✅ 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:
✅ 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!
## New Features
* Added DeluxeMenus conversion support with `/zm convert deluxemenus [menu]` (also available as `dm`), allowing DeluxeMenus configurations to be converted into zMenu inventories and reporting unsupported or partially converted features.
* Added ItemStack-to-zMenu conversion support, including conversion of supported Minecraft item components.
* Added serialization support for inventories, menu items, buttons, actions, requirements, item components, commands and related API objects, allowing these objects to be written back in the format understood by zMenu.
* Added parent/child placeholder scopes and placeholder modifiers, while improving placeholder processing performance.
* Added inventory replacement modes with support for `CUMULUS` and `CHEST` (bedrock player).
* Added support for using Bukkit dye color names when parsing colors, including `minecraft:<color>` names.
* Added the `dialog_list` dialog type, the last vanilla dialog type zMenu did not support. It shows one button per dialog listed under `dialogs:`, labelled with that dialog's `external-title`. Entries are zMenu dialog names (`name` or `plugin:name`) or vanilla/datapack dialogs (`registry-key: minecraft:server_links`). Options: `number-of-columns`, `button-width`, an optional `exit-button`, and a `back-button` that is added to listed dialogs without an exit button so players can return to the list. Listed dialogs whose `open-requirement` the player does not meet are hidden. How many lists can be nested inside each other is set by `dialog-list-max-depth` in `config.yml` (default 4). See `dialogs/dialog_list-dialog.yml`.
## Improvements
* Dialogs now read `external_title` as well as `external-title`. The shipped example dialogs used `external_title`, which was ignored. An empty external title is no longer sent, so the client falls back to the dialog name.
* `server_links` dialogs without a `server-links` button no longer show a blank exit button.
* Improved hook loading so failures caused by third-party plugins, missing classes, invalid versions or broken APIs no longer abort the entire hook registration process.
* Improved PacketEvents integration with API availability and readiness checks. Packet-based features are now safely disabled when PacketEvents is unavailable instead of causing zMenu to fail.
* Improved plugin shutdown handling so partially initialized managers are still safely disabled and cleaned up after an initialization failure.
* Added serialization coverage tests for registered actions, requirements and item components to ensure they can be serialized and loaded without losing their configuration.
* Updated the minimum supported (documentation) Minecraft version to 1.20.6.
## Improvements
- **Inventory hot reload**: new `hot-reload` section in `config.yml`, disabled by default. When enabled,
zMenu watches the `inventories/` folder and its subfolders and applies changes without any command: a
modified file reloads its inventory, a new file loads it and a deleted file (or folder) unloads it.
- Changes are debounced with `hot-reload.delay-milliseconds` (500 by default), so an editor saving a
file in several steps only triggers one reload.
- A file that cannot be loaded (YAML syntax error, unknown button type, invalid size...) is not applied:
the previous version stays loaded and the error is logged until the file is fixed.
- Players viewing a reloaded inventory see the new version open over it, on the same page and with the
same previous inventories (a back button opens the new version too). An unloaded inventory is closed.
- Toggling the option takes effect on `/zm reload` or `/zm reload config`, or within two seconds when
changed from the in-game configuration dialog. Files listed in `specify-path-menus` are not watched.
- If the `inventories/` folder is deleted and recreated (backup restore, git checkout...), it is watched
again automatically. On Windows the whole tree is watched with a single handle, so subfolders can still
be renamed or deleted while the server runs.
- The folder is also scanned every two seconds, so changes are detected even where the file system sends
no event (Docker or WSL mounts, network shares, files uploaded over SFTP).
- A file is reloaded when its content or modification date changes; saving it again without any change
still reloads it, but the same version is never reloaded twice.
- Every detection, reload, unload and error is logged in the console with a `[HotReload]` prefix
(folder events and skipped files are also logged when `enable-debug` is on).
- **Fixed**: unloading an inventory no longer removes its name from `/zm open` and `/zm reload inventory`
tab completion when another inventory with the same file name is still loaded from another folder.
- **Fixed**: an inventory waiting for a load requirement no longer queues a second load each time it is
loaded again.
- **zMenu now loads on Spigot, and explains why it cannot run there**: zMenu is a Paper plugin and only
declared itself through `paper-plugin.yml`, a file Spigot does not read. Spigot therefore refused the jar
outright with "does not contain plugin.yml", which reads like a corrupted download rather than a platform
requirement. The jar now also ships a `plugin.yml`, so Spigot loads the plugin, enables it, and prints a
warning in the console explaining that Paper - or a fork such as Purpur or Folia - is required, with the
download link. The same warning is sent on join to players holding the new `zmenu.paper.warning`
permission, which defaults to operators.
- Nothing changes on Paper. When a jar contains both descriptors Paper reads `paper-plugin.yml` and never
looks at `plugin.yml`, so the real plugin keeps loading exactly as before, bootstrapper and plugin
loader included.
- No zMenu feature works in this mode: no menu, no command, no API. It exists so the reason is visible
instead of the plugin appearing broken.
## Fixes
- **Menus closed by cancelled hits**: since the ghost GUI protection (ZM-01), a menu was closed whenever its
viewer was hit or hit someone, even when the hit was cancelled by another plugin. In a WorldGuard region
with PvP disabled, any player could close another player's menu just by punching them. The damage, move
and teleport handlers now run at `MONITOR` priority and ignore cancelled events: only a hit that actually
happens closes the menu, and a teleport or move cancelled by another plugin no longer does either.
