DUXPLIMA Documentation

Built-in Menu Guide

Which screens are menus, what they all share, and how to re-theme them.

Almost every GUI in uxmEssentials, from the home grid to the /eco panels to the /uxmess gui hub, is drawn by the same engine that loads your own menus/*.conf files.

Two things follow. Every menu behaves the same way, so pagination, click gestures, live refresh, the Bedrock fallback and sounds are one habit rather than twelve. And every menu is themeable with the same vocabulary a custom menu uses: materials, MiniMessage names and lore, actions and requirements.

The menus you already have

These open from commands (or from clicking through another menu). You do not create or enable them; they ship with their module and appear as soon as that module is on.

MenuOpens withWhat it does
Home grid/homeA slot-based grid of your homes. Click a slot to teleport; empty slots create; icons, renames, invites and deletes all happen inside the grid.
Warp browser/warp, /warp listEvery warp you are allowed to use, one icon each. Click to teleport (pays the cost / prompts for a password if set).
Warp editor/warp editor [name]The staff-side editor for a warp: cost, permission gates, arrival effects, welcome message, icon.
Kit browser/kit, /kit listClaimable kits with their cooldown state shown live. Click a ready kit to claim it; click a locked one to see why.
Vault selector/vault (with several)A picker across your vaults when you own more than one; each tile shows its name and icon. Click to open that vault.
Player-warp list/pwarpManage and browse player-owned warps.
Economy admin/ecoThe staff economy hub (give / take / set balances, history and logs, notes and backups) routed to the matching sub-panels.
Moderation panel/modThe staff moderation hub; many bare commands (/ban, /mute, …) also open a picker to confirm flow built on the engine.
Module hub/uxmess guiThe management hub: a tile per module leading into that module's own settings panels.
Per-module settings/tpsettings, /msgsettings, /presencesettings, /scoreboard gui, …The personal and admin settings panels each module exposes.

What is on the module hub

/uxmess gui draws one tile per module that has a screen you can open from nothing, and hides any tile you lack the permission for, so two staff members with different ranks see different hubs. Clicking a tile opens exactly the same screen the module's own command opens, under the same permission node:

TileSame as typing
Worlds, Homes, Warps, Kits, Vaults, Player-warps/worlds, /home, /warp, /kit, /vault, /pwarp
Economy, Moderation, Item world, Communication/eco, /mod, /itemworld, the communication admin panel
Teleport, Presence, Messaging (settings + mailbox)/tpsettings, /presencesettings, /msgsettings, /mail
Holograms, NPCs, Scoreboard, Custom menus/hologram list, /npc list, /scoreboard gui, /menu editor
Survival, Poses, Ranks, Vote, Regions, Staff, Discord/survival, /poses, /ranks, /vote, /regions, /stafflist, the Discord status panel

A few modules are deliberately absent:

  • tablist, nametags, commandcontrol, servertweaks, vanish have no GUI of their own; they are configured entirely in their .conf files.
  • playerstate, invrollback, villagers, trade, security do have GUIs, but each one opens onto a subject you name first: a player (/invsee Bob, /invrestore Bob), the villager you clicked, the partner who accepted your trade, or your own PIN prompt. There is nothing for a hub tile to open.

These are management GUIs, not custom menus. The built-in panels live in each module's modules/<module>/gui/ folder as their own .conf files. They are loaded by the always-on management framework and styled with the same engine grammar as your menus/*.conf files, but they are wired to type-safe feature handlers, so a click there does real work (charging a balance, issuing a ban) that a plain custom menu could not do on its own.

What every built-in menu shares

BehaviourWhat it means
Click gesturesLeft-click performs the primary action; right, shift and middle clicks may do something secondary (preview instead of claim, delete instead of open). A tile that uses more than one gesture says so in its lore
Live refreshTiles showing a changing value (a kit cooldown, your balance) re-render while the menu is open
PaginationLonger lists page with the arrow tiles, on pinned slots that do not move as the contents scroll
Bedrock formsA Floodgate player gets the same menu as a native form. Menus holding real item stacks stay a chest, because a form cannot hold stacks. See Bedrock Forms

Re-theming a built-in menu

Theming a built-in works like authoring a custom one, except you edit the file the module already ships.

