📢Create sounds
Guide to create a new sound effect.
In this section we will only talk about sound_type
, we will not talk about the other sections, so if you want to know more, click here.
material_no_permission
This material will be displayed when a player does not have the necessary permission for the message. To learn more about the materials and how you should use them, click here.
Menu:
material_no_permission: 'BARRIER'

create new sound
Below you have the model to be able to copy and paste in your configuration file, it is important that you modify the name "key_name"
to avoid errors with the plugin.
key_name:
material: 'MATERIAL_NAME'
display_name: 'SOUND_NAME'
slot: 1
lore:
- 'Here enter the text you like'
- 'Remember that you can also use variables from PlaceholderAPI'
- 'and special variables of sound'
- ''
sound_type: 'SOUND_NAME'
permission: 'PERMISSION'
For the topic of the sound_type
section, there is another page where the correct use of this will be better explained. Please click here.
permission
This section is optional, if you want all users to be able to select this firework without permission, just put "none"
, it should be:
permission: 'none'
But if you like, you can place a permission, this so that only users with this permission can select it.
permission: 'customjoin.sound_name'
Example
Here are some sample sounds, you can copy and paste them into your config file.
Remember to change the name of the path
(only if there is one repeated) and the place where it is located.
super_sound:
material: 'NOTE_BLOCK'
display_name: '&cSuper Sund'
slot: 1
lore:
- ''
- '&9&nCharacteristics:'
- ''
- ' &a&l‣ &fSund: &b%sound_type%'
- ' &a&l‣ &fStatus: %sound_status_selected%'
- ''
- '%sound_status_locked%'
sound_type: 'DOOR_OPEN;3;4'
permission: 'customjoinevents.sound.super_sound'
Sounds Variables
Here are the variables that can be occupied solely in this event (lore), but you can also occupy PlaceholderAPI variables.
%sound_name%
Shows the name of the sound depending on the option it has (key/display_name)
. Example: super_sound
or Super Sound
%sound_type%
Shows the type of sound that was defined in the sound_type
section. Example: DOOR_OPEN
%sound_status_locked%
Shows the state of the sound, if the user has the corresponding permission, the message that you configured in translations will appear. Example: Unlocked
or Locked
%sound_status_selected%
It shows the state of the sound, if the user has selected the message that you configured in translations will appear. Example: Selected
or Unselected
%player%
Shows the name of the player who is interacting with the menu. Example: _ImJona
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