GUI
The repair GUI is configured in:
plugins/MMOItemsRepair/menu.yml
Layout
title: "&8&lMMOItems Repair Station"
size: 54
target-slot: 13
material-slots:
- 29
- 30
- 31
- 32
- 33
confirm-slot: 22
info-slot: 40
close-slot: 49
size must be an inventory size from 9 to 54. If the value is not a multiple of 9, the plugin normalizes it.
Slot numbers start at 0.
target-slot is where the item to repair is placed.
material-slots are where repair materials are placed.
confirm-slot is the repair action button.
info-slot is the instruction button.
close-slot is the close button.
Filler
filler:
enabled: true
exclude-slots: []
If filler is enabled, unused GUI slots are filled with the configured filler button item.
Use exclude-slots if you want some slots to stay empty.
Buttons
Buttons are configured under:
buttons:
Each button supports:
material: ANVIL
name: "&6&lPerform Repair"
lore:
- "&7Current Status: {status}"
custom-model-data: 10002
item-model: "yourpack:gui/confirm_ready"
material uses Bukkit material names.
custom-model-data is optional.
item-model is optional and accepts a namespaced key such as namespace:path.
Confirm Button Status
buttons:
confirm:
status:
no-target: "&7Please insert an item to repair"
invalid-target: "&cThis item cannot be repaired"
unsupported-target: "&cNo matching repair configuration found"
fully-repaired: "&aThis item is already at full durability"
missing-materials: "&eInsufficient materials"
ready: "&aReady for repair"
These messages are used in the confirm button lore.
Ingredient Lines
buttons:
confirm:
ingredients:
title: "&7Required Materials:"
ok: "&a[OK] &f{ingredient} &7x{required} &8({current}/{required})"
missing: "&c[X] &f{ingredient} &7x{required} &8({current}/{required})"
Available placeholders:
{ingredient}
{required}
{current}
Common Placeholders
Button lore can use these placeholders depending on context:
{status}
{repair}
{current}
{max}
{item}
{recipe}
Inventory Movement
Players can move items in their own inventory while the repair GUI is open. The plugin only restricts interactions that would break the repair GUI input/action slots.
The target slot accepts one repair target item. This prevents stacked equipment from being placed into the repair target slot.