Try https://minecraft-inventory-builder.com/ for free !
Documentation: https://docs.groupez.dev/zmenu/getting-started
With zMenu+ addon:
Features:
✅ Ability to create an infinite number of GUI menus and commands.
✅ Possibility to create several pages in the same inventory.
✅ Arguments, actions, and auto-completion for your commands.
✅ A marketplace to download configurations.
✅ An online inventory editor.
✅ Open Source: GitHub.
✅ Advanced API.
✅ Bedrock support !
✅ Ability to create an infinite number of buttons for each of your actions.
✅ Highly customizable.
✅ PlaceholderAPI support.
✅ Kyori Adventure Mini Message Format support.
✅ Folia support.
✅ Convert from other plugins: zMenuConvert.
✅ Patterns, no more need to copy and paste the same configuration several times!
✅ zHead and HeadDatabase support.
✅ Documentation translated into several languages:
- English: docs.zmenu.dev
- Français: docs.zmenu.dev/v/fr/
✅ Anti-duplication system. Duplication will be completely impossible with the plugin.
✅ Turn your items into a configuration with /zm save.
✅ Executable items for open inventories.
✅ Possibility to translate your items into several languages. The plugin displays the correct translation to the player!
✅ Use mathematical expressions in your inventories!
Plugin's files: https://docs.zmenu.dev/plugins-files
Video:
All Versions
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- New
broadcast_titleaction**: sends a title and a subtitle to every online player at once. Until now only
title action existed. The type is written broadcast_title or broadcast title, matchingthe naming of the existing
broadcast_sound, and it accepts the same five keys as title: title,subtitle, start (fade in), duration (time on screen) and end (fade out). They are passed unchanged tothe same
MessageSender.sendTitle the title action uses, so timings that already work for title on yourserver work here too. Inventory placeholders and PlaceholderAPI are resolved once, for the player who
clicked, so
%player_name% refers to the clicker and not to each recipient, which is what an announcementwants.
- The three timing keys default to
0when omitted.titleandsubtitlehave no default: leaving one
null, exactly like the existing title action, so always write both.- New
broadcast_messageaction**: sends a list of chat lines to every online player. The type is written
broadcast_message or broadcast message. Keys: messages (the lines to send) and minimessage /mini-message (default true; set it to false to send each line as it is, through Bukkit's plainPlayer#sendMessage, instead of parsing it as MiniMessage). In every line %sender% is replaced by the nameof the player who clicked and
%receiver% by the name of each player receiving it.- It is not interchangeable with the existing
broadcastaction:broadcastresolves placeholders again
requirements list to filter who receives the message, whilebroadcast_message resolves them once for the clicking player and sends that same result to everyone,with only
%receiver% varying. Use broadcast when the text must differ per recipient or be filtered,broadcast_message for a plain announcement about the player who clicked.messagesmust be written as a YAML list. Unlike themessageaction, the singularmessagekey and a
%player% substitution and \n line splitting are notapplied. The existing
broadcast action behaves the same way on all three points.## Improvements
- Updated [CurrenciesAPI](https://github.com/GroupeZ-dev/CurrenciesAPI) to version 1.0.15 (required by the
fr.maxlego08.menu.hooks.currencies, so there is nothing to install or update on the server.- Menu name completion now suggests the short name**:
/zmenu open,/zmenu giveopenitem,
/zmenu reload inventory, /zmenu dialog open and /zmenu bedrock open only ever completed the fullyqualified
plugin:name form, making you type more than necessary for a name only one plugin provides. Anew shared
NameSuggestions helper now suggests the bare file name when a single plugin provides it, andkeeps the qualified form for a name several plugins provide, or as soon as the typed text contains a
:.The five commands share one implementation instead of five slightly different copies of the same filter.
- Clear errors for invalid item option values**: an unrecognised
amount-typeorlore-typeused to be
SET and REPLACE) with nothingin the console to explain why. zMenu now logs an error naming the bad value, the exact key, the file it
came from and the list of accepted values, and does the same for an unknown
item-rarity. An unparsablecolor is reported the same way, and a LEATHER_ material with no matching armour type now logs awarning saying its
color is ignored instead of being skipped silently.- A Discord action without a usable webhook now says where it is**: a
discordordiscord_component
webhook is present but empty is skipped with an error naming both the configuration pathand the full path of the file it was declared in, instead of the previous
Impossible to load discord action, webhook does not exists: null line, which said nothing about wherethe faulty action was. An action with no
webhook key at all is no longer dropped at load time -TypedMapAccessor.getString hands the loader the literal string null, which gets past that emptinesscheck - so it is the background check that now reports it, as a warning naming the file. The
discordaction also stops printing the stack trace of the malformed URL alongside that message.
/zmenu dumplognow replies from a server thread**: the upload oflogs/latest.logtomclo.gsstill
DUMPLOG_SUCCESS and DUMPLOG_ERROR replies are now dispatched throughrunNextTick instead of being sent from the upload thread (safer on Folia). The command is otherwiseunchanged: it still returns immediately and the log is still uploaded off the main thread.
## Security
- Ghost GUI / session desynchronization (ZM-01)**: a modified client could hide the inventory screen
it from anywhere on the map, in combat or across dimensions. zMenu now invalidates such sessions:
VInventorystores the location of the player when the session is opened (captured on
InventoryOpenEvent, so every open path is covered). Because an inventory is cloned per opening,the location lives and dies with the session, no external tracking is needed.
- New
PlayerMoveEventandPlayerTeleportEventhandlers close the menu when the player gets further
max-move-distance from that location, or changes world.- New
EntityDamageEventhandler closes the menu when the player takes **or deals** damage. VInventoryManager.handleClickre-checks the distance before dispatching a click, and cancels the
- New configuration options:
close-on-move(defaulttrue),max-move-distance(default2.0)
close-on-damage (default true).ListenerAdaptergainedonInventoryOpen,onMove,onTeleportandonDamagehooks.
- Anti-dupe bypass on items without ItemMeta (ZM-02)**:
PDCDupeManagerskipped both tagging and
ItemStack.hasItemMeta() returned false. That is the case for any item built froma material alone, with no custom name, lore or enchantment, so raw showcase items such as
NETHERITE_INGOT, NETHER_STAR, TOTEM_OF_UNDYING or ENCHANTED_GOLDEN_APPLE were never marked andsurvived extraction as fully functional vanilla items.
protectItemno longer checkshasItemMeta(). It builds the meta throughgetItemMeta(), falling
Bukkit.getItemFactory().getItemMeta(Material), and writes the persistent data tag on everynon-air item.
isDupeItemno longer checkshasItemMeta()either, so protected raw materials are now correctly
DupeListener.- Air stacks are short-circuited in
isDupeItemto avoid building meta for empty slots, which are the
NMSDupeManager(used on servers below 1.14) was already writing raw NBT and is unaffected.
- Click rate limiter bypass (ZM-03)**: several holes let automated clients push far more clicks through
VInventoryManager.handleClicknow callsevent.setCancelled(true)when a click is rejected by the
disable-click: false the throttled click still performed its vanilla item move.PacketEventClickLimiterListenerno longer clears the player's click record when it receives a
CLOSE_WINDOW packet. That packet is attacker controlled and was never validated against the openwindow, so interleaving close and click packets reset the limiter on every single click. The record
is now cleared in
onInventoryClose, which only runs on a genuine server side close. This alsoremoves a possible
NullPointerException on that path.enable-cooldown-clickandcooldown-click-millisecondsare now read with an explicit default.
false and 0 for a missing key, which silently disabled theclick throttle entirely on any config file that predated those options.
- Default
cooldown-click-millisecondsraised from100to250, and default
packet-event-click-limiter-milliseconds from 50 to 150. Existing configuration files keeptheir current values, only newly generated ones use the new defaults.
enable-packet-event-click-limiteris deliberately stillfalseby default because it requires the
config.yml now statesthat enabling it is strongly recommended on public servers, since it is the only limit applied
before a click reaches the server tick.
- Known limitation, not fixed by this change**: raising the cooldown reduces the click rate but does
clicking slower than the cooldown can still have several requirement checks evaluate against a
balance that has not been debited yet. Closing that hole requires fund reservation in the economy
plugin or a dedicated transactional requirement type, and is tracked in the ToDo list.
- Button click-requirement bypass (ZM-04)**: a button whose
click-requirementfailed still handed
Button.handleClickCommonnow runs the buttonactionsonly when every click-requirement
Button.onClicknow runs the buttoncommands,console-commandsand
console-permission-commands only when every click-requirement passed. Both the mouse clickand the Bedrock click paths are covered.
- Multiple click-requirements are now combined with a logical AND. Each requirement used to
run decided the outcome and a passing requirement could mask an earlier failure. The
combination is deliberately non short circuiting: every requirement still runs, so its own
deny and success actions fire exactly as before.PerformButton.executenow runsconsole-left-commandsandconsole-right-commandsas the
console command bound to a left or right click ran with the player's own permissions and
either failed silently or executed as the player. The root
console-commands were alreadycorrect.
