Example Library · Equipment
Belongs to: Server Admin Guide → Item Example Library · Equipment · Related: Item Types · Attributes & Values · Action System
This page walks through QI's built-in equipment example items one by one. Each file's name (e.g. armor) is the item type, and each top-level key is an item ID. After editing any yml you must run /qi reload for it to take effect—actions are only loaded on reload / restart.
Values are applied by providers.ap.value (a chunk of attribute JSON) through AttributePlus; QI itself does not bundle values. See Attributes & Values for details.
🖼️ [Image placeholder] Equipment chapter example items overview (armor / weapons / shields / staves display) · suggested assets/equipment-gallery.png
Armor armor.yml
General / chestplate armor. Worn items, focusing on equip / unequip feedback; swing-type atoms are generally not used.
demo_guard_plate
Simplest armor: appearance + defensive attributes only, no actions.
demo_guard_plate:
type: armor
material: iron_chestplate
display_name: "<white>Guardian Plate</white>"
item_name: "Guardian Plate"
lore:
- ""
- "<gray>Sturdy and durable standard armor</gray>"
providers:
ap:
value: '{"defense":8,"health":40}'
options:
unbreakable: true- Entry-level baseline:
providers.ap.valueprovidesdefense/health(Attributes & Values),unbreakableprevents durability loss. With notier, it defaults to COMMON (Quality & Display).
demo_aegis_plate
Epic armor: glow + high defense + large health.
demo_aegis_plate:
type: armor
material: diamond_chestplate
display_name: "<aqua>Aegis Armor</aqua>"
item_name: "Aegis Armor"
tier: EPIC
lore:
- ""
- "<gray>Armor imbued with the power of protection</gray>"
providers:
ap:
value: '{"defense":16,"health":100}'
options:
unbreakable: true
glow: truetier: EPICcombined withglow: trueforms an epic appearance (Quality & Display).
demo_dragonscale_plate
Dragonscale chestplate: legendary quality, awakens the dragon soul when worn (equip triggers a prompt + sound effect).
demo_dragonscale_plate:
type: armor
material: diamond_chestplate
display_name: "<gold>Dragonscale Chestplate</gold>"
item_name: "Dragonscale Chestplate"
tier: LEGENDARY
lore:
- ""
- "<gray>Forged from ancient dragon scales, it guards and empowers</gray>"
- "<dark_gray>Awakens the dragon soul when worn</dark_gray>"
providers:
ap:
value: '{"defense":24,"health":140}'
options:
unbreakable: true
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<gold>Dragon Soul Awakened · Empowered Defense</gold>"
- handler: qi:sound
payload: "minecraft:entity.player.levelup;1;1"- The first armor with actions: the
equiptrigger drives theqi:action_bar+qi:soundhandlers; the sound format inpayloadissound key;volume;pitch.
Helmet helmet.yml
Head armor. Helmets are worn on the head, mainly sensing equip/unequip via equip / unequip.
demo_iron_helm
Simplest helmet: appearance + defensive attributes.
demo_iron_helm:
type: helmet
material: iron_helmet
display_name: "<white>Iron Helmet</white>"
item_name: "Iron Helmet"
lore:
- ""
- "<gray>Basic gear protecting the head</gray>"
providers:
ap:
value: '{"defense":4}'
options:
unbreakable: true- Entry-level baseline, only
defense:4(Attributes & Values).
demo_crystal_helm
Rare helmet: glow + defense / health attributes.
demo_crystal_helm:
type: helmet
material: diamond_helmet
display_name: "<aqua>Crystal Crown</aqua>"
item_name: "Crystal Crown"
tier: RARE
lore:
- ""
- "<gray>A crystal crown that refracts light</gray>"
providers:
ap:
value: '{"defense":8,"health":20}'
options:
unbreakable: true
glow: truetier: RARE+glow(Quality & Display).
demo_sentinel_helm
Sentinel helmet: epic quality, shows a prompt and plays a horn when worn (equip trigger).
demo_sentinel_helm:
type: helmet
material: netherite_helmet
display_name: "<gold>Sentinel Helmet</gold>"
item_name: "Sentinel Helmet"
tier: EPIC
lore:
- ""
- "<gray>When worn, your vision sharpens</gray>"
- "<dark_gray>Triggers on equip</dark_gray>"
providers:
ap:
value: '{"defense":12,"health":30}'
options:
unbreakable: true
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<gold>The Sentinel's Eye is open</gold>"
- handler: qi:sound
payload: "minecraft:item.armor.equip_netherite;1;1"demo_royal_crown
Golden crown: legendary quality, coronation when worn (equip + 2s cooldown), curtain-fall when removed (unequip), dual triggers.