## New Features
- **New `broadcast_title` action**: sends a title and a subtitle to every online player at once. Until now only
the per-player `title` action existed. The type is written `broadcast_title` or `broadcast title`, matching
the 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 to
the same `MessageSender.sendTitle` the `title` action uses, so timings that already work for `title` on your
server 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 announcement
wants.
- The three timing keys default to `0` when omitted. `title` and `subtitle` have no default: leaving one
out sends the literal text `null`, exactly like the existing `title` action, so always write both.
- **New `broadcast_message` action**: 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 plain
`Player#sendMessage`, instead of parsing it as MiniMessage). In every line `%sender%` is replaced by the name
of the player who clicked and `%receiver%` by the name of each player receiving it.
- It is not interchangeable with the existing `broadcast` action: `broadcast` resolves placeholders again
for each recipient and supports a `requirements` list to filter who receives the message, while
`broadcast_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.
- `messages` must be written as a YAML list. Unlike the `message` action, the singular `message` key and a
single inline string are not accepted, and `%player%` substitution and `\n` line splitting are not
applied. 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
currency withdrawal fix documented under Security). The library is shaded and relocated into
`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 fully
qualified `plugin:name` form, making you type more than necessary for a name only one plugin provides. A
new shared `NameSuggestions` helper now suggests the bare file name when a single plugin provides it, and
keeps 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-type` or `lore-type` used to be
swallowed with no message at all, so the item silently kept its default (`SET` and `REPLACE`) with nothing
in 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 unparsable
`color` is reported the same way, and a `LEATHER_` material with no matching armour type now logs a
warning saying its `color` is ignored instead of being skipped silently.
- **A Discord action without a usable webhook now says where it is**: a `discord` or `discord_component`
action whose `webhook` is present but empty is skipped with an error naming both the configuration path
and 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 where
the 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 emptiness
check - so it is the background check that now reports it, as a warning naming the file. The `discord`
action also stops printing the stack trace of the malformed URL alongside that message.
- **`/zmenu dumplog` now replies from a server thread**: the upload of `logs/latest.log` to `mclo.gs` still
runs asynchronously, but the `DUMPLOG_SUCCESS` and `DUMPLOG_ERROR` replies are now dispatched through
`runNextTick` instead of being sent from the upload thread (safer on Folia). The command is otherwise
unchanged: 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
locally without sending a close packet, leaving the container valid on the server, and then keep clicking
it from anywhere on the map, in combat or across dimensions. zMenu now invalidates such sessions:
- `VInventory` stores 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 `PlayerMoveEvent` and `PlayerTeleportEvent` handlers close the menu when the player gets further
than `max-move-distance` from that location, or changes world.
- New `EntityDamageEvent` handler closes the menu when the player takes **or deals** damage.
- `VInventoryManager.handleClick` re-checks the distance before dispatching a click, and cancels the
event if it fails, so a click that arrives between two move events is still rejected.
- New configuration options: `close-on-move` (default `true`), `max-move-distance` (default `2.0`)
and `close-on-damage` (default `true`).
- `ListenerAdapter` gained `onInventoryOpen`, `onMove`, `onTeleport` and `onDamage` hooks.
- **Anti-dupe bypass on items without ItemMeta (ZM-02)**: `PDCDupeManager` skipped both tagging and
detection whenever `ItemStack.hasItemMeta()` returned `false`. That is the case for any item built from
a 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 and
survived extraction as fully functional vanilla items.
- `protectItem` no longer checks `hasItemMeta()`. It builds the meta through `getItemMeta()`, falling
back to `Bukkit.getItemFactory().getItemMeta(Material)`, and writes the persistent data tag on every
non-air item.
- `isDupeItem` no longer checks `hasItemMeta()` either, so protected raw materials are now correctly
detected and removed by `DupeListener`.
- Air stacks are short-circuited in `isDupeItem` to avoid building meta for empty slots, which are the
most frequent case on the inventory click path.
- `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
a menu than the configured throttle allows.
- `VInventoryManager.handleClick` now calls `event.setCancelled(true)` when a click is rejected by the
cooldown. It previously only sent a message and returned, so on an inventory with
`disable-click: false` the throttled click still performed its vanilla item move.
- `PacketEventClickLimiterListener` no 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 open
window, 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 also
removes a possible `NullPointerException` on that path.
- `enable-cooldown-click` and `cooldown-click-milliseconds` are now read with an explicit default.
The single argument getters return `false` and `0` for a missing key, which silently disabled the
click throttle entirely on any config file that predated those options.
- Default `cooldown-click-milliseconds` raised from `100` to `250`, and default
`packet-event-click-limiter-milliseconds` from `50` to `150`. Existing configuration files keep
their current values, only newly generated ones use the new defaults.
- `enable-packet-event-click-limiter` is deliberately still `false` by default because it requires the
PacketEvents plugin and would do nothing without it. Its documentation in `config.yml` now states
that 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
not make a purchase atomic. When an economy plugin commits its withdrawal asynchronously, a client
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-requirement` failed still handed
out everything it was configured to give.
- `Button.handleClickCommon` now runs the button `actions` only when every click-requirement
passed. They previously ran unconditionally, right after the requirement loop.
- `Button.onClick` now runs the button `commands`, `console-commands` and
`console-permission-commands` only when every click-requirement passed. Both the mouse click
and the Bedrock click paths are covered.
- Multiple click-requirements are now combined with a logical AND. Each requirement used to
overwrite the result of the previous one, so with several configured, only the last one 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.execute` now runs `console-left-commands` and `console-right-commands` as the
console instead of as the player. They were passing the player as the command sender, so a
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 already
correct.
