Use /pictogram reload to reload the configuration, be aware that uploading new images takes time, utilize Mineskin’s free API keys to make it quicker.
All images are registered under the images key in your config.yml. Each entry gets a unique ID that you reference elsewhere in the config, for example in an MOTD or inline with <image:id>.
images:
pictogram_tag:
path: pictogram_tag.png
test_motd:
path: test_motd.png
| Field | Description |
|---|
path | The filename of the image, relative to the Pictogram plugin folder. |
Shadow Color
You can set a global shadow color for text rendered by Pictogram. This is optional, and if not set the default shadow color is used.
images:
pictogram_tag:
path: pictogram_tag.png
shadow_color: "#FFFFFFFF"
| Field | Description |
|---|
shadow_color | An RGBA hex value for the text shadow. Optional. |
Fallback
Fallbacks can also be used within images themselves, often handy if you allow multiple versions on your server. The fallback will appear if the image is not available yet, or if the image is not available for the specific player when using a placeholder with player context.
images:
pictogram_tag:
path: pictogram_tag.png
shadow_color: "#FFFFFFFF"
fallback: "This will show if the image hasn't processed yet, or if the player can't see the image due to protocol versions!"
| Field | Description |
|---|
fallback | Any MiniMessage value. Optional. |
Using Images
Once an image is registered, you can use it in two ways:
As an image MOTD — reference the image ID directly in a MOTD entry:
motds:
my_motd:
image: test_motd
Inline in text — embed an image inside a description line using the <image:id> tag:
<image:pictogram_tag><grey>, wow! what a cool tag...
Images do not require a resourcepack. Players see them automatically.