demo_royal_crown:
type: helmet
material: golden_helmet
display_name: "<yellow>Golden Crown</yellow>"
item_name: "Golden Crown"
tier: LEGENDARY
lore:
- ""
- "<gray>Crowned when worn, dethroned when removed</gray>"
- "<dark_gray>Equip / unequip each have a prompt</dark_gray>"
providers:
ap:
value: '{"defense":10,"health":40}'
options:
unbreakable: true
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
cooldown: 2s
refs:
- handler: qi:title
payload: "<yellow>👑 Coronation 👑</yellow>||<gray>The king returns</gray>||5||40||10"
- handler: qi:sound
payload: "minecraft:ui.toast.challenge_complete;1;1"
unequip:
trigger:
atom: unequip
refs:
- handler: qi:message
payload: "<gray>You removed the Golden Crown.</gray>"- Demonstrates multiple triggers on one item:
equiphascooldown: 2sand usesqi:title(formattitle||subtitle||fade-in||stay||fade-out);unequipusesqi:message(trigger · handler).
Chestplate chestplate.yml
Chest armor. Worn on the body, it does not respond to clicks; triggers are mainly equip / unequip / on_damage.
demo_iron_cuirass
Simplest chestplate: appearance + defensive attributes.
demo_iron_cuirass:
type: chestplate
material: iron_chestplate
display_name: "<white>Iron Cuirass</white>"
item_name: "Iron Cuirass"
lore:
- ""
- "<gray>A thick cuirass guarding the vitals</gray>"
providers:
ap:
value: '{"defense":8}'
options:
unbreakable: true- Entry-level baseline (Attributes & Values).
demo_dragon_cuirass
Epic chestplate: glow + high defense + health.
demo_dragon_cuirass:
type: chestplate
material: diamond_chestplate
display_name: "<red>Dragonscale Cuirass</red>"
item_name: "Dragonscale Cuirass"
tier: EPIC
lore:
- ""
- "<gray>Armor forged from dragon scales</gray>"
providers:
ap:
value: '{"defense":16,"health":60}'
options:
unbreakable: true
glow: truetier: EPIC+glow(Quality & Display).
demo_guardian_plate
Guardian chestplate: legendary quality, holy light surrounds you when worn (equip triggers title + beacon sound).
demo_guardian_plate:
type: chestplate
material: netherite_chestplate
display_name: "<aqua>Guardian Chestplate</aqua>"
item_name: "Guardian Chestplate"
tier: LEGENDARY
lore:
- ""
- "<gray>Holy light surrounds your body when worn</gray>"
- "<dark_gray>Triggers on equip</dark_gray>"
providers:
ap:
value: '{"defense":24,"health":80}'
options:
unbreakable: true
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:title
payload: "<aqua>✦ Guardian Activated ✦</aqua>||<gray>Holy light surrounds your body</gray>||5||30||10"
- handler: qi:sound
payload: "minecraft:block.beacon.activate;1;1"demo_titan_aegis
Titan Bulwark: dual equip/unequip triggers + level restriction + bind on acquire.
demo_titan_aegis:
type: chestplate
material: netherite_chestplate
display_name: "<gold>Titan Bulwark</gold>"
item_name: "Titan Bulwark"
tier: LEGENDARY
lore:
- ""
- "<gray>Don it and become an unbreakable bulwark</gray>"
- "<dark_gray>Requires level 20 · Binds on acquire</dark_gray>"
providers:
ap:
value: '{"defense":32,"health":120}'
options:
unbreakable: true
glow: true
bind_on_acquire: true
restrictions:
- "level:20"
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:bossbar
payload: "<gold>Titan Bulwark · Protected</gold>;1;YELLOW;PROGRESS_6;60"
- handler: qi:action_bar
payload: "<gold>Unbreakable form…</gold>"
unequip:
trigger:
atom: unequip
refs:
- handler: qi:action_bar
payload: "<gray>Bulwark removed, mind your protection</gray>"bind_on_acquire: trueSoul Binds on acquire;restrictions: level:20restricts use to level 20.equipusesqi:bossbar(formattext;progress;color;style;duration in ticks), andunequipprompts removal (trigger · handler).
