Example Library · Accessories / Consumables / Materials
Belongs to: Server Owner Guide → Item Example Library · Accessories & Consumables · Related: Item Types · Gem Slots · Action System
This page documents every item across 11 example files one by one, giving each a one-line description, the full YAML, and key annotations. All item IDs, fields, and key-values are reproduced verbatim from the source files, and can be pasted directly into items/<file>.yml followed by /qi reload.
General conventions: the file name is the item type; indentation is fixed at 2 spaces; the actions block must be at the same level as material / type; attribute values are applied by AttributePlus via providers.ap.value — QI does not build in numeric values.
Accessory accessory.yml
🖼️ [Image placeholder] Comparison of hover names and lore for four accessory items equipped in the accessory bar · suggested assets/accessory-overview.png
demo_lucky_charm
Simplest accessory: appearance only + passive crit-rate attribute.
demo_lucky_charm:
type: accessory
material: gold_nugget
display_name: "<yellow>Lucky Charm</yellow>"
item_name: "Lucky Charm"
lore:
- ""
- "<gray>Said to bring good fortune</gray>"
providers:
ap:
value: '{"crit_rate":0.08}'- No
actions; the attribute is settled passively byproviders.ap, no trigger involved; for the attribute JSON syntax see Item Definition.
demo_void_talisman
Legendary accessory: glow + high-spec health/attack dual attributes.
demo_void_talisman:
type: accessory
material: heart_of_the_sea
display_name: "<dark_purple>Void Talisman</dark_purple>"
item_name: "Void Talisman"
tier: LEGENDARY
lore:
- ""
- "<gray>A talisman holding the power of the abyss</gray>"
providers:
ap:
value: '{"health":80,"attack_damage":8}'
options:
glow: truetier: LEGENDARYpaired withoptions.glow: truefor a legendary appearance; purely passive with no trigger.
demo_guardian_pendant
Equip trigger: announces and plays a gold-armor sound on equip.
demo_guardian_pendant:
type: accessory
material: gold_nugget
display_name: "<gold>Guardian Pendant</gold>"
item_name: "Guardian Pendant"
tier: RARE
lore:
- ""
- "<gray>While worn, guardian power surrounds you</gray>"
- "<dark_gray>Triggers on equip</dark_gray>"
providers:
ap:
value: '{"defense":12,"health":20}'
options:
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<gold>✦ Guardian power activated ✦</gold>"
- handler: qi:sound
payload: "minecraft:item.armor.equip_gold;1;1.2"- The
equiptrigger is the feedback entry point for the accessory's passive; two handlers:qi:action_bar+qi:sound.
demo_sunfire_emblem
Equip/unequip dual trigger + level 15 restriction.
demo_sunfire_emblem:
type: accessory
material: gold_nugget
display_name: "<yellow>Sunfire Emblem</yellow>"
item_name: "Sunfire Emblem"
tier: EPIC
lore:
- ""
- "<gray>Searing flames rise when worn; the warmth fades when removed</gray>"
- "<dark_gray>Requires level 15</dark_gray>"
providers:
ap:
value: '{"attack_damage":10,"crit_rate":0.1}'
options:
glow: true
restrictions:
- "level:15"
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:title
payload: "<yellow>☀ Sunfire ☀</yellow>||<gray>Searing flames rise</gray>||5||30||10"
- handler: qi:sound
payload: "minecraft:entity.blaze.ambient;0.8;1.4"
unequip:
trigger:
atom: unequip
refs:
- handler: qi:action_bar
payload: "<gray>The sunfire warmth fades…</gray>"- The
equip/unequiptriggers each carry feedback;options.restrictions: ["level:15"]is a usage restriction — see Cooldown/Cost/Condition.