- `ConsoleCommandAction` now inspects the result of each `Bukkit.dispatchCommand` instead of
discarding it, and supports a new `stop-on-failure` option. With it enabled, the first
command 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 that
does not exist and for a command whose executor returned `false`, which many plugins do just
to print their usage, so enabling it blindly could stop a chain that was working.
- Note: `close-inventory`, `data` updates, `messages` and `sound` still run regardless of the
requirement outcome, as they always have. Buttons already have `deny` actions for the failure
path, 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
a button's actions and commands while skipping every one of its click-requirements, with a
completely vanilla client, simply by pressing the drop key while hovering the button.
- The cause: `all-clicks-type` is documented as the list of click types a menu reacts to, but it
was only ever used as the default list for a requirement that does not name its own click
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 no
requirement 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) and
`NUMBER_KEY` (the hotbar keys) had exactly the same effect.
- `InventoryDefault` now only dispatches a click when its type is listed in `all-clicks-type`,
or when one of that button's own click-requirements names it explicitly. The second case keeps
a requirement written with `click_type: [DROP]` working, since the admin asked for that click
type and the button has a requirement covering it.
- New `enforce-click-types` option, default `true`, to turn that check off if it breaks a menu
that cannot be changed. Leaving it off restores the bypass, and `config.yml` says so.
- `ItemButton.setMiddleClick` no longer also binds `ClickType.DROP`. Binding both meant the drop
key ran the middle click handler, which menu designers reasonably assume only Creative players
can reach. A new `setDropClick` is available when a drop handler is actually wanted.
- `ItemButton.onClick` now rejects a middle click from a player who is not in Creative. A vanilla
client only sends the clone action in Creative, so a middle click from any other game mode is a
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
draggable button slot no longer moves that item. Nothing is lost, a normal left click still
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
different click type, and that is intentional. A menu offering "left click to buy, right click
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)**:
- `SimpleCache` was a raw `ConcurrentHashMap` with no size limit, no expiry and no eviction. It
is keyed by text whose placeholders have already been resolved, so a single lore line
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 server
without Nexo the cache was never emptied at all, not even by `/zm reload`, and the heap grew
for the whole uptime.
- `SimpleCache` is 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 in
`config.yml`: `max-size` (default `10000`) and `expire-minutes` (default `10`). Setting both
to `0` restores the previous unbounded behaviour exactly. The expiry matters more than the
size 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
point, this fixes names and lore continuing to render from the previous parse after a config
file was edited. `MetaUpdater.clearCache` was added as a default no-op so implementations
without a cache are unaffected.
- **Fixed wrong item formatting caused by cache key collisions.** Item names and lore are cached
with a leading formatting reset and an explicit italic state, while plain messages, inventory
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 old
colliding behaviour.
- `PlayerUtil.Profile` was a second unbounded, static cache that nothing ever cleared, keyed by
skin URL, so a menu using a placeholder in a head URL grew one entry per player. It is now
bounded by the same settings.
- **Fixed menus showing the wrong head.** `PlayerUtil.Profile` mutated one shared static
`PlayerProfile` and then cloned it. Loaders for different URLs can run concurrently, so two
lookups 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 report
this 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
is wrong.** `ZDataManager` keeps player data in an in-memory map, `loadPlayers` fills it once
at 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.** `onDisable` closed inventories,
restored player inventories, saved the config and cleared caches, but never asked the storage
manager to write anything, so stopping or crashing the server within the `batch-task` window
discarded 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 as
a default no-op and is now called synchronously from `onDisable`, after the inventories are
closed 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-quit` option, default `true`, writes buffered data when a player
disconnects instead of waiting for the next batch. This is not needed to prevent the rollback
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 for
your database, the shutdown flush still runs either way.
- **Fixed the batch task destroying data on every cycle.** It drained both caches and then
called `clearAll()` on the whole map. Both types were already drained, so the only thing that
call 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-task`
seconds on a running server, with no restart involved.
- **Fixed two races in `TypeSafeCache`.** It was a concurrent map of plain `ArrayList`s, written
from the main thread and drained by the async batch task, which left the lists themselves
unguarded: draining one while the main thread appended could throw
`ConcurrentModificationException`. More seriously, a writer that had already looked its list
up 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 returns
atomically, `get` returns a snapshot, and `replaceMatching` supersedes a pending row in a
single 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-task` default stays at `10`. With a shutdown flush and an optional quit flush in
place the interval only matters for an outright crash, and halving it would double the write
frequency on every server for a case those flushes already cover.
- **Console and disk flooding from a failing button (ZM-08)**:
- **The `IndexOutOfBoundsException` described in the original report is not reachable from
zMenu, and its explanation of the cause is wrong.** `onInventoryClick` already returns
immediately when `getClickedInventory()` is null, and a raw slot outside the view resolves to
no 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 from
zMenu'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 the
Bukkit 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
1.21 NMS module, so putting security logic there would make the 1.20 modules behave
differently, and it has no inventory awareness to sanitise with.
- An explicit raw slot range check was added to `onInventoryClick` anyway, as defence in depth.
It costs two comparisons, makes the invariant explicit, and means a future change to the null
check above cannot quietly widen what reaches a button.
- **What was actually fixed: the log flooding the report describes is real, through a different
route.** `button.onClick` was dispatched with no exception handling, and neither
`handleClick` nor `AdapterListener` caught anything, so any error thrown by a button's actions
escaped 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
that click, so later adapters were skipped. They now run, meaning one broken button no longer
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
is configured as a `money` requirement that checks the balance, then a `withdraw` action that
takes it, then an action that gives the reward. Two things were wrong with that chain.
