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zMenu

zMenu

by Unknown • Downloads: 0 • Followers: 0
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MineStrator Code

Try https://minecraft-inventory-builder.com/ for free !

https://img.groupez.dev/zmenu/header.jpg Documentation: https://docs.groupez.dev/zmenu/getting-started

Basic Inventory Punish Anti Dupe Shop AO Item

With zMenu+ addon:

Error Item Pagination Dynamic Pagination

Features:

✅ Ability to create an infinite number of GUI menus and commands.
✅ Possibility to create several pages in the same inventory.
✅ Arguments, actions, and auto-completion for your commands.
✅ A marketplace to download configurations.
✅ An online inventory editor.
✅ Open Source: GitHub.
✅ Advanced API.
✅ Bedrock support ! ✅ Ability to create an infinite number of buttons for each of your actions.
✅ Highly customizable.
✅ PlaceholderAPI support.
✅ Kyori Adventure Mini Message Format support.
✅ Folia support.
✅ Convert from other plugins: zMenuConvert.
✅ Patterns, no more need to copy and paste the same configuration several times!
✅ zHead and HeadDatabase support.
✅ Documentation translated into several languages:

  1. English: docs.zmenu.dev
  2. Français: docs.zmenu.dev/v/fr/

✅ Anti-duplication system. Duplication will be completely impossible with the plugin.
✅ Turn your items into a configuration with /zm save.
✅ Executable items for open inventories.
✅ Possibility to translate your items into several languages. The plugin displays the correct translation to the player! ✅ Use mathematical expressions in your inventories!

Plugin's files: https://docs.zmenu.dev/plugins-files

Video:

YouTube Video

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[1.1.1.9] zMenu 1.1.1.9 by Unknown on Oct 12, 2026
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## 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

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 ArrayLists, 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.
[1.1.1.8] zMenu 1.1.1.8 by Unknown on Oct 12, 2026
Download
## 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.
[1.1.1.7] zMenu 1.1.1.7 by Unknown on Oct 12, 2026
Download
## 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.
[1.1.1.6] zMenu 1.1.1.6 by Unknown on Oct 12, 2026
Download
## 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.
[1.1.1.5] zMenu 1.1.1.5 by Unknown on Oct 12, 2026
Download
## 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).
[1.1.1.4] zMenu 1.1.1.4 by Unknown on Oct 12, 2026
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## 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.
[1.1.1.3] zMenu 1.1.1.3 by Unknown on Oct 12, 2026
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## 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.
[1.1.1.2] zMenu 1.1.1.2 by Unknown on Oct 12, 2026
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## 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.
[1.1.1.1] zMenu 1.1.1.1 by Unknown on Oct 12, 2026
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## 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.
[1.1.1.0] zMenu 1.1.1.0 by Unknown on Oct 12, 2026
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## New Features

  • Performance Debug System**: Added per-operation performance monitoring for inventory opening. Measures execution time for each step (permission checks, button building, item rendering, etc.) and logs results to console. Configurable via enable-performance-debug, with threshold filtering and whitelist/blacklist support for operation names.

## Performance

  • ItemStack Build Optimization**: Optimized ZMenuItemStack.build() to reduce redundant work on each inventory open:
  • Eliminated duplicate PlaceholderAPI resolution for material strings (was called twice per build)
  • Pre-resolve Material at load time when no placeholders are present, skipping PAPI parsing at runtime
  • Replaced exception-based control flow for numeric material IDs with a simple numeric check
  • Pre-compute NamespacedKey for tooltipStyle, itemModel, and equippedModel in setters instead of splitting/creating on every build
  • Cache the glowing enchantment lookup instead of querying the enchantment registry on every build
  • Pre-split lore lines containing \n at load time instead of splitting on every build
  • Added early exit in Placeholders.parse() when the string contains no % character, avoiding unnecessary iteration over all placeholder entries

## Internal Changes

  • MiniMessage Color Parsing Refactor**: Consolidated color parsing methods into MiniMessageColorUtils class for better maintainability and code reuse.
  • Added unit tests to verify preservation of MiniMessage color tags.

## Bug Fixes

  • Fixed hex color parsing regex to correctly handle edge cases.
  • Fixed typo in PlayerCommandLoader constructor parameter list.
[1.1.0.9] zMenu 1.1.0.9 by Unknown on Oct 12, 2026
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## New Features

  • Dynamic Inventory Title Updates**: Added PacketEventChangeTitleName and PacketTitleListener for changing inventory titles dynamically without reopening the inventory. Requires [PacketEvents](https://github.com/retrooper/packetevents).
  • ClearInvType for Inventory Management**: Introduced ClearInvType enum and temporary inventory storage system for better inventory state management.
  • Per-Inventory Click Limiter**: The click limiter now only applies to zMenu inventories and can be configured per inventory with click-limiter-enabled: true/false. It no longer interferes with non-zMenu inventories.
  • Enhanced ItemButton Context**: ItemButton now includes inventory context for improved button logic and interactions.