Ring ring.yml
demo_jade_ring
Simplest ring: appearance only + health attribute.
demo_jade_ring:
type: ring
material: gold_ingot
display_name: "<green>Jade Ring</green>"
item_name: "Jade Ring"
lore:
- ""
- "<gray>An exquisite ring set with jade</gray>"
providers:
ap:
value: '{"health":20}'- Purely passive; base material
gold_ingot, no trigger.
demo_ruby_ring
Rare ring: glow + attack/crit attributes.
demo_ruby_ring:
type: ring
material: gold_ingot
display_name: "<red>Ruby Ring</red>"
item_name: "Ruby Ring"
tier: RARE
lore:
- ""
- "<gray>Burning with crimson flame</gray>"
providers:
ap:
value: '{"attack_damage":5,"crit_rate":0.05}'
options:
glow: truetier: RARE+glow, purely passive attributes.
demo_crit_band
Equip trigger: announces the crit passive activating on equip.
demo_crit_band:
type: ring
material: gold_nugget
display_name: "<gold>Keen Light Band</gold>"
item_name: "Keen Light Band"
tier: EPIC
lore:
- ""
- "<gray>Steadier hands and sharper aim while worn</gray>"
- "<dark_gray>Effective on equip · Crit rate +12%</dark_gray>"
providers:
ap:
value: '{"crit_rate":0.12}'
options:
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<gold>Keen Light Band passive activated</gold>"
- handler: qi:sound
payload: "minecraft:block.amethyst_block.chime;1;1.2"equiptrigger + amethyst chime sound.
demo_arcane_loop
Equip/unequip dual trigger + bind on acquire.
demo_arcane_loop:
type: ring
material: amethyst_shard
display_name: "<light_purple>Arcane Loop</light_purple>"
item_name: "Arcane Loop"
tier: LEGENDARY
lore:
- ""
- "<gray>A shimmer around your fingertip that amplifies every spell</gray>"
- "<dark_gray>Effective on equip · Magic damage +15</dark_gray>"
providers:
ap:
value: '{"magic_damage":15}'
options:
glow: true
bind_on_acquire: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:title
payload: "<light_purple>Arcane Surround</light_purple>||<gray>Mana surges</gray>||5||30||10"
- handler: qi:sound
payload: "minecraft:block.enchantment_table.use;1;1"
unequip:
trigger:
atom: unequip
refs:
- handler: qi:action_bar
payload: "<gray>The glow of the Arcane Loop dims…</gray>"options.bind_on_acquire: truebinds on acquire;equip/unequipdual triggers.
Necklace necklace.yml
🖼️ [Image placeholder] Attribute panel comparison before and after wearing a necklace in the necklace slot · suggested assets/necklace-equip.png
demo_jade_pendant
Simplest necklace: appearance only + health attribute.
demo_jade_pendant:
type: necklace
material: emerald
display_name: "<green>Jade Pendant</green>"
item_name: "Jade Pendant"
lore:
- ""
- "<gray>A jade pendant, gentle as water</gray>"
providers:
ap:
value: '{"health":40}'- Base material
emerald, purely passive with no trigger.
demo_phoenix_pendant
Epic necklace: glow + health/defense dual attributes.
demo_phoenix_pendant:
type: necklace
material: emerald
display_name: "<gold>Phoenix Necklace</gold>"
item_name: "Phoenix Necklace"
tier: EPIC
lore:
- ""
- "<gray>Holds an undying flame</gray>"
providers:
ap:
value: '{"health":60,"defense":6}'
options:
glow: truetier: EPIC+glow, purely passive.
demo_star_amulet
Equip trigger: plays a starlight title and sound on equip.
demo_star_amulet:
type: necklace
material: nether_star
display_name: "<aqua>Star Amulet</aqua>"
item_name: "Star Amulet"
tier: RARE
lore:
- ""
- "<gray>Starlight surrounds you when worn</gray>"
providers:
ap:
value: '{"health":50,"defense":8}'
options:
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:title
payload: "<aqua>✦ Starlight Blessing ✦</aqua>||<gray>Starlight surrounds your body</gray>||10||40||10"
- handler: qi:sound
payload: "minecraft:block.amethyst_block.chime;1;1.4"demo_amethyst_charm
Equip/unequip dual trigger + level 20 restriction + binding.
