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Item Serializer

Constructs an item from config

Item:
  Type: <Material>
  Name: <name>
  Lore:
  - <Lore line>
  - <etc.>
  Unbreakable: <true/false>
  Custom_Model_Data: <custom model data number>
  Hide_Flags: <true/false>
  Max_Stack_Size: <amount>
  Enchantment_Glint_Override: <true/false>
  Damage_Resistant: <DamageType>
  Enchantments:
  - <Enchantment> <Level>
  Durability:
    Damage: <integer>
    Max_Damage: <integer>
  Tool:
    Default_Mining_Speed: <amount>
    Damage_Per_Block: <integer>
    Rules:
    - <block> <amount>
    - <block> <amount> <drop item true/false>
    - <etc.>
  Food:
    Nutrition: <food bars>
    Saturation: <integer>
    Can_Always_Eat: <true/false>
  Equippable:
    Slot: <FEET/LEGS/CHEST/HEAD/BODY>
    Equip_Sound: <Sound>
    Model: "minecraft:model_location"
    Camera_Overlay: "minecraft:overlay_location"
    Dispensable: <true/false>
    Swappable: <true/false>
    Damage_On_Hurt: <true/false>
    Entities:
    - <EntityType>
  Attributes:
  - <Attribute> <Amount>
  - <Attribute> <Amount> <Slot>
  - <Attribute> <Amount> <Slot> <Operation>
  - <etc.>
  Skull_Owning_Player: <UUID> <URL>
  Potion_Color: <Color>
  Leather_Color: <Color>
  Trim_Pattern: <Pattern>
  Trim_Material: <Material>
  Firework:
    Power: <firework power>
    Effects:
      - <Firework.Type> <ColorSerializer>
      - <Firework.Type> <ColorSerializer> <Trail> <Flicker>
      - <Firework.Type> <ColorSerializer> <Trail> <Flicker> <fade ColorSerializer>
      - <etc.>
  Light_Level: <1-16>
  Deny_Use_In_Crafting: <true/false>
  Recipe:
    Shape:
      - "012"
      - "345"
      - "678"
    Ingredients:
      '0': <ItemSerializer>
      '1': <ItemSerializer>
      <etc.>
    Output_Amount: <Integer>
  Tags:
    - <String> <Integer>

Shorthand

Item: DIRT # Shorthand for dirt

Type

Name

The display name of the item.

Color Codes

Lore

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

Color Codes

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

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.

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.

Is_Fire_Resistant

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

Damage_Resistant

Let's your item be immune to 1 type of damage. Try:

  • is_explosion : Prevent explosions from damaging items

  • is_fire: Prevent fire from damaging items

Enchantments

The following example gives sharpness 5 and smite 5:

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

Durability

Used to let your items have a durability bar.

  • Damage: How much damage is already applied to the item, by default

  • Max_Damage : The total amount of damage the item can take before breaking

The Durability feature cannot be used with the Unbreaking or Max_Stack_Size features due to Minecraft limitations.

Tool

Turns your item into a "tool" which can be used to customize the mining speed on certain blocks.

  • Default_Mining_Speed: The "base rate" of your tool

    • Typically you use 1.0 here

  • Damage_Per_Block: How much damage your tool takes, if Durability is also used.

  • Rules

    • Follows the format: <block> <mining speed> <drops item true/false>

    • For example, #wool 2.0 true lets the tool mine all wools at 2x speed

Food

Turns your item into food, which can be eaten by the player for saturation.

  • Nutrition: The amount of food bars to restore

  • Saturation: The amount of healing to do

  • Can_Always_Eat: true if the food can always be eaten, like a golden apple

Equippable

Turns your item into an equippable item, like armor. Equippable armor can be worn by entities.

  • Slot: The slot to equip to, either FEET/LEGS/CHEST/HEAD

    • You can also use BODY for horses/wolves

  • Equip_Sound: The minecraft sound to play when the item is equipped

  • Model: The resource location of the model of the armor

  • Camera_Overlay: The resource location of the overlay, like the pumpkin overlay when worn on the head.

  • Dispensable: true if the item can be equipped by a dispenser

  • Swappable: true if the item can be swapped using "right click"

  • Damage_On_Hurt: true if the item should be damaged when the user takes damage.

  • Entities: The entities that can equip the armor

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".

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 operation. The "slot" argument is optional; leaving it blank will let all slots work for the attribute. The "operation" argument is optional; leaving it blank defaults to ADD_VALUE.

Example:

  Attributes:
  - MAX_HEALTH 5 feet               # gain 2.5 hearts
  - KNOCKBACK_RESISTANCE 0.25 feet  # take 25% less knockback
  - 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

    • flicker:

      • true or false

    • 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.

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>}}.

PreviousColorNextVector

Last updated 4 months ago

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

The used for the item. For example, feather.

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

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

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

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

See a list of all attributes . See a list of all slots . See a list of all operations .

The light level used if you are using LIGHT as your material. This is usually used in to spawn custom BLOCK_MARKER particles. This can be used for smoke grenades. Notice how in the example below for the mechanic, instead of just using materialData=LIGHT, we used materialData={type=LIGHT, lightLevel=0}.

Optional value which defines whether firework has

Optional value which defines whether firework has (twinkle).

MiniMessage
editor
MiniMessage
editor
custom model data
here
here
here
trail
flicker
Particle
Particle
Custom player head tutorial
Item crafting recipe tutorial
Material
Material
Enchantment