## Bug Fixes

## New Features

  • New Item Component System (1.20.5+)** - Complete overhaul with 30+ components (Enchantments, Lore, Trim, Tool, PotionContents, WrittenBook, AttributeModifiers, etc.). Improved error handling and case sensitivity.
  • Animated Inventory Titles** - Requires [PacketEvents](https://github.com/retrooper/packetevents).
  • Local Placeholders** - local-placeholders section in inventory/pattern configs, cached with Guava for better performance.
  • Actions Pattern System** - Define default actions for all buttons in actions_patterns/ directory.
  • New Actions**: message-to (send to specific player), open-actions and close-actions for inventories.
  • Console Commands** - Commands can now be executed from console (console: true).
  • LuckPerms** - Permission expiration support with time unit configuration.
  • MiniMessage support in toasts.
  • Multi-line inventory names (useful with zTextGenerator).
  • Resin trim material support.

## Bug Fixes

  • Fixed Avast false positive on VirusTotal.
  • Fixed async access block and container component issues.
  • Fixed PacketAnimationListener task execution when plugin is disabled.
  • Fixed button reference in updatedButtons iteration.
  • Various minor fixes.

## Internal Changes

  • Removed getCustomItemStack(Player player) method. Use getCustomItemStack(Player player, Placeholders placeholders) instead.
  • Renamed package zcore → common.
  • Moved Component classes to API module.
  • Added nullability annotations and new interfaces (BuildContext, MenuItemStackContext).
  • Improved JavaDoc documentation.
[1.1.0.6] zMenu 1.1.0.6 by Unknown on Oct 12, 2026
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Fixed the removal of default attributes.
Improved attribute configuration, you now have more comprehensive options. More information available here.
Added more configuration options for patterns.
Added Brewery support to create your items.
Added an option to run actions as an administrator.
Added support for Oraxen fonts.
Fixed the loading of certain plugins.
Added a system to apply actions to items.
[1.1.0.5] zMenu 1.1.0.5 by Unknown on Oct 12, 2026
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  • Improved and optimized internal code. These consist of micro-optimizations that will only be noticeable on servers with several hundred players.
  • Added an option to disable toasts.
  • Fixed antivirus-related flag issues.
  • Fixed default attributes applied to items.
  • Added support for MythicMobs.
  • Added a placeholder for global placeholders.
[1.1.0.4] zMenu 1.1.0.4 by Unknown on Oct 12, 2026
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Update to Sarah 1.20. Added MARIADB support
Fixed NONE database settings
Improve pattern file loading
[1.1.0.3] zMenu 1.1.0.3 by Unknown on Oct 12, 2026
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Added dialogs inventories /zm dialog #186 by 1robie and saildrag
Added %player% placeholder for each action
Added a view requirement system with the ability to define an else for another pattern
Added option to disable inventory loading: enable: false
Added reason for withdraw and deposit action
Fixed withdraw and deposit action with zEssentials
Improve update checker #183
Fix openInventoryWithOldInventories method
Fixed inventory button drop on death when clear inv is active
Fixed item giving on disconnect when clear inv is active
Fixed textures of offline players’ heads
Optimized Enum NmsVersion → no more repeated calls to getVersion (unnecessary since the version doesn’t change at startup)
Fixed commands not displaying the "No permission" message during setup
New command: /zm contributors
New command: /zm addons
New command: /zm dumplog
Update to Sarah 1.19
[1.1.0.2] zMenu 1.1.0.2 by Unknown on Oct 12, 2026
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![Toast](https://cdn.modrinth.com/data/cached_images/8249a0d3845f92a7b6228ade9b088978773c2cc9.gif)
Added toast action
Added more API methods
Added equipped model, for custom armor
Fixed error if button is not found
Fixed luckperm action
Fixed discord parsing
Fixed inventory reloading issues #173
Updated source code to java 21 #166
Updated to last CurrenciesAPI version
Some fixs #170
[1.1.0.1] zMenu 1.1.0.1 by Unknown on Oct 12, 2026
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Added player target with inventory name #169
Added player data convert with /zm player convert, convert old JSON data to SQL
Update to last CurrenciesAPI version
Use EntityScheduler instead of RegionScheduler #168
Fix items attributes
[1.1.0.0] zMenu 1.1.0.0 by Unknown on Oct 12, 2026
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Codebase structure overhaul: the project now uses Gradle. This major change has enabled numerous modifications and improvements to the API. The API is now cleaner, more efficient, and easier to use. You will need to update all your plugins that use zMenu at the same time to avoid compatibility issues.
Upgraded to Java 21, and the minimum supported Minecraft version is now 1.19. Since very few servers using zMenu were still on older versions, we decided to drop support for legacy Minecraft versions. This simplifies the codebase and opens the door to many new enhancements.
Added a config.yml file. You can now delete the old config.json file. New configuration options are also available.
Integrated database support. This allows logging of opened inventories by players and enables cleaner data storage compared to JSON files.
Added /zm players removeall <key> command, which removes a specific key from all players.
Added support for mathematical expressions in placeholder requirements and player data actions. To enable math operations, set math: true. See cookie.yml for examples on how to use math expressions.
Added %zmenu_math_<expression>% placeholder to perform math operations via a placeholder.
Added %zmenu_formatted_math_<expression>% placeholder to perform math operations and return a formatted value.
Introduced a validation system for command arguments. This lets you define the expected argument type to ensure correct values are used in your commands.
Added tooltip-style: <style> option.
Introduced a cache system for online players to improve performance by avoiding repeated lookups for offline player data.
Added cancel-item-pickup: <true/false>, which prevents players from picking up items while an inventory is open.
Added item-model: <model> option to customize the item’s model.
Added support for potion arrows using arrow: true.
Added player command as op action, which executes a command as if the player were OP. ⚠️ Be cautious: this gives the player all permissions during command execution.
Added support for ExecutableItems and ExecutableBlocks.
Added the SWITCH button. This displays a button based on the result of a placeholder, simplifying your configuration. See switch.yml for an example.
Added refresh inventory action to reload the inventory content.
Dates now include month and year in their display.
Fixed issues with the book action.
