Docs

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.

Configurationskins.yml
Menumenus/skins.yml
Command/skins (aliases /skin, /pickaxeskins)
Modulepickaxe-skins

Configuration

yaml
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
OptionDoes
name · descriptionMenu text, or @key
materialPickaxe item. Other tools change the vanilla breaking speed, so pickaxes are recommended
custom-model-dataResource pack model, 0 for none
pickaxe-nameReplaces pickaxe.display.name while used, with {level} and {max}. Empty keeps the normal name
slotMenu slot, -1 places them in order
permissionPlayers with it own the skin
costPrice to unlock from the menu. See Costs. Empty: not for sale
required-pickaxe-levelLevel needed to buy it or use a free one
bonusesStats 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

CommandPermissionDoes
/skinseveryoneMenu to select, buy and view skins
/skins give <player> <skin>pulseprison.skins.adminUnlocks a skin
/skins take <player> <skin>pulseprison.skins.adminRemoves it
/skins reloadpulseprison.skins.adminReloads skins.yml
Skins | PulsePrison Core Docs