- `CurrencyWithdrawAction` called the plain `withdraw`, which does not check whether the player
can afford the amount. Most economy plugins either drive the balance negative or silently
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 and
reports 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
reward ran whether or not the money had actually been taken. Actions can now report that what
follows them must not run:
- New `ActionResult` enum, and `Action.preExecuteChain` / `Action.executeChain` alongside the
existing methods. `execute` stays an abstract void and `preExecute` still works, so every
existing 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,
requirement and permissible deny and success actions, inventory open and close actions,
the Bedrock open and close actions, command actions, mechanic actions, and an action's own
deny-chance actions.
- An action with a `delay` always reports `CONTINUE`, because it has not run yet when the
list continues. Do not put a delay on an action whose outcome is meant to gate the ones
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 economy
cannot 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 `amount` also stops the chain instead of being treated as zero.
- `ZCurrencyPermissible` is deliberately unchanged. It is evaluated when a button is rendered,
through `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
main thread for currencies that are not thread safe, such as `ITEM`, `LEVEL` and `EXPERIENCE`.
- **Still only as safe as the backend.** Vault, PlayerPoints, zEssentials, RedisEconomy,
ExcellentEconomy and VotingPlugin can refuse a withdrawal themselves, so the check and the
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.isAtomic`
and `Currencies.supportsAtomicWithdraw` report which case a currency falls into.
## Fixes
- **A `SWITCH` button comparison could stop the whole menu from opening**: the `>=`, `<=`, `>` and `<`
cases of a `SWITCH` button parsed both sides with `Integer.parseInt`, and the `NumberFormatException`
it throws escaped `ZSwitchButton.getDisplayButton` into the button loop of `InventoryDefault`. Nothing
catches it there (`VInventoryManager` only catches `InventoryOpenException`), so the remaining buttons
were never placed, `player.openInventory` was never reached, and the console printed a stack trace while
the player was left with no menu. Anything that is not a whole number triggered it: a `key` placeholder
returning a decimal balance such as `1000.5` or an empty string, the raw `%placeholder%` coming back
unresolved because the plugin providing it is not installed, or a case simply written `">= 10"` with a
space after the operator.
- Both sides are now compared as decimals, spaces are trimmed and a comma is accepted as the decimal
separator, so `">= 10"`, `">=10.5"` and `">=10,5"` all work, and a placeholder returning `1000.5` is
compared 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` counts
as `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
the next case and falls back to the button's own `item` when none of them match, so a missing
placeholder 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
exist, such as `armor:HELMET` or `armor:BOOTS`: `ArmorLoader` passed the value straight to
`EquipmentSlot.valueOf`, and the resulting `IllegalArgumentException` was never caught, so the menu was
abandoned 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-cased
and trimmed, so `armor:head` now behaves like `armor:HEAD`.
- **A mistyped `datas` type no longer silently removes a button**: the `type` of a button `datas` entry
(`SET`, `ADD`, `SUBTRACT`, `REMOVE`) was resolved with a strict `valueOf`. A typo, or simply a lowercase
`type: add`, threw while the button was being built, and the button was then dropped from the inventory
with no message at all unless `enable-debug: true` was set. In a `patterns/` file, where button loading is
not 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: add` and `type: ADD` are equivalent.
- An unknown value logs an error naming the exact configuration path and listing the accepted types, and
falls back to `SET` so the button still loads.
- **A non-numeric player data value no longer cancels the whole click**: an `add` or `subtract` entry in a
button `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 entry
using `math: true` threw the same way when its expression could not be evaluated. `datas` entries run
at 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
value and the data key, that one entry is skipped, and the rest of the click runs normally.
- Without `math`, `add` and `subtract` now also accept a decimal value, a comma as the decimal separator
and surrounding spaces (`1.0`, `1,5`, ` 2 `), which placeholders commonly return. The amount is
truncated 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,
instead of the click being aborted.
- **`item-rarity` and 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 own
path. `item-rarity` written on an item was therefore silently ignored (on 1.21+, the only versions where
it is applied), and the `model_data`, `custom-model-id`, `custom-model-data` and `model-data` spellings of
the 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 those
keys 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-rarity` no longer breaks the item that uses it**:
`Color.fromRGB` and `Color.fromARGB` reject any channel outside `0-255` and `MenuItemRarity.valueOf`
rejects an unknown value, and neither rejection was caught. A potion item written with `color: 300,0,0`
threw 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 the
folder 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, 64` failed to parse and
silently fell back to the default — the brown leather tint, or no tint at all on a potion. Each channel is
now trimmed before being parsed, so the spacing no longer matters.
- Fixed the `itemModel` item comparison never matching: `ItemModelSimilar` compared the two item model keys
with `==` instead of `equals`. `NamespacedKey` is a regular object and zMenu builds a fresh one every time
it renders an item, so two items carrying the same `item-model` were never seen as similar, while any two
items carrying **no** item model were seen as identical. Every `type: itemModel` check was affected, on the
Minecraft 1.21.4+ servers where that strategy is registered: an inventory `open-with-item`, a
`check-inventory` requirement and the `check-item` of an `item_drag` button. The keys are now compared
with `Objects.equals`, and an item with no `ItemMeta`, such as an `AIR` stack coming from a misconfigured
item, is handled instead of throwing a `NullPointerException`.
- **Two plugins shipping a menu with the same file name no longer hide each other**: `ZInventoryManager`
kept a single inventory per short name, so the last file loaded silently replaced the other one, and
which of the two `/zmenu open <name>`, an `inventory` action or an `inventory` button opened depended on
the 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:
zMenu's own inventory wins, otherwise the one from the alphabetically first plugin name. The
`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
one the short form will open and pointing at the `plugin:name` form to reach the others.
