Items
This page outlines how to configure items in the GUI.
Note: Most of what is outlined here is for reference only - if you copy sections of text to use in your own configuration file, it may break it, so use it at your own risk.
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.
materialdetermines which block or item will be displayed in the GUI, please use Material IDs from this site.amountdetermines the amount of said material that will be displayed in the GUI. You may use any positive integer.displayNamedetermines the name of the item in the GUI.headDatawill determine the player head's data. You can get these using sites like this (This will be ignored ifPLAYER_HEADis not the material that is used.)headOwnerwill determine the player head's owner. (This will be ignored ifPLAYER_HEADis not the material that is used, or ifheadDatais not null.)loreis a list of string that will determine the item's lore,slotdetermines 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: 12Player Head using headOwner with an empty lore:
headOwner with an empty lore:item:
material: "PLAYER_HEAD"
amount: 1
displayName: "&9&lPlayer Head"
headData: null
headOwner: Peaches_MLG
lore: []
slot: 133 Player Heads using headData:
headData:item:
material: "PLAYER_HEAD"
amount: 3
displayName: "&9&lPlayer Head"
headData: "eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYzhhZjhiN2Q0M2ZlNGRlOWY4Y2JjNGJiNDk1MzQzY2Y3MTVlYjhmZWJhNGJlZDRjZGNlODJjMWIwY2UxNzIyIn19fQ=="
headOwner: null
lore: []
slot: 13Last updated
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