demo_amethyst_charm:
type: necklace
material: amethyst_shard
display_name: "<light_purple>Amethyst Charm</light_purple>"
item_name: "Amethyst Charm"
tier: LEGENDARY
lore:
- ""
- "<gray>Wearing it gathers the power of amethyst; removing it lets that power scatter</gray>"
- "<dark_gray>Requires level 20 · Binds on acquire</dark_gray>"
providers:
ap:
value: '{"health":80,"defense":12}'
options:
glow: true
bind_on_acquire: true
restrictions:
- "level:20"
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<light_purple>Amethyst power flows into your body…</light_purple>"
- handler: qi:sound
payload: "minecraft:block.amethyst_cluster.place;0.8;1.2"
unequip:
trigger:
atom: unequip
refs:
- handler: qi:action_bar
payload: "<gray>The amethyst power quietly scatters…</gray>"- Has both
bind_on_acquireandrestrictions: ["level:20"]; for restriction semantics see Cooldown/Cost/Condition.
Bracelet bracelet.yml
demo_bone_bangle
Simplest bracelet: appearance only + attack attribute.
demo_bone_bangle:
type: bracelet
material: bone
display_name: "<white>Bone Bangle</white>"
item_name: "Bone Bangle"
lore:
- ""
- "<gray>Ground and polished from beast bone</gray>"
providers:
ap:
value: '{"attack_damage":4}'- Base material
bone, purely passive with no trigger.
demo_copper_bangle
Uncommon bracelet: attack + health dual attributes.
demo_copper_bangle:
type: bracelet
material: copper_ingot
display_name: "<gold>Copper Bangle</gold>"
item_name: "Copper Bangle"
tier: UNCOMMON
lore:
- ""
- "<gray>Gleaming with a coppery sheen</gray>"
providers:
ap:
value: '{"attack_damage":6,"health":15}'tier: UNCOMMON, noglow, purely passive.
demo_gilded_cuff
Equip trigger: plays a golden-light title and sound on equip.
demo_gilded_cuff:
type: bracelet
material: gold_ingot
display_name: "<yellow>Gilded Cuff</yellow>"
item_name: "Gilded Cuff"
tier: RARE
lore:
- ""
- "<gray>Golden light wreathes you when worn</gray>"
- "<dark_gray>Effective on equip · Passive bonus</dark_gray>"
providers:
ap:
value: '{"attack_damage":8,"defense":6,"health":20}'
options:
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:title
payload: "<yellow>✦ Gilded Cuff ✦</yellow>||<gray>Golden light upon you</gray>||10||40||10"
- handler: qi:sound
payload: "minecraft:block.amethyst_block.chime;1;1.2"- Three-dimensional attributes (attack/defense/health) +
equiptrigger.
demo_warding_bangle
Equip/unequip dual trigger + binding.
demo_warding_bangle:
type: bracelet
material: gold_ingot
display_name: "<aqua>Warding Bangle</aqua>"
item_name: "Warding Bangle"
tier: EPIC
lore:
- ""
- "<gray>Warding power flows as you wear it</gray>"
- "<dark_gray>Binds on acquire</dark_gray>"
providers:
ap:
value: '{"defense":12,"health":40}'
options:
glow: true
bind_on_acquire: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<aqua>Warding power activated</aqua>"
- handler: qi:sound
payload: "minecraft:entity.player.levelup;0.6;1.4"
unequip:
trigger:
atom: unequip
refs:
- handler: qi:action_bar
payload: "<gray>The warding power has scattered…</gray>"bind_on_acquire+equip/unequipdual triggers.
Food food.yml
🖼️ [Image placeholder] The moment of eating the Golden Treat, triggering a title + absorption buff · suggested assets/food-consume.png
The food-specific fields options.food.nutrition / saturation customize hunger restoration — see Item Definition for details.
demo_traveler_bread
Simplest food: Traveler's Bread, appearance only + stackable.
demo_traveler_bread:
type: food
material: bread
display_name: "<white>Traveler's Bread</white>"
item_name: "Traveler's Bread"
lore:
- ""
- "<gray>Hunger-staving rations for the road</gray>"
options:
max_stack_size: 64- Uses vanilla
bread's edible property, no customfoodblock, no trigger.
demo_roast_feast
Roast Feast: custom saturation + eating message.
