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Example Library · Misc / Special

Belongs to: Server Owner GuideItem Example Library · Misc · Related: Item Types · Action System

This page collects the misc / special example items bundled with QinhItems, giving each one its complete YAML along with item-by-item explanations. Each example file's name is the item's type, and each top-level key is one item ID. After editing any YAML you must run /qi reload for it to take effect (actions are only loaded on reload / restart).

🖼️ [Image placeholder] Overall display of misc items in the inventory (one row each for currency, tokens, trophies, skulls, props, mounts) · suggested assets/misc-overview.png


Currency currency.yml

Economy currency category. The base materials are mostly vanilla precious-metal materials, stackable; interactive currencies use the trigger left_click combined with consume to deduct themselves and complete the exchange.

demo_gold_coin

The most basic currency item: appearance only, stackable up to 64.

yaml
demo_gold_coin:
  type: currency
  material: gold_ingot
  display_name: "<yellow>Gold Coin</yellow>"
  item_name: "Gold Coin"
  lore:
    - ""
    - "<gray>Universal circulating currency</gray>"
  options:
    max_stack_size: 64
  • A pure-appearance currency with no actions; max_stack_size: 64 lets it be stacked in large quantities as a universal circulating currency.

demo_jade_note

A high-value pure-appearance currency, with emerald as its base material.

yaml
demo_jade_note:
  type: currency
  material: emerald
  display_name: "<green>Jade Note</green>"
  item_name: "Jade Note"
  lore:
    - ""
    - "<gray>A valuable high-denomination currency</gray>"
  options:
    max_stack_size: 64
  • Structurally identical to demo_gold_coin, just swapping the base material and naming, used to represent a higher denomination.

demo_exchange_token

An exchangeable currency: left-click deducts 1 and tops up the player's game currency via a command.

yaml
demo_exchange_token:
  type: currency
  material: gold_nugget
  display_name: "<gold>Exchange Voucher</gold>"
  item_name: "Exchange Voucher"
  tier: UNCOMMON
  lore:
    - ""
    - "<gray>Left-click to exchange for 100 game currency</gray>"
    - "<dark_gray>Consumes 1 per use · 3s cooldown</dark_gray>"
  options:
    max_stack_size: 64
    glow: true
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 3s
        consume:
          - "self:1"
        refs:
          - handler: qi:command
            payload: "money give {player} 100"
          - handler: qi:action_bar
            payload: "<gold>Exchanged 100 game currency</gold>"
          - handler: qi:sound
            payload: "minecraft:entity.experience_orb.pickup;1;1.2"
  • trigger left_click + cooldown: 3s + consume: self:1: deducts 1 each time with a 3-second cooldown. The handler chain runs in order: qi:command (tops up the economy plugin, with {player} replaced by the player's name), qi:action_bar prompt, and qi:sound feedback.

Token token.yml

Exchange-voucher category. All are triggered for use via the trigger left_click, paired with consume: self:1 to deduct the voucher; the exchange result can be a command reward, or qi:give_item to directly hand out an item.

demo_event_token

A pure-appearance token for event collection / proof.

yaml
demo_event_token:
  type: token
  material: netherite_ingot
  display_name: "<dark_purple>Event Token</dark_purple>"
  item_name: "Event Token"
  lore:
    - ""
    - "<gray>Token exclusive to a limited-time event</gray>"
  options:
    max_stack_size: 64
  • No actions; serves only as a collection / proof marker.

demo_arena_token

An arena exchange voucher, pure appearance.

yaml
demo_arena_token:
  type: token
  material: iron_nugget
  display_name: "<gray>Arena Token</gray>"
  item_name: "Arena Token"
  lore:
    - ""
    - "<gray>Token dedicated to arena exchanges</gray>"
  options:
    max_stack_size: 64
  • No actions; positioned as a currency dedicated to arena exchanges.

demo_kit_voucher

A starter kit voucher: left-click deducts 1 and runs the kit command.

yaml
demo_kit_voucher:
  type: token
  material: paper
  display_name: "<gold>Starter Kit Voucher</gold>"
  item_name: "Starter Kit Voucher"
  tier: UNCOMMON
  lore:
    - ""
    - "<gray>Left-click to use and claim the starter kit</gray>"
    - "<dark_gray>Consumes 1 after use</dark_gray>"
  options:
    max_stack_size: 16
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 3s
        consume:
          - "self:1"
        refs:
          - handler: qi:command
            payload: "kit starter"
          - handler: qi:sound
            payload: "minecraft:entity.player.levelup;1;1.2"
          - handler: qi:action_bar
            payload: "<gold>Starter kit claimed!</gold>"
  • trigger left_click + consume: self:1; the handler qi:command invokes the kit command, then provides feedback via sound and action_bar.

