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On this page
  • Basic Information
  • Requirements
  • Number
  • Text
  • Item Variable:
  • Preview Types:
  1. PREMIUM PLUGINS
  2. 🛠️ TheItemSkin

Templates Skin

Basic Information

  • name: This field indicates the name of the item, in this case, "Amethyst".

  • displayName: It's the name displayed for the item in the game. This field supports HEX color format and Minecraft text format.

  • material: Indicates the material of the object in the game. In this case, it's a netherite pickaxe.

  • showInMenu: Determines whether this object should be shown in the skins menu.

  • applies-to: Indicates what type of object this skin applies to.

  • permission: Permissions required to equip the skin on your item.

  • custom-model-data: Uses a number to identify custom item models.

  • countdown: The wait time before the user can equip a skin again.

  • currency: The currency used to purchase the skin.

  • preview-skin: Configuration related to the preview of the object's texture.

  • item-physical: Configuration related to the physical appearance of the item skin.

  • actions: Actions performed when a skin is equipped, removed, or returned.

  • gui: Configuration related to the game's user interface for this object. Defines how the object is displayed in the game menus, both if it's available and if it's not.


Requirements

You will be able to set requirements before applying a skin or removing it, etc.

Number


  1. ">=" (Greater than or equal to): Checks if the value of the variable is greater than or equal to the value specified in the condition.

  2. ">=" (Greater than or equal to): Checks if the value of the variable is greater than or equal to the value specified in the condition.

  3. "<=" (Less than or equal to): Checks if the value of the variable is less than or equal to the value specified in the condition.

  4. "==" (Equal to): Checks if the value of the variable is equal to the value specified in the condition.

  5. "!=" (Different from): Checks if the value of the variable is different from the value specified in the condition.

  6. ">" (Greater than): Checks whether the value of the variable is greater than the value specified in the condition.

  7. "<" (Less than): Checks if the value of the variable is less than the value specified in the condition.

  8. "<-" (Contains): Checks if the variable contains the substring specified in the condition.

Text


  1. "<-" (Contains): Checks if the variable contains the substring specified in the condition.

  2. "!=" (Different from): Checks if the value of the variable is different from the value specified in the condition.

  3. "=" (equal to): Checks if the value of the variable is equal to the value specified in condition

  4. "|-" (Starts with): Checks if the variable starts with the substring specified in the condition.

  5. "-|" (Ends with): Checks if the variable ends with the substring specified in the condition.

Item Variable:


#lore You will be able to get the lore of the item to which you are trying to apply the skin. #displayName You will be able to obtain the displayName of the item to which you are trying to apply the skin.

Examples:

requirements:
  equipping:
  - '#lore <- Common'
requirements:
  equipping:
  - '#displayName <- Common'

Preview Types:

For each template allows you to configure its preview, this will allow you to place the item at any location on the armature support.

RIGHT_ARM LEFT_ARM HEAD CHEST LEFT_LEGS RIGHT_LEGS FEET

To generate a template, just leave the Skins folder empty, which you will find in TheItemSkin plugin folder.

# This field indicates the name of the item, in this case, "Amethyst".
name: EXAMPLE
# It's the name displayed for the item in the game. This field supports HEX color format and Minecraft text format.
displayName: '&aEXAMPLE'
# Indicates what type of object this skin applies to.
applies-to: Swords
# Determines whether this object should be shown in the skins menu.
showInMenu: true
# Indicates the material of the object in the game. In this case, it's a netherite pickaxe.
material: NETHERITE_SWORD
# Usar cualquier tipo de material (Diamond, Gold, Iron, Stone ...)
all-types-material: false
# rgb colors to configure to leather armor
rgb: 160, 101, 64
# Permissions required to equip the skin on your item.
permission: itemskin.example
# Uses a number to identify custom item models.
custom-model-data: 10000
# Time in seconds before being able to change the item skin again
countdown: 300

#The wait time before the user can equip a skin again.
currency:
  price: 0
  #    VAULT
  #    PLAYER_POINTS
  #    TOKEN_MANAGER
  #    DISABLED
  type: VAULT

# Configuration related to the preview of the object's texture.
# For each template allows you to configure its preview, this will allow you to place the item at any location on the armature support.
#  RIGHT_ARM, LEFT_ARM, HEAD,  CHEST,  LEFT_LEGS,  RIGHT_LEGS,  FEET

preview-skin:
  type: RIGHT_ARM
  duration: 10
  eulerAngle:
    x: 261
    y: 278
    z: 0

