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.

Resources

  • 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)

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:

# A leather chestplate colored orange
item:
    material: LEATHER_CHESTPLATE
    # Spigot default color
    color: ORANGE
    # HEX format
    color: FFA500
    # R,G,B format
    color: 255,165,0

EnchantmentString

Format: Enchantment;<level>

  • Enchantment: String, the name of an Enchantment (e.g. MENDING), for 1.13+ could also use the namespace:key format (e.g. minecraft:sharpness)

  • <level>: Integer, the level of the enchantment

Example:

# A diamond sword with mending and sharpness 3
item:
  material: DIAMOND_SWORD
  enchantments:
  - MENDING;1
  # The name spigot uses for sharpness
  - DAMAGE_ALL;3
  # Alternative for the previous option available for 1.13+ servers
  - minecraft:sharpness;3

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:

settings:
  messages:
    # Simple chat message
    redeem: You have received a voucher
    redeem: CHAT;You have received a voucher
    # Action bar message
    redeem: ACTION_BAR;You have received a voucher
    # Title message
    # 'You have received' will be the title and 'a voucher' the subtitle
    redeem: TITLE;You have received[n]a voucher

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.

# Allow the voucher to be used at spawn or on a "player world"
# same format and logic applies for regions.
worlds:
  whitelist:
    list:
      # When using normal Strings, you can also use %args% but your
      # String must be 1:1 with the world name (e.g. 'Spawn' is not
      # the same as 'spawn')
      - spawn
      # This will match all worlds that start with 'player_world-'
      - regex:player_world-.+

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

# A banner with a black gradient and red border
item: WHITE_BANNER
banner:
  patterns:
    - GRADIENT;BLACK
    - BORDER;RED

SoundObject

Format:

<section-name>:
  sound: (1) # Required
  source: (2) # Optional | default: MASTER
  volume: (3) # Optional | default: 1.0
  pitch: (4) # Optional | default: 1.0
  1. sound: String, the name of a sound ('namespace:path' or just 'path' for vanilla sounds from the 'minecraft' namespace), example: minecraft:block.note_block.pling or simply block.note_block.pling

  2. source: String, the name of a sound Source, example: MASTER

  3. volume: Float, the volume of the sound, example: 0.25

  4. pitch: Float, the pitch of the sound, example: 1.50

Example:

sounds:
  redeem:
    sound: 'minecraft:block.note_block.pling'
    volume: 0.75
    pitch: 1.0 # Which is also the default value

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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