demo_legend_voucher

A legendary voucher: left-click deducts 1 and directly hands out a legendary weapon via qi:give_item.

yaml
demo_legend_voucher:
  type: token
  material: nether_star
  display_name: "<light_purple>Legendary Voucher</light_purple>"
  item_name: "Legendary Voucher"
  tier: LEGENDARY
  lore:
    - ""
    - "<gray>Left-click to use and exchange for a legendary weapon</gray>"
    - "<dark_gray>Consumes 1 after use</dark_gray>"
  options:
    glow: true
    max_stack_size: 1
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 3s
        consume:
          - "self:1"
        refs:
          - handler: qi:give_item
            payload: "demo_void_reaver"
          - handler: qi:title
            payload: "<light_purple>✦ Exchange Successful ✦</light_purple>||<gray>Legendary weapon added to your inventory</gray>||5||40||10"
          - handler: qi:sound
            payload: "minecraft:ui.toast.challenge_complete;1;1"
  • The handler qi:give_item's payload is another QI item ID (demo_void_reaver, a weapon from the Equipment chapter), which goes straight into the inventory after the voucher is deducted; then qi:title (a full-screen title) and a sound reinforce the ceremony of the exchange.

Trophy trophy.yml

Commemorative / loot category. Most are pure-appearance display pieces (material + display_name + glow); if an interactive memento is needed, you can attach the trigger left_click.

demo_champion_cup

A champion's cup, a glowing pure-appearance memento.

yaml
demo_champion_cup:
  type: trophy
  material: golden_apple
  display_name: "<gold>Champion's Cup</gold>"
  item_name: "Champion's Cup"
  tier: EPIC
  lore:
    - ""
    - "<gray>A symbol of the victor's glory</gray>"
    - "<dark_gray>Displayed in the Hall of Honor</dark_gray>"
  options:
    glow: true
    max_stack_size: 1
  • No actions; glow: true + max_stack_size: 1 is the typical trophy display configuration.

demo_victory_emblem

A victory emblem, a stackable glowing commemorative badge.

yaml
demo_victory_emblem:
  type: trophy
  material: gold_block
  display_name: "<yellow>Victory Emblem</yellow>"
  item_name: "Victory Emblem"
  lore:
    - ""
    - "<gray>An emblem commemorating glorious achievements</gray>"
  options:
    glow: true
    max_stack_size: 16
  • Unlike the cup, the emblem's max_stack_size: 16 allows stacked collection.

demo_dragon_skull

A loot piece to show off: left-click to raise it, triggering a full-screen title, a dragon roar sound, and a public broadcast.

yaml
demo_dragon_skull:
  type: trophy
  material: dragon_head
  display_name: "<dark_purple>Dragon Skull</dark_purple>"
  item_name: "Dragon Skull"
  tier: LEGENDARY
  lore:
    - ""
    - "<gray>Immortal proof of slaying the Ender Dragon</gray>"
    - "<dark_gray>Left-click to raise it and proclaim your feat to the world</dark_gray>"
  options:
    glow: true
    max_stack_size: 1
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 5s
        refs:
          - handler: qi:title
            payload: "<dark_purple>Dragonslayer</dark_purple>||<gray>raised the Dragon Skull</gray>||10||40||10"
          - handler: qi:sound
            payload: "minecraft:entity.ender_dragon.growl;1;1"
          - handler: qi:console_command
            payload: "broadcast <gold>{player}</gold> <gray>is showing off their</gray> <dark_purple>Dragon Skull</dark_purple>!"
  • No consume (showing off does not consume it); the handler qi:console_command executes broadcast with console permissions to announce server-wide, with {player} replaced by the holder's name.

Skull skull.yml

Decorative skull category. Most are pure appearance; player heads specify the skin owner via options.skull_owner. You can attach triggers such as left_click / shift_left_click.

🖼️ [Image placeholder] Rendering effect of player heads with skull_owner (Notch / Herobrine skin heads) · suggested assets/skull-owner.png

demo_creeper_trophy

A creeper head, a pure-appearance loot piece.

yaml
demo_creeper_trophy:
  type: skull
  material: creeper_head
  display_name: "<green>Creeper Head</green>"
  item_name: "Creeper Head"
  lore:
    - ""
    - "<gray>Loot from defeating a creeper</gray>"
  options:
    max_stack_size: 16
  • Uses the vanilla mob-head material creeper_head, with no need for skull_owner; it is also used by demo_summon_skull as the target handed out by qi:give_item.

demo_skeleton_trophy

A skeleton skull, a pure-appearance loot piece.

