๐ฎ Editor GUI โ
QI ships a complete in-game visual editor that lets server owners create and edit items, actions, and sets without touching a single line of YAML. The GUI saves to the very same YAML files, so hand-written and editor-authored content are fully interchangeable โ edit in the menu, inspect in the file, neither side fights the other.
There is one entry command, /qi editor (permission qinhitems.editor): it opens the type browser, where picking a type leads to the item browser; right-clicking an existing item or clicking New opens the item editor main screen. The item editor is the hub of the whole GUI โ every sub-editor (action, gem socket, attribute, set, template, resource pack) is reached from its field rows.
Different needs map to different sub-editors: wire up triggers and handlers in the Action / Skill editor; build multi-piece set bonuses in the Set editor; manage fragments, variables, and resource-pack models in the Other editors. Every screen uses the same 6-row, 54-slot layout with fixed button positions.
If this is your first time, read the Workflow page and click through creating a weapon step by step; reach for the Slot Reference only when you need to know exactly which slot to click.
In this section โ
- ๐งญ Overview โ Editor entry command, permission, and the full navigation tree from type browser down to each sub-editor.
- ๐ช Workflow โ Step-by-step walkthroughs of common tasks (such as creating a weapon from scratch) you can follow click by click.
- ๐๏ธ Item Editor โ The main screen for a single item: toggle, chat-input, and sub-editor field types and where each writes to.
- โก Action Editor โ Configure triggers, handlers, and payloads on an item and bind skills, all in the GUI, no hand-written triggers.
- ๐ฝ Set Editor โ The set hub and edit screens for creating sets, binding member pieces, and arranging tiered bonuses.
- ๐งฉ Other Editors โ The template hub, resource-pack / model hub, and the editor's session and save mechanics.
- ๐ข Slot Reference โ Precise slot maps and shared layout constants for each editor screen, for advanced troubleshooting.