How to Make a Talisman

A talisman is a config-driven item that runs effects while it sits in a player's inventory, ender chest, or shulker box. Each talisman is one .yml file built from a few parts: its display, its item and recipe, and its effects. This page walks you from a blank file to a working, craftable talisman.

Quick start

  1. Open /plugins/Talismans/talismans/.

  2. Copy _example.yml to a new file, e.g. archery_1.yml. The file name (without .yml) becomes the talisman's ID.

  3. Edit the name, description, item, recipe, and effects to taste.

  4. Run /talismans reload.

  5. Give it to yourself with /talismans give <player> archery_1 1, put it in your inventory, and confirm the buff applies.

Naming and IDs

The file name without .yml is the talisman's ID. That ID is what you pass to commands and to the Item Lookup System.

The structure of a talisman

PartWhat it controls
DisplayThe name and description shown on the item
LevelingWhether this talisman outranks another level
Item and recipeThe item players get and how they craft it
EffectsWhat the talisman does while active
# === Display: what the player sees ===
name: "&aExample Talisman I" # Display name; supports color codes
description: # Lore lines shown on the item
  - "&8Deal 10% more damage with bows"

# === Leveling: how levels stack ===
higherLevelOf: [] # IDs this talisman outranks; only the highest level a player holds stays active. Optional

# === Item and recipe: what players get and how ===
item: "player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDBmOGRmYTVlZmM3NTYzMGNlMGRmNDBhNDliOGY1OWJjMjIyMTRkZTk3ZTNmYjQ0YjNjNTZlOGE5YzhhNTZiNiJ9fX0=" # The item, using Item Lookup syntax
craftable: true # Whether players can craft this talisman
recipe-permission: talismans.craft.archery_1 # Permission required to craft it. Optional
shapeless: false # Whether the recipe ignores slot positions. Optional, default false
recipe: # The 3x3 grid, read left to right, top to bottom
  - bow
  - crossbow
  - bow

  - crossbow
  - ecoitems:talisman_core_1 ? ender_eye
  - crossbow

  - bow
  - crossbow
  - bow

# === Effects: what the talisman does while active ===
effects: # Effects that run while the talisman is held
  - id: damage_multiplier
    args:
      multiplier: 1.1
    triggers:
      - bow_attack
conditions: [] # Conditions that must pass for the effects to run

Display

The name and lore the player sees on the item.

name: "&aExample Talisman I" # Display name; supports color codes
description: # Lore lines shown on the item
  - "&8Deal 10% more damage with bows"

Leveling

Stack levels of the same talisman so only the strongest one a player holds counts.

higherLevelOf: [] # IDs this talisman outranks; only the highest level a player holds stays active. Optional

Item and recipe

The item players receive and, optionally, the recipe to craft it.

item: "player_head texture:eyJ0ZXh0dXJlcyI6..." # The item, using Item Lookup syntax
craftable: true # Whether players can craft this talisman
recipe-permission: talismans.craft.archery_1 # Permission required to craft it. Optional
shapeless: false # Whether the recipe ignores slot positions. Optional, default false
recipe: # The 3x3 grid, read left to right, top to bottom
  - bow
  - crossbow
  - bow

  - crossbow
  - ecoitems:talisman_core_1 ? ender_eye
  - crossbow

  - bow
  - crossbow
  - bow

Effects

What the talisman does while it is active, and the conditions that gate it.

effects: # Effects that run while the talisman is held
  - id: damage_multiplier
    args:
      multiplier: 1.1
    triggers:
      - bow_attack
conditions: [] # Conditions that must pass for the effects to run

Where to go next

  • Default talismans: the shipped configs on GitHub.

  • Community configs: user-created talismans on lrcdb.

  • Effects deep-dive: Configuring an Effect.

  • Plugin settings: the Plugin Config reference.