--- title: Defining items parent: Configuration nav_order: 5 --- # Defining items {: .no_toc } An **ItemStack** is a **representation of an item** in an inventory. Every configured ItemStack in Quests is parsed the exact same way. This page gives guidance on how to define items with specific attributes. {: .note } The information on this page describes how to define items across every configuration file. ## Table of contents {: .no_toc .text-delta } 1. TOC {:toc} ## Layout ``` yaml item: name: "&6&lSuper Cool Stick" item: STICK lore: - "&7Really cool lore." # field4: value4 # etc. ``` ## Options | Field | Optional | Minecraft Version | More Information | |----------------------|-----------------|-------------------|------------------------------| | `item` | ❌ | \- | [Jump](#item) | | `name` | ✅ \* | \- | [Jump](#name) | | `lore` | ✅ | \- | [Jump](#lore) | | `enchantments` | ✅ | \- | [Jump](#enchantments) | | `itemflags` | ✅ | 1.8+ | [Jump](#item-flags) | | `unbreakable` | ✅ | 1.13+ | [Jump](#unbreakable) | | `attributemodifiers` | ✅ | 1.13+ | [Jump](#attribute-modifiers) | | `custommodeldata` | ✅ | 1.14+ | [Jump](#custom-model-data) | | `owner-[...]` | ✅ | 1.8+ | [Jump](#owner) | \*: The name must be defined for the display item of Quests. ### Item *`item` or `type` or `material`* The item is the material the itemstack is made out of. Please see the [latest javadocs](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html) (1.13+) or the [1.12 javadocs](https://helpch.at/docs/1.12.2/org/bukkit/Material.html) (1.8-1.12) for item names. For 1.8-1.12, data codes can be added on at the end with a colon `:`. ``` yaml item: item: "WHEAT" # ... ``` ### Name *`name`* The name is displayed at the top of the item when hovered over, or just above the hotbar when selected. ``` yaml item: name: "&2&lSuper Cool Name" # ... ``` ### Lore *`lore`* The lore is the description of the item seen when hovering over it. You can remove this omit entirely if a lore is not desired. ``` yaml item: lore: - "Line 1" - "Line 2" # ... ``` ### Enchantments The format of enchantments depends on your Minecraft version. **Pre-1.13**: Use [spigot names](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html) -\> format "{enchantment}:{level}" **1.13+**: Use Vanilla names -\> namespace for vanilla enchantments is "minecraft" -\> format "{namespace}:{enchantment}:{level}" ``` yaml item: enchantments: - "minecraft:infinity:1" # ... ``` ### Item flags Item flags can be added to hide enchantment names, etc. A full list of itemflags is available on the [Spigot javadocs](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/inventory/ItemFlag.html). ``` yaml item: itemflags: - "HIDE_ATTRIBUTES" # ... ``` ### Unbreakable - *1.13+*' ``` yaml item: unbreakable: true # ... ``` ### Attribute modifiers **1.13+** Adds specific attribute modifiers to the items. The UUID should always be specified otherwise the server will randomly generate one on each restart. Full list of attributes is available on the [Spigot javadocs](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/attribute/Attribute.html), along with full list of [operations](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/attribute/AttributeModifier.Operation.html). ``` yaml item: attributemodifiers: - attribute: GENERIC_MOVEMENT_SPEED modifier: uuid: "49dc07dc-bfdb-4dc7-85d3-66ef52b51858" name: "generic.movementSpeed" operation: ADD_NUMBER amount: 0.03 equipmentslot: HAND - attribute: GENERIC_MOVEMENT_SPEED modifier: uuid: "e22513cf-b15f-4443-9e2f-103c0ff9731b" name: "generic.movementSpeed" operation: ADD_NUMBER amount: 0.01 equipmentslot: