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Migrating DeluxeMenus Menus to GUIPlus

By , the developer behind these plugins ·

Menus are the one plugin type where a migration is scary: every rank shop, warp menu and bank screen on the server lives in them. GUIPlus reads DeluxeMenus folders with a built-in converter, so the move is a copy, a check and a rebuild of whatever the old files could not express. This guide is the order to do it in and the checklist before the old plugin comes out.

What the converter does, and what it cannot know

GUIPlus is built around an in-game editor: every menu and item is configured through system menus rather than a text file, and menus you already have can be converted instead of rebuilt. The converter is the migration path — drop your DeluxeMenus folder and any custom GUI folders into plugins/GUIPlus and it takes care of the menus. GUIPlus costs €14.99 (price at time of writing) as a one-time purchase with free lifetime updates and runs on Spigot and Paper 1.16 through 26.2. One disclosure: it is the only menu plugin we sell, so this is a migration guide, not a comparison.

Set expectations honestly. A converter can carry across the things a menu file describes — layout, items, names and lore. It cannot know what you meant by a menu that behaved oddly, and it cannot invent the logic GUIPlus adds beyond a menu file (scenes, chat fetchers, saved per-player information). So plan for two passes: the copy, and a walk through every converted menu in the editor.

The migration, step by step

Run the two plugins side by side until every menu is verified; there is no need to remove anything on day one. The DeluxeMenus converter page in the GUIPlus documentation covers the same ground field by field.

  • 1. Install GUIPlus alongsideAdd the jar and start the server so the plugins/GUIPlus folder exists.
  • 2. Copy the folders inDrop the DeluxeMenus folder, plus any custom GUI folders, into plugins/GUIPlus; the built-in converter takes care of the menus.
  • 3. Open each menu in the editorClick through every item: the item editor shows name, lore, conditions and click events per item, and the item cloner speeds up anything you rebuild.
  • 4. Recreate the commands players typeCommand aliases turn /guiplus armorshop into /armorshop, and can take over a command such as /bank or /shop from another plugin.
  • 5. Check custom itemsNBT support means items from ItemsAdder, Oraxen, Nexo, AdvancedEnchantments and others work in menus — confirm each one renders.

Rebuilding the logic: conditions and click events

Most menu logic is a gate and an action. GUIPlus models both in the editor. Conditions gate any item or scene, and each condition-able element carries its own fail message for when a check does not pass: has permission, has items (optionally ignoring durability), level, XP amount, has balance, empty inventory slots, is not on cooldown (with the length set in the editor), is integer, is double, and a conditional placeholder check.

Click events are the actions — twelve types covering messages and titles, closing the open inventory, running a command for the player (directly or through the player picker and offline player picker), giving, setting or removing money through your economy plugin, giving a custom item, opening a chat fetcher, and saving information per player. That last one is what makes a bank menu possible without another plugin: a field such as a balance is stored in myField:myValue form and read back later.

Common menu needs and the GUIPlus feature that covers each.
You needGUIPlus feature
Hide or block an item for players without a rankHas-permission condition with a custom fail message
Charge for a purchaseHas-balance condition plus a money-remove click event
Run a command on another playerPlayer picker or offline player picker click event
Ask the player for a valueChat fetcher, paired with conditions and a click event
Remember something per playerSave-information click event (myField:myValue)
Stop a button being spammedCooldown condition with the length set in the editor

What a menu file could never express: scenes, lores and fetchers

Once the old menus work, the editor offers three things worth adding. Animated lores cycle any sequence of lore lines on an item, written frame by frame in the in-game lores editor with no programming. Animation scenes turn a menu into a sequence — a shop reveal or a bank transaction — and can open conditionally: show scene A, check the conditions, then show scene B, with click events linking other plugins into the sequence.

The chat fetcher and the two player pickers make menus practical for staff as well as players: prompt in chat, capture the answer, run its click event if the conditions pass, with an exit message you can show or hide per fetcher. Economy actions run against your existing economy plugin through has-money conditions and money-give and money-remove events. If you are also deciding how to handle idle players on the same server, the server menus and AFK guide covers pairing GUIPlus with AntiAFKPlus.

The checklist before the old plugin comes out

Keep a copy of the original DeluxeMenus folder somewhere outside the server directory before you remove the plugin, and only remove it once every item below is ticked.

  • Every menu opensEach converted menu opens from its alias and from any command that used to open it.
  • Every gate holdsPermission, balance and cooldown conditions block the right players and show the fail message you wrote.
  • Every action firesCommands, money events and item gives do what the old click did, including for offline targets through the offline player picker.
  • Custom items renderNBT items from your texture plugin show with the right model and lore.
  • Aliases are claimedAny command GUIPlus should own — /shop, /bank, /warps — is aliased before the old plugin that owned it is removed.

Related plugins

GUIPlus
Complete GUI editing suite. In-game editor, animations, conditions, events — no YAML required.

More guides on these plugins

Migrate DeluxeMenus to GUIPlus [Step-by-Step] | InfinitePlugins