yaml
demo_skeleton_trophy:
  type: skull
  material: skeleton_skull
  display_name: "<white>Skeleton Skull</white>"
  item_name: "Skeleton Skull"
  lore:
    - ""
    - "<gray>Loot from defeating a skeleton</gray>"
  options:
    max_stack_size: 16
  • Likewise uses a vanilla mob-head material, with no actions.

demo_hero_head

A hero player head: applies a specified player's skin via skull_owner, with a left-click to show off.

yaml
demo_hero_head:
  type: skull
  material: player_head
  display_name: "<gold>Head of the Legendary Hero</gold>"
  item_name: "Head of the Legendary Hero"
  tier: LEGENDARY
  lore:
    - ""
    - "<gray>Taken from the head of a legendary player</gray>"
    - "<dark_gray>Left-click to wave it and show off</dark_gray>"
  options:
    skull_owner: "Notch"
    glow: true
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 3s
        refs:
          - handler: qi:action_bar
            payload: "<gold>You hold the Head of the Legendary Hero aloft!</gold>"
          - handler: qi:sound
            payload: "minecraft:entity.player.levelup;1;1"
  • skull_owner mechanism: when material is player_head, options.skull_owner: "Notch" renders the skull as that player's skin head (fetching the texture by their premium-account username). The rest is a regular left_click show-off action, with no consumption.

demo_summon_skull

A summoning skull: sneak + left-click to sacrifice itself in exchange for a creeper loot piece.

yaml
demo_summon_skull:
  type: skull
  material: player_head
  display_name: "<light_purple>Cursed Skull</light_purple>"
  item_name: "Cursed Skull"
  tier: EPIC
  lore:
    - ""
    - "<gray>Sneak + left-click to sacrifice the skull</gray>"
    - "<gray>in exchange for a creeper loot piece</gray>"
  options:
    skull_owner: "Herobrine"
  actions:
    triggers:
      shift_left_click:
        trigger:
          atom: shift_left_click
        cooldown: 5s
        consume:
          - "self:1"
        refs:
          - handler: qi:title
            payload: "<dark_purple>Sacrifice Complete</dark_purple>||<gray>The Cursed Skull becomes loot</gray>||10||40||10"
          - handler: qi:sound
            payload: "minecraft:entity.wither.spawn;0.6;1.4"
          - handler: qi:give_item
            payload: "demo_creeper_trophy"
  • skull_owner mechanism: player_head renders as the Herobrine skin head. The trigger shift_left_click (sneak + left-click) + consume: self:1 implements the "sacrifice"; the handler qi:give_item hands out the demo_creeper_trophy above, forming a skull-swap chain.

Prop prop.yml

General prop category. Relies on the trigger left_click as a "use" gesture to trigger effects like qi:title / qi:sound / qi:command.

demo_pocket_watch

The simplest prop: a pocket watch, pure appearance.

yaml
demo_pocket_watch:
  type: prop
  material: clock
  display_name: "<gold>Pocket Watch</gold>"
  item_name: "Pocket Watch"
  lore:
    - ""
    - "<gray>A pocket watch that records the passage of time</gray>"
  options:
    max_stack_size: 1
  • No actions, a pure-appearance collectible.

demo_seeker_compass

A seeker compass, pure appearance.

yaml
demo_seeker_compass:
  type: prop
  material: compass
  display_name: "<aqua>Seeker Compass</aqua>"
  item_name: "Seeker Compass"
  lore:
    - ""
    - "<gray>A magical compass that points the way</gray>"
  options:
    max_stack_size: 1
  • No actions; positioned as the appearance piece for a direction-guiding prop.

demo_recall_stone

A recall stone: left-click to cast a return-to-town, with a 2-minute cooldown and single-use consumption.

yaml
demo_recall_stone:
  type: prop
  material: recovery_compass
  display_name: "<light_purple>Recall Stone</light_purple>"
  item_name: "Recall Stone"
  tier: RARE
  lore:
    - ""
    - "<gray>Left-click to wave it and return to safety</gray>"
    - "<dark_gray>Single-use · 2-minute cooldown</dark_gray>"
  options:
    glow: true
    max_stack_size: 1
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 2m
        consume:
          - "self:1"
        refs:
          - handler: qi:title
            payload: "<light_purple>✦ Recall ✦</light_purple>||<gray>Space is folding</gray>||5||40||10"
          - handler: qi:sound
            payload: "minecraft:entity.enderman.teleport;1;1"
          - handler: qi:command
            payload: "spawn"
  • cooldown: 2m (minute-level cooldown) + consume: self:1 (single-use); the handler qi:command executes spawn as the player to return to the spawn point.

demo_far_spyglass

A far-seeing spyglass: left-click broadcasts a vision effect, with a 3-second cooldown and no consumption.

yaml
demo_far_spyglass:
  type: prop
  material: spyglass
  display_name: "<yellow>Far-Seeing Spyglass</yellow>"
  item_name: "Far-Seeing Spyglass"
  tier: UNCOMMON
  lore:
    - ""
    - "<gray>Left-click to wave it and gaze into the distance</gray>"
    - "<dark_gray>3s cooldown</dark_gray>"
  options:
    max_stack_size: 1
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 3s
        refs:
          - handler: qi:action_bar
            payload: "<yellow>You raise the spyglass and gaze afar; your view opens up</yellow>"
          - handler: qi:sound
            payload: "minecraft:item.spyglass.use;1;1"
  • A reusable prop with no consume, providing only action_bar + sound feedback.