ConsoleCommandActionnow inspects the result of eachBukkit.dispatchCommandinstead of
stop-on-failure option. With it enabled, the firstcommand that reports a failure stops the ones after it, so a chain such as "take the money"
followed by "grant the rank" can no longer grant the rank when the charge failed. It is
opt-in and defaults to
false on purpose: Bukkit returns false both for a command thatdoes not exist and for a command whose executor returned
false, which many plugins do justto print their usage, so enabling it blindly could stop a chain that was working.
- Note:
close-inventory,dataupdates,messagesandsoundstill run regardless of the
deny actions for the failurepath, and changing this would alter the behaviour of existing menus that rely on the message
or sound firing on a refused click.
- Click type requirement bypass, drop key and forged middle click (ZM-07)**: any player could run
completely vanilla client, simply by pressing the drop key while hovering the button.
- The cause:
all-clicks-typeis documented as the list of click types a menu reacts to, but it
types. It was never enforced when dispatching a click. Since that default list contains only
MIDDLE, RIGHT, LEFT, SHIFT_RIGHT and SHIFT_LEFT, a DROP click matched norequirement at all, every requirement was skipped as "not for this click type", and the
button then granted everything it was configured to give.
CONTROL_DROP (ctrl + Q) andNUMBER_KEY (the hotbar keys) had exactly the same effect.InventoryDefaultnow only dispatches a click when its type is listed inall-clicks-type,
a requirement written with
click_type: [DROP] working, since the admin asked for that clicktype and the button has a requirement covering it.
- New
enforce-click-typesoption, defaulttrue, to turn that check off if it breaks a menu
config.yml says so.ItemButton.setMiddleClickno longer also bindsClickType.DROP. Binding both meant the drop
can reach. A new
setDropClick is available when a drop handler is actually wanted.ItemButton.onClicknow rejects a middle click from a player who is not in Creative. A vanilla
forged packet. The whole click is dropped, not just the middle click handler.
- Known behaviour change: pressing the drop key or a number key while hovering an item inside a
picks it up and anything left in the slot is still returned when the inventory closes. The
slot was deliberately not exempted from the check, because a draggable button that also has
actions would otherwise keep the bypass.
- Note on a related report finding: a requirement scoped to one click type still does not gate a
to preview for free" relies on it. The fix belongs in the click type allow list above, not in
the requirement check.
- Unbounded component cache, and wrong formatting from cache collisions (ZM-05)**:
SimpleCachewas a rawConcurrentHashMapwith no size limit, no expiry and no eviction. It
containing something like a player name or a balance produced one entry per player and kept
it forever.
ComponentMeta.clearCache was only ever called from the Nexo hook, so on a serverwithout Nexo the cache was never emptied at all, not even by
/zm reload, and the heap grewfor the whole uptime.
SimpleCacheis now backed by a bounded Guava cache, the same approach already used by
YamlFileCache, with a maximum size and an idle expiry. New component-cache section inconfig.yml: max-size (default 10000) and expire-minutes (default 10). Setting bothto
0 restores the previous unbounded behaviour exactly. The expiry matters more than thesize limit, because a component built from a player placeholder is usually used once.
- The component cache is now also emptied on
/zm reload. Besides giving the cache a reset
file was edited.
MetaUpdater.clearCache was added as a default no-op so implementationswithout a cache are unaffected.
- Fixed wrong item formatting caused by cache key collisions.** Item names and lore are cached
titles, action bars, titles and book pages are cached without it. Both were stored under the
raw text, so an item named the same as a message shared a single entry and whichever was
parsed first decided what the other one rendered as. The most visible symptom was an item name
that appeared italic, which is the issue the code comments referencing GitHub issue #62
claimed was already fixed. Cache keys are now namespaced per shape. Controlled by
component-cache.fix-key-collisions, default true; set it to false to restore the oldcolliding behaviour.
PlayerUtil.Profilewas a second unbounded, static cache that nothing ever cleared, keyed by
bounded by the same settings.
- Fixed menus showing the wrong head.**
PlayerUtil.Profilemutated one shared static
PlayerProfile and then cloned it. Loaders for different URLs can run concurrently, so twolookups could interleave and each walk away with the other one's skin. A fresh profile is now
built per lookup.
- Removed the redundant second placeholder parse of book pages in
ComponentMeta.openBook.
OpenBookAction already resolves the lines before calling it. Contrary to the original reportthis did **not** create extra cache entries, since the operation is idempotent and produced
the same key. What it did cost was a wasted PlaceholderAPI pass per line per open, and it
defeated the
escape: the first pass turns an escaped marker into a literal %,which the second pass then resolved as a real placeholder.
- Buffered player data lost on shutdown, and two data losing races in the write buffer (ZM-06)**:
- The reported disconnect duplication does not reproduce, and the report's explanation of it
ZDataManager keeps player data in an in-memory map, loadPlayers fills it onceat startup for every player rather than per join, and nothing removes a player from it when
they disconnect (
clearPlayer has a single caller, the /zm players clearplayer command).A player who claims a reward and then kills their connection still has that claim in memory,
so it is still blocked when they come back. Disconnecting cannot roll your own data back.
- What was actually broken: there was no flush on shutdown.**
onDisableclosed inventories,
manager to write anything, so stopping or crashing the server within the
batch-task windowdiscarded up to that many seconds of every player's data. After a restart the old state was
loaded back and a one-time reward could be claimed again.
StorageManager.flush was added asa default no-op and is now called synchronously from
onDisable, after the inventories areclosed so that close-actions writing data are included, and synchronously because the
scheduler is being torn down at that point and an async write would never run.
- New
flush-storage-on-quitoption, defaulttrue, writes buffered data when a player
above, it narrows what an outright crash can lose. Several players leaving at once are
coalesced into a single write. Set it to
false if the extra write per quit is too much foryour database, the shutdown flush still runs either way.
- Fixed the batch task destroying data on every cycle.** It drained both caches and then
clearAll() on the whole map. Both types were already drained, so the only thing thatcall could still remove was whatever the main thread had added in between, and those rows were
discarded without ever being written. That was a silent data loss window every
batch-taskseconds on a running server, with no restart involved.
- Fixed two races in
TypeSafeCache.** It was a concurrent map of plainArrayLists, written
unguarded: draining one while the main thread appended could throw
ConcurrentModificationException. More seriously, a writer that had already looked its listup could append to it after the drain had taken it out of the map, and that row was then never
written at all. Every operation is now guarded by one lock,
drain removes and returnsatomically,
get returns a snapshot, and replaceMatching supersedes a pending row in asingle operation instead of a read-modify-write that a drain could split in half. Measured
with a concurrency harness: the old code lost roughly 3% of rows under a writer racing a
drainer, the new code loses none across 50000 writes.
- The
batch-taskdefault stays at10. With a shutdown flush and an optional quit flush in
frequency on every server for a case those flushes already cover.
- Console and disk flooding from a failing button (ZM-08)**:
- The
IndexOutOfBoundsExceptiondescribed in the original report is not reachable from
onInventoryClick already returnsimmediately when
getClickedInventory() is null, and a raw slot outside the view resolves tono inventory, so an out of range slot never reaches a button. The slot is then only ever used
as a
HashMap key, never as an array or list index, so no bounds error is possible fromzMenu's slot handling at all. The stack trace quoted in the report comes from
AbstractContainerMenu.clicked inside the server's own packet handler, which runs before theBukkit event is even created, so zMenu is not on that call stack and cannot intervene.
- No slot sanitisation was added to
NMSMenuPacketListener. That class exists only in the
differently, and it has no inventory awareness to sanitise with.
- An explicit raw slot range check was added to
onInventoryClickanyway, as defence in depth.
check above cannot quietly widen what reaches a button.
- What was actually fixed: the log flooding the report describes is real, through a different
button.onClick was dispatched with no exception handling, and neitherhandleClick nor AdapterListener caught anything, so any error thrown by a button's actionsescaped into the Bukkit event dispatch and printed a full stack trace on every click. A player
holding the mouse down on a button with a broken action, a failing placeholder or a throwing
addon could fill the console and the log file as fast as they could click. Button dispatch is
now wrapped: the click is cancelled, the first failure for that button is logged with its
stack trace, and further failures on the same button are muted for
click-error-log-cooldown-seconds (default 30, set to 0 to log every occurrence).- Behaviour change worth knowing: an exception used to abort the whole listener adapter loop for
silently disables other parts of the plugin for that click.
- Menus could hand out a reward when the payment failed (residual part of ZM-03)**: a shop button
money requirement that checks the balance, then a withdraw action thattakes it, then an action that gives the reward. Two things were wrong with that chain.
CurrencyWithdrawActioncalled the plainwithdraw, which does not check whether the player
clamp it to zero, and the return value told the caller nothing. It now calls
withdrawIfSufficient, which checks the balance and applies the debit as one operation andreports the outcome. Requires CurrenciesAPI 1.0.15 or later.