- `deleteInventory` and `deleteInventories` now only drop their own entries. Reloading a single menu
with `/zmenu reload inventory <name>`, or a plugin unregistering its menus through the API, no longer
takes another plugin's menu of the same name down with it.
- **Dialogs and Bedrock menus are now found whatever the case of their name**: `ZDialogManager` and
`ZBedrockManager` compared names with `equals`, so a name that did not match the file name or the menu's
configured `name` character for character was reported as missing.
- `/zmenu dialog open <name>` and `/zmenu bedrock open <name>`, and the `dialog` and `bedrock` actions,
now compare with `equalsIgnoreCase`, so `MyDialog` finds the dialog declared in `mydialog.yml`.
- **The `plugin:name` form offered by tab completion could not be opened.** The suggested entries were
lowercased (`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 "not
found" 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 with
`plugin: zmenu` was failing the same way.
- `getDialog(Plugin, name)` and `getBedrockInventory(Plugin, name)` now also accept the menu's
configured `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 `discord` and
`discord_component` actions verified their `webhook` with a blocking HTTP request while the action was
loaded, 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 connect
and 5 second read timeouts). On top of that, a webhook that did not answer with `200` made the loader drop
the 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
new `DiscordWebhookChecker`. A webhook that does not answer only logs a warning naming the file it was
declared 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
reload, and the same URL is never checked twice at the same time.
- The HTTP connection is now closed after the check, and the shared result cache is thread-safe.
- Fixed a `ClassCastException` when a zMenu message was sent to a sender that is neither a player nor the
console: `MessageUtils.message` cast every non-console sender to `Player`, so command blocks and the RCON
console 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 never
opened 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.isExpression` returned
`true` as soon as the text contained one `%`, so a component value such as `50% off` was classified as
dynamic 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 `string`
persistent-data entry. Real placeholders are unaffected, and the `item-name` component keeps the old
behaviour because it does not go through `isExpression`.
- Fixed `only-refresh-button` pagination clearing slots in the wrong container. `PaginationButton` called
`addItem(slot, air, isPlayerInventory())`, which binds to the overload whose last argument is the
anti-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 page
did 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 `slots` entry such as
`0 - 8` failed to parse and added no slot at all, so the button fell back to the single `slot` value of
its definition (default `0`) instead of covering the range. `ButtonLoader.loadSlot` now trims both bounds
of a range, and single slot values, before parsing them.
- A range written backwards now behaves like the same range written the right way round: `8-0` covers
slots `0` to `8`, where it used to drop both of its bounds and cover only `1` to `7`. A range written
normally is unaffected, and still covers both of its bounds.
## Internal Changes
- **File handles in the JSON storage layer**: `DiscUtils` and `PlayerDataLoader` now open their streams
with try-with-resources, so a failed read or write no longer leaves the file open. This affects
`live-sync.json`, saved through `Persist`, and `players.json`, read by `/zmenu players convert`.
- `DiscUtils.readBytes` now stops at the end of the stream instead of moving its read offset backwards,
which could throw an `IndexOutOfBoundsException` when a file shrank between its size being measured and
being read.
- The anti-dupe inventory click handler now verifies that the clicker is a player before casting instead of
casting blind, so a non-player clicker is ignored rather than throwing a `ClassCastException` out of
`DupeListener.onInventoryClick`.
## New Features
- **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 and
cannot 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
version mapping to the public API, allowing integrations to query a player's real client version and
register additional providers.
- **Placeholder-aware `take_item` amounts**: the `amount` field of the `take_item` / `take-item` action now
accepts placeholders and is resolved for the player when the action runs. It still defaults to `1`.
- **UUID targets in placeholder requirements**: `target-player` can now resolve to either a player name or a
UUID when evaluating a placeholder requirement for another player.
## Improvements
- **Updated zItems support**: migrated the material loader to the latest zItems registry API. zItems is now
loaded after zMenu to avoid Paper dependency cycles, while older incompatible zItems APIs fail gracefully
instead of breaking inventory loading.
- **Dialog management hardening**: dialog registries and active-dialog tracking are now thread-safe, the API
returns the actual loaded dialog names, and dialog names are removed correctly during reloads.
- **Error reporting**: exceptions are now routed through the zMenu logger with the plugin prefix and complete
cause chain instead of being printed directly to standard error.
## Fixes
- Fixed active dialog data not being cleared when a player disconnects, which could leak entries and restore
a stale dialog after reconnecting.
- Fixed plugin shutdown throwing an additional `NullPointerException` when startup failed before the website
manager was initialized.
- 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.
## New Features
- **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 on
patterns 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 into
another plugin's `patterns/` folder when the website sends a `plugin_name`), with the same guarantees as
inventories: SHA-256 verification, size limit, path sanitisation, `BUTTON` type validation, atomic write
with 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.
Configure it with `rule` (any rule supported by the rule engine), `item-source` (`HAND`, `OFF_HAND`,
`HELMET`, `CHESTPLATE`, `LEGGINGS`, `BOOTS` or `INVENTORY`), `amount` (minimum quantity, counted across
the 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-join` in their
`mechanics.itemjoin` section (a single world name or a list). The item is given the first time the player enters
that 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-body` now accepts a `localized-messages` section
with one message list per locale, used when the client's language matches.