  1. Find the panel under plugins/uxmEssentials/modules/<module>/gui/<menu>.conf.
  2. Change what you want: an item's material, its name and lore (verbatim MiniMessage), its slot, or add decor { glow = true }.
  3. Reload just that module: /uxmess reload <module>.
Change the look, keep the wiring

In a built-in panel, the item ids and their click bindings are what connect a tile to real behaviour (charging a balance, teleporting home). Re-skin freely: material, name, lore, slot, glow, but do not rename or delete the bound ids unless you mean to remove that button. If a file fails to load after an edit, only that one panel refuses; the log names the file and line.

Delete a key to fall back to its shipped default; delete the whole file to regenerate it from defaults on next load.

Windows that hold real items

A handful of built-ins are not just rows of buttons: they contain real item stacks that move. The trade window, /invsee and /endersee, the villager trade manager and the inventory-rollback snapshot preview all show items you (or the player you are inspecting) actually own.

These are spec files like every other built-in, with one addition. The file hands a block of slots over to the module with a content {} block, and from there on the module owns what happens inside it:

content {
  "playerstate:invsee" {
    slots    = ["0-40"]
    editable = true
  }
}

Everything outside that block is ordinary chrome: a backdrop, a label, a button. Inside it, the module decides what is drawn and which movements are legal, because that is where the rules that stop an item being duplicated live.

WindowFileRegionHoldsEditable
Trademodules/trade/gui/trade.conftrade:offerwhat you are offeringyes
Trademodules/trade/gui/trade.conftrade:mirrorwhat the other player is offeringno
Cross-server trademodules/trade/gui/trade-cross.conftrade:cross-offeryour side of a trade across serversyes
Inventory viewermodules/playerstate/gui/invsee.confplayerstate:invseethe target's inventory, armour and offhandwith uxmessentials.invsee.modify
Ender viewermodules/playerstate/gui/endersee.confplayerstate:enderseethe target's ender chestyes
Villager trade managermodules/villagers/gui/trade-manager.confvillagers:tradesa villager's buy and sell stacksyes
Snapshot previewmodules/invrollback/gui/snapshot-preview.confinvrollback:snapshota stored inventory snapshotno, it is a preview

What you can change

Move the region wherever you like, and reshape it: the slot list is read straight out of your file, and nothing in the module assumes where the slots sit. Restyle the chrome around it as freely as any other panel.

Three things are not yours to change:

  • The region id. It is what connects the block of slots to the module behind it. Rename it and the module no longer recognises its own window.
  • The slot count, where the window mirrors something fixed. An inventory viewer needs exactly 41 slots and an ender viewer 27, because that is how many the thing it mirrors has; the snapshot preview needs 45; the two trade regions must be the same size as each other, since one is the mirror of the other. A file that does not add up is refused by name, with the count it needed, instead of opening a window whose slots do not line up.
  • The slot order, where it means something. In the villager trade manager the slots come in threes, in the order buy, buy, sell, one triple per trade. Five triples is five editable trades; a villager with more trades keeps the rest untouched behind the window. Declare more triples for more editable trades, but keep the count a multiple of three and keep each triple in that order. There is one villagers:remove-N action per triple, numbered from 1 in region order, so a remove button that moves rows is renumbered rather than guessed from where it sits.

Read-only means read-only. A region marked editable = false (the trade mirror, the snapshot preview) refuses every movement: clicks, drags, shift-clicks, hotbar swaps and double-clicks alike. You cannot make it editable from the file, and that is deliberate: those stacks are a view of something that belongs to someone else.

Related: Custom Menu Engine, Actions & Requirements, Bedrock Forms, Per-Module Config