Defining items
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.
The information on this page describes how to define items across every configuration file.
Table of contents
Layout
item:
name: "&6&lSuper Cool Stick"
item: STICK
lore:
- "&7Really cool lore."
# field4: value4
# etc.
Options
Field | Optional | Minecraft Version | More Information |
---|---|---|---|
item | ❌ | - | Jump |
name | ✅ * | - | Jump |
lore | ✅ | - | Jump |
enchantments | ✅ | - | Jump |
itemflags | ✅ | 1.8+ | Jump |
unbreakable | ✅ | 1.13+ | Jump |
attributemodifiers | ✅ | 1.13+ | Jump |
custommodeldata | ✅ | 1.14+ | Jump |
owner-[...] | ✅ | 1.8+ | Jump |
*: 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 (1.13+) or the 1.12 javadocs (1.8-1.12) for item names. For 1.8-1.12, data codes can be added on at the end with a colon :<code>
.
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.
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.
item:
lore:
- "Line 1"
- "Line 2"
# ...
Enchantments
The format of enchantments depends on your Minecraft version.
Pre-1.13: Use spigot names -> format “{enchantment}:{level}”
1.13+: Use Vanilla names -> namespace for vanilla enchantments is “minecraft” -> format “{namespace}:{enchantment}:{level}”
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.
item:
itemflags:
- "HIDE_ATTRIBUTES"
# ...
Unbreakable
- 1.13+’
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, along with full list of operations.
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+
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: https://mineskin.org/. It will look like the following (may be referred to as ‘texture data’):
ewogICJ0aW1lc3RhbXAiIDogMTYyNTgzNjU0OTAxNCwKICAicHJvZmlsZUlkIiA6ICJlMmNlNzA0ZWVjNGE0YjE4YTNlYjA4MTRiMzdmYTFkNCIsCiAgInByb2ZpbGVOYW1lIiA6ICJmYXRwaWdzYXJlZmF0IiwKICAic2lnbmF0dXJlUmVxdWlyZWQiIDogdHJ1ZSwKICAidGV4dHVyZXMiIDogewogICAgIlNLSU4iIDogewogICAgICAidXJsIiA6ICJodHRwOi8vdGV4dHVyZXMubWluZWNyYWZ0Lm5ldC90ZXh0dXJlLzJiMTIzMWEyZjNkYTQ2OTQxZDY1OWI4NDNjZWZhNDljOGE1NTA0ZjE4MzNlOTA3YzY3YmJiMTQ2NTE0OTlhNyIKICAgIH0KICB9Cn0=
You can specify each type by the following:
item:
owner-base64: "base64 encoded string"
# ...
item:
owner-username: "username"
# ...
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)itemsadder
(items from ItemsAdder)oraxen
(items from Oraxen)pyrofishingpro
(items from PyroFishingPro)
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 <id>
, where <id>
is the desired name of the item. Your item will be saved to file items/<id>.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.
items/testitem.yml
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
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
type: "slimefun"
item:
id: "slimefun_item_id" #slimefun id
ExecutableItems
ExecutableItems quest items are ItemStacks which belong to the ExecutableItems plugin.
items/testitem.yml
type: "executableitems"
item:
id: "executableitems_id" #executableitems id
ItemsAdder
ItemsAdder quest items are ItemStacks which belong to the ItemsAdder plugin.
items/testitem.yml
type: "itemsadder"
item:
id: "itemsadder" #itemsdadder id
Oraxen
Oraxen quest items are ItemStacks which belong to the Oraxen plugin.
items/testitem.yml
type: "oraxen"
item:
id: "oraxen_id" #oraxen id
PyroFishingPro
PyroFishingPro quest items are ItemStacks which belong to the PyroFishingPro plugin. Can be used with many task types except fishing
. To ensure the orderly functioning, pyrofishingpro_fishing
type should be used instead of utilising defined item in regular fishing
tasks.
items/testitem.yml
type: "pyrofishingpro"
item:
fish-number: 123 #pyrofishingpro fish number (optional)
tier: "Mythical" #pyrofishing fish tier (optional)
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
.
# Within a task
type: "inventory"
item:
quest-item: "testitem"