Leggings leggings.yml
Leg armor. Passive armor, mainly using equip / unequip for equip/unequip feedback.
demo_iron_greaves
Simplest leggings: appearance + defensive attributes.
demo_iron_greaves:
type: leggings
material: iron_leggings
display_name: "<white>Iron Greaves</white>"
item_name: "Iron Greaves"
lore:
- ""
- "<gray>Standard guards protecting the legs</gray>"
providers:
ap:
value: '{"defense":6}'
options:
unbreakable: true- Entry-level baseline (Attributes & Values).
demo_storm_greaves
Rare leggings: glow + high defense.
demo_storm_greaves:
type: leggings
material: diamond_leggings
display_name: "<blue>Gale Greaves</blue>"
item_name: "Gale Greaves"
tier: RARE
lore:
- ""
- "<gray>Greaves as light as the wind</gray>"
providers:
ap:
value: '{"defense":12}'
options:
unbreakable: true
glow: truetier: RARE+glow(Quality & Display).
demo_guardian_greaves
Guardian greaves: epic quality, awakens guardian power when worn (equip triggers title + sound).
demo_guardian_greaves:
type: leggings
material: netherite_leggings
display_name: "<gold>Guardian Greaves</gold>"
item_name: "Guardian Greaves"
tier: EPIC
lore:
- ""
- "<gray>Awakens guardian power when worn</gray>"
- "<dark_gray>Triggers on equip</dark_gray>"
providers:
ap:
value: '{"defense":20}'
options:
unbreakable: true
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:title
payload: "<gold>✦ Guardian ✦</gold>||<gray>Greaves in place</gray>||3||30||10"
- handler: qi:sound
payload: "minecraft:item.armor.equip_netherite;1;1"demo_warden_greaves
Warden greaves: dual equip-prompt / unequip-prompt triggers + level restriction + bind on acquire.
demo_warden_greaves:
type: leggings
material: netherite_leggings
display_name: "<dark_aqua>Warden Greaves</dark_aqua>"
item_name: "Warden Greaves"
tier: LEGENDARY
lore:
- ""
- "<gray>When worn, your legs become like solid rock</gray>"
- "<dark_gray>Requires level 20 · Binds on acquire</dark_gray>"
providers:
ap:
value: '{"defense":28}'
options:
unbreakable: true
glow: true
bind_on_acquire: true
restrictions:
- "level:20"
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<dark_aqua>Warden's power surrounds your legs…</dark_aqua>"
- handler: qi:sound
payload: "minecraft:item.armor.equip_netherite;0.8;1"
unequip:
trigger:
atom: unequip
refs:
- handler: qi:action_bar
payload: "<gray>Protection withdrawn</gray>"bind_on_acquireSoul Bind +restrictions: level:20;equip/unequipdual triggers each fireqi:action_bar(handler).
Boots boots.yml
Foot armor. Worn on the feet, left-click / hit-type atoms are generally not used; mainly uses equip / unequip.
demo_iron_treads
Simplest boots: appearance + defensive attributes.
demo_iron_treads:
type: boots
material: iron_boots
display_name: "<white>Iron Treads</white>"
item_name: "Iron Treads"
lore:
- ""
- "<gray>Steady, solid war boots</gray>"
providers:
ap:
value: '{"defense":4}'
options:
unbreakable: true- Entry-level baseline (Attributes & Values).
demo_swift_treads
Rare boots: glow + movement speed attribute.
demo_swift_treads:
type: boots
material: diamond_boots
display_name: "<green>Swift Treads</green>"
item_name: "Swift Treads"
tier: RARE
lore:
- ""
- "<gray>Makes your stride swifter</gray>"
providers:
ap:
value: '{"defense":8,"movement_speed":0.05}'
options:
unbreakable: true
glow: true- Introduces the
movement_speedattribute (Attributes & Values),tier: RARE+glow.
demo_gale_striders
Gale Striders: epic quality, wind at your feet when worn (equip) + unequip prompt (unequip).
demo_gale_striders:
type: boots
material: golden_boots
display_name: "<aqua>Gale Striders</aqua>"
item_name: "Gale Striders"
tier: EPIC
lore:
- ""
- "<gray>Wind rises at your feet when worn</gray>"
- "<dark_gray>Both equip / unequip give feedback</dark_gray>"
providers:
ap:
value: '{"defense":10,"movement_speed":0.08}'
options:
unbreakable: true
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<aqua>Gale surrounds you, wind at your feet…</aqua>"
- handler: qi:sound
payload: "minecraft:entity.player.levelup;0.6;1.5"
unequip:
trigger:
atom: unequip
refs:
- handler: qi:action_bar
payload: "<gray>The wind dies down, your stride returns to normal</gray>"demo_stormrunner_boots
Stormrunner Boots: legendary quality, equip trigger + level restriction + bind on acquire.
