Scenes

A GUI can have multiple "scenes" to create animations or timed transitions. Scenes cycle through in order, each after its specified delay.

codescenes:
  '0':
    delay: 0
    items:
      '1':
        slot: 13
        item: DIAMOND_SWORD
        amount: 1
        item-name: "&bEpic Sword"
        item-lore:
          - "&7Powerful blade"
        item-flags: [all]
        unbreakable: false
        custom-model-data: 123
        # conditions and click-events here
  • Scenes are indexed by strings ('0', '1', etc.).

  • delay: Time in ticks after previous scene before showing this scene. 20 ticks = 1 second.

  • items: Defines GUI slots and their contents.

Quick Scene Example
Scene 0
Scene 1
Scene 2
Scene 3
Scene Menu

Scenes also allow for an additional action to be made with the Event Manager.

With the Event Manager, you are able to set up numerous events such as:

  • Message Player

  • Run a command for the Player

  • Send a title to player

  • Close Open Inventory

  • Give Money

  • Remove Money

  • Set Money

  • Chat Fetcher

  • Player Picker Command Executor (with an ability to attach a command)

  • Give custom item to player

  • Save information per player

  • Offline Player Picker Command Executor (with an ability to attach a command)

A perfect example is Run a command for the player, where the scenes feature makes opening any menu (in our example a shop menu) extraordinary.

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