Items

This file allows you to define your own unique custom items. These items can then be given as rewards by using the customitem reward type in rewards.yml.

Item Structure

Each item you create needs a unique ID (e.g., healing_elixir, magic_wand). This ID is what you will use as the identifier in your rewards.yml file. Below is an example showcasing all available options.

Example:

# The unique ID for this item.
magic_wand:
  # The base material of the item from Minecraft.
  material: STICK
  # The in-game display name. Supports '&' color codes.
  name: "&5&lWizard's Wand"
  # The item's description (lore). Each line is a new list item.
  lore:
    - "&7A mystical wand imbued with"
    - "&7ancient magical properties."
  # (Optional) A list of enchantments. Format: "enchant_name:level"
  enchants:
    - "unbreaking:5"
  # (Optional) A list of ItemFlags to hide attributes like enchants.
  flags:
    - "HIDE_ENCHANTS"
  # (Optional) A custom model data ID for resource packs.
  custom-model-data: 1881

Key Explanations

Here is a detailed breakdown of each property you can use to define a custom item.

Key
Description

material

The base material for the item. You must use a valid Material name from your server version's Bukkit API (e.g., DIAMOND_SWORD, PLAYER_HEAD, POTION).

name

The display name of the item as it appears in-game. Supports standard & color codes.

lore

A list of text lines that appear as the item's description. Supports standard & color codes.

custom-model-data

(Optional) An integer value used by resource packs to give the item a unique custom texture.

enchants

(Optional) A list of enchantments to apply. The format must be "enchant_name:level" (e.g., "efficiency:5").

flags

(Optional) A list of ItemFlags to hide information like enchantments or attributes. Use valid names from the Bukkit API (e.g., HIDE_ENCHANTS, HIDE_ATTRIBUTES).

base64-skull

(Optional) If material is PLAYER_HEAD, provide a Base64 texture string (from sites like Minecraft-Heads) to give the head a custom skin.

skull-owner

(Optional) If material is PLAYER_HEAD, provide a player's UUID to use their skin for the head's texture.

base-potion-type

(Optional, Potions only) Sets the base appearance of the potion bottle. See the potion guide below.

color

(Optional, Potions only) Sets the color of the potion's liquid. See the potion guide below.

effects

(Optional, Potions only) A list of custom potion effects to apply to the item. See the potion guide below.

Advanced: Creating Custom Potions

When you set the material to POTION, you unlock several powerful options to create truly unique elixirs.

1. base-potion-type

This key changes the visual look of the potion bottle itself, without adding any effects. It's great for thematic consistency.

  • Valid Values: WATER, MUNDANE, THICK, AWKWARD, etc.

  • Default: If not specified, it defaults to WATER.

2. color

This key sets the color of the liquid inside the potion bottle. You can define the color in three different formats:

  • Hex: A standard web color code (e.g., "#FF69B4").

  • RGB: A comma-separated string of Red, Green, and Blue values (e.g., "255,105,180").

  • Named Color: A predefined color name (e.g., AQUA, RED, LIME, WHITE).

3. effects

This is where you define the actual potion effects. It's a list of strings, and each string follows a specific format: "EFFECT_TYPE LEVEL DURATION_IN_SECONDS [ambient] [particles] [icon]"

  • EFFECT_TYPE: A valid PotionEffectType from Bukkit (e.g., SPEED, REGENERATION, INSTANT_HEALTH).

  • LEVEL: The in-game level of the effect (e.g., 2 for Regeneration II).

  • DURATION_IN_SECONDS: The duration of the effect in seconds. The plugin will automatically convert this to server ticks.

  • [ambient]: (Optional true/false) If true, the potion particles are less noticeable, like a beacon effect. Defaults to false.

  • [particles]: (Optional true/false) If false, no particles will be shown for the effect. Defaults to true.

  • [icon]: (Optional true/false) If false, the effect will not have an icon in the player's inventory/HUD. Defaults to true.

Full Potion Example

This example combines all features to create a powerful "Warrior's Brew" potion.

warrior_brew:
  material: POTION
  name: "&c&lWarrior's Brew"
  lore:
    - "&7Transforms you into a warrior."
    - ""
    - "&c⚔ Strength II (3:00)"
    - "&4❤ Regeneration II (0:45)"
  # Set the base potion type to make it look different.
  base-potion-type: THICK
  # Use an RGB value for a custom dark red color.
  color: "192,32,32"
  # List all the custom effects to apply.
  effects:
    # This gives Strength II for 180 seconds (3 minutes).
    - "STRENGTH 2 180"
    # This gives Regeneration II for 45 seconds.
    - "REGENERATION 2 45"
    # This gives Resistance I for 180 seconds, makes particles less visible,
    # and hides the particles completely.
    - "RESISTANCE 1 180 true false"
  # Add custom model data for a resource pack.
  custom-model-data: 2002
  # Hide the default "(+6 Attack Damage)" lore and effect list.
  flags:
    - "HIDE_POTION_EFFECTS"
    - "HIDE_ATTRIBUTES"

Last updated