demo_stormrunner_boots:
type: boots
material: netherite_boots
display_name: "<dark_purple>Stormrunner Boots</dark_purple>"
item_name: "Stormrunner Boots"
tier: LEGENDARY
lore:
- ""
- "<gray>Summons surging winds when equipped</gray>"
- "<dark_gray>Requires level 20 · Binds on acquire</dark_gray>"
providers:
ap:
value: '{"defense":16,"movement_speed":0.12}'
options:
unbreakable: true
glow: true
bind_on_acquire: true
restrictions:
- "level:20"
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:title
payload: "<dark_purple>Stormrunner</dark_purple>||<gray>Surging winds</gray>||3||30||10"
- handler: qi:sound
payload: "minecraft:entity.ender_dragon.flap;0.8;1"- Highest movement speed
0.12,bind_on_acquireSoul Bind +restrictions: level:20; theequiptrigger firesqi:title+ dragon wing-flap sound (handlers).
Bow bow.yml
Ranged shooting. right_click drawing the bow does not always trigger; for ranged prompts generally use left_click + on_hit.
demo_hunter_bow
Simplest bow: appearance + attack attributes.
demo_hunter_bow:
type: bow
material: bow
display_name: "<white>Hunter's Longbow</white>"
item_name: "Hunter's Longbow"
lore:
- ""
- "<gray>The longbow favored by hunters</gray>"
providers:
ap:
value: '{"attack_damage":6}'
options:
unbreakable: true- Entry-level baseline,
attack_damage:6(Attributes & Values).
demo_gale_bow
Rare bow: glow + high attack.
demo_gale_bow:
type: bow
material: bow
display_name: "<aqua>Gale Bow</aqua>"
item_name: "Gale Bow"
tier: RARE
lore:
- ""
- "<gray>Arrows like the wind, ever forward</gray>"
providers:
ap:
value: '{"attack_damage":12}'
options:
unbreakable: true
glow: truetier: RARE+glow(Quality & Display).
demo_starfall_bow
Starfall Bow: epic quality, left-click to gather focus and aim (left_click + 2s cooldown). Introduces crit_rate (critical hit rate).
demo_starfall_bow:
type: bow
material: bow
display_name: "<gold>Starfall Bow</gold>"
item_name: "Starfall Bow"
tier: EPIC
lore:
- ""
- "<gray>Left-click to gather focus and take aim</gray>"
- "<dark_gray>Cooldown 2 seconds</dark_gray>"
providers:
ap:
value: '{"attack_damage":18,"crit_rate":0.1}'
options:
unbreakable: true
glow: true
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 2s
refs:
- handler: qi:action_bar
payload: "<gold>◎ Taking aim…</gold>"
- handler: qi:sound
payload: "minecraft:item.crossbow.loading_start;1;1.3"left_clicktrigger (the most reliable gesture) +cooldown: 2s, with thecrit_ratecritical hit rate attribute (Attributes & Values).
demo_piercing_longbow
Piercing Longbow: legendary quality, arrows tear through the target on hit (on_hit) + level restriction + bind on acquire.
demo_piercing_longbow:
type: bow
material: bow
display_name: "<dark_purple>Piercing Longbow</dark_purple>"
item_name: "Piercing Longbow"
tier: LEGENDARY
lore:
- ""
- "<gray>Arrows tear through the target on hit</gray>"
- "<dark_gray>Requires level 20 · Binds on acquire</dark_gray>"
providers:
ap:
value: '{"attack_damage":26,"crit_rate":0.18}'
options:
unbreakable: true
glow: true
bind_on_acquire: true
restrictions:
- "level:20"
actions:
triggers:
on_hit:
trigger:
atom: on_hit
refs:
- handler: qi:sound
payload: "minecraft:entity.arrow.hit_player;0.8;1"
- handler: qi:action_bar
payload: "<dark_purple>Arrow pierces through!</dark_purple>"Crossbow crossbow.yml
Ranged shooting. right_click against air does not always trigger; generally use left_click together with on_hit.
demo_siege_crossbow
Simplest crossbow: appearance + attack attributes.
demo_siege_crossbow:
type: crossbow
material: crossbow
display_name: "<white>Siege Crossbow</white>"
item_name: "Siege Crossbow"
lore:
- ""
- "<gray>A heavy crossbow of astonishing power</gray>"
providers:
ap:
value: '{"attack_damage":10}'
options:
unbreakable: true- Entry-level baseline (Attributes & Values).
demo_repeater_crossbow
Rare crossbow: glow + higher attack.