- Nothing in zMenu could stop a list of actions part way through**, so the action giving the
follows them must not run:
- New
ActionResultenum, andAction.preExecuteChain/Action.executeChainalongside the
execute stays an abstract void and preExecute still works, so everyexisting action and every third party addon compiles and behaves exactly as before.
- Every place that runs a list of actions now stops on
ActionResult.STOP: button actions,
the Bedrock open and close actions, command actions, mechanic actions, and an action's own
deny-chance actions.
- An action with a
delayalways reportsCONTINUE, because it has not run yet when the
after it.
- A failed payment now stops the rest of the action list and tells the player. Two new messages:
CURRENCY_NOT_ENOUGH and CURRENCY_ERROR. An UNSUPPORTED result, meaning the economycannot report whether the player could afford it, is treated as a failure and logged, because
the alternative is giving the reward away for free.
- A misconfigured, non numeric
amountalso stops the chain instead of being treated as zero. ZCurrencyPermissibleis deliberately unchanged. It is evaluated when a button is rendered,
view_requirement, so it must only ever read the balance and never debit it.CurrenciesAPI.init(this)is called on enable so the library can schedule work back onto the
ITEM, LEVEL and EXPERIENCE.- Still only as safe as the backend.** Vault, PlayerPoints, zEssentials, RedisEconomy,
debit are genuinely indivisible, and RedisEconomy and ExcellentEconomy hold that guarantee
across every server sharing the economy. For CoinsEngine, EcoBits, BeastTokens, RoyaleEconomy
and the Elemental currencies the library has to emulate it, which protects one server against
racing itself but cannot protect a network sharing one database.
TransactionResult.isAtomicand
Currencies.supportsAtomicWithdraw report which case a currency falls into.## Fixes
- A
SWITCHbutton comparison could stop the whole menu from opening**: the>=,<=,>and<
SWITCH button parsed both sides with Integer.parseInt, and the NumberFormatExceptionit throws escaped
ZSwitchButton.getDisplayButton into the button loop of InventoryDefault. Nothingcatches it there (
VInventoryManager only catches InventoryOpenException), so the remaining buttonswere never placed,
player.openInventory was never reached, and the console printed a stack trace whilethe player was left with no menu. Anything that is not a whole number triggered it: a
key placeholderreturning a decimal balance such as
1000.5 or an empty string, the raw %placeholder% coming backunresolved because the plugin providing it is not installed, or a case simply written
">= 10" with aspace after the operator.
- Both sides are now compared as decimals, spaces are trimmed and a comma is accepted as the decimal
">= 10", ">=10.5" and ">=10,5" all work, and a placeholder returning 1000.5 iscompared correctly instead of throwing. This matches how placeholder requirements already read their
numbers. A value that uses
, as a thousands separator is read as a decimal point, so 1,000 countsas
1: compare against a raw, unformatted placeholder.- A side that is still not a number no longer throws, it simply never matches. The switch moves on to
item when none of them match, so a missingplaceholder plugin now costs you the default icon rather than the whole inventory.
- Cases without a comparison operator are unchanged and are still an exact string comparison.
- Fixed a menu failing to open when an item used
material: armor:<slot>with a slot name that does not
armor:HELMET or armor:BOOTS: ArmorLoader passed the value straight toEquipmentSlot.valueOf, and the resulting IllegalArgumentException was never caught, so the menu wasabandoned mid-render with only a stack trace that named neither the file nor the item. The slot is now
validated: an invalid value is logged as an error with the configuration path and the list of accepted
slots, and the item falls back to
AIR so the rest of the menu still opens. The value is also upper-casedand trimmed, so
armor:head now behaves like armor:HEAD.- A mistyped
datastype no longer silently removes a button**: thetypeof a buttondatasentry
SET, ADD, SUBTRACT, REMOVE) was resolved with a strict valueOf. A typo, or simply a lowercasetype: add, threw while the button was being built, and the button was then dropped from the inventorywith no message at all unless
enable-debug: true was set. In a patterns/ file, where button loading isnot wrapped in a try/catch, the same error aborted the pattern folder, so every pattern after the faulty
one stopped loading.
- The value is now uppercased before being resolved, so
type: addandtype: ADDare equivalent. - An unknown value logs an error naming the exact configuration path and listing the accepted types, and
SET so the button still loads.- A non-numeric player data value no longer cancels the whole click**: an
addorsubtractentry in a
datas section, or a data action, whose value did not resolve to a whole number - an unresolved%placeholder%, an empty string, or a decimal such as 1.0 - threw out of ZActionPlayerData. Any entryusing
math: true threw the same way when its expression could not be evaluated. datas entries runat the very top of a button click, before the messages, the sound, the click-requirements, the actions
and the commands, so the rest of the click was lost along with the write. The same failure inside a
data action aborted the actions queued after it.- The value now goes through a guarded conversion: an unusable value logs a single error line naming the
- Without
math,addandsubtractnow also accept a decimal value, a comma as the decimal separator
1.0, 1,5, 2 ), which placeholders commonly return. The amount istruncated to a whole number, since
Data.add and Data.remove work on whole numbers.- With
math: true, an expression that cannot be evaluated is logged and the raw value is stored as is,
item-rarityand four custom model data aliases were read from the wrong place in the file**:
MenuItemStackLoader looked those keys up at the root of the YAML file instead of under the item's ownpath.
item-rarity written on an item was therefore silently ignored (on 1.21+, the only versions whereit is applied), and the
model_data, custom-model-id, custom-model-data and model-data spellings ofthe custom model data option never reached the item either — only
modelID, model-id, modelId,customModelId and customModelData worked. Conversely, a file that happened to declare one of thosekeys at its root applied it to every item it contained. All of them are now read from the item's path.
- An out-of-range colour or an unknown
item-rarityno longer breaks the item that uses it**:
Color.fromRGB and Color.fromARGB reject any channel outside 0-255 and MenuItemRarity.valueOfrejects an unknown value, and neither rejection was caught. A potion item written with
color: 300,0,0threw out of the item loader: inside an inventory the whole button was dropped, with nothing in the
console unless
enable-debug: true, and inside a patterns/ or items/ file the exception escaped thefolder walk and aborted everything still to be loaded. Both are now caught and logged with the offending
value, the key and the file, and the item keeps its default.
- Colours written with spaces after the commas now work**:
color: 160, 101, 64failed to parse and
now trimmed before being parsed, so the spacing no longer matters.
- Fixed the
itemModelitem comparison never matching:ItemModelSimilarcompared the two item model keys
== instead of equals. NamespacedKey is a regular object and zMenu builds a fresh one every timeit renders an item, so two items carrying the same
item-model were never seen as similar, while any twoitems carrying **no** item model were seen as identical. Every
type: itemModel check was affected, on theMinecraft 1.21.4+ servers where that strategy is registered: an inventory
open-with-item, acheck-inventory requirement and the check-item of an item_drag button. The keys are now comparedwith
Objects.equals, and an item with no ItemMeta, such as an AIR stack coming from a misconfigureditem, is handled instead of throwing a
NullPointerException.- Two plugins shipping a menu with the same file name no longer hide each other**:
ZInventoryManager
which of the two
/zmenu open <name>, an inventory action or an inventory button opened depended onthe load order. Deleting or reloading either one then removed the shared entry, leaving the survivor
unreachable by its short name until its own plugin registered it again.
- Every inventory claiming a name is now kept. A name used on its own resolves deterministically:
plugin:name form still selects exactly one.- A warning is now logged when a name is claimed by several plugins, listing every owner, naming the
plugin:name form to reach the others.deleteInventoryanddeleteInventoriesnow only drop their own entries. Reloading a single menu
/zmenu reload inventory <name>, or a plugin unregistering its menus through the API, no longertakes another plugin's menu of the same name down with it.
- Dialogs and Bedrock menus are now found whatever the case of their name**:
ZDialogManagerand
ZBedrockManager compared names with equals, so a name that did not match the file name or the menu'sconfigured
name character for character was reported as missing./zmenu dialog open <name>and/zmenu bedrock open <name>, and thedialogandbedrockactions,
equalsIgnoreCase, so MyDialog finds the dialog declared in mydialog.yml.- The
plugin:nameform offered by tab completion could not be opened.** The suggested entries were
zmenu:example), while getDialog(String, String) and getBedrockInventory(String,
String) looked the plugin up by its exact name (zMenu) as a map key, so the command answered "notfound" for a name it had just suggested. Both now resolve the plugin part through
getPluginIgnoreCase, as inventories already did. A dialog or bedrock action written withplugin: zmenu was failing the same way.getDialog(Plugin, name)andgetBedrockInventory(Plugin, name)now also accept the menu's
name and not only its file name, so both lookup forms behave the same way.- Discord webhook checks no longer freeze the server or silently disable the action**: the
discordand
discord_component actions verified their webhook with a blocking HTTP request while the action wasloaded, so every menu, command or item using an unreachable or slow webhook stalled the loading thread -
the main thread on startup and on
/zm reload - for up to 10 seconds per distinct URL (5 second connectand 5 second read timeouts). On top of that, a webhook that did not answer with
200 made the loader dropthe action entirely, and the failure was cached for the whole lifetime of the server, so a webhook that was
unreachable once - Discord down, or the network not ready yet while the server was booting - stayed dead
until a full restart,
/zm reload did not retry it.- The action is now built whatever the check says, and the webhook is verified in the background by the
DiscordWebhookChecker. A webhook that does not answer only logs a warning naming the file it wasdeclared in, instead of removing the action from the menu.