demo_roast_feast:
type: food
material: cooked_beef
display_name: "<gold>Roast Feast</gold>"
item_name: "Roast Feast"
lore:
- ""
- "<gray>Roasted meat fragrant in the air</gray>"
- "<dark_gray>Eating restores abundant stamina</dark_gray>"
options:
max_stack_size: 64
food:
nutrition: 8
saturation: 12.8
actions:
triggers:
consume:
trigger:
atom: consume
refs:
- handler: qi:action_bar
payload: "<gold>A warm current rises from your belly…</gold>"
- handler: qi:sound
payload: "minecraft:entity.player.burp;1;1"- The
consumetrigger only works for edible materials;options.foodcustomizesnutrition: 8/saturation: 12.8.
demo_golden_treat
Golden Treat: eating triggers a buff command + title + 30s cooldown.
demo_golden_treat:
type: food
material: golden_apple
display_name: "<yellow>Golden Treat</yellow>"
item_name: "Golden Treat"
tier: RARE
lore:
- ""
- "<gray>Grants a powerful buff after eating</gray>"
- "<dark_gray>30 second cooldown</dark_gray>"
options:
glow: true
max_stack_size: 64
food:
nutrition: 4
saturation: 9.6
actions:
triggers:
consume:
trigger:
atom: consume
cooldown: 30s
refs:
- handler: qi:title
payload: "<yellow>✦ Golden Power ✦</yellow>||<gray>Golden radiance wreathes you</gray>||5||40||10"
- handler: qi:console_command
payload: "effect give {player} minecraft:absorption 30 1"
- handler: qi:sound
payload: "minecraft:entity.player.levelup;1;1.4"cooldown: 30sprevents buff spamming;qi:console_commandrunseffect give {player} ...with console permissions; for cooldown semantics see Cooldown/Cost/Condition.
Scroll scroll.yml
Scrolls are one-time spells: triggered with left_click + consume: ["self:1"] to use up this one. right_click does not always trigger against air, so scrolls always use left_click.
demo_teleport_scroll
Pure-appearance scroll: teleport theme, no actions, stacks to 16.
demo_teleport_scroll:
type: scroll
material: paper
display_name: "<aqua>Teleport Scroll</aqua>"
item_name: "Teleport Scroll"
lore:
- ""
- "<gray>Tear it open to teleport instantly</gray>"
options:
max_stack_size: 16- Template baseline, no
actions;max_stack_size: 16.
demo_identify_scroll
Pure-appearance scroll: identify-themed appearance baseline.
demo_identify_scroll:
type: scroll
material: writable_book
display_name: "<yellow>Identify Scroll</yellow>"
item_name: "Identify Scroll"
lore:
- ""
- "<gray>Identifies the attributes of unknown items</gray>"
options:
max_stack_size: 16- Base material
writable_book, no trigger.
demo_return_scroll
Return Scroll: left-click to tear open, return to spawn and consume this one.
demo_return_scroll:
type: scroll
material: paper
display_name: "<gold>Return Scroll</gold>"
item_name: "Return Scroll"
tier: UNCOMMON
lore:
- ""
- "<gray>Left-click to tear open and teleport to spawn</gray>"
- "<dark_gray>One-time · 3 second cooldown</dark_gray>"
options:
max_stack_size: 16
glow: true
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 3s
consume:
- "self:1"
refs:
- handler: qi:title
payload: "<gold>✦ Return ✦</gold>||<gray>Space tears open…</gray>||3||30||10"
- handler: qi:sound
payload: "minecraft:entity.enderman.teleport;1;1"
- handler: qi:command
payload: "spawn"consume: ["self:1"]for one-time consumption +cooldown: 3s, see Cooldown/Cost/Condition;qi:commandexecutesspawnas the player.
demo_blessing_scroll
Blessing Scroll: left-click to tear open, play title/sound and consume this one.
demo_blessing_scroll:
type: scroll
material: paper
display_name: "<light_purple>Blessing Scroll</light_purple>"
item_name: "Blessing Scroll"
tier: RARE
lore:
- ""
- "<gray>Left-click to tear open and bathe in a holy blessing</gray>"
- "<dark_gray>One-time · 5 second cooldown</dark_gray>"
options:
max_stack_size: 16
glow: true
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 5s
consume:
- "self:1"
refs:
- handler: qi:title
payload: "<light_purple>✦ Blessing Descends ✦</light_purple>||<gray>Holy light surrounds you</gray>||5||40||10"
- handler: qi:sound
payload: "minecraft:entity.player.levelup;1;1.2"
- handler: qi:action_bar
payload: "<light_purple>You have received a holy blessing</light_purple>"- Same structure as the Return Scroll,
cooldown: 5s+self:1, with three feedback handlers.
