vouchers.yml
Vouchers configuration for v2.0.0
Format
Below you will find a detailed structure of a voucher, with all the available options and what values they require. Please see to the Resources section to learn more about each type of value.
vouchers:
voucherId:
item:
#
# REQUIRED VALUES
#
# The name of a material https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html
material: String # default: PAPER
#
# OPTIONAL VALUES
#
lore: List of String # default: empty
name: String # default: empty
damage: Short # default: 0
glow: Boolean # default: false
customModelData: Integer # default: 0 | 1.14.4+
texture: TextureString # default: none
color: ColorString # default: none | Available only for leather armor
enchantments: List of EnchantmentString # default: empty
flags: List of ItemFlag # default: empty
unbreakable: Boolean # default: false
banner:
patterns: List of BannerPatternString # default: empty
actions: List of Action # default: empty
#
# A list of actions that are executed when multiple vouchers are used.
# Leave this empty to execute 'actions' n times (n = vouchers redeemed)
#
bulkActions: List of Action # default: empty
#
# Starting with v2.0.0, all settings are optional
#
settings:
#
# Messages sent when the voucher is received and redeemed
#
messages:
#
# {amount} - how many vouchers were received
#
receive: Message # default: none
#
# {amount} - how many vouchers were redeemed
#
redeem: Message # default: none
#
# Sounds played when the voucher is received or redeemed
#
sounds:
receive: SoundObject # default: none
redeem: SoundObject # default: none
#
# Make the voucher usable only by the player who received it
#
bindToReceiver:
enabled: Boolean # default: false
#
# {player} - the name of the player who can redeem the voucher
#
message: Message # default: none
sound: SoundObject # default: none
#
# Whether multiple vouchers can be redeem at one time
#
bulkOpen:
enabled: Boolean # default: false
limit: Integer # default: MAX
#
# Whether the player has to confirm the redeem through a GUI
#
confirmation:
enabled: Boolean # default: false
#
# Put the voucher on a cooldown after each usage
#
cooldown:
enabled: Boolean # default: false
cooldown: TimeString # default: none
#
# {left} - the time left
#
message: Message # default: none
sound: SoundObject # default: none
#
# Limit how many times a voucher can be used by a player or global
#
limit:
enabled: Boolean # default: false
type: LimitType # default: NONE
limit: Long # default: max value
message: Message # default: none
sound: SoundObject # default: none
#
# Allow or disallow players to use this voucher based on their permissions
#
permissions:
#
# Players with one of thes permissions can't use this voucher
#
blacklist:
list: List of Option # default: empty
message: Message # default: none
sound: SoundObject # default: none
#
# Only players with one of these permissions can use this voucher
#
whitelist:
list: List of Option # default: empty
message: Message # default: none
sound: SoundObject # default: none
#
# REQUIRE WORLDGUARD 6.X.X or 7.X.X https://dev.bukkit.org/projects/worldguard
# Allow or disallow players to use this voucher based on the region they
# are standing on
#
regions:
#
# Players that are in any of these regions can't use this voucher
#
blacklist:
list: List of Option # default: empty
message: Message # default: none
sound: SoundObject # default: none
#
# Only players that are in any of these regions can use this voucher
#
whitelist:
list: List of Option # default: empty
message: Message # default: none
sound: SoundObject # default: none
#
# Allow or disallow players to use this voucher based on their world
#
worlds:
#
# Players that are in any of these worlds can't use this voucher
#
blacklist:
list: List of Option # default: empty
message: Message # default: none
sound: SoundObject # default: none
#
# Only players that are in any of these worlds can use this voucher
#
whitelist:
list: List of Option # default: empty
message: Message # default: none
sound: SoundObject # default: noneResources
Java (8)
Boolean - true or false
Short - whole numbers without decimal points with values between -32,768 and +32,767
Integer - similar to Short, but the range is between -2.1 billions and + 2.1 billions
Long - similar to Short and Integer but the limits are much larger (~9 quintillions)
Float - numbers with decimal points, with values between 0.0 and 1.0 in Minecraft
String - the name Java uses for text, nothing special about this one
List<Type> - a list that expects elements of the said type, for example
lore: List<String>expects a list of texts (Strings) that will be set as lore
RegEx - regular expression
Spigot (latest)
PatternType - different patterns a Banner can have
ColorString
Format: <red>,<green>,<blue> (e.g. 255,000,000), RRGGBB (e.g. FF0000 HEX) or the name of a Color (e.g. RED)
Example:
EnchantmentString
Format: Enchantment;<level>
Enchantment: String, the name of an Enchantment (e.g.
MENDING), for 1.13+ could also use thenamespace:keyformat (e.g.minecraft:sharpness)<level>: Integer, the level of the enchantment
Example:
LimitType
Values: GLOBAL, PERSONAL, NONE (default, if disabled)
Message
Format: Type;<message> or <message> and CHAT will be the default Type
Type: ACTION_BAR, CHAT, TITLE
<message>: String, the actual message that will be sent, use
[n]for TITLE to separate the title from subtitle
Examples:
Option
Format: regex:<expression> for RegEx or just a normal String
Examples: Allow the voucher to be used at spawn or on a "player world", same thing applies for regions.
BannerPatternString
Format: PatternType;DyeColor
PatternType: String, the name of a PatternType (e.g.
CREEPER)DyeColor: String, the name of a DyeColor (e.g.
RED)
Example

SoundObject
Format:
sound: String, the name of a sound ('namespace:path' or just 'path' for vanilla sounds from the 'minecraft' namespace), example:
minecraft:block.note_block.plingor simplyblock.note_block.plingsource: String, the name of a sound Source, example:
MASTERvolume: Float, the volume of the sound, example:
0.25pitch: Float, the pitch of the sound, example:
1.50
Example:
TextureString
Format: Type;<value> or <value> and BASE64 will be the default Type
Type: BASE64, HDB, PLAYER
<value>:
BASE64: String, texture value (e.g.
BASE64;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZGNlYjE3MDhkNTQwNGVmMzI2MTAzZTdiNjA1NTljOTE3OGYzZGNlNzI5MDA3YWM5YTBiNDk4YmRlYmU0NjEwNyJ9fX0=)HDB: Integer, the id of a head from HeadDatabase (e.g.
HDB;21899)PLAYER: String, the name of a player (e.g.
PLAYER;MHF_Chest)
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