OFF_HAND # ... ``` ### Custom model data **1.14+** ``` yaml item: custommodeldata: 12345 # ... ``` ### Owner This only applies if you have a skull item stack (`PLAYER_HEAD` 1.13+, `SKULL_ITEM` 1.8-1.12). There are three ways to define the player for the skull: by **username**; **uuid**; or, **base64 encoded string**. The **preferred method** is to **explicitly specify a base64 encoded string**. Using any of the other two methods require that the player has joined the server before, and may possibly make a request to Mojang (locking the server thread) depending on which server software you use. You can get the base64 encoded representation of a player skin here: . It will look like the following (may be referred to as 'texture data'): ewogICJ0aW1lc3RhbXAiIDogMTYyNTgzNjU0OTAxNCwKICAicHJvZmlsZUlkIiA6ICJlMmNlNzA0ZWVjNGE0YjE4YTNlYjA4MTRiMzdmYTFkNCIsCiAgInByb2ZpbGVOYW1lIiA6ICJmYXRwaWdzYXJlZmF0IiwKICAic2lnbmF0dXJlUmVxdWlyZWQiIDogdHJ1ZSwKICAidGV4dHVyZXMiIDogewogICAgIlNLSU4iIDogewogICAgICAidXJsIiA6ICJodHRwOi8vdGV4dHVyZXMubWluZWNyYWZ0Lm5ldC90ZXh0dXJlLzJiMTIzMWEyZjNkYTQ2OTQxZDY1OWI4NDNjZWZhNDljOGE1NTA0ZjE4MzNlOTA3YzY3YmJiMTQ2NTE0OTlhNyIKICAgIH0KICB9Cn0= You can specify each type by the following: ``` yaml item: owner-base64: "base64 encoded string" # ... ``` ``` yaml item: owner-username: "username" # ... ``` ``` yaml item: owner-uuid: "uuid" # ... ``` ## Quest items **Quest items** can help simplify your configuration by putting individual itemstacks inside a named file (under directory items/), to allow for easy referencing from a task configuration and reducing configuration duplication across your quests. The types of quest items are as follows: - `raw` (items imported using /q a items import) - `defined` (items manually written following the format above) - `mmoitems` (items from MMOItems) - `slimefun` (items from Slimefun) - `executableitems` (items from ExecutableItems) ### Importing items **Importing** an item means creating a new quest item **from the item you are holding** in game. To do this, simply hold the desired item and run `/q a items import `, where `` is the desired name of the item. Your item will be saved to file items/\.yml, **with the type 'raw**'. ### Defining items You can manually define an item by creating a new `yml` file within the items/ directory. You must specify a `type` and the item itself under `item`. #### Defined **Defined quest items** are regular ItemStacks and follow the format defined under [§ options](#options). items/testitem.yml ``` yaml type: "defined" item: name: "Cool item" type: DIAMOND_SWORD lore: - "Really cool lore" ``` #### MMOItems **MMOItems quest items** are ItemStacks which belong to the MMOItems plugin. items/testitem.yml ``` yaml type: "mmoitems" item: type: "BOW" #mmoitems type id: "HELL_BOW" #mmoitems id ``` #### Slimefun **Slimefun quest items** are ItemStacks which belong to the Slimefun plugin. items/testitem.yml ``` yaml type: "slimefun" item: id: "slimefun_item_id" #slimefun id ``` #### ExecutableItems **ExecutableItems quest items** are ItemStacks which belong to the ExecutableItems plugin. items/testitem.yml ``` yaml type: "executableitems" item: id: "executableitems_id" #executableitems id ``` #### ItemsAdder **ItemsAdder quest items** are ItemStacks which belong to the ItemsAdder plugin. items/testitem.yml ``` yaml type: "itemsadder" item: id: "itemsadder" #itemsdadder id ``` ### Referencing a quest item In most cases where an ItemStack is accepted in Quests, you can simply provide the ID of the quest item under the key `quest-item`. ``` yaml # Within a task type: "inventory" item: quest-item: "testitem" ```