demo_repeater_crossbow:
type: crossbow
material: crossbow
display_name: "<gold>Repeater Crossbow</gold>"
item_name: "Repeater Crossbow"
tier: RARE
lore:
- ""
- "<gray>A finely crafted crossbow with faster fire rate</gray>"
providers:
ap:
value: '{"attack_damage":14}'
options:
unbreakable: true
glow: truetier: RARE+glow(Quality & Display).
demo_aiming_crossbow
Eagle-Eye Aiming Crossbow: epic quality, left-click swing to enter aiming (left_click + 2s cooldown).
demo_aiming_crossbow:
type: crossbow
material: crossbow
display_name: "<yellow>Eagle-Eye Crossbow</yellow>"
item_name: "Eagle-Eye Crossbow"
tier: EPIC
lore:
- ""
- "<gray>Left-click swing to focus and aim</gray>"
- "<dark_gray>Cooldown 2 seconds</dark_gray>"
providers:
ap:
value: '{"attack_damage":18,"crit_rate":0.1}'
options:
unbreakable: true
glow: true
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 2s
refs:
- handler: qi:action_bar
payload: "<yellow>◎ Taking aim…</yellow>"
- handler: qi:sound
payload: "minecraft:item.crossbow.loading_middle;1;1.2"left_clicktrigger +cooldown: 2s, includescrit_rate(Attributes & Values).
demo_piercing_crossbow
Penetrating Crossbow: legendary quality, the bolt penetrates on hit (on_hit) + level restriction + bind on acquire.
demo_piercing_crossbow:
type: crossbow
material: crossbow
display_name: "<dark_aqua>Penetrating Crossbow</dark_aqua>"
item_name: "Penetrating Crossbow"
tier: LEGENDARY
lore:
- ""
- "<gray>The bolt penetrates the enemy on hit</gray>"
- "<dark_gray>Requires level 20 · Binds on acquire</dark_gray>"
providers:
ap:
value: '{"attack_damage":24,"crit_rate":0.18}'
options:
unbreakable: true
glow: true
bind_on_acquire: true
restrictions:
- "level:20"
actions:
triggers:
on_hit:
trigger:
atom: on_hit
refs:
- handler: qi:sound
payload: "minecraft:item.crossbow.hit;0.8;1"
- handler: qi:action_bar
payload: "<dark_aqua>Penetrate!</dark_aqua>"Trident trident.yml
Throwing / melee. right_click against air does not always trigger; generally use left_click / on_hit.
demo_tide_trident
Simplest trident: appearance + attack attributes.
demo_tide_trident:
type: trident
material: trident
display_name: "<aqua>Tide Trident</aqua>"
item_name: "Tide Trident"
lore:
- ""
- "<gray>Imbued with the power of the tides</gray>"
providers:
ap:
value: '{"attack_damage":12}'
options:
unbreakable: true- Entry-level baseline (Attributes & Values).
demo_storm_trident
Epic trident: glow + high-end attributes.
demo_storm_trident:
type: trident
material: trident
display_name: "<blue>Storm Trident</blue>"
item_name: "Storm Trident"
tier: EPIC
lore:
- ""
- "<gray>A legendary trident that summons thunderstorms</gray>"
providers:
ap:
value: '{"attack_damage":20}'
options:
unbreakable: true
glow: truetier: EPIC+glow(Quality & Display).
demo_surge_trident
Surge Javelin: rare quality, left-click swing to stir the waves (left_click + 3s cooldown).
demo_surge_trident:
type: trident
material: trident
display_name: "<dark_aqua>Surge Javelin</dark_aqua>"
item_name: "Surge Javelin"
tier: RARE
lore:
- ""
- "<gray>Left-click swing to stir the waves</gray>"
- "<dark_gray>Cooldown 3 seconds</dark_gray>"
providers:
ap:
value: '{"attack_damage":16}'
options:
unbreakable: true
glow: true
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 3s
refs:
- handler: qi:title
payload: "<dark_aqua>Surge Rises</dark_aqua>||<gray>The tide answers your call</gray>||3||30||10"
- handler: qi:sound
payload: "minecraft:item.trident.riptide_3;1;1"demo_abyss_trident
Abyssal Piercing Spike: legendary quality, draws a deep-sea cold current on hit (on_hit) + level restriction + bind on acquire.
