Preview Menu
The preview menu is a read-only GUI that shows players everything a drop type can do: its rarities, the chance to upgrade at each one, and every possible reward with that reward's drop chance. It is opened with the /luckydrops preview command and is fully configurable per drop file under a preview-gui: section.
/luckydrops preview <drop> # open it for yourself
/luckydrops preview <drop> <player> # open it for someone else (admin)
- Top bar – one clickable button per rarity. Clicking a rarity shows its rewards below; the selected rarity glows.
- Body – the selected rarity's possible rewards, each rendered as its real item with its drop chance.
- Bottom bar – previous / next page buttons, shown only when a rarity has more rewards than fit on one page.
/ld preview <drop> (for yourself) needs luckydrops.preview; opening it for another player needs luckydrops.preview.others. See Permissions.
The preview-gui block
Everything is optional — delete a key to fall back to its default, or omit the whole preview-gui: block to use the defaults entirely. This is the full block as it ships in drops/default.yml:
preview-gui:
# Menu title (MiniMessage). <drop> = this drop's name.
title: "<dark_gray><drop> Preview"
# Menu height in rows (1-6). 6 = a full double chest.
rows: 6
# Slots holding the clickable RARITY buttons (the top bar by default).
rarity-slots: [0, 1, 2, 3, 4, 5, 6, 7, 8]
# Slots where the selected rarity's POSSIBLE REWARDS are shown. When a rarity
# has more rewards than slots here, the next/previous buttons page through them.
reward-slots: [10, 11, 12, 13, 14, 15, 16,
19, 20, 21, 22, 23, 24, 25,
28, 29, 30, 31, 32, 33, 34,
37, 38, 39, 40, 41, 42, 43]
# Page navigation buttons (the bottom corners by default).
previous-slot: 45
next-slot: 53
# Item placed in every otherwise-empty slot ("", AIR or NONE to disable).
filler:
material: GRAY_STAINED_GLASS_PANE
name: " "
# The rarity buttons along the top.
rarity-button:
name: "<tc><rarity></tc>"
lore:
- "<gray>Click to view its rewards."
- ""
- "<gray>Chance to upgrade: <white><upgrade></white>"
# Make the currently-selected rarity glow.
selected-glow: true
# Lore appended to every reward shown.
reward-lore:
- ""
- "<gray>Chance: <white><chance>%</white>"
# How a COMMAND reward (which has no item of its own) is shown.
command-reward:
material: BOOK
name: "<white>Mystery Reward</white>"
# Page navigation buttons.
previous-button:
material: ARROW
name: "<yellow>« Previous Page"
next-button:
material: ARROW
name: "<yellow>Next Page »"
| Key | Default | Controls |
|---|---|---|
title | <dark_gray><drop> Preview | The menu title (MiniMessage) |
rows | 6 | Menu height, 1–6 |
rarity-slots | top row, 0–8 | Where the rarity buttons go |
reward-slots | interior 10–43 | Where rewards are shown |
previous-slot / next-slot | 45 / 53 | The paging buttons |
filler | gray glass pane | Item for empty slots |
rarity-button | see below | Name / lore / glow of the rarity buttons |
reward-lore | Chance: <chance>% | Lines appended to each reward |
command-reward | BOOK | How a COMMAND reward is shown |
previous-button / next-button | ARROW | The paging button items |
Slot numbering
Slots are 0-indexed and laid out left-to-right, top-to-bottom:
slot = row * 9 + column (rows and columns both start at 0)
So the first row is 0–8, the second 9–17, the third 18–26, and so on. A 6-row menu has slots 0–53. The default layout reserves the top row (0–8) for rarities and the bottom corners (45, 53) for paging, leaving the interior for rewards.
rarity-slots, reward-slots, previous-slot, and next-slot can point at any slots in the menu. Out-of-range or duplicate slots are ignored, so you are free to design a compact 3-row menu or spread rewards across the whole grid.
Placeholders
All text fields use MiniMessage.
Title
| Placeholder | Meaning |
|---|---|
<drop> | The drop's name — Lucky Drop for the default type, otherwise the capitalised file id (e.g. halloween → Halloween) |
Rarity button (rarity-button.name / .lore)
| Placeholder | Meaning |
|---|---|
<rarity> | This rarity's coloured display-name |
<next> | The next rarity up (or — at the top tier) |
<upgrade> | The upgrade chance for this rarity (see below), or — at the top tier |
<tc>...</tc> | Wraps text in the rarity's accent color |
<upgrade> means depends on the chance modeThe value is taken from the drop's chance mode:
- Advanced mode – the per-click chance to level up while at this rarity (the
upgrade-chancesvalue). - Simple mode – the overall chance to finish at a higher rarity than this one (derived from the outcome row).
The top rarity has nothing above it, so <upgrade> and <next> both render as —.
Reward lore (reward-lore)
Appended below each reward's own name/lore.
| Placeholder | Meaning |
|---|---|
<chance> | This reward's chance within its rarity, as a number (e.g. 12.5) — add your own % |
<weight> | The reward's raw weight |
<rarity> | The selected rarity's display-name |
<tc>...</tc> | The rarity's accent color |
A reward's chance is its weight divided by the sum of all weights in that rarity — the same maths as the reward pool.
Navigation buttons (previous-button / next-button)
| Placeholder | Meaning |
|---|---|
<page> | The current page number |
<pages> | The total number of pages |
Command rewards
A COMMAND reward has no item of its own, so it is shown using the command-reward icon. Its label (if set) becomes the displayed name; otherwise command-reward.name is used. The commands themselves are never shown to players.
Adding it to an existing drop
If you are updating from a version before the preview menu existed, LuckyDrops appends a default preview-gui section to each of your drop files on the next load, so nothing is overwritten and your existing keys and comments are preserved. Fresh installs ship with the section already in drops/default.yml. You can edit it and /luckydrops reload at any time — no restart needed.