- Only successful checks are remembered, so a webhook that failed once is checked again on the next
- The HTTP connection is now closed after the check, and the shared result cache is thread-safe.
- Fixed a
ClassCastExceptionwhen a zMenu message was sent to a sender that is neither a player nor the
MessageUtils.message cast every non-console sender to Player, so command blocks and the RCONconsole crashed instead of receiving the message. With the default
enable-open-message: true,/zmenu open <inventory> <player> run from a command block failed on the confirmation message and neveropened the menu. Non-player senders now receive the same prefixed chat output the console already got.
- Fixed a single literal
%marking a value as a placeholder expression.Resolvable.isExpressionreturned
true as soon as the text contained one %, so a component value such as 50% off was classified asdynamic and pushed through the local placeholders and PlaceholderAPI again on every render for every
player. A matching pair is now required, so the value is kept as a constant and resolved once when the
item is loaded. It covers every value read through
ResolvableString or ResolvableComponent: lore,custom-name, the two book content components, the custom-name of potion-contents and a stringpersistent-data entry. Real placeholders are unaffected, and the
item-name component keeps the oldbehaviour because it does not go through
isExpression.- Fixed
only-refresh-buttonpagination clearing slots in the wrong container.PaginationButtoncalled
addItem(slot, air, isPlayerInventory()), which binds to the overload whose last argument is theanti-dupe flag, not the container, so the slots were always cleared in the menu and never in the player
inventory. A paginate button placed in the player's inventory (reachable only through the API, via
Button.setPlayerInventory(true)) therefore kept the previous page's items in every slot the new pagedid not fill, and blanked the same-numbered menu slots instead, dropping their click handler until the
next full refresh. Ordinary in-menu pagination was unaffected: there the misplaced argument only skipped
anti-dupe tagging on an
AIR stack, which is ignored anyway.- Fixed slot ranges written with spaces around the hyphen being silently ignored: a
slotsentry such as
0 - 8 failed to parse and added no slot at all, so the button fell back to the single slot value ofits definition (default
0) instead of covering the range. ButtonLoader.loadSlot now trims both boundsof a range, and single slot values, before parsing them.
- A range written backwards now behaves like the same range written the right way round:
8-0covers
0 to 8, where it used to drop both of its bounds and cover only 1 to 7. A range writtennormally is unaffected, and still covers both of its bounds.
## Internal Changes
- File handles in the JSON storage layer**:
DiscUtilsandPlayerDataLoadernow open their streams
live-sync.json, saved through Persist, and players.json, read by /zmenu players convert.DiscUtils.readBytesnow stops at the end of the stream instead of moving its read offset backwards,
IndexOutOfBoundsException when a file shrank between its size being measured andbeing read.
- The anti-dupe inventory click handler now verifies that the clicker is a player before casting instead of
ClassCastException out ofDupeListener.onInventoryClick.- Fallback inventories for dialogs on older clients**: dialogs can now define a
fallback-inventory
name, optional plugin, and optional page). When a player's client is below Minecraft 1.21.6 andcannot render dialogs, zMenu opens the configured chest inventory instead, or sends a dedicated message
when no fallback is available. Client versions are detected through ViaVersion, ProtocolSupport, or
Paper's handshake protocol.
- Client version API**: added
ClientVersionManager,ClientVersionProvider, and protocol-to-Minecraft
register additional providers.
- Placeholder-aware
take_itemamounts**: theamountfield of thetake_item/take-itemaction now
1.- UUID targets in placeholder requirements**:
target-playercan now resolve to either a player name or a
## Improvements
- Updated zItems support**: migrated the material loader to the latest zItems registry API. zItems is now
instead of breaking inventory loading.
- Dialog management hardening**: dialog registries and active-dialog tracking are now thread-safe, the API
- Error reporting**: exceptions are now routed through the zMenu logger with the plugin prefix and complete
## Fixes
- Fixed active dialog data not being cleared when a player disconnects, which could leak entries and restore
- Fixed plugin shutdown throwing an additional
NullPointerExceptionwhen startup failed before the website
- Fixed Minecraft version parsing accepting later numeric fragments after a non-numeric version segment.
## Internal Changes
- Added anonymous usage metrics through FastStats, with proper startup and shutdown lifecycle handling.
- Live sync for button patterns**: the website can now push button patterns as well as inventories. A new
pattern.sync event installs a pattern sent from the Pattern Studio, and an inventory that depends onpatterns now downloads and installs **all of its patterns first** (sequentially, so the inventory never
reloads on a half-updated set) before being reloaded. Patterns are written into
patterns/ (or intoanother plugin's
patterns/ folder when the website sends a plugin_name), with the same guarantees asinventories: SHA-256 verification, size limit, path sanitisation,
BUTTON type validation, atomic writewith a
.bak backup and rollback on a load failure.- New requirement
item-rule**: check the item a player is holding or wearing against a zMenu rule.
rule (any rule supported by the rule engine), item-source (HAND, OFF_HAND,HELMET, CHESTPLATE, LEGGINGS, BOOTS or INVENTORY), amount (minimum quantity, counted acrossthe whole inventory when
item-source: INVENTORY) and the usual deny / success actions.- Give an item on the first join of a world**: custom items can use
give-first-world-joinin their
mechanics.itemjoin section (a single world name or a list). The item is given the first time the player entersthat world - on join or on a world change - and the visited worlds are stored in database (new
first_world_join table, created automatically), so the item is never given twice.- Localized dialog messages**:
dialog-plain-message-bodynow accepts alocalized-messagessection
## Improvements
- Updated [CurrenciesAPI](https://github.com/GroupeZ-dev/CurrenciesAPI) to version 1.0.14 (fixed the
ExcellentEconomyenum name, old usage deprecated) - All economy and item plugins are now declared in
paper-plugin.yml** as optional dependencies (Vault,
RedisEconomy, RoyaleEconomy, VotingPlugin, zEssentials, plus CraftEngine, Denizen, Shopkeepers, zItems,
eco, Nexo, NextGens, Nova), so their classes are always visible to zMenu when they are installed - and
none of them is required to start.
- Commands accept a target player again in a uniform way**: player arguments no longer use a raw string
same helper - selector, online player or offline player - falling back to the command sender.
/zmenu players convert can now be run from the console / on another player./zmenu save <name> [type]: thetypeargument is now a real enum argument (YML/BASE64) with
BASE64.- CraftEngine items are now built with the player context**, so per-player CraftEngine items resolve
- PacketEvents listeners are thread-safe**: animation and click-limiter data now use
ConcurrentHashMap,
(safer on Folia).
- More logs to debug items**: eco item lookup failures are logged in debug mode, and an unknown mechanic
## Fixes
- Fixed the on-click mechanic never running:
OnClickMechanicFactorywas not registered in the item manager. - Fixed
clearInventory: trueleaving the player inventory untouched: the saved items are now actually
- Fixed color values not being clamped in
ColorUtils(and a potentialNullPointerException). - Fixed the offline player cache never being uninstalled on disable.
- Cooldowns now clean up their expired entries and drop empty maps instead of growing forever.
- Added **live sync** with the website (Minecraft Inventory Builder): link your server with
/zmenu login
live link with
/zmenu connect, and close it with /zmenu disconnect. Once connected, clicking"Sync to Server" on the web builder reloads the inventory on your server live, with no restart.
- Added permissions
zmenu.connectandzmenu.disconnect. - Custom item
on-clickmechanic**: custom items (defined initems/*.yml) can now run zMenu actions when their holder left/right-clicks. Configure it undermechanics.on-clickwithcooldown(seconds),cancel-event,click-target(air/block/both),click-types(LEFT,RIGHT,SHIFT_LEFT,SHIFT_RIGHT),click-requirementsandactions. - Dynamic dialog buttons**: two new dialog button types repeat a body or input element over a numeric range —
dialog-dynamic-body-button(insidebody:) anddialog-dynamic-input-button(insideinputs:), each with placeholder-awarestart/endbounds. The%index%placeholder resolves to the current iteration, and each generated input value is available as%<button-name>_<index>%(e.g.%my_input_1%). Seedialogs/dynamic-dialog-example.yml. - Dynamic Bedrock buttons**:
bedrock-dynamic-input-button(CUSTOM forms) andbedrock-dynamic-button(SIMPLE forms) repeat an input/button overstart/end, exposing%index%and per-index response placeholders (e.g.%dynamic_input_1%,%dynamic_toggle_1%). Seebedrock/dynamic-bedrock-example.ymlandbedrock/dynamic-simple-bedrock-example.yml. - Pluggable dialog action types**: dialog action buttons (yes/no, notice, multi-action, server-links) now accept a
type:field —custom-click(default, runs zMenuactions:) orstaticfor native client actions viastatic-type:(OPEN_URL,OPEN_FILE,RUN_COMMAND,SUGGEST_COMMAND,COPY_TO_CLIPBOARD). - Dialog action limits**: dialog action buttons support
usage-limit(maximum activations) andduration-limit— either plain seconds or a{ value, type }section with aTimeUnit(SECONDS,MINUTES, ...) — plusenable-placeholders. - Placeholders inside item components**: item component fields now accept
%placeholder%values, resolved per viewer at build time (local placeholders + PlaceholderAPI) through a newResolvableframework.dyed-colorand other color / enum / number / string fields can now be dynamic. - New item components**:
tropical-fish/pattern,wolf/sound-variant,can-break,can-place-on, and a now-functionaldyecomponent (Paper 1.26.1+).