demo_abyss_trident:
type: trident
material: trident
display_name: "<blue>Abyssal Piercing Spike</blue>"
item_name: "Abyssal Piercing Spike"
tier: LEGENDARY
lore:
- ""
- "<gray>Draws a deep-sea cold current on hit</gray>"
- "<dark_gray>Requires level 20 · Binds on acquire</dark_gray>"
providers:
ap:
value: '{"attack_damage":26}'
options:
unbreakable: true
glow: true
bind_on_acquire: true
restrictions:
- "level:20"
actions:
triggers:
on_hit:
trigger:
atom: on_hit
refs:
- handler: qi:sound
payload: "minecraft:item.trident.thunder;0.7;1"
- handler: qi:action_bar
payload: "<blue>An abyssal cold current pierces through…</blue>"Projectile projectile.yml
Arrow type. Arrows are mostly appearance + a small amount of interaction; on_hit hit triggering is the main battlefield for this type. Note that arrow types use max_stack_size rather than unbreakable.
🖼️ [Image placeholder] Comparison of three projectile materials (arrow / spectral_arrow / tipped_arrow) · suggested assets/projectile-types.png
demo_keen_arrow
Simplest arrow: pure appearance baseline, no attributes, max_stack_size: 64.
demo_keen_arrow:
type: projectile
material: arrow
display_name: "<white>Keen Arrow</white>"
item_name: "Keen Arrow"
lore:
- ""
- "<gray>An arrow whittled exceptionally sharp</gray>"
options:
max_stack_size: 64- Only has
max_stack_size: 64, noproviders, notier(defaults to COMMON).
demo_spectral_bolt
Glowing arrow: appearance baseline, glow + stack 64.
demo_spectral_bolt:
type: projectile
material: spectral_arrow
display_name: "<yellow>Spectral Bolt</yellow>"
item_name: "Spectral Bolt"
lore:
- ""
- "<gray>Emits a ghostly light after hitting</gray>"
options:
glow: true
max_stack_size: 64material: spectral_arrow+glow(Quality & Display).
demo_thunder_arrow
Thunder Arrow: rare quality, cracks with thunder on hit (on_hit + 2s cooldown).
demo_thunder_arrow:
type: projectile
material: tipped_arrow
display_name: "<aqua>Thunder Arrow</aqua>"
item_name: "Thunder Arrow"
tier: RARE
lore:
- ""
- "<gray>Cracks with a bolt of thunder when it hits the target</gray>"
- "<dark_gray>Cooldown 2 seconds</dark_gray>"
options:
glow: true
max_stack_size: 64
actions:
triggers:
on_hit:
trigger:
atom: on_hit
cooldown: 2s
refs:
- handler: qi:sound
payload: "minecraft:entity.lightning_bolt.thunder;0.8;1.4"
- handler: qi:action_bar
payload: "<aqua>⚡ Thunder pierces the target ⚡</aqua>"demo_soul_piercer
Soul Piercer: epic quality, tears the soul on hit (on_hit) + level restriction 15, carries a small amount of damage attribute.
demo_soul_piercer:
type: projectile
material: spectral_arrow
display_name: "<dark_purple>Soul Piercer</dark_purple>"
item_name: "Soul Piercer"
tier: EPIC
lore:
- ""
- "<gray>Tears the target's soul on hit</gray>"
- "<dark_gray>Requires level 15</dark_gray>"
providers:
ap:
value: '{"attack_damage":6}'
options:
glow: true
max_stack_size: 64
restrictions:
- "level:15"
actions:
triggers:
on_hit:
trigger:
atom: on_hit
refs:
- handler: qi:sound
payload: "minecraft:entity.vex.charge;0.7;0.8"
- handler: qi:title
payload: "<dark_purple>Soul Devour</dark_purple>||<gray>The soul is torn</gray>||3||25||8"- The only arrow with
providers(attack_damage:6, Attributes & Values),restrictions: level:15,on_hitfiresqi:title(trigger · handler).
Shield shield.yml
Blocking defense. Shields provide block damage reduction via AP's defense; actions are mostly used for atmosphere / prompts. right_click raising the shield against air does not always trigger, so use with caution.
demo_oak_bulwark
Simplest shield: appearance + defensive attributes.
demo_oak_bulwark:
type: shield
material: shield
display_name: "<white>Oak Bulwark</white>"
item_name: "Oak Bulwark"
lore:
- ""
- "<gray>A wooden shield that withstands impacts</gray>"
providers:
ap:
value: '{"defense":10}'
options:
unbreakable: true- Entry-level baseline (Attributes & Values).
demo_tower_bulwark
Epic shield: glow + high defense.
