items:"ItemName":material: TEXTslot: #
Each item will have a name, in this example our item is called
ItemName. This name should be unique, so there won't be two or more items with the same name.
Supported material values:
Material name (
Player head (
Placeholder head (
Argument placeholder head (
basehead-<base64 (Value field in the head's give command)>).
Placeholder material (
Sets the material of the item in the menu.
Supported data values:
Placeholder that returns a number (
Sets the durability of the item (depends on the Material option).
Sets the item's amount in the menu.
Sets the item's amount in the menu using a placeholder.
nbt_string: <Key>:<StringValue>nbt_int: <Key>:<IntegerValue>
Allows you to use your custom models from your resource pack, to display custom items provided from your resource pack.
banner_meta:- <dyecolor>;<patterntype>- <dyecolor>;<patterntype>
Allows you to create your custom banner (Used if the material is a banner).
potion_effects:- <PotionEffectType>;<duration>;<amplifier>- <PotionEffectType>;<duration>;<amplifier>
Allows you to set effects (Used if the material is a potion or splash_potion). For potion_effects to work on potions you also need to give it a rgb value.
Sets the RGB (Red, Green, Blue) color for leather armor, potions and splash_potions (For rgb to work on potions you also need to give it a potion_effect).
Sets the item's display name. You can use placeholders and color/format codes.
lore:- "TEXT"- "TEXT"
Sets the item's lore (the text shown under the item's name). You can use placeholders and color/format codes and the new line character (
\n) in this option.
Multiple slots:slots:- #- #- ## ORslots:- #-#- #-#
Sets in which slot the item should be inside the menu.
Sets the item priority. It's used if you want different items in the same slot (by using the view requirement option). The item that has the highest priority will be checked first if the player has the required view requirement. It will display the item if they have the requirements and if not, it will check the next item and so on.
Sets the requirements the player should have to see the item. (Check priority option for setting up multiple items in the same slot). Check the Requirements page for more info about this option's value and how to use it.
update: BOOLEAN # true or false
enchantments:- enchantmentid;level- enchantmentid;level
Enchants the item with the specified enchantments. (Check the hide enchantments option to hide the enchantments)
hide_enchantments: BOOLEAN # true or false
If set to true, it will hide the enchantments you set for the item using the enchantments option from the item's tooltip (lore). Used to add the enchanting glow effect to the item without showing the enchantments text.
hide_attributes: BOOLEAN # true or false
If set to true, it will hide the vanilla attributes of an item/armor (e.g. 7 Attack Damage).
hide_effects: BOOLEAN # true or false
If set to true, it will hide the potion's effect text beneath the item name.
unbreakable: BOOLEAN # true or false
If set to true, it will show the item to be at full durability.
# left_click_commands: or# right_click_commands: or# middle_click_commands: or# shift_left_click_commands: orshift_right_click_commands:- "[ACTIONTYPE] ACTION"- "[ACTIONTYPE] ACTION"
Sets the actions/commands that should be executed once the player clicks the item. they get executed in order from top to bottom. Check this for all action types and action tags.
# left_click_requirement: or# right_click_requirement: or# middle_click_requirement: or# shift_left_click_requirement: orshift_right_click_requirement:requirements: 'EXPRESSION'deny_commands:- "[ACTIONTYPE] ACTION"- "[ACTIONTYPE] ACTION"
Sets the requirements the player should have to click the item (Check the Requirements page for more info about the
Deny commands (optional) are the actions that are going to be executed if the player doesn't have the required requirements. But if (s)he does, it will execute the actions specified in the click commands option.
Check this for all action types and action tags.