## Improvements
- Unique permissions for every command**: refactored all commands to use distinct permission nodes — no two commands share the same permission anymore.
- Added
zmenu.open.main.menufor/zmenu openMainMenu(was sharingzmenu.open). - Added
zmenu.dialogfor/zmenu dialogs, andzmenu.open.dialog.configfor/zmenu dialogs config. - Split
zmenu.playersinto 9 granular permissions:zmenu.players.add,zmenu.players.clear.all,zmenu.players.clear.player,zmenu.players.convert,zmenu.players.get,zmenu.players.keys,zmenu.players.remove,zmenu.players.remove.all,zmenu.players.subtract.
/zmenu login <token>still works as before (legacy token paste); running/zmenu loginwith no argument
- Live sync now sends a stable, persistent
server_id(stored inlive-sync.json, kept across re-links) at
linked-server entries.
- Synced inventories are now written into a **subfolder** of
inventories/mirroring the inventory's folder
inventories/Shop/Weapons/menu.yml). The subfolder path is taken from the syncnotification and sanitised (segments only, no
../absolute/backslash) before any file is written.- New command **
/zmenu unlink** (permzmenu.unlink): force-detach this server from the website - it
live-sync.json credential **even if** the site callfails (so a down/unreachable website never leaves a stuck link).
/zmenu connectnow first **verifies the link is still valid** with the website and **refreshes** the
ZMENU_WS_URL is picked up automatically); a revoked linkis detected and cleared up front.
- All integrations are now optional**: every integration plugin (Oraxen, ItemsAdder, PlaceholderAPI, LuckPerms, Geyser/Floodgate, MythicMobs, MMOItems, ...) is declared as a soft dependency in
paper-plugin.yml— none are required for zMenu to start. - Expanded color parsing**: color fields (
dyed-color,map-color, fireworkcolors/fade_colors,custom-model-datacolors,potion-contentscustom color, collar colors, ...) now also accept"r,g,b"and"r,g,b,a"strings (with or without spaces, values clamped 0–255) in addition to hex strings and RGB(A) lists. - Backward-compatible dialog action buttons**: the new nested form (
<key>.label,<key>.tooltip,<key>.width,<key>.actions,<key>.type) falls back to the old flat keys (yes-text,notice.text,multi-actions.<key>.text, ...), so existing dialog files keep working. - Bedrock text input** now accepts both
bedrock_textandbedrock_text_input. - Page placeholders** (
%page%,%maxPage%,%max-page%) now resolve everywhere inside an inventory (buttons, names, lore), not only in the title. - DeluxeMenu import** (
zmenuconvert) now honours DeluxeMenu'sinventory_type(CHEST, HOPPER, DISPENSER, ...), rejects unsupported types with a clear message, and only enforces the multiple-of-9 size rule on CHEST inventories. - Maven Central mirror fallback**: zMenu downloads its runtime libraries via Paper's library loader on startup; a mirror fallback (
PAPER_DEFAULT_CENTRAL_REPOSITORYenv var →org.bukkit.plugin.java.LibraryLoader.centralURLsystem property → Google mirror) keeps this working on older Paper builds and restricted networks. - Players can now safely type
%inside dialog/chat answers (it is no longer misinterpreted as a placeholder).
## Changes
- zMenu is now Paper-only.** The Spigot
plugin.ymlhas been removed in favour ofpaper-plugin.yml(Paperbootstrapper+loader); zMenu **no longer runs on Spigot** — Paper, a Paper fork (Purpur/Pufferfish) or Folia is required. Work has also started on Paper 26+ support. - Item component keys normalized to kebab-case** (no alias kept — existing configs must be updated):
custom_name→custom-name,death_protection→death-protection,intangible_projectile→intangible-projectile,map_decorations→map-decorations,note_block_sound→note-block-sound,pot_decorations→pot-decorations,provides_banner_patterns→provides-banner-patterns,provides_trim_material→provides-trim-material,tropical_fish/base_color→tropical-fish/base-color,tropical_fish/pattern_color→tropical-fish/pattern-color. - API**:
InventoryManagermethods now return/acceptContainerInventoryinstead of BukkitInventory; plugins compiling againstzmenu-apimust update.
## Security
- The live link is end-to-end safe: the WebSocket carries only
{inventory_id, file_name, hash}- the YAML
is written atomically with a
.bak backup and rolled back on a parse/reload failure; all network I/O runsoff the main thread and the reload happens on the main thread. The scoped server token is stored in
live-sync.json and never printed.## Fixes
- Fixed
/zmenu disconnectusing the wrong permission node (zmenu.description→zmenu.disconnect). - Live sync now **stays connected** after
/zmenu connect: it auto-reconnects (with backoff) after a relay
/zmenu disconnect or the token is revoked.Previously the link could drop silently and "Sync to Server" on the website would report
"server not connected" even though the operator believed the server was still connected.
- Fixed synced inventories failing to write on Windows (
the file is used by another process): the
the file is applied.
- Fixed a same-named inventory in two different folders reloading the **wrong** file (zMenu indexes
syncs of same-named inventories also no longer share a temp file.
- Fixed dialog config permission : https://github.com/Maxlego08/zMenu/issues/252
- Fixed
widthbeing ignored insidedialog_plain_message. - Fixed translated inventory/item names (
translatedName/translated-name) never being applied. - Fixed player-selector arguments (
@p,@a, ...) in/zmenu open,giveitem,giveopenitem,openmainmenuand the Bedrock/dialog open commands. - Fixed commands sometimes not registering, and allowed
:inside inventory names/arguments. - Fixed a
ConcurrentModificationExceptionwhile flushing player data ([#246](https://github.com/Maxlego08/zMenu/issues/246)). - Fixed the anvil inventory registration to only load on Minecraft 1.21+.
- Fixed placeholder-driven commands being split in the wrong order in player-command actions.
- Fixed button post-processing only applying to the last button of an
elsechain instead of every button. - Fixed the legacy (pre-1.13) material-by-ID mapping never being built.
- Fixed the MythicMobs hook activating even when MythicMobs was installed but disabled.
- Fixed font image handling for optional plugins ([#250](https://github.com/Maxlego08/zMenu/issues/250)).
- Fixed a crash on older Paper builds where JDK 25 bytecode could not be read (ASM), and a build
StackOverflowErrorduring POM resolution. - Fixed version parsing for Paper 26+ build strings (e.g.
26.2.build.12-alpha).
- Internal Changes**:
- Reworked the Dialog and Bedrock systems to support custom, editable and dynamic buttons; dialog and Bedrock button/input loaders are now discovered by reflection.
- New reflection-based auto-loading annotations:
@AutoButtonLoader,@AutoCommandArgumentValidator,@AutoFontImage,@AutoItemStackSimilar, and@RequireSupport(gates loading onDIALOG/BEDROCK_INVENTORYsupport being active). - Dialog API split into specialized interfaces (
ConfirmationDialogInventory,NoticeDialogInventory,MultiActionDialogInventory,ServerLinksDialogInventory); ~40 type-specific methods onDialogInventorywere deprecated. A newConfigFieldProcessorextension point lets integrators customize the/zmenu dialogs configeditor. - Bedrock inputs now build Geyser Cumulus components directly; new
bedrock/inputsandbedrock/componentsAPI packages; dialog body/input types moved intobody/andinputs/subpackages (import paths changed for API consumers). - New
Resolvableframework backing placeholder-aware component fields;PotionContentsComponentrewritten on PaperDataComponentTypes;ResolvableRegistrynow uses BukkitRegistryKey; entity variant loaders reorganized into per-entity packages; the Spigot/Papercustom-model-dataloaders were merged into a single dynamic loader. - New
ResolvablePersistentDataEntry/ResolvableContainerSlotAPI building blocks (typed, placeholder-resolvable persistent-data entries using avalue@typesyntax). - Commands migrated to the
paper-dispatchlibrary. openInventorynow runs on the entity scheduler (Folia-safe); hardened packet-handler injection.- Migrated compile/test to Paper 26 with a MockBukkit-based mock-server test harness; Gradle wrapper updated to 9.6.1.