## Improvements
- Updated [CurrenciesAPI](https://github.com/GroupeZ-dev/CurrenciesAPI) to version 1.0.14 (fixed the `ExcellentEconomy` enum name, old usage deprecated)
- **All economy and item plugins are now declared in `paper-plugin.yml`** as optional dependencies (Vault,
PlayerPoints, BeastTokens, CoinsEngine, EcoBits, ElementalTokens, ElementalGems, ExcellentEconomy,
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
argument (a name with a space could break the parsing) and every command resolves its target through the
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]`: the `type` argument is now a real enum argument (`YML` / `BASE64`) with
proper completion, and it is **optional** - it defaults to `BASE64`.
- **CraftEngine items are now built with the player context**, so per-player CraftEngine items resolve
correctly inside menus.
- **PacketEvents listeners are thread-safe**: animation and click-limiter data now use `ConcurrentHashMap`,
and inventory tasks are scheduled on the player's region instead of resolving a container location
(safer on Folia).
- **More logs to debug items**: eco item lookup failures are logged in debug mode, and an unknown mechanic
now reports the file it comes from and the list of available mechanics.
## Fixes
- Fixed the on-click mechanic never running: `OnClickMechanicFactory` was not registered in the item manager.
- Fixed `clearInventory: true` leaving the player inventory untouched: the saved items are now actually
removed after being cloned, and only the 36 storage slots are processed (armor and off-hand are left alone).
- Fixed color values not being clamped in `ColorUtils` (and a potential `NullPointerException`).
- 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.
## New Features
- Added **live sync** with the website (Minecraft Inventory Builder): link your server with `/zmenu login`
(no argument starts a secure device-authorization flow - approve the shown code on the website), open the
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.connect` and `zmenu.disconnect`.
- **Custom item `on-click` mechanic**: custom items (defined in `items/*.yml`) can now run zMenu actions when their holder left/right-clicks. Configure it under `mechanics.on-click` with `cooldown` (seconds), `cancel-event`, `click-target` (`air` / `block` / `both`), `click-types` (`LEFT`, `RIGHT`, `SHIFT_LEFT`, `SHIFT_RIGHT`), `click-requirements` and `actions`.
- **Dynamic dialog buttons**: two new dialog button types repeat a body or input element over a numeric range — `dialog-dynamic-body-button` (inside `body:`) and `dialog-dynamic-input-button` (inside `inputs:`), each with placeholder-aware `start` / `end` bounds. The `%index%` placeholder resolves to the current iteration, and each generated input value is available as `%<button-name>_<index>%` (e.g. `%my_input_1%`). See `dialogs/dynamic-dialog-example.yml`.
- **Dynamic Bedrock buttons**: `bedrock-dynamic-input-button` (CUSTOM forms) and `bedrock-dynamic-button` (SIMPLE forms) repeat an input/button over `start` / `end`, exposing `%index%` and per-index response placeholders (e.g. `%dynamic_input_1%`, `%dynamic_toggle_1%`). See `bedrock/dynamic-bedrock-example.yml` and `bedrock/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 zMenu `actions:`) or `static` for native client actions via `static-type:` (`OPEN_URL`, `OPEN_FILE`, `RUN_COMMAND`, `SUGGEST_COMMAND`, `COPY_TO_CLIPBOARD`).
- **Dialog action limits**: dialog action buttons support `usage-limit` (maximum activations) and `duration-limit` — either plain seconds or a `{ value, type }` section with a `TimeUnit` (`SECONDS`, `MINUTES`, ...) — plus `enable-placeholders`.
- **Placeholders inside item components**: item component fields now accept `%placeholder%` values, resolved per viewer at build time (local placeholders + PlaceholderAPI) through a new `Resolvable` framework. `dyed-color` and 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-functional `dye` component (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.menu` for `/zmenu openMainMenu` (was sharing `zmenu.open`).
- Added `zmenu.dialog` for `/zmenu dialogs`, and `zmenu.open.dialog.config` for `/zmenu dialogs config`.
- Split `zmenu.players` into 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 login` with no argument
now links the server for live sync.
- Live sync now sends a stable, persistent `server_id` (stored in `live-sync.json`, kept across re-links) at
pairing time, so the website recognises the same server across re-pairings and never creates duplicate
linked-server entries.
- Synced inventories are now written into a **subfolder** of `inventories/` mirroring the inventory's folder
on the website (e.g. `inventories/Shop/Weapons/menu.yml`). The subfolder path is taken from the sync
notification and sanitised (segments only, no `..`/absolute/backslash) before any file is written.
- New command **`/zmenu unlink`** (perm `zmenu.unlink`): force-detach this server from the website - it
revokes the link on the site, and clears the local `live-sync.json` credential **even if** the site call
fails (so a down/unreachable website never leaves a stuck link).
- `/zmenu connect` now first **verifies the link is still valid** with the website and **refreshes** the
stored relay url / connection id (so a changed `ZMENU_WS_URL` is picked up automatically); a revoked link
is 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`, firework `colors`/`fade_colors`, `custom-model-data` colors, `potion-contents` custom 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_text` and `bedrock_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's `inventory_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_REPOSITORY` env var → `org.bukkit.plugin.java.LibraryLoader.centralURL` system 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.yml` has been removed in favour of `paper-plugin.yml` (Paper `bootstrapper` + `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**: `InventoryManager` methods now return/accept `ContainerInventory` instead of Bukkit `Inventory`; plugins compiling against `zmenu-api` must update.
## Security
- The live link is end-to-end safe: the WebSocket carries only `{inventory_id, file_name, hash}` - the YAML
is pulled over the authenticated HTTPS API and its SHA-256 hash is verified before being applied. The file
is written atomically with a `.bak` backup and rolled back on a parse/reload failure; all network I/O runs
off 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 disconnect` using the wrong permission node (`zmenu.description` → `zmenu.disconnect`).
