Content
Screens
A screen is a picture drawn behind a container window.
# screens/menus.yml
shop:
container: chest_9x6 # the real container it opens asDraw the sheet 256×256 with the vanilla window art centred on it, and say which container it was drawn for. Everything else — the height, the ascent, the negative space that slides it into place — follows from that.
/rp screen mypack:shop opens one. /rp screens lists them.
The container is the geometry#
This is the setting that goes wrong
container: is what positions the picture, not just what gives it slots.
Declare a five-row sheet as a six-row chest and the whole screen sits nine
pixels out, with nothing in game to say why.
The name is the real container the GUI opens as, and it decides both the window your backdrop is aligned against and the inventory a player sees. Chests, droppers, hoppers, furnaces, anvils, looms — the ones vanilla has.
The Inventory label#
The word "Inventory" disappears from every container screen while a bundle holds any custom GUI.
That is not a choice so much as the only lever there is. The client draws that label after the window title, so a backdrop cannot cover it, and blanking it in a language file is the one place it can be reached. A server with no custom screens is unaffected.
Opening one from a plugin#
A screen is art, not a menu — RP Engine draws the backdrop and does not decide what the slots do. Any inventory plugin you already use fills them; open the container it was drawn for and the picture is behind it.
From your own code, Icons gives you the character run that positions it, and
you put it in the inventory title. See the plugin API.