[1.0.4.1] zMenu 1.0.4.1 by Unknown on Oct 12, 2026
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Added action discord, Send a classic webhook discord.
Added action discord component, Send a webhook discord with the new component system #132.
Added requirements for broadcast action.
Added a new way to load messages action.
Fixed enchant loader.
Fixed magiccosmetics loader.
Fixed MenuItemStack when loaded by an ItemStack.
Fixed MenuItemStack attributes.
Change broadcast action placeholder for %receiver% and %sender%
Disabling the /zm download command by default, you must enable it in the configuration if you want to use it.
[1.0.4.0] zMenu 1.0.4.0 by Unknown on Oct 12, 2026
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Fixed placeholders in actions
Fixed commands with arguments
Fixed minimessage #124
Added RoyaleEconomy support
[1.0.3.9] zMenu 1.0.3.9 by Unknown on Oct 12, 2026
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Added dependency management for inventory loading. If an inventory needs to be loaded but one of its dependencies is not yet loaded, it will be put on hold until all dependencies are loaded. This allows you to use any element from any other plugin in any zMenu inventory.
Added teleport action.
Added default value for commands. This allows having optional arguments with a default value.
Added API method : InventoryManager#loadYamlConfiguration(File file), load a YAML file using the file’s placeholders global-placeholders.yml. This allows you to reduce the size of your configurations by avoiding the repetition of certain values.
Added API method : ZPermissibleLoader#loadPermissible(ButtonManager buttonManager, TypedMapAccessor accessor, String key, String path, File file), Allows you to load a list of permissible.
Added API method : ButtonManager#loadPermissible(YamlConfiguration configuration, String path, File file), allows you to load a list of permissible list from a configuration.
Added API method : ButtonManager#loadActions(YamlConfiguration configuration, String path, File file), allows you to load a list of action list from a configuration.
Added conditional-name, allows you to change the name of the inventory based on conditions. (available with zMenu+).
Added MagicCosmestics material loader.
Added the ability to include \n in actions. This allows you to send a list of commands in an inventory argument and more !
Added lore-type, allows you to define how the lore should interact with the itemstack. If you are using a material loader, you can specify that the lore is added at the end of the existing lore, added before the existing lore, or replaces the existing lore.
Added and and or permissible. Allows you to create more complex requirements. (available with zMenu+).
Fixed ConcurrentModificationException that could occur when using PlayerData #104.
Fixed material's loaders.
Fixed commands and messages placeholders.
Fixed buttons with multiple slots that could not be on another page. You can now define a list of slots and a page for your buttons.
Fixed next and back button with old inventories
Rework messages.yml, you need to redo your configuration.
You can use trims in 1.20.
Updated miniumRequirement to minimum-requirement for requirements.
Updated maxPage to max-page for inventory name.
Register command permissions in Spigot. This prevents the command from appearing in the player's tab completion if they do not have permission.
Added Global Placeholders, which allows you to define values that will be available across all inventory configuration files.
Fixed custom heads with URLs
Fixed inventories that do not have a default type
Added sound category
Removed deprecated method onInventoryOpen(Player player, InventoryDefault inventory)
Improved code, removed the slot variable to use only the list of slots for each button
Fixed actions withdraw, deposit and requirement money, now allowing lowercase
Added API code for use of slots in player inventory. Coming soon in zMenu+ !
Updated folia API
All configuration keys are now in kebab case. Old configurations will still work but the documentation has been updated to reflect the new format.
Improved pagination performance by avoiding unnecessary list management operations
[1.0.3.7] zMenu 1.0.3.7 by Unknown on Oct 12, 2026
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Added inventory type #97
Added placeholder priority #96
Added the possibility to include a prefix for lists when using a pattern. You need to add text in front of your placeholder
Modified the money permissible to support more economies using CurrenciesAPI
Modified the deposit and withdraw action to support more economies using CurrenciesAPI
Added deny-message for commands. Allows to send a custom error message if the player does not have permission.
Fixed the max page placeholder that says 0, it will now say 1 by default
[1.0.3.6] zMenu 1.0.3.6 by Unknown on Oct 12, 2026
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Added the ability to use font ItemsAdder with format :font-name:
Improve TypedMapAccessor
Added API method InventoryManager#openInventoryWithOldInventories
Added API method ZButton#paginate
Added action set permission, allows setting a permission to a player with luckperms
Added aliases command and commands for console command action.
Fixed max-stack-size for itemstack with 1.21
[1.0.3.5] zMenu 1.0.3.5 by Unknown on Oct 12, 2026
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  • Added support for DeluxeMenus configurations. You no longer need to convert your DeluxeMenu configurations to zMenu, they are now automatically compatible!
  • Added command /zm documentation [<word>]
  • Added key title for inventory name, you can use name or title now
  • Fixed itemstack with 1.21, components was added when it should not be added by default.
  • Fixed the item backup system for potions and firework (use in /zm save command and in zEssentials)
[1.0.3.4] zMenu 1.0.3.4 by Unknown on Oct 12, 2026
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  • Add support for **\n** in item lore
  • Add **refresh_requirement**, allows refreshing the lore, name of the item or the button in its entirety according to several conditions.
  • Add permissions on default commands
  • Add PlaceholderAction: **DIFFERENT_STRING**, check that a string is different from the value
  • Add **sub commands** for commands. You can now have sub commands to perform actions, for example, create a /votes party command, a /votes info command!
  • Added **aliases for enchantments**, this allows using the word protection to obtain the PROTECTION_ENVIRONMENTAL enchantment
  • Deprecated method onInventoryOpen(Player, InventoryDefault) use now onInventoryOpen(Player, InventoryDefault, Placeholders)
  • Fixed items flags (HIDE_ATTRIBUTES) for 1.20.4 and above
  • Added [zItems](https://www.spigotmc.org/resources/zitems-demo.118638/) support, Example: material: "**zitem:<item name>**", zItems is an item that allows you to create items taking advantage of all the features of 1.21