Seed seed.yml
demo_wheat_seed
Simplest seed: appearance only, stackable.
demo_wheat_seed:
type: seed
material: wheat_seeds
display_name: "<green>Wheat Seed</green>"
item_name: "Wheat Seed"
lore:
- ""
- "<gray>Plantable wheat seeds</gray>"
options:
max_stack_size: 64- Inherits vanilla
wheat_seedsplanting behavior, no trigger.
demo_mystic_seed
Rare seed: an appearance variant holding energy.
demo_mystic_seed:
type: seed
material: pumpkin_seeds
display_name: "<gold>Mystic Seed</gold>"
item_name: "Mystic Seed"
tier: UNCOMMON
lore:
- ""
- "<gray>A seed holding mysterious energy</gray>"
options:
max_stack_size: 64tier: UNCOMMON, pure appearance with no trigger.
demo_spirit_melon_seed
Place trigger: announces + sound when scattered onto farmland, 2 second cooldown.
demo_spirit_melon_seed:
type: seed
material: melon_seeds
display_name: "<aqua>Spirit Spring Melon Seed</aqua>"
item_name: "Spirit Spring Melon Seed"
tier: RARE
lore:
- ""
- "<gray>Scatter it onto farmland and pray for a harvest</gray>"
- "<dark_gray>Plays a sound when planted · 2 second cooldown</dark_gray>"
options:
glow: true
max_stack_size: 64
actions:
triggers:
place_block:
trigger:
atom: place_block
cooldown: 2s
refs:
- handler: qi:action_bar
payload: "<aqua>The Spirit Spring Melon Seed has fallen into the soil…</aqua>"
- handler: qi:sound
payload: "minecraft:item.crop.plant;1;1.2"- The
place_blocktrigger fires when the seed is scattered onto farmland;cooldown: 2s.
Bait bait.yml
demo_river_bait
Simplest bait: appearance only, stackable.
demo_river_bait:
type: bait
material: wheat
display_name: "<white>River Bait</white>"
item_name: "River Bait"
lore:
- ""
- "<gray>Ordinary bait that attracts river fish</gray>"
- "<dark_gray>Just carry it while fishing</dark_gray>"
options:
max_stack_size: 64- Carry it along while fishing, no trigger.
demo_glow_bait
Glow Bait: glow + quality.
demo_glow_bait:
type: bait
material: slime_ball
display_name: "<green>Glow Bait</green>"
item_name: "Glow Bait"
tier: UNCOMMON
lore:
- ""
- "<gray>The glow lures deep-water fish</gray>"
options:
glow: true
max_stack_size: 64- Base material
slime_ball+glow, pure appearance.
demo_lucky_bait
Interactive bait: hold and left-click to cast bait with a message + sound.
demo_lucky_bait:
type: bait
material: glow_berries
display_name: "<gold>Lucky Bait</gold>"
item_name: "Lucky Bait"
tier: RARE
lore:
- ""
- "<gray>Gives off a strange aroma; legend says it draws rare catches</gray>"
- "<yellow>Hold and swing left-click: scatter the bait</yellow>"
options:
glow: true
max_stack_size: 16
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 3s
refs:
- handler: qi:action_bar
payload: "<gold>You scatter a handful of lucky bait……</gold>"
- handler: qi:sound
payload: "minecraft:entity.fishing_bobber.throw;1;1"left_clicktrigger +cooldown: 3s, no consumption.
