Last updated
Last updated
In this section you will be able to customize the flags menu item, since by default RED_BANNER will be used.
If you include the display_name
path: , you can modify the name to be displayed in the flags menu.
If the flag appears with a red banner, it indicates that the flag configuration was not found in the flags.yml file. To address this, simply create the configuration section and reload the plugin.
In this section, you have access to the default yml file. This file contains the standard configuration that is used as a starting point for customization and specific configuration.
display_name: "Greetings"
description: |-
&7The message that appears in
&7chat upon entering the region.
description: "&7The message that appears in \n &7chat upon entering the region."
flags:
greeting: #Flag name
material: BOOK
amount: 1
glowing: false
hide_attributes: true
model_data: 0
display_name: "Greetings" #modify the name of the flag, which will be displayed in the menu
description: |-
&7The message that appears in
&7chat upon entering the region.
flags:
greeting:
material: BOOK
amount: 1
glowing: false
hide_attributes: true
model_data: 0
display_name: "Greetings"
description: "&7The message that appears in \n&7chat upon entering the region."
greeting-title:
material: PAINTING
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7The title that appears upon \n&7entering the region. Including a \n&7newline (\\n) will send a subtitle."
greeting-action:
material: PAPER
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7The title that appears upon \n&7entering the region. Including a \n&7newline (\n) will send a subtitle."
farewell:
material: BOOK
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7The message that appears in \n&7chat upon leaving the region"
farewell-title:
material: PAINTING
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7The title that appears upon \n&7leaving the region. Including a \n&7newline (\\n) will send a subtitle."
farewell-action:
material: PAPER
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7The title that appears upon leaving the region. Including a newline (\n) will send a subtitle."
pvp:
material: NETHERITE_SWORD
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether player versus player \n&7combat is permitted."
leaf-decay:
material: OAK_LEAVES
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether leaves will decay. "
mob-spawning:
material: ALLAY_SPAWN_EGG
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether mobs can spawn"
creeper-explosion:
material: CREEPER_HEAD
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether creepers can do damage"
wither-damage:
material: WITHER_SKELETON_SKULL
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether withers can do damage \n&7(with their body explosions - \n&7skull projectiles are handled \n&7by ghast-fireball as mentioned above)"
ghast-fireball:
material: GHAST_TEAR
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether ghast fireballs and wither \n&7skulls can do damage"
entity-item-frame-destroy:
material: ITEM_FRAME
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether non-player entities can \n&7destroy item frames"
entry:
material: IRON_BARS
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether players can enter the region"
use:
material: OAK_DOOR
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether doors, levers, etc. \n&7(but not inventories) can be used"
block-trampling:
material: WHEAT
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether farmland and turtle eggs \n&7can be trampled"
pistons:
material: STICKY_PISTON
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether pistons can be used"
chest-access:
material: CHEST
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether inventories can be accessed"
fire-spread:
material: CAMPFIRE
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether fire can spread"
tnt:
material: TNT
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether TNT detonation or damage is permitted"
use-anvil:
material: ANVIL
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether anvils can be used"
lightning:
material: TWISTING_VINES
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether lightning can strike"
ice-form:
material: BLUE_ICE
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether ice will form"
ice-melt:
material: ICE
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether ice will melt"
snowman-trails:
material: CARVED_PUMPKIN
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether snowmen will create snow beneath them"
mob-damage:
material: COW_SPAWN_EGG
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether mobs can hurt players"
chorus-fruit-teleport:
material: CHORUS_FRUIT
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether chorus fruits can be used to teleport"
enderpearl:
material: ENDER_PEARL
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether enderpearls can be used"
use-dripleaf:
material: BIG_DRIPLEAF
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether dripleaf can be used"
interact:
material: LEVER
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Everything that involves ‘using’ a block or entity:
Whether doors, levers, etc. (but not inventories) can be used
Whether vehicles (including animals) can be mounted
etc."
coral-fade:
material: BUBBLE_CORAL
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether coral will die when not in water."
grass-growth:
material: GRASS_BLOCK
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether grass will grow."
sculk-growth:
material: SCULK_SENSOR
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether sculk (sculk and sculk vines) will grow"
frosted-ice-form:
material: DIAMOND_BOOTS
amount: 1
glowing: false
hide_attributes: true
model_data: 0
description: "&7Whether players with frost walker boots will form ice"