- Player Inventory Placeholders**: Added
%zmenu_player_empty_slots%to get the number of free slots in the player's inventory, and%zmenu_player_item_count_<MATERIAL>%to count the total amount of a specific item. These placeholders work even when the bottom inventory is hidden withclear-inventory: true, allowing shop menus to check if the player has enough space before purchasing. - Custom Commands**: Add a new field
actions-requirementsfor custom commands, allowing you to specify requirements that must be met for the command's actions to execute. This provides more control over argument conditions and enhances command functionality. - Anvil Inventory Support**: Added a new
ANVILinventory type, withrename-requirementsto validate the text entered by the player before running the rename actions. Inventory types are now resolved through a dedicatedInventoryTyperegistry (currentlyANVILandCHEST), making it easier to add new container types in the future. - Item Rules System**: Added a flexible item-matching system configurable through a
rulesection. Built-in rule types:material,material-contains,material-prefix,material-suffix,name,lore,tag,custom-model-data, and theand/orcomposites to combine several rules. Plugin-specific item rules (match by item id, supporting wildcards andignore-case) are available for CraftEngine, Denizen, Eco, ExecutableBlocks, ExecutableItems, HeadDatabase, ItemsAdder, MMOItems, Nexo, NextGens, Nova, Oraxen and SlimeFun. Theitem_dragbutton now accepts arulesection to validate which items a player is allowed to drop. - New Action
set_item** (set_item/set-item): place an item in one or several inventory slots (menu or player inventory viain-player-inventory: true), withdupe-protectionenabled by default. - New Action
take_item** (take_item/take-item): remove a configurableamountof matching items from the player's inventory, withverification: SIMILAR(default) orMODELIDto control how items are matched. - New Action
refresh_slot** (refresh_slot/refresh-slot): refresh only the givenslots(menu or player inventory) without rebuilding the whole inventory. - Check Inventory Requirement** (
check-inventorypermissible): verify that a givenslotcontains a specific item (or that the player owns it), withsuccessanddenyactions and a configurable comparisontype. - Denizen Support**: Added a new hook for Denizen, allowing Denizen items to be matched through the item rules system (
denizenrule type).
## Bug Fixes
- Clear Inventory Session Items**: Fixed a bug where items given to the player during a menu session (e.g., via shop purchase actions) were lost when closing a menu with
clear-inventory: true. Session items are now collected before restoring the original inventory and properly restored afterward. - ItemGiveAction Inventory Update**: Added
player.updateInventory()after giving items via thegive_itemaction, ensuring the client inventory display updates immediately.
- Inventory Desync on Item Give**: Fixed
ItemGiveActionnot callingplayer.updateInventory()after adding items, causing a visual desynchronization where the player's hotbar/inventory wouldn't visually update until the next interaction. - Multi Dialogs
number-of-columns**: Fixed multi-action dialogs not supporting thenumber-of-columnsoption. - Nexo Glyphs in Items**: Fixed Nexo glyphs not working inside items. Add
skip-first-cache: trueto the item configuration to use them. - Animation Listener**: Fixed an issue with
PacketAnimationListener([#245](https://github.com/Maxlego08/zMenu/issues/245)).
- Internal Changes**
- New Minecraft version detection system
MinecraftVersionover oldNMSVersionenum, allowing more flexible version checks and better support for future Minecraft versions without needing to update the plugin. - New utils annotations
@SinceVersion| These annotations can be used to mark classes that should only be loaded for specific Minecraft versions, check in theVersionFilterclass for more details.@UntilVersion| These annotations can be used to mark classes that should only be loaded for specific Minecraft versions, check in theVersionFilterclass for more details.@PaperOnly| These annotations can be used to mark classes that should only be loaded if the server is a Paper version, check in theVersionFilterclass for more details.@SpigotOnly| These annotations can be used to mark classes that should only be loaded if the server is a spigot version, check in theVersionFilterclass for more details.@AutoComponentLoader(renamed from@ComponentLoader) | Allow to load dynamically all items component loader without having to register them one by one in theZComponentManagerclass for "fr.maxlego08.zmenu" package, filtering by version and server type with the new annotations by the helper ofVersionFilterclass.@AutoListener| Allow to load dynamically all listeners who take aMenuPluginin their constructor or no-arg constructor without having to register them one by one in theZListenerManagerclass for "fr.maxlego08.zmenu" package, filtering by version and server type with the new annotations by the helper ofVersionFilterclass.@AutoActionLoader| Allow to load dynamically all action loaders without having to register them one by one, filtering by version and server type via theVersionFilterclass.@AutoMaterialLoader| Allow to load dynamically all material loaders without having to register them one by one, filtering by version and server type via theVersionFilterclass.@AutoPermissibleLoader| Allow to load dynamically all permissible (requirement) loaders without having to register them one by one, filtering by version and server type via theVersionFilterclass.@AutoRuleLoader| Allow to load dynamically all item rule loaders without having to register them one by one in theZRuleLoaderRegistry, filtering by version and server type via theVersionFilterclass.@RequiresPlugin| Mark a class so it is only loaded when a given plugin is present. Now supports aversionand atype(Comparison) to only load the class when the plugin version comparison is true, plus acheckMode(EXISTS/EXISTS_AND_ENABLED) to choose between "plugin installed" and "plugin installed and enabled".- All action, component, listener, material, permissible and rule loaders are now discovered and registered automatically at startup through
ClassRegistryand the annotations above, instead of being registered one by one. ClassRegistrynow logs constructor instantiation failures, making it easier to diagnose why a loader did not register.- New dedicated NMS modules (
NMS/Base,NMS/v1_20_R3,NMS/v1_20_R4,NMS/v1_21_R1) with a versionedNMSHandlerabstraction. - New item packet management classes:
NMSMenuPacketListener,PacketQueueandForceChannelPromise. - New item components:
AttackRangeandMaxStackSize(with Spigot and Paper implementations); entity variant loaders refactored onto shared base classes (CollarColor,DyeColor,Enum,Registryvariant loaders). - Standardized string casing using
Locale.ROOTacross all classes for consistent, locale-independent behavior. - Migrated the build to a Gradle version catalog (
gradle/libs.versions.toml).
- Bedrock Inventory Support**: Added full Bedrock inventory support via Geyser/Floodgate integration. Includes Bedrock-specific actions, buttons, input builders (with placeholders support and legacy color code conversion), drag button, inventory replacement, dialog support, and Bedrock player validation.
- Inventory Replacement**: Implemented inventory replacement functionality, allowing inventories to be dynamically replaced across various classes.
- ItemStack Build Context**: Added
ItemStacksupport to build context and updated durability handling in menu item stack. - PaperProfileComponent**: Added new
PaperProfileComponentfor Paper-specific profile handling.
## Bug Fixes
- Clear Inventory + BACK Button**: Fixed items being restored to the player when clicking a BACK button between two inventories with
clear-inventory: trueandclear-inventory-type: PACKET_EVENT. Items are now physically cleared from the player inventory during storage, ensuring container content packets don't reveal hidden items. The close handler also uses physical restoration (giveInventory) instead of packet-based restoration. - Item Pickup with Clear Inventory**: Fixed items being picked up by the player when
clear-inventoryis enabled. - Lore Metadata Duplication**: Fixed "lore" metadata duplication when loading items.
- Color Handling**: Fixed and simplified color handling for leather armor and banner patterns in
MenuItemStackLoader. - NPE Fix**: Fixed null pointer exception.
- Import Fix**: Fixed import for
ZBuildContextinItemEditAction. - API Errors**: Fixed errors and updated API version.
## Improvements
- Requirement Configuration Validation**: Added validation for
click-requirement,view-requirement, andopen-requirementconfigurations. Detects common misconfiguration where users place requirement keys directly under the requirement section instead of using named groups (for click-requirement) or arequirementslist (for view/open-requirement). Displays a clear warning message with an example of the correct structure and a link to the documentation. - Inventory Lookup Optimization**: Optimized inventory lookup with a map cache for better performance.
- CraftEngine Compatibility**: Updated compatibility with the latest version of CraftEngine.
- Color Parsing**: Added color parsing support.
## Changes
- Time Placeholders**: Changed
time_unix_timestamp,time_next_day_unix_timestamp, andtime_today_start_unix_timestampplaceholders to return values in seconds instead of milliseconds.
## Internal Changes
- Standardized method parameter annotations to use
@NonNullacross action and button classes. - Standardized
thiskeyword usage in method return statements for clarity. - Streamlined item stack creation by consolidating special item stack application.
- Enhanced click handling in
Buttonclass and simplified click requirement configuration. - Updated Nexo dependency version.
- Updated Gradle repositories URL for Floodgate.
- Removed unused library files (
FirstCore.jar,zEssentials.jar,zMenu-1.1.0.0.jar). - Removed debug messages.