Material material.yml
demo_iron_fragment
Simplest material: pure appearance + stackable (produced by demo_mystic_essence).
demo_iron_fragment:
type: material
material: iron_ingot
display_name: "<white>Refined Iron Fragment</white>"
item_name: "Refined Iron Fragment"
lore:
- ""
- "<gray>A common material for forging equipment</gray>"
options:
max_stack_size: 64- Pure crafting material, no trigger.
demo_copper_fragment
Copper material: pure appearance.
demo_copper_fragment:
type: material
material: copper_ingot
display_name: "<gold>Copper Fragment</gold>"
item_name: "Copper Fragment"
lore:
- ""
- "<gray>A copper material with good energy conductivity</gray>"
options:
max_stack_size: 64- Pure appearance material.
demo_gold_fragment
Precious material: pure appearance.
demo_gold_fragment:
type: material
material: gold_ingot
display_name: "<yellow>Red Gold Fragment</yellow>"
item_name: "Red Gold Fragment"
lore:
- ""
- "<gray>A precious red gold material</gray>"
options:
max_stack_size: 64- Pure appearance material.
demo_mystic_essence
Craftable material: left-click consumes 3 of itself to exchange for one finished product + message.
demo_mystic_essence:
type: material
material: string
display_name: "<light_purple>Mystic Essence</light_purple>"
item_name: "Mystic Essence"
tier: UNCOMMON
lore:
- ""
- "<gray>A crafting material holding a faint glow</gray>"
- "<gray>Gather 3 to condense them into an iron fragment</gray>"
- "<dark_gray>Left-click to condense · 2 second cooldown</dark_gray>"
options:
glow: true
max_stack_size: 64
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 2s
consume:
- "self:3"
refs:
- handler: qi:give_item
payload: "demo_iron_fragment"
- handler: qi:action_bar
payload: "<light_purple>The Mystic Essence condenses into form…</light_purple>"
- handler: qi:sound
payload: "minecraft:block.amethyst_block.chime;1;1.2"consume: ["self:3"]eats 3 of this item at once, and theqi:give_itemhandler producesdemo_iron_fragment; for consumption semantics see Cooldown/Cost/Condition.
Tool tool.yml
🖼️ [Image placeholder] The Prospector Pick mining, triggering the vein-echo action_bar · suggested assets/tool-break-block.png
The core tool trigger is break_block (the tool held while breaking a block). Materials are mostly *_pickaxe / *_axe / *_shovel.
demo_miner_pick
Simplest tool: Miner Pick, appearance + attack attribute + unbreakable.
demo_miner_pick:
type: tool
material: diamond_pickaxe
display_name: "<aqua>Miner Pick</aqua>"
item_name: "Miner Pick"
lore:
- ""
- "<gray>A quality pick for efficient mining</gray>"
providers:
ap:
value: '{"attack_damage":6}'
options:
unbreakable: trueoptions.unbreakable: true, purely passive with no trigger.
demo_lumber_axe
Lumber Axe: appearance + attack attribute + unbreakable.
demo_lumber_axe:
type: tool
material: iron_axe
display_name: "<white>Lumber Axe</white>"
item_name: "Lumber Axe"
lore:
- ""
- "<gray>A handy tool for felling trees</gray>"
providers:
ap:
value: '{"attack_damage":7}'
options:
unbreakable: true- Same structure as above, base material
iron_axe.
demo_prospector_pick
Break-block trigger: Prospector Pick, mining echo + 2 second cooldown.
demo_prospector_pick:
type: tool
material: golden_pickaxe
display_name: "<gold>Prospector Pick</gold>"
item_name: "Prospector Pick"
tier: RARE
lore:
- ""
- "<gray>Echoes the sound of ore veins while mining blocks</gray>"
- "<dark_gray>2 second cooldown</dark_gray>"
providers:
ap:
value: '{"attack_damage":6}'
options:
unbreakable: true
glow: true
actions:
triggers:
break_block:
trigger:
atom: break_block
cooldown: 2s
refs:
- handler: qi:action_bar
payload: "<gold>⛏ Vein echo…</gold>"
- handler: qi:sound
payload: "minecraft:block.amethyst_block.chime;0.8;1.2"break_blocktrigger +cooldown: 2s.
demo_forester_axe
Break-block + left-click dual trigger: Forester Axe, requires level 10.
