Item Serializer

Constructs an item from config

Item:
  Type: <Material>
  Name: <name>
  Lore:
  - <Lore line>
  - <etc.>
  Durability: <durability>
  Unbreakable: <true/false>
  Custom_Model_Data: <custom model data number>
  Hide_Flags: <true/false>
  Max_Stack_Size: <amount>
  Enchantment_Glint_Override: <true/false>
  Is_Fire_Resistant: <true/false>
  Enchantments:
  - <Enchantment> <Level>
  Skull_Owning_Player: <UUID of player or name of player>
  Potion_Color: <Color>
  Attributes:
  - <Attribute> <Amount> <Slot>
  Leather_Color: <Color>
  Light_Level: <1-16>
  Firework:
    Power: <firework power>
    Effects:
      - <Firework.Type> <ColorSerializer>
      - <Firework.Type> <ColorSerializer> <Trail> <Flicker>
      - <Firework.Type> <ColorSerializer> <Trail> <Flicker> <fade ColorSerializer>
      - <etc.>
  Deny_Use_In_Crafting: <true/false>
  Recipe:
    Shape:
      - "012"
      - "345"
      - "678"
    Ingredients:
      '0': <ItemSerializer>
      '1': <ItemSerializer>
      <etc.>
    Output_Amount: <Integer>
  Tags:
    - <String> <Integer>

Shorthand

Just looking for a simple vanilla item (no lore, no display, etc.)? Then, use a shorthand by specifying the Material without any other config options.

Item: DIRT # Shorthand for dirt

Type

The Material used for the item. For example, feather.

Name

The display name of the item.

Color Codes

We use MiniMessage to parse messages, a text format that allows colors, links, hoverables, and many other features. MiniMessage also provides an editor for you to build your messages! Check out the default colors below:

Lore

A list of strings to use as the lore of the item.

Color Codes

We use MiniMessage to parse messages, a text format that allows colors, links, hoverables, and many other features. MiniMessage also provides an editor for you to build your messages! Check out the default colors below:

Durability

Set the damage of the item for damageable items (Like fishing rods, and armor).

Unbreakable

Use true for the item to be unbreakable. Unbreakable items do not show their durability bar, and can never be broken by durability.

Custom_Model_Data

The custom model data of the item. Your server must be in MC 1.14.4 or higher.

Hide_Flags

Hides all item flags (Enchantments, Attributes, Unbreakable, Destroys, Placed on, Potion effects, Dye color).

Max_Stack_Size

Overrides the stack size for this item. Typically either 1, 16, or 64. This can be used to make your items unstackable.

Only works in 1.21+

Enchantment_Glint_Override

If true, your item will have the enchantment shine. If false, your item will not have the enchantment shine, regardless of enchantments.

Only works in 1.21+

Is_Fire_Resistant

If true, your item will be immune to fire/lava, just like netherite armor is immune to fire/lava.

Only works in 1.21+

Enchantments

Adds a list of enchantments with specified levels. Use the Enchantment list.

The following example gives sharpness 5 and smite 5:

  Item:
    # Other args...
    Enchantments:
      - sharpness 5
      - smite 5

Skull_Owning_Player

The name of the player to use if Type: PLAYER_HEAD. Want to use custom player heads? Use the format "UUID URL".

Custom player head tutorial

Potion_Color

The color of the potion bottle if Type: POTION. Uses Color.

For example, Potion_Color: "255-0-0" is red.

Attributes

List of attributes to apply to the item. Follows the format attribute value slot. The "slot" argument is optional; leaving it blank will let all slots work for the attribute.

Attribute
Description

GENERIC_MOVEMENT_SPEED

A value of 0.10 increases speed by 10%.

GENERIC_MAX_HEALTH

A value of 20 adds 20 health to the entity (a second row of hearts).

GENERIC_ATTACK_DAMAGE

A value of 7.0 will be as strong as a diamond sword.

GENERIC_ATTACK_SPEED

A value of 4.0 will allow 4 full strength attacks every second.

GENERIC_KNOCKBACK_RESISTANCE

A value of 0.25 is 25% less knockback taken.

GENERIC_ARMOR

A value of 2 provides 1 full armor point.

GENERIC_ARMOR_TOUGHNESS

Higher values prevent stronger attacks from dealing high damage. More info.

Attributes can be added to the following slots:

  1. MAIN_HAND

  2. OFF_HAND

  3. HEAD

  4. CHEST

  5. LEGS

  6. FEET

Example:

  Attributes:
  - GENERIC_MAX_HEALTH 5 feet               # gain 2.5 hearts
  - GENERIC_KNOCKBACK_RESISTANCE 0.25 feet  # take 25% less knockback
  - GENERIC_MOVEMENT_SPEED -0.07 feet       # go very slow

Leather_Color

The color of your leather armor (Make sure your Type is a leather armor). Uses Color.

Light_Level

      - "Particle{particle=block_marker, materialData={type=LIGHT, lightLevel=0}, count=20, noise=3 2 3, repeatInterval=1, repeatAmount=580}"

Firework

Sets the firework data of the firework. Make sure to use Type: firework_rocket or Type: firework with this depending on your server version.

  • Power: <Integer>

    • Defines the power of firework

  • Effects: <String List>

    • Format: <shape> <color> <trail> <flicker> <fadeColor>

    • shape:

      • Required value which defines firework type

      • Available values: BALL, BALL_LARGE, STAR, BURST, CREEPER

    • color:

      • Required value which defines firework color

      • For example, #ff0000 is red.

      • Uses Color

    • trail:

      • true or false

      • Optional value which defines whether firework has trail

    • flicker:

      • true or false

      • Optional value which defines whether firework has flicker (twinkle).

    • fadeColor:

      • Optional value which defines firework fade color

      • For example, #ffff00 is yellow.

      • Uses Color

Deny_Use_In_Crafting

Use true to prevent this item from being used in crafting.

This option also disables shift-clicking items. To let players shift-click items, use Deny_Use_In_Crafting: false or delete the option from your config (Defaults to false).

Recipe

When modifying your recipe config, you must restart your server. Recipes are only refreshed on restarts.

  • Shape -> The shape of the crafting recipe. Use single letters.

  • Ingredients -> The items required to craft.

  • Output_Amount -> How many items to output (Like 4 arrows). Defaults to 1.

Item crafting recipe tutorial

For example, the following recipe creates a recipe like an emerald sword:

  Recipe:
    Shape:
      - "e"
      - "e"
      - "s"
    Ingredients:
      'e': EMERALD
      's': STICK

Tags

These are custom NBT tags given to your item that have NO EFFECT on the behavior of the item. This is useful for commands, like: /minecraft:clear @p feather{"PublicBukkitValues":{"custom:<your_tag_here>":<your number here>}}.

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