Mount horse.yml

Mount-related category. Appearance pieces are saddles / leads; summoning types use a spawn-egg base material + a trigger that fires the summon command via qi:console_command to spawn the mount entity.

🖼️ [Image placeholder] The moment a summon egg fires summon to spawn a tamed mount · suggested assets/horse-summon.png

demo_war_saddle

A war saddle, pure appearance.

yaml
demo_war_saddle:
  type: horse
  material: saddle
  display_name: "<gold>War Saddle</gold>"
  item_name: "War Saddle"
  lore:
    - ""
    - "<gray>A saddle for riding a warhorse</gray>"
  options:
    max_stack_size: 1
  • No actions, a saddle appearance piece.

demo_swift_lead

A swift lead, a stackable pure-appearance piece.

yaml
demo_swift_lead:
  type: horse
  material: lead
  display_name: "<green>Swift Lead</green>"
  item_name: "Swift Lead"
  lore:
    - ""
    - "<gray>A lead for guiding a mount</gray>"
  options:
    max_stack_size: 16
  • No actions, a lead appearance piece, stackable up to 16.

demo_summon_steed_egg

A steed summon egg: left-click to summon a tamed horse, consuming itself with a 5-second cooldown.

yaml
demo_summon_steed_egg:
  type: horse
  material: horse_spawn_egg
  display_name: "<aqua>Steed Summon Egg</aqua>"
  item_name: "Steed Summon Egg"
  tier: RARE
  lore:
    - ""
    - "<gray>Left-click to sound the horn and call your mount</gray>"
    - "<dark_gray>Single-use · 5s cooldown</dark_gray>"
  options:
    glow: true
  actions:
    triggers:
      left_click:
        trigger:
          atom: left_click
        cooldown: 5s
        consume:
          - "self:1"
        refs:
          - handler: qi:console_command
            payload: "summon minecraft:horse ~ ~ ~ {Tame:1b}"
          - handler: qi:sound
            payload: "minecraft:entity.horse.angry;1;1"
          - handler: qi:action_bar
            payload: "<aqua>The steed answers the call!</aqua>"
  • Summon mechanism: QI itself has no built-in mob spawning; instead it relies on the handler qi:console_command to execute the vanilla summon minecraft:horse ~ ~ ~ {Tame:1b}~ ~ ~ is the player's coordinates, and the NBT {Tame:1b} makes the horse already tamed on spawn. consume: self:1 makes the summon egg single-use.

demo_celestial_mount_egg

A celestial steed's egg: sneak + left-click to chant a summon, requiring level 30 and bound on acquisition.

yaml
demo_celestial_mount_egg:
  type: horse
  material: horse_spawn_egg
  display_name: "<light_purple>Egg of the Celestial Steed</light_purple>"
  item_name: "Egg of the Celestial Steed"
  tier: LEGENDARY
  lore:
    - ""
    - "<gray>Sneak + left-click to chant and summon the celestial steed</gray>"
    - "<dark_gray>Requires level 30 · Bound on acquisition · 10s cooldown</dark_gray>"
  options:
    glow: true
    bind_on_acquire: true
    restrictions:
      - "level:30"
  actions:
    triggers:
      shift_left_click:
        trigger:
          atom: shift_left_click
        cooldown: 10s
        refs:
          - handler: qi:title
            payload: "<light_purple>✦ The Heavens Descend ✦</light_purple>||<gray>The steed arrives treading on clouds</gray>||5||40||10"
          - handler: qi:sound
            payload: "minecraft:entity.ender_dragon.flap;1;1.2"
          - handler: qi:console_command
            payload: "summon minecraft:skeleton_horse ~ ~ ~ {Tame:1b}"
  • Summon mechanism: the handler qi:console_command summons minecraft:skeleton_horse (a skeleton horse, likewise tamed with {Tame:1b}). options.bind_on_acquire: true binds it on acquisition, and restrictions: level:30 prevents use below level 30; the trigger is shift_left_click (sneak + left-click). This example carries no consume, so it can be summoned repeatedly (subject to the 10-second cooldown).

Next Steps