- Live sync now **stays connected** after `/zmenu connect`: it auto-reconnects (with backoff) after a relay
idle-eviction, relay restart or network blip, until you run `/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
downloaded temp file's stream was still open when the atomic move ran. The stream is now closed before
the file is applied.
- Fixed a same-named inventory in two different folders reloading the **wrong** file (zMenu indexes
inventories by bare name): the synced inventory is now resolved by its actual file path. Concurrent
syncs of same-named inventories also no longer share a temp file.
- Fixed dialog config permission : https://github.com/Maxlego08/zMenu/issues/252
- Fixed `width` being ignored inside `dialog_plain_message`.
- Fixed translated inventory/item names (`translatedName` / `translated-name`) never being applied.
- Fixed player-selector arguments (`@p`, `@a`, ...) in `/zmenu open`, `giveitem`, `giveopenitem`, `openmainmenu` and the Bedrock/dialog open commands.
- Fixed commands sometimes not registering, and allowed `:` inside inventory names/arguments.
- Fixed a `ConcurrentModificationException` while 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 `else` chain 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 `StackOverflowError` during 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 on `DIALOG` / `BEDROCK_INVENTORY` support being active).
- Dialog API split into specialized interfaces (`ConfirmationDialogInventory`, `NoticeDialogInventory`, `MultiActionDialogInventory`, `ServerLinksDialogInventory`); ~40 type-specific methods on `DialogInventory` were deprecated. A new `ConfigFieldProcessor` extension point lets integrators customize the `/zmenu dialogs config` editor.
- Bedrock inputs now build Geyser Cumulus components directly; new `bedrock/inputs` and `bedrock/components` API packages; dialog body/input types moved into `body/` and `inputs/` subpackages (import paths changed for API consumers).
- New `Resolvable` framework backing placeholder-aware component fields; `PotionContentsComponent` rewritten on Paper `DataComponentTypes`; `ResolvableRegistry` now uses Bukkit `RegistryKey`; entity variant loaders reorganized into per-entity packages; the Spigot/Paper `custom-model-data` loaders were merged into a single dynamic loader.
- New `ResolvablePersistentDataEntry` / `ResolvableContainerSlot` API building blocks (typed, placeholder-resolvable persistent-data entries using a `value@type` syntax).
- Commands migrated to the `paper-dispatch` library.
- `openInventory` now 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.
## New Features
- **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 with `clear-inventory: true`, allowing shop menus to check if the player has enough space before purchasing.
- **Custom Commands**: Add a new field `actions-requirements` for 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 `ANVIL` inventory type, with `rename-requirements` to validate the text entered by the player before running the rename actions. Inventory types are now resolved through a dedicated `InventoryType` registry (currently `ANVIL` and `CHEST`), making it easier to add new container types in the future.
- **Item Rules System**: Added a flexible item-matching system configurable through a `rule` section. Built-in rule types: `material`, `material-contains`, `material-prefix`, `material-suffix`, `name`, `lore`, `tag`, `custom-model-data`, and the `and` / `or` composites to combine several rules. Plugin-specific item rules (match by item id, supporting wildcards and `ignore-case`) are available for CraftEngine, Denizen, Eco, ExecutableBlocks, ExecutableItems, HeadDatabase, ItemsAdder, MMOItems, Nexo, NextGens, Nova, Oraxen and SlimeFun. The `item_drag` button now accepts a `rule` section 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 via `in-player-inventory: true`), with `dupe-protection` enabled by default.
- **New Action `take_item`** (`take_item` / `take-item`): remove a configurable `amount` of matching items from the player's inventory, with `verification: SIMILAR` (default) or `MODELID` to control how items are matched.
- **New Action `refresh_slot`** (`refresh_slot` / `refresh-slot`): refresh only the given `slots` (menu or player inventory) without rebuilding the whole inventory.
- **Check Inventory Requirement** (`check-inventory` permissible): verify that a given `slot` contains a specific item (or that the player owns it), with `success` and `deny` actions and a configurable comparison `type`.
- **Denizen Support**: Added a new hook for Denizen, allowing Denizen items to be matched through the item rules system (`denizen` rule 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 the `give_item` action, ensuring the client inventory display updates immediately.
- **Inventory Desync on Item Give**: Fixed `ItemGiveAction` not calling `player.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 the `number-of-columns` option.
- **Nexo Glyphs in Items**: Fixed Nexo glyphs not working inside items. Add `skip-first-cache: true` to 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 `MinecraftVersion` over old `NMSVersion` enum, 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 the `VersionFilter` class for more details.
- `@UntilVersion` | These annotations can be used to mark classes that should only be loaded for specific Minecraft versions, check in the `VersionFilter` class 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 the `VersionFilter` class 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 the `VersionFilter` class for more details.
- `@AutoComponentLoader` (renamed from `@ComponentLoader`) | Allow to load dynamically all items component loader without having to register them one by one in the `ZComponentManager` class for "fr.maxlego08.zmenu" package, filtering by version and server type with the new annotations by the helper of `VersionFilter` class.
- `@AutoListener` | Allow to load dynamically all listeners who take a `MenuPlugin` in their constructor or no-arg constructor without having to register them one by one in the `ZListenerManager` class for "fr.maxlego08.zmenu" package, filtering by version and server type with the new annotations by the helper of `VersionFilter` class.
- `@AutoActionLoader` | Allow to load dynamically all action loaders without having to register them one by one, filtering by version and server type via the `VersionFilter` class.