# Configuration related to the physical appearance of the item skin.
item-physical:
  require_permission:
    enabled: true
    permission: itemskin.physical.example
    message: '&6&lITEM &8| &cYou need reward.example''s permission to use.'
  material: PAPER
  rgb: 160, 101, 64
  amount: 1
  model_data: 0
  display_name: '&c{displayName} Skin'
  lore:
    - '&8Portable skin'
    - ''
    - '&8 ● &fDrag and drop this Skin to '
    - '&f   any {appliesTo} to apply!'
    - ''
    - '&8 ☀ &fSkin: {displayName}'
    - '&8 ✎ &fRarity: &x&9&F&9&F&9&F&lCOMMON'
    - ''
    - '&8Collectible item ☽'
    - ''
    - '&e▸ Take it and equip it on your item!'
  glowing: false

# Actions performed when a skin is equipped, removed, or returned.
actions:
  equipping:
    - '[sound] BLOCK_NOTE_BLOCK_HARP;1.0f;1.0f'
    - '[message] &aTexture applied successfully to the item.'
  remove:
    - '[sound] BLOCK_NOTE_BLOCK_HARP;1.0f;1.0f'
    - '[message] &aThe texture of your item was removed'
  returnSkin:
    - '[sound] BLOCK_NOTE_BLOCK_HARP;1.0f;1.0f'
    - '[message] &6The skin previously equipped in your item has been returned to you.'

# You will be able to set requirements before applying a skin or removing it, etc.
#  Number
#  ">=" (Greater than or equal to): Checks if the value of the variable is greater than or equal to the value specified in the condition.
#  ">=" (Greater than or equal to): Checks if the value of the variable is greater than or equal to the value specified in the condition.
#  "<=" (Less than or equal to): Checks if the value of the variable is less than or equal to the value specified in the condition.
#  "==" (Equal to): Checks if the value of the variable is equal to the value specified in the condition.
#  "!=" (Different from): Checks if the value of the variable is different from the value specified in the condition.
#  ">" (Greater than): Checks whether the value of the variable is greater than the value specified in the condition.
#  "<" (Less than): Checks if the value of the variable is less than the value specified in the condition.
#  "<-" (Contains): Checks if the variable contains the substring specified in the condition.

#  Text
#  "<-" (Contains): Checks if the variable contains the substring specified in the condition.
#  "!=" (Different from): Checks if the value of the variable is different from the value specified in the condition.
#  "=" (equal to): Checks if the value of the variable is equal to the value specified in condition
#  "|-" (Starts with): Checks if the variable starts with the substring specified in the condition.
#  "-|" (Ends with): Checks if the variable ends with the substring specified in the condition.

#Item Variable:
#  #lore  You will be able to get the lore of the item to which you are trying to apply the skin.
#  #displayName  You will be able to obtain the displayName of the item to which you are trying to apply the skin.

requirements:
  equipping:
    - none
  #  - '#lore <- Common'
  #  - '#displayName <- Common'
  remove:
    - none
  returnSkin:
    - none

# Configuration related to the game's user interface for this object.
#  Defines how the object is displayed in the game menus, both if it's available and if it's not.
gui:
  unavailable:
    material: NETHERITE_SWORD
    rgb: 160, 101, 64
    amount: 1
    model_data: 0
    display_name: '&c{displayName} Skin'
    lore:
      - '&8Unavailable Skin'
      - ''
      - '&8 ● &fUnlock this skin by purchasing it'
      - '&f   on our store or open a crate!'
      - ''
      - '&8 ☀ &fSkin: {displayName}'
      - '&8 ✎ &fRarity: &x&9&F&9&F&9&F&lCOMMON'
      - '&8 ⛏ &fApplies: &f{appliesTo}'
      - ''
      - '&8 ⛁ &fPrice &6{price}'
      - '&8 ■ &fState: &cUnavailable'
      - ''
      - '&e▸ Left-click buy this skin!'
      - '&e▸ Right-click to preview the skin!'
    glowing: false
  available:
    material: NETHERITE_SWORD
    rgb: 160, 101, 64
    amount: 1
    model_data: 0
    display_name: '&a{displayName} Skin'
    lore:
      - '&8Available Skin'
      - ''
      - '&8 ● &fYou have unlocked this skin!'
      - ''
      - '&8 ☀ &fSkin: {displayName}'
      - '&8 ✎ &fRarity: &x&9&F&9&F&9&F&lCOMMON'
      - '&8 ⛏ &fApplies: &f{appliesTo}'
      - ''
      - '&8 ⛏ &fState: &aAvailable'
      - ''
      - '&e▸ Left-click buy this skin!'
      - '&e▸ Right-click to preview the skin!'
    glowing: false

file-version: '1.0.1'

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Last updated 6 months ago