Heart Item Configuration (hearts.yml)
Table of contents
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.