demo_tower_bulwark:
type: shield
material: shield
display_name: "<gold>Tower Bulwark</gold>"
item_name: "Tower Bulwark"
tier: EPIC
lore:
- ""
- "<gray>As impregnable as a city wall</gray>"
providers:
ap:
value: '{"defense":20}'
options:
unbreakable: true
glow: truetier: EPIC+glow(Quality & Display).
demo_aegis_guard
Aegis Guard: rare quality, prompt + metal clash sound when the shield is raised (equip).
demo_aegis_guard:
type: shield
material: shield
display_name: "<aqua>Aegis Guard</aqua>"
item_name: "Aegis Guard"
tier: RARE
lore:
- ""
- "<gray>A guarding aura bursts forth when held</gray>"
- "<dark_gray>Triggers on equip</dark_gray>"
providers:
ap:
value: '{"defense":16}'
options:
unbreakable: true
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<aqua>🛡 Guard in place</aqua>"
- handler: qi:sound
payload: "minecraft:item.shield.block;1;0.8"demo_bastion_wall
Bastion Wall: legendary quality, echoes the sound of blocking when struck (on_damage + 2s cooldown) + level restriction + bind on acquire.
demo_bastion_wall:
type: shield
material: shield
display_name: "<dark_aqua>Bastion Wall</dark_aqua>"
item_name: "Bastion Wall"
tier: LEGENDARY
lore:
- ""
- "<gray>Echoes the sound of blocking when taking a blow</gray>"
- "<dark_gray>Requires level 20 · Binds on acquire</dark_gray>"
providers:
ap:
value: '{"defense":30}'
options:
unbreakable: true
glow: true
bind_on_acquire: true
restrictions:
- "level:20"
actions:
triggers:
on_damage:
trigger:
atom: on_damage
cooldown: 2s
refs:
- handler: qi:sound
payload: "minecraft:item.shield.block;0.7;1"
- handler: qi:action_bar
payload: "<dark_aqua>The bastion stands unmoved…</dark_aqua>"- Demonstrates the
on_damagewhen-struck trigger +cooldown: 2s,bind_on_acquireSoul Bind +restrictions: level:20.
Wand wand.yml
Casting implement. right_click against air does not always trigger; for casting generally use left_click. Wands usually do not set unbreakable, relying on glow to convey a magical appearance.
demo_apprentice_wand
Simplest wand: appearance + attack attributes + glow.
demo_apprentice_wand:
type: wand
material: blaze_rod
display_name: "<gold>Apprentice Wand</gold>"
item_name: "Apprentice Wand"
lore:
- ""
- "<gray>An entry-level wand for beginners</gray>"
providers:
ap:
value: '{"attack_damage":6}'
options:
glow: true- Entry-level baseline, only
glow, nounbreakable(Attributes & Values).
demo_archmage_staff
Legendary wand: pure appearance, high-end stats, material: breeze_rod.
demo_archmage_staff:
type: wand
material: breeze_rod
display_name: "<light_purple>Archmage's Staff</light_purple>"
item_name: "Archmage's Staff"
tier: LEGENDARY
lore:
- ""
- "<gray>A staff imbued with vast magical power</gray>"
providers:
ap:
value: '{"attack_damage":16}'
options:
glow: truetier: LEGENDARYhigh-end stats with no actions (Quality & Display).
demo_flame_wand
Flame Wand: rare quality, left-click to chant a fire spell (left_click + 3s cooldown + title + sound + bossbar full casting effect).
demo_flame_wand:
type: wand
material: blaze_rod
display_name: "<red>Flame Wand</red>"
item_name: "Flame Wand"
tier: RARE
lore:
- ""
- "<gray>Left-click swing to chant a fire spell</gray>"
- "<dark_gray>Cooldown 3 seconds</dark_gray>"
providers:
ap:
value: '{"attack_damage":12}'
options:
glow: true
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 3s
refs:
- handler: qi:title
payload: "<red>Fire Spell</red>||<gold>Flames rise</gold>||3||30||10"
- handler: qi:sound
payload: "minecraft:entity.blaze.shoot;1;1"
- handler: qi:bossbar
payload: "<gold>Casting…</gold>;1;YELLOW;PROGRESS_6;40"- Three handlers chained together:
qi:title+qi:sound+qi:bossbar,left_clicktrigger +cooldown: 3s.
demo_arcane_wand
Arcane Wand: epic quality, left-click to release an arcane pulse, consuming 1 redstone each time (left_click + consume + cooldown + level restriction).
