Example Library · Misc / Special
Belongs to: Server Owner Guide → Item 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.
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: 64lets 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.
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.
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_barprompt, andqi:soundfeedback.
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.
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.
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.
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 handlerqi:commandinvokes 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.
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; thenqi: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.
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: 1is the typical trophy display configuration.
demo_victory_emblem
A victory emblem, a stackable glowing commemorative badge.
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: 16allows 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.
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 handlerqi:console_commandexecutesbroadcastwith 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.
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 forskull_owner; it is also used bydemo_summon_skullas the target handed out byqi:give_item.
demo_skeleton_trophy
A skeleton skull, a pure-appearance loot piece.
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.
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
materialisplayer_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 regularleft_clickshow-off action, with no consumption.
demo_summon_skull
A summoning skull: sneak + left-click to sacrifice itself in exchange for a creeper loot piece.
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_headrenders as theHerobrineskin head. The triggershift_left_click(sneak + left-click) +consume: self:1implements the "sacrifice"; the handlerqi:give_itemhands out thedemo_creeper_trophyabove, 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.
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.
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.
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 handlerqi:commandexecutesspawnas 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.
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
summonto spawn a tamed mount · suggested assets/horse-summon.png
demo_war_saddle
A war saddle, pure appearance.
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.
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.
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_commandto execute the vanillasummon minecraft:horse ~ ~ ~ {Tame:1b}—~ ~ ~is the player's coordinates, and the NBT{Tame:1b}makes the horse already tamed on spawn.consume: self:1makes 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.
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_commandsummonsminecraft:skeleton_horse(a skeleton horse, likewise tamed with{Tame:1b}).options.bind_on_acquire: truebinds it on acquisition, andrestrictions: level:30prevents use below level 30; the trigger isshift_left_click(sneak + left-click). This example carries noconsume, so it can be summoned repeatedly (subject to the 10-second cooldown).