Heart Item Configuration (hearts.yml)

Table of contents

  1. Field Reference
    1. texture format
  2. Default Heart Definitions
  3. Recipes
    1. Shaped recipe
    2. Shapeless recipe

Heart items are the in-game representation of hearts. They can be given to players directly, dropped on kill, sold in the shop, and used as revive vouchers. Each heart type is defined as an entry under the top-level hearts: key using a unique string ID.


Field Reference

Field Type Required Description
display string yes Display name shown on the item. Supports & colour codes.
tier integer yes Numeric tier used for ordering and comparison (e.g. in the shop). Higher = rarer.
hearts number yes Heart count granted when this item is consumed. Supports decimals (e.g. 0.5).
material string yes Bukkit material name for the item (e.g. NETHER_STAR, EMERALD).
texture string no Base64-encoded player skull texture URL. Only used when material is PLAYER_HEAD. Leave empty to use the plain material.

texture format

To use a custom skull texture, set material: PLAYER_HEAD and provide the Base64-encoded value from a skin database (e.g. minecraft-heads.com). The value is the full Base64 string, not a URL:

material: PLAYER_HEAD
texture: "eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYWJjMTIzIn19fQ=="

Leave texture: "" (or omit it) to use any other material without a custom head.


Default Heart Definitions

The plugin ships with four heart types that demonstrate the full range of configurations:

hearts:
  basic:
    display: "&cBasic Heart"
    tier: 1
    hearts: 1.0
    material: NETHER_STAR
    texture: ""

  silver:
    display: "&fSilver Heart"
    tier: 2
    hearts: 2.0
    material: NETHER_STAR
    texture: ""

  gold:
    display: "&6Golden Heart"
    tier: 3
    hearts: 4.0
    material: NETHER_STAR
    texture: ""

  revive:
    display: "&aRevive Voucher"
    tier: 4
    hearts: 1.0
    material: EMERALD
    texture: ""

Heart IDs (basic, silver, gold, revive) are referenced by lifesteal-drops.yml, shop.yml, and revive-beacon.yml. Renaming an ID requires updating all referencing files.


Recipes

Optional crafting recipes can be defined under a recipes: section, keyed by the same heart ID. Each recipe requires a type of either shaped or shapeless.

Shaped recipe

A shaped recipe arranges ingredients in a specific grid pattern. Use up to 3 rows of 3 characters. Each letter maps to a Bukkit material in the ingredients map.

recipes:
  gold:
    type: shaped
    amount: 1
    pattern:
      - "ABA"
      - "BCB"
      - "ABA"
    ingredients:
      A: GOLD_INGOT
      B: NETHER_STAR
      C: DIAMOND

Shapeless recipe

A shapeless recipe accepts any arrangement of the listed ingredients.

recipes:
  basic:
    type: shapeless
    amount: 1
    ingredients:
      - IRON_INGOT
      - NETHER_STAR

amount controls how many heart items are produced by the recipe.