demo_arcane_wand:
type: wand
material: stick
display_name: "<aqua>Arcane Wand</aqua>"
item_name: "Arcane Wand"
tier: EPIC
lore:
- ""
- "<gray>Left-click to release an arcane pulse</gray>"
- "<dark_gray>Consumes 1 redstone each time · Cooldown 2 seconds</dark_gray>"
- "<dark_gray>Requires level 15</dark_gray>"
providers:
ap:
value: '{"attack_damage":14}'
options:
glow: true
restrictions:
- "level:15"
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 2s
consume:
- "item:redstone:1"
refs:
- handler: qi:subtitle
payload: "<aqua>Arcane pulse bursts forth</aqua>"
- handler: qi:sound
payload: "minecraft:block.amethyst_block.chime;1;1.4"
- handler: qi:action_bar
payload: "<aqua>Magic surges…</aqua>"- The only equipment that demonstrates
consume(item:redstone:1consumes 1 redstone as a mana stone on release), paired withcooldown: 2s+restrictions: level:15, including theqi:subtitlehandler (trigger).
Horse Armor horse_armor.yml
Mount armor, mainly appearance. For barding / unbarding prompts prefer equip / unequip; you can also use left_click for wiping / inspecting.
demo_iron_barding
Simplest horse armor: appearance + defensive attributes, no options.
demo_iron_barding:
type: horse_armor
material: iron_horse_armor
display_name: "<white>Iron Barding</white>"
item_name: "Iron Barding"
lore:
- ""
- "<gray>Iron armor protecting the mount</gray>"
providers:
ap:
value: '{"defense":10}'- Entry-level baseline, not even an
optionsblock (Attributes & Values).
demo_diamond_barding
Rare horse armor: glow + high defense.
demo_diamond_barding:
type: horse_armor
material: diamond_horse_armor
display_name: "<aqua>Diamond Barding</aqua>"
item_name: "Diamond Barding"
tier: RARE
lore:
- ""
- "<gray>Sturdy and ornate mount armor</gray>"
providers:
ap:
value: '{"defense":20}'
options:
glow: truetier: RARE+glow(Quality & Display).
demo_golden_barding
Golden Barding: epic quality, horns sound long when barding the mount (equip) + unequip prompt (unequip).
demo_golden_barding:
type: horse_armor
material: golden_horse_armor
display_name: "<gold>Golden Barding</gold>"
item_name: "Golden Barding"
tier: EPIC
lore:
- ""
- "<gray>Horns sound long when barding the mount</gray>"
providers:
ap:
value: '{"defense":16}'
options:
glow: true
actions:
triggers:
equip:
trigger:
atom: equip
refs:
- handler: qi:action_bar
payload: "<gold>Barding equipped —— the mount is fully armored</gold>"
- handler: qi:sound
payload: "minecraft:item.armor.equip_gold;1;1"
unequip:
trigger:
atom: unequip
refs:
- handler: qi:action_bar
payload: "<gray>Barding removed</gray>"demo_dragonhide_barding
Dragonhide Barding: legendary quality, left-click to wipe (left_click + 3s cooldown) + equip horn (equip), binds on acquire. Introduces the max_health attribute.
demo_dragonhide_barding:
type: horse_armor
material: diamond_horse_armor
display_name: "<dark_purple>Dragonhide Barding</dark_purple>"
item_name: "Dragonhide Barding"
tier: LEGENDARY
lore:
- ""
- "<gray>Forged from dragon scales, hard to pierce</gray>"
- "<dark_gray>Left-click to wipe and make the scales gleam anew</dark_gray>"
providers:
ap:
value: '{"defense":30,"max_health":10}'
options:
unbreakable: true
glow: true
bind_on_acquire: true
actions:
triggers:
left_click:
trigger:
atom: left_click
cooldown: 3s
refs:
- handler: qi:action_bar
payload: "<dark_purple>You wipe the dragon scales, and they gleam with a cold light</dark_purple>"
- handler: qi:sound
payload: "minecraft:block.beacon.activate;0.6;1.4"
equip:
trigger:
atom: equip
refs:
- handler: qi:title
payload: "<dark_purple>Dragonhide Barding</dark_purple>||<gray>The mount is now guarded by dragon power</gray>||10||40||10"
- handler: qi:sound
payload: "minecraft:entity.ender_dragon.growl;0.8;1"- Dual triggers:
left_click(wipe, withcooldown: 3s) +equip(barding horn). Themax_healthattribute (Attributes & Values),bind_on_acquireSoul Binds on acquire (norestrictionsset here).
Next Steps
- Examples - Accessories & Consumables——examples of accessories, consumables, dishes, and other types
- Examples - Miscellaneous——examples of tools, blocks, and miscellaneous types
- Item Example Library Overview——return to the example library directory