demo_forester_axe:
type: tool
material: netherite_axe
display_name: "<green>Forester Axe</green>"
item_name: "Forester Axe"
tier: EPIC
lore:
- ""
- "<gray>Stirs birdsong in the woods when breaking blocks</gray>"
- "<gray>Swing left-click to mark a gathering direction</gray>"
- "<dark_gray>Requires level 10</dark_gray>"
providers:
ap:
value: '{"attack_damage":9}'
options:
unbreakable: true
glow: true
restrictions:
- "level:10"
actions:
triggers:
break_block:
trigger:
atom: break_block
cooldown: 1s
refs:
- handler: qi:sound
payload: "minecraft:entity.parrot.ambient;0.7;1"
- handler: qi:action_bar
payload: "<green>🌿 Woodland echo…</green>"
left_click:
trigger:
atom: left_click
cooldown: 500ms
refs:
- handler: qi:action_bar
payload: "<green>Gathering direction selected</green>"break_block(cooldown: 1s) andleft_click(cooldown: 500ms) are two independent triggers, each with a different cooldown;restrictions: ["level:10"].
Fishing Rod fishing_rod.yml
The fishing rod has a dedicated trigger fish (when reeling in a catch). right_click does not always trigger against air, so fishing rods generally use fish.
demo_angler_rod
Simplest fishing rod: appearance only + unbreakable (also given out as a reward by the Lucky Koi Rod).
demo_angler_rod:
type: fishing_rod
material: fishing_rod
display_name: "<white>Angler's Rod</white>"
item_name: "Angler's Rod"
lore:
- ""
- "<gray>A handy tackle for the fisherman</gray>"
options:
unbreakable: trueunbreakable: true, no trigger.
demo_deepsea_rod
Rare fishing rod: glow + unbreakable.
demo_deepsea_rod:
type: fishing_rod
material: fishing_rod
display_name: "<blue>Deep Sea Rod</blue>"
item_name: "Deep Sea Rod"
tier: RARE
lore:
- ""
- "<gray>Can reel up deep-sea rarities</gray>"
options:
unbreakable: true
glow: truetier: RARE+glow, pure appearance.
demo_harvest_rod
Reel trigger: Harvest Rod, plays a sound + message when reeling in, 2 second cooldown.
demo_harvest_rod:
type: fishing_rod
material: fishing_rod
display_name: "<green>Harvest Rod</green>"
item_name: "Harvest Rod"
tier: EPIC
lore:
- ""
- "<gray>The instant you reel in, the water splashes with joy</gray>"
- "<dark_gray>2 second cooldown</dark_gray>"
options:
unbreakable: true
glow: true
actions:
triggers:
fish:
trigger:
atom: fish
cooldown: 2s
refs:
- handler: qi:sound
payload: "minecraft:entity.fishing_bobber.splash;1;1.2"
- handler: qi:action_bar
payload: "<aqua>~ Got a bite! ~</aqua>"fishtrigger +cooldown: 2s.
demo_lucky_koi_rod
Reel trigger + gift item: Lucky Koi Rod, grants an extra reward when reeling in, 5 second cooldown.
demo_lucky_koi_rod:
type: fishing_rod
material: fishing_rod
display_name: "<gold>Lucky Koi Rod</gold>"
item_name: "Lucky Koi Rod"
tier: LEGENDARY
lore:
- ""
- "<gray>When reeling in, you occasionally gain the koi's blessing</gray>"
- "<dark_gray>5 second cooldown</dark_gray>"
options:
unbreakable: true
glow: true
actions:
triggers:
fish:
trigger:
atom: fish
cooldown: 5s
refs:
- handler: qi:title
payload: "<gold>★ Koi ★</gold>||<gray>Fortune at the door</gray>||3||30||10"
- handler: qi:sound
payload: "minecraft:entity.player.levelup;1;1.4"
- handler: qi:give_item
payload: "demo_angler_rod"fishtrigger +cooldown: 5s; theqi:give_itemhandler gives outdemo_angler_rod.
🖼️ [Image placeholder] The title + give_item message chain when the Lucky Koi Rod gifts an item on reeling in · suggested assets/fishing-koi-give.png
Next Steps
- Example - Equipment — Weapons, armor, and their Gem Slots and combat trigger examples
- Example - Miscellaneous — Other item types and advanced action combinations
- Item Example Library Overview — Return to the example library index page