#### **Only for version 1.21 and above**
  • Added **max-stack-size: <number>**, Overrides the default maximum stack size of this item.
  • Added **max-damage: <number>**, Controls the maximum amount of damage an item can take.
  • Added **damage: <number>**, The absolute amount of damage or use this item has taken.
  • Added **repair-cost: <number>**, Number of enchantment levels to add to the base level cost when repairing, combining, or renaming this item with an Anvil.
  • Added **unbreakable: <true/false>**, Tools, armor and weapons set with this won't lose durability when used.
  • Added **unbreakable-show-in-tooltip: <true/false>**, If false, an 'Unbreakable' line will not be included in the tooltip. Default is True.
  • Added **fire-resistant: <true/false>**, If true, this item will not burn in fire.
  • Added **hide-tooltip: <true/false>**, If present, it will completely hide the whole item tooltip (that includes the item name). The tooltip will still be visible and searchable in creative mode.
  • Added **hide-additional-tooltip: <true/false>**, If true, disables the 'additional' tooltip part which comes from the item type.
  • Added **enchantment-glint: <true/false>**, If true, the item will glint, even without enchantments; if false, the item will not glint, even with enchantments. If null, the override will be cleared.
  • Added **enchantment-show-in-tooltip: <true/false>**, If false, no enchantments will be shown in the item tooltip. Default is true.
  • Added **attribute-show-in-tooltip: <true/false>**, If false, the attributes will not show on the item tooltip. Default is true.
  • Added **item-rarity: <COMMON/UNCOMMON/RARE/EPIC>**, Determines the default color of its name. This enum is ordered from least rare to most rare.
  • Added **trim: <trim configuration>**, Represents an armor trim that may be applied to an item.

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