Player Interface

All you need to know about the player interface file.

Summary

Quest slots

The quests section in playerInterface.yml defines where quest items are displayed in the player GUI.

Two positioning modes are available:

  • Legacy index-based positioning

  • Category-based fixed positioning (recommended)

Only one mode should be used at a time.

Quest Indexing Reminder

Quests are indexed starting at 1, based on their loading order.

For example, if you have:

  • 3 Easy quests

  • 3 Medium quests

  • 3 Hard quests

The quest indexes will be:

Index
Category

1

Easy

2

Easy

3

Easy

4

Medium

5

Medium

6

Medium

7

Hard

8

Hard

9

Hard

This means:

  • Quest #1 is the first Easy quest

  • Quest #4 is the first Medium quest

  • Quest #7 is the first Hard quest

Option 1 — Legacy Index-Based Positioning

This mode assigns a specific inventory slot to each quest index.

How it works

  • The key is the quest index

  • The value is the inventory slot

  • Quest 1 → slot 12

  • Quest 2 → slot 21, etc.

Notes

  • Slots start at 1 (not 0)

  • Inventory is counted left to right, top to bottom

  • If an index is missing, the corresponding quest will not be displayed

  • This mode is kept for backward compatibility

This mode assigns dedicated slots per quest category.

How it works

  • Categories are case-insensitive

  • Each category defines a list of available slots

  • Slots are consumed in the order quests are loaded

  • The first Easy quest goes to the first Easy slot, the second to the next one, etc.

Example

If you have:

  • 3 Easy quests

  • 3 Medium quests

  • 3 Hard quests

They will be placed like this:

Category
Quest
Slot

Easy

#1

12

Easy

#2

21

Easy

#3

30

Medium

#4

14

Medium

#5

23

Medium

#6

32

Hard

#7

16

Hard

#8

25

Hard

#9

34

Advantages

  • Stable GUI layout even with dynamic quest counts

  • No need to update slot indexes when quests change

  • Works perfectly with per-category quest limits

  • Cleaner and easier to maintain

Important Notes

  • Do not mix both modes at the same time

  • If there are more quests than available slots in a category, extra quests will not be displayed

  • Slots must always be within the inventory size

Applying Changes

After modifying quest slots, you may need to reset player quests to see the changes:

Item types

In the interface configuration, each item you define must have a type. This type determines what happens when the player clicks on it (or if it simply serves as decoration).

Available Types

Type
Description
Required Parameters

FILL

A decorative item with no click action. Useful for filling empty spaces in the GUI.

material, slot

PLAYER_COMMAND

Executes the listed commands as the player when clicked.

name, description, slot, commands[]

CONSOLE_COMMAND

Executes the listed commands from the console when clicked.

name, description, slot, commands[]

CLOSE

Simply closes the GUI when clicked.

name, description, slot

Items of type FILL are minimal — they only display the material and cannot have:

  • Custom name

  • Lore (description)

  • Enchantments, flags, or other visual effects

If you want a decorative item with a custom name or lore but no action, use PLAYER_COMMAND or CONSOLE_COMMAND with an empty command list:

This allows you to use all display features (name, lore, flags) while keeping the item action-free.

Open another menu from player interface

You want to open another menu from the quest interface?

We recommend using a CONSOLE_COMMAND type item and a command to force open the target plugin. For example, for Deluxe Menus, this would be /dm open <menu> <player>. Otherwise, it may not work properly, as menu commands are not registered in the same way in Bukkit.

Close on click

If for some reason you want the player interface to close when the player clicks on it, but don't want to use the CLOSE item type, you can use the close_on_click: true parameter.

Placeholders

For interface items of type CLOSE, PLAYER_COMMAND or CONSOLE_COMMAND, you can put in the lore some placeholders. Since 3.0, the use_placeholders parameter is no longer required.

You can also put placeholders on the player head in the same way:

Player head

The Player Head is a special GUI item representing the player’s own head. It is mainly used as an informational item, displaying the player’s quest status such as completed quests and the time remaining before the next quest renewal.

This item is purely visual and does not trigger any action when clicked.

Options

Key
Description

enabled

Enables or disables the player head item in the interface.

slot

The slot index in the inventory where the player head will be displayed. Can support a list.

material

(Optional) Custom material identifier for the head. Can be used to display a custom head provided by an external plugin (e.g. Nexo, ItemsAdder, Oraxen).

item_model

(Optional) Apply a custom item model to the player head.

item_name

Display name of the item. Supports color codes and placeholders.

item_description

Lore lines displayed under the item name. Supports color codes and placeholders.

Placeholders

The following placeholders can be used in the name and description:

Placeholder
Description

%player_name%

The player’s username.

%achieved%

Number of quests completed in the current interval.

%odailyquests_total%

Total number of quests completed by the player.

%drawIn%

Time remaining before new quests are generated.

Notes

  • If material is not defined, the item will default to the player’s vanilla head.

  • This item is intended for status display only and does not open menus or execute actions.

  • Color codes use the standard & formatting or HEX codes.

Custom model data

In the player interface, you can specify a custom model data for the player's head and for different items.

  • For the player head, you need to add the custom_model_data parameter.

  • For any other item, you need to add it in the material field, as the following example.

For example:

Item model

Since the 3.0.1 version, you can also specify an item model. It also works on the player's head.

  • For the player head, you need to add the item_model parameter.

  • For any other item, you need to add it in the material field, as the following example.

For example:

Oraxen, Nexo & ItemsAdder items

You can specify for the material an item from Oraxen, Nexo or ItemsAdder. It's really simple, you just need to add oraxen:, nexo: or itemsadder: before the name of the item.

Ensure that you have the appropriate option enabled in the configuration.

Don't forget to enclose the item names in inverted commas ("..."), otherwise the file will be formatted incorrectly and the plugin will crash!

Custom head texture

You can also use custom head textures, from this websitearrow-up-right.

You just need to add a texture field in the item section. The value to put here is the Minecraft-URL at the bottom of the head page. Be sure to use the Minecraft-URL and NOT the Value that is just before!

The syntax is the same as for Oraxen, Nexo and ItemsAdder items.

Multiple slots

If you want to set the same item on several slots, for a custom GUI for example, you can do it by creating a list of slots, like this:

Here, the quest number 1 will be displayed on slots 12, 13 and 14.

It also works with the player head:

Item flags

Item flags allow you to hide some default information from an item in the interface (name, attributes, enchantments, etc.). They are configured directly in the flags list of an item inside player_interface.yml.

You can find the list of all available item flags right herearrow-up-right. This parameter is applicable to all item types.

chevron-rightDefault playerInterface.yml filehashtag

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