Defining item stack with a one-liner. Keep in mind that it should not contain any spaces, and in case you need to define space for something like item name or item lore, use an underscore like _
and in case you need an actual underscore, then use double, like __
Examples of more complicated items
diamondsword;{#Gray}My_Uber_Sword;&2Goblin_Slayer!\n{#pink}With_Love!;sharpness:3,durability:3;hideenchants
bow;AttackDamage:1.5:multiply_base:Mainhand,Luck:1:multiply_base:Head;unbreakable;hideunbreakable
leatherchestplate;#pink;Redstone:Coast
Material
Item definition needs to start with a material name. For example snowball
or SNOWBALL
or even SNOW_BALL
will be accepted.
Sub values
Sub-values are separated with ;
followed with an indicator to define what type it is, and its value is enclosed with {}
. If you need ;
inside a name or lore, then use ;;
No spaces allowed; use _
for space and __
for underscore.
Amount
Amount is defined after material by separating material name with -, for example, ACACIA_PRESSURE_PLATE-5
which will define 5 items. If the amount is not defined then 1 will be used.
Alternatively, you can separate the amount with ;
like ACACIA_PRESSURE_PLATE;5
Item Name
The item name is defined as n{&2Custom_Item_Name}
or clean &2Custom_Item_Name
if this is the first entry as a text that can’t be recognized as any other variable, ignored if it contains \n
, which will be used for lore entry instead
Example: BREAD-12;&2Tasty!
or BREAD-12;n{&2Tasty_food!}
Item Lore
Item lore is defined as l{&2First_Line\n&3Second_line}
or clean &2First_Line\n&3Second_line
separate lore lines can be defined by including \n
, no empty spaces in it. If it is a single line, then it will need to be enclosed with l{}
or have an item name already defined before it.
For example: BREAD-12;l{&2Eat_Me!}
or BREAD-12;&2Eat_Me!\n{#blue}Tasty!
Enchants
Item enchants are defined as sharpness:2,durability:5
separate enchants if you want to include more than one.
Example: Bow;durability:5,power:1
Custom Model Data
Item custom model data is defined as cm{123456}
this needs to contain an integer-type number
Example: carrot;cm{1234}
Attributes
Item attributes are defined as AttackDamage:1.5:add:Mainhand,Luck:1:multiply_base:Head
the first value will define the attribute type, followed by the amount it needs to change. This can be any fractional value that will be used in a defined operation. The operation can be defined by numbers 0, 1, 2 or by operation names add, multiply_base, multiply
Types
- Armor
- ArmorToughness
- AttackDamage
- AttackKnockback
- AttackSpeed
- FlyingSpeed
- FollowRange
- KnockbackResistance
- Luck
- MaxHealth
- MovementSpeed
- JumpHeight
- SpawnReinforcements
Operations
- 0 or add
- 1 or multiply_base
- 2 or multiply
Slots
- Mainhand
- Offhand
- Head
- Chest
- Legs
- Feet
Example: bow;AttackDamage:1.5:multiply_base:Mainhand,Luck:1:multiply_base:Head
Item Flags
Item flags are defined as hide_attributes,hide_enchants
separate each flag with,
Flags
- hide_armor_trim
- hide_attributes
- hide_destroys
- hide_dye
- hide_enchants
- hide_placed_on
- hide_potion_effects
- hide_unbreakable
Example: diamondsword;hideunbreakable,hideattributes,hide_enchants
Spawner type
It is only applicable for spawners. Spawner type can be defined in a basic way as creeper
or any other entity type existing in your server version.
Side note: setting the spawner name will change the spawner’s custom name, and if you are defining items’ custom name without using n{[name]} format, then you should set the name before setting the spawner name; the name will be shifted into the lore section.
Example: spawner;&2My_Creepy_Spawner!;creeper
or spawner;creeper;n{&2My_Creepy_Spawner!}
Leather armor colors
It is only applicable for leather armor item stacks. Defined like leatherboots;662266
or leatherboots;red
or leatherboots;125,23,123
Example: leatherboots;lightpurple
or leatherboots;random
Painting
It is only applicable to paintings. Defined by simply providing the paintings’ name
Types
- Alban
- Aztec
- Aztec2
- Bomb
- Burning_skull
- Bust
- Courbet
- Creebet
- Donkey_kong
- Earth
- Fighters
- Fire
- Graham
- Kebab
- Match
- Pigscene
- Plant
- Pointer
- Pool
- Sea
- Skeleton
- Skull_and_roses
- Stage
- Sunset
- Void
- Wanderer
- Wasteland
- Water
- Wind
- Wither
Example: painting;pool
Goat Horns
It is only applicable to goat horns. Defined by simply providing goat horns’ name
Types
- Ponder
- Sing
- Seek
- Feel
- Admire
- Call
- Yearn
- Dream
Example: goathorn;call
Armor trims
For 1.20+ servers
Armor trims are defined as iron:dune
any combination of type and pattern can be used, but only one trim and one pattern should be used
Trim types
- Iron
- Copper
- Gold
- Lapis
- Emerald
- Diamond
- Netherite
- Redstone
- Amethyst
- Quartz
Trim pattern
- Coast
- Dune
- Eye
- Host
- Raiser
- Rib
- Sentry
- Shaper
- Silence
- Snout
- Spire
- Tide
- Vex
- Ward
- Wayfinder
- Wild
Example: chainmailchestplate;iron:dune
Potions
When you have potion itemstack you can define its type, if it is upgraded, and if it is expanded with something like speed:true:true
Example: potion;speed:true:true
Specials
Special variables to define specific things about an item. Define as unbreakable
Unbreakable – makes item unbreakable
Example: diamondsword;unbreakable
Sherds
Only for decorated pots decoratedpot;Skull,Archer,Angler,Explorer
you can have less than 4 sherds. Anything above 4 will be ignored
- Angler
- Archer
- Arms_up
- Blade
- Brewer
- Burn
- Danger
- Explorer
- Friend
- Heartbreak
- Heart
- Howl
- Miner
- Mourner
- Plenty
- Prize
- Sheaf
- Shelter
- Skull
- Snort
Example: decoratedpot;Skull,Archer,Angler,Explorer