ItemRegions - Region Item Control

WorldGuard region-based item and effect restrictions.

About ItemRegions - Region Item Control

ITEM REGIONS WorldGuard Item & Effect Restrictions ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Precise regional control. Simple configuration. Locked enforcement. Control which items, actions, potions and effects work inside every configured WorldGuard region. MINECRAFT 1.21.x • JAVA 21 • WORLDGUARD 7.x Spigot • Paper • Purpur • Pufferfish • Leaf • Folia WHAT IS ITEMREGIONS? ItemRegions is a focused WorldGuard extension for controlling what players can use inside individual regions. Each ItemRegions profile connects to a WorldGuard region ID and defines its own worlds, priority, items, actions, potion rules, effects, messages and presentation. That means your spawn can block Wind Charges and Elytra, a PvP arena can restrict selected weapons and splash effects, a parkour course can deny mobility items, and every unconfigured area remains untouched. Most importantly: gameplay restrictions have no operator or permission bypass. OP status, LuckPerms wildcards and ItemRegions administrative permissions control administration only. When a configured rule matches, it applies to every player. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ WHY SERVER OWNERS CHOOSE IT Independent region profiles — every region has its own restrictions, worlds, priority, branding and notifications. Locked enforcement — operators and wildcard permission holders cannot evade gameplay rules. Simple when you want it — block materials with a short list such as disabled-items: [WIND_CHARGE, ELYTRA]. Detailed when you need it — target actions, deliveries, effects, amplifiers, durations, metadata and overlap behavior. Safe administration — validated atomic reloads, backups, restore, reset, diagnostics and confirmation-protected destructive actions. Presentation freedom — chat, action bar, titles, boss bars, sounds, particles, prefixes, hex colors and MiniMessage. POWERFUL PER-REGION RULES Profiles are indexed by WorldGuard region ID and can be restricted to explicit worlds or used across every world. Region names are matched case-insensitively after normalization. Outside an enabled, world-matching profile, ItemRegions does nothing to the player. Overlapping regions HIGHEST_PRIORITY — highest ItemRegions priority, then highest WorldGuard priority, then profile ID. LOWEST_PRIORITY — lowest ItemRegions priority, then lowest WorldGuard priority, then profile ID. ALL — evaluates every matching profile and blocks if any selected profile blocks. The result is deterministic: the same region layout and configuration always produce the same winner. Reusable configuration Profile inheritance for shared restrictions. Message packs for reusable presentation. Material groups for families such as swords or ranged weapons. Per-region material and effect exceptions. BLACKLIST and strict WHITELIST modes. Temporary or persistent profile enable/disable controls. ITEMS, ACTIONS & MODERN MECHANICS With the default strict-enforcement: true, every material in disabled-items is denied across every gameplay interaction captured by ItemRegions. Older action-specific lists cannot accidentally leave another use path open. Right-click and left-click interactions Held-item entity interaction Item use and consumption Block placement and bucket use Projectile launch and impact Combat and Mace smash attacks Ender Pearl teleport completion Shield activation Wind Charges Bows, crossbows, arrows, tridents and fishing casts Elytra takeoff, active glide, region entry and teleport destinations Firework boosting while gliding Inventory behavior is your choice The default inventory-actions: false prevents gameplay use while still allowing players to move, drop, pick up or clear restricted items — including Creative inventory clearing. Set it to true only when you also want click, drag, hotbar, offhand, pickup and drop lockdown. Advanced item matching Simple Bukkit material rules Action-specific material rules Reusable disabled groups Material exceptions Allowed items/actions in whitelist mode Consumable rules Optional custom-item matching by material, custom model data, name fragment, lore fragments and PersistentDataContainer key POTIONS & EFFECTS Potion handling is not reduced to one generic interaction. ItemRegions understands the distinct delivery paths and applies layered guards where Bukkit exposes them. Drinkable potions — consumption and final effect application. Splash potions — hand use, launch, impact intensity and effect application. Lingering potions — throw, impact, area-effect cloud and effect application. Tipped arrows — projectile identity, impact and arrow effect application. Rules may target: An entire potion delivery type An individual potion effect A delivery-specific effect Exact, above, below or inclusive-range amplifier values Exact, above, below or inclusive-range durations Per-effect exceptions Per-item and per-effect notification overrides Multi-effect potions are evaluated effect by effect. An exception skips only that effect; another blocked effect can still deny the potion. ELYTRA ENFORCEMENT Adding ELYTRA to a matching profile guards more than the first takeoff attempt. ItemRegions checks takeoff, active-glide movement, region-entry destinations and teleport destinations. A blocked glide is cleared immediately and checked again on the next region-safe player tick. Firework use cannot sustain a restricted glide, and Elytra-equipped Creative flight is denied without disabling unrelated Creative flight. MESSAGES THAT MATCH YOUR SERVER Every channel is independently selectable, so you can enable one destination or combine several: CHAT ACTION BAR TITLE + SUBTITLE BOSS BAR SOUND PARTICLES Complete color freedom Minecraft legacy codes: &c, §c and decorations Modern hex: &#FF5555, §#FF5555, {#FF5555} and bare hex Bungee-style repeated hex MiniMessage named colors and hex colors Gradients and rainbow Bold, italic, underlined, strikethrough and obfuscated text Formatted placeholders nested safely inside surrounding gradients Prefix resolution…

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