- Pagination Management System**: Introduced
PaginationManagerwithPaginationButton,PaginationNextButton, andPaginationPreviousButtonclasses, allowing a single button to handle pagination. Includes max page tracking and optimized page size handling. - Pagination Placeholders**: Added pagination-related placeholders to
MenuPlaceholdersfor enhanced inventory navigation. - Reset Pagination Action**: New
ResetPaginationActionand loader to reset pagination state for button paginations. - Skip Close Actions on Inventory Switch**: Added
skip-close-actions-on-switchconfiguration option to prevent close actions from firing when switching between inventories, fixing issues with back/inventory actions triggering on close. - PacketManager Interface**: Introduced
PacketManagerAPI interface and refactored title name handling in packet events for cleaner architecture. - ClickAction Enum**: Added
ClickActionenum to streamline action handling inInventoryLoader.
## Bug Fixes
- Fixed
CustomModelDataComponentdata handling (removed Optional) and added Paper-specific implementation (PaperCustomModelDataComponent) for proper Paper compatibility. - Fixed head cache issue in
ZMenuItemStack. - Fixed unnecessary
toLowerCaseconversion on dialog names inCommandDialogOpen. - Fixed item button click handling by removing redundant null check for clickable buttons.
## Internal Changes
- Added javadocs.
- API fixes.
- Removed unused class.
- Fixed
openWithOldInventoriesmethod crash on 1.20 by usingCompatibilityUtil.getTopInventory()for safe inventory access. - Fixed trim pattern and material validation: now uses Bukkit
Registryinstead of the hardcodedTrimHelper, with proper error messages listing all available patterns/materials when a key is not found. - Fixed null
ItemFlagentries causing errors when applying flags to item meta. - Fixed
EnchantmentGlintOverrideComponentnot handlingfalsevalues correctly — previously onlytruewas applied, now bothtrueandfalseare respected. - Fixed click requirements defaulting to an empty click list when none are specified — now defaults to all click types.
- Fixed
AttributeWrapperto support an optionalNamespacedKeyinstead of always generating a random UUID, preventing attribute duplication on item rebuild. - Fixed database connection logger initialization order in
ZStorageManager. - Fixed item loading from map (
loadItemStack) to useMenuItemStackLoaderinstead of the removedMenuItemStackFormMapclass.
## Improvements
- Command Permissions**: Added dedicated permissions for
CommandMenuEditor(ZMENU_EDITOR),CommandMenuVersion(ZMENU_VERSION), andCommandMenuGiveOpenItem(ZMENU_GIVE_OPEN_ITEM). - API**: Added
getClickRequirementKeys()method toMenuPlugininterface, allowing addons to retrieve the supported click requirement configuration keys. - Default Configs**: Updated default configuration files (
pro_inventory.yml,playtime_reward.yml) to use kebab-case (view-requirement,click-requirement,open-requirement) matching current conventions. - Dependencies**: Added
adventure-text-minimessageas a library dependency inplugin.yml.
## Internal Changes
- Removed unused
PlayerSkinclass. - Removed unused
MenuItemStackFormMapclass and associatedfromMapstatic method. - Cleaned up imports and formatting across multiple files.
- MMOItems Support**: Added material loader for MMOItems plugin integration.
- Enchantments Component**: Added enchantments component support for item configuration.
## Performance
- Performance improvement for items that will use a player's nickname to be displayed (player-head optimization).
## Bug Fixes
- Fixed enchant key parsing in configuration.
- Fixed enchantments component initialization.
- Fixed title parsing before sending to player in
PlayerTitleAnimation. - Fixed dynamic material check in menu item stack caching logic.
- Fixed
%player%as a valid player argument in validators. - Fixed error handling and formatting in various loaders and actions.
- Fixed basehead itemstack rendering.
- Fixed French translations in message strings.
- Fixed wrong format issues.
- Fixed null checks for player in packet listeners.
- Fixed
[]display when placeholder returns an empty list. - Fixed null message handling in
getLegacyMessagemethod.
## Internal Changes
- Refactored placeholder package structure and usage.
- Renamed
SpigotDyeColorItemComponentLoadertoSpigotDyedColorItemComponentLoader. - Changed item model type from
StringtoNamespacedKeyin MenuItemStack classes. - Updated
@Contractannotations inBaseInventory.javafor clarity. - Removed unnecessary whitespace in
ComponentMeta.java. - Removed debug messages.
- Performance Debug System**: Added per-operation performance monitoring for inventory opening. Measures execution time for each step (permission checks, button building, item rendering, etc.) and logs results to console. Configurable via
enable-performance-debug, with threshold filtering and whitelist/blacklist support for operation names.
## Performance
- ItemStack Build Optimization**: Optimized
ZMenuItemStack.build()to reduce redundant work on each inventory open: - Eliminated duplicate PlaceholderAPI resolution for material strings (was called twice per build)
- Pre-resolve
Materialat load time when no placeholders are present, skipping PAPI parsing at runtime - Replaced exception-based control flow for numeric material IDs with a simple numeric check
- Pre-compute
NamespacedKeyfortooltipStyle,itemModel, andequippedModelin setters instead of splitting/creating on every build - Cache the glowing enchantment lookup instead of querying the enchantment registry on every build
- Pre-split lore lines containing
\nat load time instead of splitting on every build - Added early exit in
Placeholders.parse()when the string contains no%character, avoiding unnecessary iteration over all placeholder entries
## Internal Changes
- MiniMessage Color Parsing Refactor**: Consolidated color parsing methods into
MiniMessageColorUtilsclass for better maintainability and code reuse. - Added unit tests to verify preservation of MiniMessage color tags.
## Bug Fixes
- Fixed hex color parsing regex to correctly handle edge cases.
- Fixed typo in
PlayerCommandLoaderconstructor parameter list.
- Dynamic Inventory Title Updates**: Added
PacketEventChangeTitleNameandPacketTitleListenerfor changing inventory titles dynamically without reopening the inventory. Requires [PacketEvents](https://github.com/retrooper/packetevents). - ClearInvType for Inventory Management**: Introduced
ClearInvTypeenum and temporary inventory storage system for better inventory state management. - Per-Inventory Click Limiter**: The click limiter now only applies to zMenu inventories and can be configured per inventory with
click-limiter-enabled: true/false. It no longer interferes with non-zMenu inventories. - Enhanced ItemButton Context**:
ItemButtonnow includes inventory context for improved button logic and interactions.
## Bug Fixes
- Fixed parsing of map structures inside arrays in YAML configuration. [#219](https://github.com/Maxlego08/zMenu/pull/219)
- Fixed click limiter applying to all inventories instead of only zMenu inventories. [#219](https://github.com/Maxlego08/zMenu/pull/219)
- Fixed inventory restoration on plugin disable. [#215](https://github.com/Maxlego08/zMenu/pull/215)
- Fixed PacketEvents warning on plugin disable. [#215](https://github.com/Maxlego08/zMenu/pull/215)
- Resolved scheduler compatibility issue with Folia.
- Fixed task registration during plugin shutdown.
- Enhanced variant component initialization with proper error handling and version checks.
- New Item Component System (1.20.5+)** - Complete overhaul with 30+ components (Enchantments, Lore, Trim, Tool, PotionContents, WrittenBook, AttributeModifiers, etc.). Improved error handling and case sensitivity.
- Animated Inventory Titles** - Requires [PacketEvents](https://github.com/retrooper/packetevents).
- Local Placeholders** -
local-placeholderssection in inventory/pattern configs, cached with Guava for better performance. - Actions Pattern System** - Define default actions for all buttons in
actions_patterns/directory. - New Actions**:
message-to(send to specific player),open-actionsandclose-actionsfor inventories. - Console Commands** - Commands can now be executed from console (
console: true). - LuckPerms** - Permission expiration support with time unit configuration.
- MiniMessage support in toasts.
- Multi-line inventory names (useful with zTextGenerator).
- Resin trim material support.
## Bug Fixes
- Fixed Avast false positive on VirusTotal.
- Fixed async access block and container component issues.
- Fixed PacketAnimationListener task execution when plugin is disabled.
- Fixed button reference in updatedButtons iteration.
- Various minor fixes.
## Internal Changes
- Removed
getCustomItemStack(Player player)method. UsegetCustomItemStack(Player player, Placeholders placeholders)instead. - Renamed package
zcore→common. - Moved Component classes to API module.
- Added nullability annotations and new interfaces (
BuildContext,MenuItemStackContext). - Improved JavaDoc documentation.
Improved attribute configuration, you now have more comprehensive options. More information available here.
Added more configuration options for patterns.
Added Brewery support to create your items.
Added an option to run actions as an administrator.
Added support for Oraxen fonts.
Fixed the loading of certain plugins.
Added a system to apply actions to items.
- Improved and optimized internal code. These consist of micro-optimizations that will only be noticeable on servers with several hundred players.
- Added an option to disable toasts.
- Fixed antivirus-related flag issues.
- Fixed default attributes applied to items.
- Added support for MythicMobs.
- Added a placeholder for global placeholders.