- `@AutoMaterialLoader` | Allow to load dynamically all material loaders without having to register them one by one, filtering by version and server type via the `VersionFilter` class.
- `@AutoPermissibleLoader` | Allow to load dynamically all permissible (requirement) loaders without having to register them one by one, filtering by version and server type via the `VersionFilter` class.
- `@AutoRuleLoader` | Allow to load dynamically all item rule loaders without having to register them one by one in the `ZRuleLoaderRegistry`, filtering by version and server type via the `VersionFilter` class.
- `@RequiresPlugin` | Mark a class so it is only loaded when a given plugin is present. Now supports a `version` and a `type` (`Comparison`) to only load the class when the plugin version comparison is true, plus a `checkMode` (`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 `ClassRegistry` and the annotations above, instead of being registered one by one.
- `ClassRegistry` now 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 versioned `NMSHandler` abstraction.
- New item packet management classes: `NMSMenuPacketListener`, `PacketQueue` and `ForceChannelPromise`.
- New item components: `AttackRange` and `MaxStackSize` (with Spigot and Paper implementations); entity variant loaders refactored onto shared base classes (`CollarColor`, `DyeColor`, `Enum`, `Registry` variant loaders).
- Standardized string casing using `Locale.ROOT` across all classes for consistent, locale-independent behavior.
- Migrated the build to a Gradle version catalog (`gradle/libs.versions.toml`).
## New Features
- **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 `ItemStack` support to build context and updated durability handling in menu item stack.
- **PaperProfileComponent**: Added new `PaperProfileComponent` for 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: true` and `clear-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-inventory` is 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 `ZBuildContext` in `ItemEditAction`.
- **API Errors**: Fixed errors and updated API version.
## Improvements
- **Requirement Configuration Validation**: Added validation for `click-requirement`, `view-requirement`, and `open-requirement` configurations. Detects common misconfiguration where users place requirement keys directly under the requirement section instead of using named groups (for click-requirement) or a `requirements` list (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`, and `time_today_start_unix_timestamp` placeholders to return values in seconds instead of milliseconds.
## Internal Changes
- Standardized method parameter annotations to use `@NonNull` across action and button classes.
- Standardized `this` keyword usage in method return statements for clarity.
- Streamlined item stack creation by consolidating special item stack application.
- Enhanced click handling in `Button` class 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.
## New Features
- **Pagination Management System**: Introduced `PaginationManager` with `PaginationButton`, `PaginationNextButton`, and `PaginationPreviousButton` classes, allowing a single button to handle pagination. Includes max page tracking and optimized page size handling.
- **Pagination Placeholders**: Added pagination-related placeholders to `MenuPlaceholders` for enhanced inventory navigation.
- **Reset Pagination Action**: New `ResetPaginationAction` and loader to reset pagination state for button paginations.
- **Skip Close Actions on Inventory Switch**: Added `skip-close-actions-on-switch` configuration option to prevent close actions from firing when switching between inventories, fixing issues with back/inventory actions triggering on close.
- **PacketManager Interface**: Introduced `PacketManager` API interface and refactored title name handling in packet events for cleaner architecture.
- **ClickAction Enum**: Added `ClickAction` enum to streamline action handling in `InventoryLoader`.
## Bug Fixes
- Fixed `CustomModelDataComponent` data handling (removed Optional) and added Paper-specific implementation (`PaperCustomModelDataComponent`) for proper Paper compatibility.
- Fixed head cache issue in `ZMenuItemStack`.
- Fixed unnecessary `toLowerCase` conversion on dialog names in `CommandDialogOpen`.
- Fixed item button click handling by removing redundant null check for clickable buttons.
## Internal Changes
- Added javadocs.
- API fixes.
- Removed unused class.
## Bug Fixes
- Fixed `openWithOldInventories` method crash on 1.20 by using `CompatibilityUtil.getTopInventory()` for safe inventory access.
- Fixed trim pattern and material validation: now uses Bukkit `Registry` instead of the hardcoded `TrimHelper`, with proper error messages listing all available patterns/materials when a key is not found.
- Fixed null `ItemFlag` entries causing errors when applying flags to item meta.
- Fixed `EnchantmentGlintOverrideComponent` not handling `false` values correctly — previously only `true` was applied, now both `true` and `false` are respected.
- Fixed click requirements defaulting to an empty click list when none are specified — now defaults to all click types.
- Fixed `AttributeWrapper` to support an optional `NamespacedKey` instead 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 use `MenuItemStackLoader` instead of the removed `MenuItemStackFormMap` class.
## Improvements
- **Command Permissions**: Added dedicated permissions for `CommandMenuEditor` (`ZMENU_EDITOR`), `CommandMenuVersion` (`ZMENU_VERSION`), and `CommandMenuGiveOpenItem` (`ZMENU_GIVE_OPEN_ITEM`).
- **API**: Added `getClickRequirementKeys()` method to `MenuPlugin` interface, 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-minimessage` as a library dependency in `plugin.yml`.
## Internal Changes
- Removed unused `PlayerSkin` class.
- Removed unused `MenuItemStackFormMap` class and associated `fromMap` static method.
- Cleaned up imports and formatting across multiple files.
## New Features
- **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 `getLegacyMessage` method.
## Internal Changes
- Refactored placeholder package structure and usage.
- Renamed `SpigotDyeColorItemComponentLoader` to `SpigotDyedColorItemComponentLoader`.
- Changed item model type from `String` to `NamespacedKey` in MenuItemStack classes.
- Updated `@Contract` annotations in `BaseInventory.java` for clarity.
- Removed unnecessary whitespace in `ComponentMeta.java`.
- Removed debug messages.