Overview
How the screens connect, and what opens each one.
uxmClaims is GUI-first. Every operation in the command tree has a screen, and a server
can reasonably tell its players exactly one thing: type /claim.
The map
flowchart TD
A["/claim"] --> B[Personal menu]
A --> C[Claim management]
B --> D[Your claims]
B --> E[Public warps]
B --> F[Invitation inbox]
D --> C
C --> G[Chunk map]
C --> H[Flags]
C --> I[Members]
C --> J[Invitations]
C --> K[Bans]
C --> L[Warps]
C --> M[Vault]
C --> N[Claim block]
I --> O[Member management]
I --> P[Roles]
P --> Q[Role management]
L --> R[Warp management]
What opens what
| Command | Screen |
|---|---|
/claim in your own claim | Claim management |
/claim elsewhere | Personal menu |
/claim menu | Personal menu, always |
/claim list | Your claims |
/claim select | Claim picker |
/claim warps | Public warps |
/claim invites | Invitation inbox |
/claim chunk view | Chunk map |
/claim vault | Vault |
Conventions
- Left click acts, shift-click does the secondary thing. On the spawn button, click teleports and shift-click sets the spawn. Lore states which is which on every button that has both.
- Destructive actions route through a confirmation screen:
common_confirmation. - Text input happens in chat, not in an anvil. The plugin prompts, you type, and
cancelaborts. - Permissions are honoured in the GUI. A button you may not use is absent or refuses on click; the menu is not a way around role permissions.
Every screen is a file in menu/. See Menu layouts for the file format.
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