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INTERMENU
Not just a chest GUI. A menu framework for systems that need real logic.
If all you need is a simple teleport menu, there are plenty of plugins for that already. The real problem starts when your menus need quantity selectors, recipe validation, live player data, custom item support, and logic that changes what the player sees.
InterMenu is built for that stage. It gives you a clean YAML entry point, then scales into Kether and JavaScript when your server systems stop fitting into static button menus.
The value is practical: less duplicated config, less workaround-heavy GUI design, and much more room to build menus that actually behave like part of your gameplay.
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WHAT YOU ARE REALLY BUYING
A menu system that can grow with the rest of your server.
- YAML when you want to build quickly.
- Kether and JavaScript when you need deeper logic, variables, validation, or multi-step interactions.
- Dynamic icon states when one slot needs to react to player state instead of staying static forever.
- Hot reload and faster iteration when you are actively refining layouts, prices, lore, and interaction flow.
- Native support for ItemsAdder, Oraxen, MMOItems, MythicMobs, and CraftEngine if your server already depends on premium custom-item ecosystems.
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REAL USE CASES
The kind of GUI work that usually breaks simpler menu plugins
These are not fake marketing examples. The screenshots and config excerpts below come from the prepared InterMenu scenario set.
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SCENE 01
Custom Crafting Station
Build recipe-driven menus where players place materials directly into the GUI, the layout is validated properly, the craft result is checked in real time, and wrong input gets rejected without plugin-side hacks.

| Real config preview: menus/craftingRecipe/CraftingMenu.yml |
"Q": display: name: "&{#FFD87A}Click to &{#FF9A3C}&lCraft" material: "lime_stained_glass_pane" actions: all: |- set result to menu-js """ utils.craftItem("{node:materialChar}","{node:resultChar}") """ if &result then { tell color "... Crafting successful!" } else { tell color "... Wrong materials or slots!" }
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SCENE 02
RPG Disenchant System
Turn one GUI into an actual item-processing workflow: read enchantments from the item, generate stripped enchanted books, remove the original enchantments, and keep the entire interaction inside one menu.

| Real config preview: menus/Exorcism/Exorcism.yml |
actions: all: |- menu-js """ var itemSlot = menu.getFirstSlot(config.getString("itemChar")) var item = menu.getSlotItem(itemSlot) var enchants = utils.getItemEnchantments(item) var slots = menu.getSlots(config.getString("enchantingChar")) for (var i = 0; i < Math.min(slots.length, enchants.length); i++) { menu.setVar("enchant", enchants.name + ":" + enchants.level) menu.setSlotItem(slots, menu.getItemStack("enchanted_book")) utils.removeEnchantment(item, enchants.name) } """
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SCENE 03
Smart Shop System
Create purchase and sell flows that feel polished instead of patched together: quantity controls, total-price calculation, balance checks, confirmation actions, and item delivery all happen in the same interface.

| Real config preview: menus/shop/buy.yml |
"D": display: amount: "{kether: type int menu-get amount}" material: "{kether: menu-get material}" lore: - "Buy Price: {kether: menu-get buy}" - "Quantity: {kether: type int menu-get amount}" - "Total: {kether: math * [ menu-get buy menu-get amount ]}" actions: shift_left: |- if check papi %vault_eco_balance% >= &totalPrice then { command inline papi "money take %player_name% {{&totalPrice}}" as console menu-js """ player.getInventory().addItem(item) """ }
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SCENE 04
Player Profile System
Show equipment, stats, health, world, coordinates, ping, and combat data in a menu that feels like part of the player experience, not a utility screen with decorative lore pasted on top.

| Real config preview: menus/Profile/Profile.yml |
armorDisplay: char: "@" displays: - "helmet" - "mainHand" - "chestplate" events: open: |- menu-js """ utils.initProfile() """ post_open: |- menu-js """ utils.setArmorDisplay(config.getString("armorDisplay.char"), config.getStringList("armorDisplay.displays")) """ icons: "A": name: "&{#E0E0E0}&l{kether:menu-get name}'s Profile"
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OPEN-SOURCE BONUS
You are not limited to manual YAML. There is also an open-source AI skill that can help you build InterMenu menus faster.
If you buy InterMenu, you do not have to rely only on hand-written config forever. There is also an open-source AI menu-writing skill designed specifically for InterMenu, so you can describe the menu system you want in natural language and let AI generate a structured menu bundle for you.
For server owners, builders, and content teams, that means something very practical: you can prototype menus faster, generate first drafts for complex multi-page flows, and reduce the amount of repetitive setup work when building shops, profile pages, crafting systems, lottery pages, or other custom interfaces. The skill is open source on GitHub, so anyone can download it, inspect it, and use it in their own AI workflow.
Tell AI What You Want
Instead of starting from a blank YAML file, you can describe the menu you want in plain language and let the skill turn that request into a more complete InterMenu structure.
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Useful For Real Menu Work
It is aimed at real InterMenu use cases like linked pages, shared utility logic, pagination, and multi-screen interaction flow, so it is much more useful than a generic AI prompt with no plugin-specific structure.
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Free To Download And Use
Because the skill is open source on GitHub, you can download it yourself, plug it into your own AI workflow, and improve how quickly you build InterMenu content after purchase.
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WHY IT STANDS OUT
Built for the point where ordinary menu plugins start slowing you down
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InterMenu is a strong fit if your menus are part of gameplay, not just navigation.
- Survival servers that want polished shops, profile panels, and functional utility menus
- RPG and adventure servers with item processing, progression systems, or premium custom-item stacks
- Teams that want approachable YAML at the start and scriptable depth later
- Projects that update often and care about iteration speed, hot reload, and long-term maintainability
- Servers that do not want to replace their menu system the moment interactions become more advanced
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SHORT VERSION
Buy InterMenu when a normal menu plugin starts wasting your time.
If your server needs crafting menus, shop flows, RPG item processing, profile panels, or any GUI that has to do more than run one click action, InterMenu gives you a cleaner foundation to build it properly.
Setup is straightforward, the included examples are practical, and the system leaves room for your server to grow instead of boxing you into static menus.
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