Effects Details
Let's take a look at the effects of a voucher, and how to configure them!
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Let's take a look at the effects of a voucher, and how to configure them!
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There are 3 main areas of this section, which can be broken down into sub-categories. They are as follows:
It is worth mentioning that more information about the individual parts and validation that occurs from them may be viewed within the section of this documentation. The purpose of this page is to describe how the effects can be implemented into a voucher file.
Sounds, when implemented into the voucher file, will play an audible sound to the voucher redeemer through the minecraft master channel. They may be configured through this section of the voucher file.
This is the minecraft Enum ID of the sound to be played. For a list of all sounds in the game, please refer to:
If you ever change your mind about having a sound, you can delete this section of the voucher configuration, or set the SoundID
field to "none"
Next, let's configure the volume. This is a decimal-integer value that is greater than 0. For the purpose of demonstration, I will use the value 1.2, as follows:
Next, let's configure the pitch. This is a decimal-integer that is between 0.0 and 2.0. By default, a minecraft pitch is 1.0, I will use this for the demonstration, as follows:
Sounds, when implemented into the voucher file, will show particles to the voucher redeemer and all players around them. It may be configured through this section of the voucher file.
If you ever change your mind about having particles, you can delete this section of the voucher configuration, or set the ParticleID
field to "none"
Next, let's configure the count. This is an integer value that is greater than 0. For the purpose of demonstration, I will use the value 50 to ensure that there are sufficient particles to be recognised by the redeeming user, the voucher configuration is as follows:
Next, let's configure the count. This is a decimal-integer value that is typically greater than 0. Usually, the value 1.0 is sufficient to ensure that the effect is impactful for the user whilst not being intrusive to other users. I will use this for the purpose of demonstration, as follows:
To implement the effect into the voucher file, simply add the Effect: ""
field, and include the name of the effect you wish to add.
For the purpose of demonstration, I will add the firework effect, as follows:
For example purposes, let's implement the sound effect. To do this, we would include the following lines into the voucher file:
This is the minecraft Enum ID of the particle to be spawned. For a list of all particles in the game, please refer to:
For example purposes, let's implement the particle effect. To do this, we would include the following lines into the voucher file:
Effect's are pre-coded events integrated within Vouchers+ that occur when a player redeems a voucher. To see a full list of effects available, and their functionality, please see .