Fixed NONE database settings
Improve pattern file loading
Added %player% placeholder for each action
Added a view requirement system with the ability to define an else for another pattern
Added option to disable inventory loading: enable: false
Added reason for withdraw and deposit action
Fixed withdraw and deposit action with zEssentials
Improve update checker #183
Fix openInventoryWithOldInventories method
Fixed inventory button drop on death when clear inv is active
Fixed item giving on disconnect when clear inv is active
Fixed textures of offline players’ heads
Optimized Enum NmsVersion → no more repeated calls to getVersion (unnecessary since the version doesn’t change at startup)
Fixed commands not displaying the "No permission" message during setup
New command: /zm contributors
New command: /zm addons
New command: /zm dumplog
Update to Sarah 1.19
Added toast action
Added more API methods
Added equipped model, for custom armor
Fixed error if button is not found
Fixed luckperm action
Fixed discord parsing
Fixed inventory reloading issues #173
Updated source code to java 21 #166
Updated to last CurrenciesAPI version
Some fixs #170
Added player data convert with /zm player convert, convert old JSON data to SQL
Update to last CurrenciesAPI version
Use EntityScheduler instead of RegionScheduler #168
Fix items attributes
Upgraded to Java 21, and the minimum supported Minecraft version is now 1.19. Since very few servers using zMenu were still on older versions, we decided to drop support for legacy Minecraft versions. This simplifies the codebase and opens the door to many new enhancements.
Added a config.yml file. You can now delete the old config.json file. New configuration options are also available.
Integrated database support. This allows logging of opened inventories by players and enables cleaner data storage compared to JSON files.
Added /zm players removeall <key> command, which removes a specific key from all players.
Added support for mathematical expressions in placeholder requirements and player data actions. To enable math operations, set math: true. See cookie.yml for examples on how to use math expressions.
Added %zmenu_math_<expression>% placeholder to perform math operations via a placeholder.
Added %zmenu_formatted_math_<expression>% placeholder to perform math operations and return a formatted value.
Introduced a validation system for command arguments. This lets you define the expected argument type to ensure correct values are used in your commands.
Added tooltip-style: <style> option.
Introduced a cache system for online players to improve performance by avoiding repeated lookups for offline player data.
Added cancel-item-pickup: <true/false>, which prevents players from picking up items while an inventory is open.
Added item-model: <model> option to customize the item’s model.
Added support for potion arrows using arrow: true.
Added player command as op action, which executes a command as if the player were OP. ⚠️ Be cautious: this gives the player all permissions during command execution.
Added support for ExecutableItems and ExecutableBlocks.
Added the SWITCH button. This displays a button based on the result of a placeholder, simplifying your configuration. See switch.yml for an example.
Added refresh inventory action to reload the inventory content.
Dates now include month and year in their display.
Fixed issues with the book action.
Added action discord component, Send a webhook discord with the new component system #132.
Added requirements for broadcast action.
Added a new way to load messages action.
Fixed enchant loader.
Fixed magiccosmetics loader.
Fixed MenuItemStack when loaded by an ItemStack.
Fixed MenuItemStack attributes.
Change broadcast action placeholder for %receiver% and %sender%
Disabling the /zm download command by default, you must enable it in the configuration if you want to use it.
Fixed commands with arguments
Fixed minimessage #124
Added RoyaleEconomy support
Added teleport action.
Added default value for commands. This allows having optional arguments with a default value.
Added API method : InventoryManager#loadYamlConfiguration(File file), load a YAML file using the file’s placeholders global-placeholders.yml. This allows you to reduce the size of your configurations by avoiding the repetition of certain values.
Added API method : ZPermissibleLoader#loadPermissible(ButtonManager buttonManager, TypedMapAccessor accessor, String key, String path, File file), Allows you to load a list of permissible.
Added API method : ButtonManager#loadPermissible(YamlConfiguration configuration, String path, File file), allows you to load a list of permissible list from a configuration.
Added API method : ButtonManager#loadActions(YamlConfiguration configuration, String path, File file), allows you to load a list of action list from a configuration.
Added conditional-name, allows you to change the name of the inventory based on conditions. (available with zMenu+).
Added MagicCosmestics material loader.
Added the ability to include \n in actions. This allows you to send a list of commands in an inventory argument and more !
Added lore-type, allows you to define how the lore should interact with the itemstack. If you are using a material loader, you can specify that the lore is added at the end of the existing lore, added before the existing lore, or replaces the existing lore.
Added and and or permissible. Allows you to create more complex requirements. (available with zMenu+).
Fixed ConcurrentModificationException that could occur when using PlayerData #104.
Fixed material's loaders.
Fixed commands and messages placeholders.
Fixed buttons with multiple slots that could not be on another page. You can now define a list of slots and a page for your buttons.
Fixed next and back button with old inventories
Rework messages.yml, you need to redo your configuration.
You can use trims in 1.20.
Updated miniumRequirement to minimum-requirement for requirements.
Updated maxPage to max-page for inventory name.
Register command permissions in Spigot. This prevents the command from appearing in the player's tab completion if they do not have permission.
Fixed custom heads with URLs
Fixed inventories that do not have a default type
Added sound category
Removed deprecated method onInventoryOpen(Player player, InventoryDefault inventory)
Improved code, removed the slot variable to use only the list of slots for each button
Fixed actions withdraw, deposit and requirement money, now allowing lowercase
Added API code for use of slots in player inventory. Coming soon in zMenu+ !
Updated folia API
All configuration keys are now in kebab case. Old configurations will still work but the documentation has been updated to reflect the new format.
Improved pagination performance by avoiding unnecessary list management operations
Added placeholder priority #96
Added the possibility to include a prefix for lists when using a pattern. You need to add text in front of your placeholder
Modified the money permissible to support more economies using CurrenciesAPI
Modified the deposit and withdraw action to support more economies using CurrenciesAPI
Added deny-message for commands. Allows to send a custom error message if the player does not have permission.
Fixed the max page placeholder that says 0, it will now say 1 by default
Improve TypedMapAccessor
Added API method InventoryManager#openInventoryWithOldInventories
Added API method ZButton#paginate
Added action set permission, allows setting a permission to a player with luckperms
Added aliases command and commands for console command action.
Fixed max-stack-size for itemstack with 1.21
- Added support for DeluxeMenus configurations. You no longer need to convert your DeluxeMenu configurations to zMenu, they are now automatically compatible!
- Added command /zm documentation [<word>]
- Added key title for inventory name, you can use name or title now
- Fixed itemstack with 1.21, components was added when it should not be added by default.
- Fixed the item backup system for potions and firework (use in /zm save command and in zEssentials)
- Add support for **\n** in item lore
- Add **refresh_requirement**, allows refreshing the lore, name of the item or the button in its entirety according to several conditions.
- Add permissions on default commands
- Add PlaceholderAction: **DIFFERENT_STRING**, check that a string is different from the value
- Add **sub commands** for commands. You can now have sub commands to perform actions, for example, create a /votes party command, a /votes info command!
- Added **aliases for enchantments**, this allows using the word protection to obtain the PROTECTION_ENVIRONMENTAL enchantment
- Deprecated method
onInventoryOpen(Player, InventoryDefault)use nowonInventoryOpen(Player, InventoryDefault, Placeholders) - Fixed items flags (HIDE_ATTRIBUTES) for 1.20.4 and above
- Added [zItems](https://www.spigotmc.org/resources/zitems-demo.118638/) support, Example: material: "**zitem:<item name>**", zItems is an item that allows you to create items taking advantage of all the features of 1.21
#### **Only for version 1.21 and above**
- Added **max-stack-size: <number>**, Overrides the default maximum stack size of this item.
- Added **max-damage: <number>**, Controls the maximum amount of damage an item can take.
- Added **damage: <number>**, The absolute amount of damage or use this item has taken.
- Added **repair-cost: <number>**, Number of enchantment levels to add to the base level cost when repairing, combining, or renaming this item with an Anvil.
- Added **unbreakable: <true/false>**, Tools, armor and weapons set with this won't lose durability when used.
- Added **unbreakable-show-in-tooltip: <true/false>**, If false, an 'Unbreakable' line will not be included in the tooltip. Default is True.
- Added **fire-resistant: <true/false>**, If true, this item will not burn in fire.
- Added **hide-tooltip: <true/false>**, If present, it will completely hide the whole item tooltip (that includes the item name). The tooltip will still be visible and searchable in creative mode.
- Added **hide-additional-tooltip: <true/false>**, If true, disables the 'additional' tooltip part which comes from the item type.
- Added **enchantment-glint: <true/false>**, If true, the item will glint, even without enchantments; if false, the item will not glint, even with enchantments. If null, the override will be cleared.
- Added **enchantment-show-in-tooltip: <true/false>**, If false, no enchantments will be shown in the item tooltip. Default is true.
- Added **attribute-show-in-tooltip: <true/false>**, If false, the attributes will not show on the item tooltip. Default is true.
- Added **item-rarity: <COMMON/UNCOMMON/RARE/EPIC>**, Determines the default color of its name. This enum is ordered from least rare to most rare.
- Added **trim: <trim configuration>**, Represents an armor trim that may be applied to an item.





