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Cases
Justin_SGD edited this page Feb 1, 2026
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In JuByteCase, a case is a virtual container that players can open to receive random rewards.
A case can be opened either:
- via the case menu (
/case) - via a CaseBlock placed in the world (
/case setcaseblock <material>)
Players can also preview a case’s possible rewards.
JuByteCase now provides an in‑game editor:
-
/case edit→ create, edit, and manage cases -
/case rarity→ manage rarities (optional system)
YAML editing is still possible, but the editor is the recommended workflow.
Each case has:
-
visible(true/false) -
material(Item icon) -
headValue(for PLAYER_HEAD icons) displayName-
slot(menu slot) -
lore(menu lore) -
caseItems(reward list)
Example:
vote:
visible: true
material: CHEST
headValue: none
displayName: '&6Vote'
slot: 11
lore:
- '&7Du hast {case_amount} Truhe'
- '&aLinksklick &7zum Öffnen'
- '&cRechtsklick &7zum Anschauen'
caseItems:
'1':
material: DIAMOND_SWORD
headValue: none
displayName: '&bTest'
itemLore: []
commands: []
enchantments:
- sharpness:5
potionEffect: []
giveAsItem: true
amount: 1
glow: false
announce: false
firework: false
chance: 70
rarity: '' # optional, see rarities.yml
drawCount: -1 # -1 = unlimited, 0 = disabled, >0 = global remaining draws
checkHasAlreadyPermissions: false
checkPermissions: []
checkHasAlreadyRanks: false
checkRanks: []
consolationPrizeCommands: []-
material– Bukkit material name -
headValue– forPLAYER_HEAD(Base64 texture), otherwisenone -
displayName,itemLore amount-
giveAsItem– if true: give the built item to the player -
commands– commands executed on win
-
enchantments– list ofminecraft_key:level(e.g.sharpness:5) -
potionEffect– list ofeffect:duration:amplifier(e.g.speed:60:1) -
glow– adds a hidden enchant to make the item glow -
announce– broadcast a win message -
firework– launch a firework on win (if enabled per item)
-
chance– numeric chance weight -
rarity– optional; if rarities are enabled, the item’s chance will be taken from the configured rarity
-
drawCount-
-1→ unlimited -
0→ item gets removed/ignored -
>0→ each time the item is drawn, the value is reduced by 1 and stored back intocases.yml- when it reaches
0, the item will be removed from the case pool
- when it reaches
-
-
checkHasAlreadyPermissions+checkPermissions -
checkHasAlreadyRanks+checkRanks -
consolationPrizeCommands– commands executed when the player already owns the reward
- Chances are used as weights (not necessarily “must sum to 100”).
- If Rarities are enabled, chances can be managed via
rarities.ymlinstead.