open_gui
Open a GUI for the player — misc entry.
Entry Information
| Property | Value |
|---|---|
| Entry ID | open_gui |
| Type | Misc |
| Color | Blue |
| Icon | mdi:treasure-chest-outline |
Description
Single entry used to open a GUI for a player. Unlike the original GUI extensions that required several entries for definitions and item data, this action embeds all required information such as type, title, size and individual slot items. Each item can define a custom name and lore.
Fields
| Field | Type | Description |
|---|---|---|
guiType | GuiType | Type of GUI to open: CUSTOM (standard inventory), ANVIL, ENCHANTING_TABLE, etc. |
title | Var<String> | Title displayed at the top of the inventory. Supports MiniMessage and PlaceholderAPI. |
size | InventorySize? | Inventory size (only for CUSTOM guiType). Default: 6 rows (54 slots). |
layoutPool | List<LayoutData> | Collection of layouts available to this menu. Referenced by mainLayoutId and frame layoutId fields. |
mainLayoutId | String? | ID of the layout from layoutPool to use as the main layout. If null, an empty menu is shown. |
audio | GuiAudioData | Custom audio configuration for this menu (open, close, scroll, click sounds). |
baseMenuId | String | Entry id of a template menu to inherit from: its layoutPool is merged under this one (same ids override), and mainLayoutId/size are used as fallbacks. |
autoRefreshTicks | Long | Re-render the menu every N ticks while open (0 = disabled). For live counters/timers. |
Usage Example
- entry: open_gui
name: "Open a GUI for the player"
guiType: ""
title: ""
size: ""
layoutPool: []
mainLayoutId: ""
audio: ""
baseMenuId: ""
autoRefreshTicks: 0