How to Make a Booster
A booster is a buyable reward that, once activated, applies an effect to every online player for a set duration, such as a sell multiplier or a resource boost. Each booster is one config file, and the file name is its ID. This page walks you through creating one and explains every part of the config you can set.
Quick start
Open the
/boosters/folder in the plugin's data directory.Copy the bundled
_example.ymlto a new file, e.g.sell_multiplier_1.5x.yml. The file name becomes the booster's ID.Edit the
name,duration, andeffectsto taste (see the sections below).Run
/boosters reloadin-game to load the change.Give it to yourself with
/boosters give <you> sell_multiplier_1.5x, then open/boosters; the booster should appear in the menu, ready to activate.
Naming and IDs
The file name (without .yml) is the booster's ID. So sell_multiplier_1.5x.yml has the ID sell_multiplier_1.5x.
That ID is what you use in commands (/boosters give <player> sell_multiplier_1.5x) and in the Item Lookup System.
The structure of a booster
A config has four logical parts, top to bottom:
| Part | What it controls |
|---|---|
| Info | The name, duration, category, and merge behaviour |
| Bossbar | The optional on-screen timer |
| Effects | What runs on activation, increment, queue, and expiry, and while active |
| GUI | How the booster looks and where it sits in the /boosters menu |
The rest of this page covers each part in detail. Here's a complete example with everything in place:
# === Info: identity and duration ===
name: "1.5x Sell Multiplier" # Display name of the booster
duration: 72000 # Duration in ticks; 20 ticks = 1 second, so 72000 = 1 hour
category: "sell_multipliers" # Optional; boosters in the same category queue instead of running together
merge-tag: "sell_multiplier_1.5x" # Optional; matching tags merge to extend duration instead of stacking
# === Bossbar: optional on-screen timer ===
bossbar:
enabled: true # Set false to hide the bossbar for this booster
name: "&a1.5x Sell Multiplier &7(%time_remaining%)" # Defaults to the booster name if omitted
color: GREEN # PINK, BLUE, RED, GREEN, YELLOW, PURPLE, or WHITE
style: SOLID # SOLID, SEGMENTED_6, SEGMENTED_10, SEGMENTED_12, or SEGMENTED_20
# === Effects: lifecycle messages and the active functionality ===
activation-effects: # Run when the booster is activated (applies to every online player)
- id: send_message
args:
messages:
- " %activator%&f has activated a &a1.5x Sell Multiplier Booster&f!"
increment-effects: [] # Run when an active booster's duration is extended
queue-effects: [] # Run when the booster is queued behind an active one in its category
queue-increment-effects: [] # Run when a queued booster's duration is extended
expiry-effects: [] # Run when the booster ends
effects: # Run for the whole duration; this is the booster's functionality
- id: sell_multiplier
args:
multiplier: 1.5
conditions: [] # Conditions required for the effects to apply ([] = always)
# === GUI: how it appears in /boosters ===
gui:
item: player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYTM0YjI3YmZjYzhmOWI5NjQ1OTRiNjE4YjExNDZhZjY5ZGUyNzhjZTVlMmUzMDEyY2I0NzFhOWEzY2YzODcxIn19fQ== # Item Lookup System
name: "&d1.5x Sell Multiplier" # Name shown in the GUI
lore:
- "&fGives everyone online a 1.5x Sell Multiplier"
- "&fYou have: &a%amount%"
position:
page: 1 # Which menu page to show on
row: 2 # 1 to 6
column: 2 # 1 to 9
Info
The top-level fields that identify the booster and control how long it lasts.
name: "1.5x Sell Multiplier" # Display name of the booster
duration: 72000 # Duration in ticks; 20 ticks = 1 second, so 72000 = 1 hour
category: "sell_multipliers" # Optional; boosters in the same category queue instead of running together
merge-tag: "sell_multiplier_1.5x" # Optional; matching tags merge to extend duration instead of stacking
Bossbar
An optional on-screen timer whose progress tracks the remaining duration and updates when the booster is incremented.
bossbar:
enabled: true # Set false to hide the bossbar for this booster
name: "&a1.5x Sell Multiplier &7(%time_remaining%)" # Defaults to the booster name if omitted
color: GREEN # PINK, BLUE, RED, GREEN, YELLOW, PURPLE, or WHITE
style: SOLID # SOLID, SEGMENTED_6, SEGMENTED_10, SEGMENTED_12, or SEGMENTED_20
Effects
The lifecycle blocks run effects at each point in the booster's life; the effects block is what the booster does while it is active, gated by conditions.
# %activator% is the player who activated the booster; %player% is each player receiving the effect
activation-effects: # Run when the booster is activated
- id: send_message
args:
messages:
- " %activator%&f has activated a &a1.5x Sell Multiplier Booster&f!"
increment-effects: [] # Run when an active booster's duration is extended
queue-effects: [] # Run when the booster is queued behind an active one in its category
queue-increment-effects: [] # Run when a queued booster's duration is extended
expiry-effects: [] # Run when the booster ends
effects: # Run for the whole duration; this is the booster's functionality
- id: sell_multiplier
args:
multiplier: 1.5
conditions: [] # Conditions required for the effects to apply ([] = always)
GUI
How the booster is rendered in the /boosters menu and where it sits.
gui:
item: player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYTM0YjI3YmZjYzhmOWI5NjQ1OTRiNjE4YjExNDZhZjY5ZGUyNzhjZTVlMmUzMDEyY2I0NzFhOWEzY2YzODcxIn19fQ== # GUI item, from the Item Lookup System
name: "&d1.5x Sell Multiplier" # Name shown in the GUI
lore: # Lore lines shown in the GUI; %amount% is how many the player owns
- "&fGives everyone online a"
- "&a1.5x Sell Multiplier"
- "&fDuration: &a1 Hour"
- "&fYou have: &a%amount%"
- "&e&oClick to activate!"
position:
page: 1 # Which menu page to show on; pages are defined in config.yml
row: 2 # 1 to 6
column: 2 # 1 to 9
Internal placeholders
These placeholders are provided by Boosters and can be used in this booster's messages, lore, and bossbar:
| Placeholder | Value |
|---|---|
%amount% | How many of this booster the player owns (for use in GUI lore) |
%activator% | The player who activated the booster (for use in messages) |
%time% | The time the booster is activated or incremented for |
%time_remaining% | The time left on the booster (for use in the bossbar) |
Where to go next
Default configs: study the bundled boosters for real, working examples.
Community configs: browse user-created boosters on lrcdb.
Effects reference: the Configuring an Effect guide for everything the effects blocks can do.
Commands: Commands and Permissions for giving, activating, and cancelling boosters.