Skins
Skins change how the pickaxe looks: material, resource pack model and name. They can be sold, granted by permission or by level, and give bonuses while selected. The pickaxe in the inventory changes instantly.
| |
|---|
| Configuration | skins.yml |
| Menu | menus/skins.yml |
| Command | /skins (aliases /skin, /pickaxeskins) |
| Module | pickaxe-skins |
Configuration
settings:
default-skin: default # owned by everyone and used when nothing else is selected
skins:
golden:
enabled: true
name: "@skins.names.golden"
description: "@skins.names.golden-description"
material: GOLDEN_PICKAXE
custom-model-data: 0
pickaxe-name: "&6⛏ &eGolden Pickaxe &8• &6Lv. {level}"
slot: 11
cost: "tokens:250000"
bonuses:
sell: 0.02
vip:
material: DIAMOND_PICKAXE
custom-model-data: 1001
pickaxe-name: "&b⛏ &3VIP Pickaxe &8• &bLv. {level}"
permission: pulseprison.skin.vip
bonuses:
tokens: 0.03
| Option | Does |
|---|
name · description | Menu text, or @key |
material | Pickaxe item. Other tools change the vanilla breaking speed, so pickaxes are recommended |
custom-model-data | Resource pack model, 0 for none |
pickaxe-name | Replaces pickaxe.display.name while used, with {level} and {max}. Empty keeps the normal name |
slot | Menu slot, -1 places them in order |
permission | Players with it own the skin |
cost | Price to unlock from the menu. See Costs. Empty: not for sale |
required-pickaxe-level | Level needed to buy it or use a free one |
bonuses | Stats while selected |
A skin with no permission, cost or level is owned by everyone.
How players get them
- Buying in
/skins if it has a cost.
- By permission, ideal for store ranks.
- With a command from crates, votes or rewards:
/skins give <player> <skin>.
Commands
| Command | Permission | Does |
|---|
/skins | everyone | Menu to select, buy and view skins |
/skins give <player> <skin> | pulseprison.skins.admin | Unlocks a skin |
/skins take <player> <skin> | pulseprison.skins.admin | Removes it |
/skins reload | pulseprison.skins.admin | Reloads skins.yml |