Items

This page outlines how to configure items in the GUI.

In this section of the wiki, we'll explain how the item: config option works. This should be the same with each config file that has this option, and is responsible for how the item in the GUI will look.

  • material determines which block or item will be displayed in the GUI, please use Material IDs from this site.

  • amount determines the amount of said material that will be displayed in the GUI. You may use any positive integer.

  • displayName determines the name of the item in the GUI.

  • headData will determine the player head's data. You can get these using sites like this (This will be ignored if PLAYER_HEAD is not the material that is used.)

  • headOwner will determine the player head's owner. (This will be ignored if PLAYER_HEAD is not the material that is used, or if headData is not null.)

  • lore is a list of string that will determine the item's lore,

    • slot determines where the item will be placed in the GUI. Possible values are in this image. Because of how the rewards GUI is handled.

Examples

Grass Block:

    item:
      material: "GRASS_BLOCK"
      amount: 1
      displayName: "&9&lBlocks"
      headData: null
      headOwner: null
      lore: 
      - "Blocks!"
      - ""
      - "&aExample Lore"
      slot: 12

Player Head using headOwner with an empty lore:

item:
  material: "PLAYER_HEAD"
  amount: 1
  displayName: "&9&lPlayer Head"
  headData: null
  headOwner: Peaches_MLG
  lore: []
  slot: 13

3 Player Heads using headData:

item:
  material: "PLAYER_HEAD"
  amount: 3
  displayName: "&9&lPlayer Head"
  headData: "eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYzhhZjhiN2Q0M2ZlNGRlOWY4Y2JjNGJiNDk1MzQzY2Y3MTVlYjhmZWJhNGJlZDRjZGNlODJjMWIwY2UxNzIyIn19fQ=="
  headOwner: null
  lore: []
  slot: 13

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