop jar, restart, done
----------, Jun 11, 2026

- You'd add special characters like ç to commands: in your YAML - normalizeCommands would call toLowerCase → ç, then strip ç
- Bukkit registered /raas, not /raças so the command never matched
After this fix: /raças, /raça, /origens and any other accented command will register and work correctly.
----------, Jun 8, 2026

SmartMenus v2.0
The biggest update in SmartMenus history is finally here.

[HR][/HR]

✏️ In-Game GUI Editor

Forget editing YAML files manually.

With SmartMenus v2.0, you can build and edit your menus entirely in-game.


  • []Open the editor with /smartmenus editor
    [
    ]Click any slot to edit items, actions, requirements, and button types
    []Chat-based editing with instant saving to disk
    [
    ]Supports ALL button types
  • Pagination, Switches, Input Buttons, Jump Pages, Dynamic Elements and more

Create and manage professional GUIs without leaving Minecraft.

[HR][/HR]

GUI Converters

Already using another menu plugin?

Convert your existing menus directly into SmartMenus.

Supported converters:

  • CommandPanels
    Code (Text):
    /smartmenus convert cp
  • DeluxeMenus
    Code (Text):
    /smartmenus convert dm
  • zMenu
    Code (Text):
    /smartmenus convert zm

Simply place the source files inside:

Code (Text):

plugins/SmartMenus/converter//
 
Run the converter command and SmartMenus will automatically generate the converted menus inside:

Code (Text):

plugins/SmartMenus/guis/converted/
 
Ready to use instantly.

[HR][/HR]

⚡ Additional Features

  • Native Folia Support
    Runs natively on Folia servers without any configuration.
  • BottomGUI
    Attach a GUI directly to the player's bottom inventory row.
  • Item Capture
    Code (Text):
    /smartmenus captureitem
    Capture any item from your hand directly into a GUI configuration.

    []Per-Click Actions
    Different actions for:

    • [
    • ]Left Click
      []Right Click
      [
      ]Shift Left Click
      []Shift Right Click
      [
      ]Middle Click
  • View Requirements
    Show or hide buttons depending on permissions, placeholders, items, money, or custom conditions.
  • Full Developer API
  • Complete Documentation

[HR][/HR]

Why SmartMenus?


  • []Built on the proven SmartInvs framework
    [
    ]Modern architecture designed for Paper & Folia
    []Powerful developer API
    [
    ]Advanced GUI features without complexity
    []Designed for large-scale production servers
    [
    ]Easy migration from other menu plugins

[HR][/HR]

Download SmartMenus v2.0 Today


The future of Minecraft GUI creation starts here.
----------, Jun 7, 2026

Changelog

v1.0.5 — June 2026

New
  • In-game item capture — /smartmenus captureitem <gui> <slot> [key]

    Hold any item in your main hand, run the command, and SmartMenus reads it directly from your inventory and writes it into the GUI's YAML file — no manual YAML editing needed. Custom enchant books, items with existing lore, custom model data, everything is captured exactly as-is.

    What gets captured:
    • name: the display name (§ color codes converted to & for readability)
    • lore: every lore line, preserved exactly
    • material: item type
    • enchantments: regular enchants and stored enchants (enchanted books)
    • custom_model_data: captured automatically if present
    • item_flags: HIDE_ENCHANTS, HIDE_ATTRIBUTES, etc.

    The file is saved and GUIs reload instantly — no restart, no /smartmenus reload needed.

    Permission: smartmenus.captureitem (op by default)

    Example:
    Code (Text):
    /smartmenus captureitem my_shop 13
    /smartmenus captureitem my_shop 13 sharpness_book
----------, Jun 6, 2026

FULL PLUGIN REWRITE AND RENAME
Check docs for more info
- Folia support via per-entity scheduler (FoliaSchedulerManager)
- Full SmartMenusAPI developer API — open GUIs, register custom action/condition types, eval scripts, reload, etc.
----------, Jun 5, 2026

Fixed dynamic GUI command registration (/rangs, /rankshop, etc.) which was silently failing due to Bukkit's conflict-detection logic , commands are now injected directly into knownCommands via cmd.register(commandMap) instead of commandMap.register(). Fixed reflection-based command map access to walk up the full class hierarchy, resolving failures on modern Paper builds where knownCommands lives on a superclass. Fixed executeCommands() aborting the entire click handler when a plugin (e.g. EssentialsX) returns false from dispatchCommand , commands now always fire regardless of return value. Added native LUCKPERMS_GROUP condition supporting group, include_inherited, negate, and custom error_message ,allowing rank checks and rank upgrade blocking directly in guis.yml without any extra plugins beyond LuckPerms.
----------, Feb 18, 2026

Fixed an issue with permissions
----------, Feb 12, 2026

fixed issues in color utils
----------, Feb 6, 2026

Fixed an issue where plugin loaded before OeEconomy
----------, Feb 6, 2026

fixed a small issue reloading guis
----------, Feb 6, 2026

Resource Information
Author:
----------
Total Downloads: 112
First Release: Feb 6, 2026
Last Update: Jun 19, 2026
Category: ---------------
All-Time Rating:
2 ratings
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