Some of our plugins require manual adding item stacks with certain meta data. This tutorial will help you add the desired meta to items.
- Full list of materials
- Full list of enchantments
- Full list of firework effects
- Dye colors list
- Potion Calculator by Graham Edgecombe (1.7-1.8 only)
- List of all 1.9-1.14 potion types (1.9-1.14 only)
The most important and the only required part is the material name. It has to be a valid material name or numeric ID. Full list of materials
item: material: BREAD
Now you can add the amount of the item.
You can also add the damage value. Damage value is the part after the colon in data values, for instance 35:1 is Orange Wool where 1 is the damage value. It can be used to define more specific type of item (wood type, wool color, potion type etc).
item: material: BREAD amount: 32 damage: 0
Name & lore
Sometimes when you want to customize an item, you may want to change name and lore of the item. Both names and lores support color codes.
You can change the name by simply adding name to the item section:
name: "&aPowerful Blade"
It's easy to edit the lore too, each line of lore has to be a new line in the config starting with the hyphen.
lore: - "&31st line" - "&22nd line"
item: material: DIAMOND_SWORD amount: 1 damage: 0 name: "&aPowerful Blade" lore: - "&31st line" - "&22nd line"
You can also add enchantments to items. Each enchantment has to be put in separate line in format NAME:LEVEL. Full list of enchantments
For example, let's add Sharpness IV and Looting I to the sword from the previous example:
enchantments: - SHARPNESS:4 - LOOTING:1
item: material: DIAMOND_SWORD amount: 1 damage: 0 name: "&aPowerful Blade" lore: - "&31st line" - "&22nd line" enchantments: - SHARPNESS:4 - LOOTING:1
You can add potion effects to tipped arrows same way as to potions (explained below in the 1.9-1.13 potion section).
item: material: TIPPED_ARROW quantity: 16 potion: type: SPEED
Adding potions is a bit different than in other plugins. You don't have to specify all parameters like type, effect and tier, you need only the damage value.
I recommend using the Potion Calculator by Graham Edgecombe. All you have to do is select desired parameters and write down the metadata value. Then you have to create a new item with material POTION and damage value same as the metadata value. Damage value of Splash Potion of Regeneration II is 16417, so that's what we will put in the damage value.
item: material: POTION amount: 1 damage: 16417
Since 1.9 damage values don't work any more. You have to set the potion parameters using particular settings.
First off, you have to choose the type of the potion by using appropriate material, POTION, LINGERING_POTION or SPLASH_POTION. Then you can adjust the potion parameters using following settings (only type is required).
item: material: SPLASH_POTION quantity: 16 potion: type: SPEED level: 1 extended: true
In 1.7-1.8 setting spawn egg type as simple as setting a correct damage value (eg. 50 is Creeper, 51 is Skeleton etc).
item: material: MONSTER_EGG quantity: 1 damage: 1
Since 1.9 damage values don't work any more. You have to set the mob name using a separate parameter.
"mob" has to be a valid entity name. List of all entity types
Note: Entity type names changed in 1.11!
You can also set more specific type using the "mobType" setting (eg. to set the horse type).
Example (Creeper Spawn Egg):
item: material: MONSTER_EGG quantity: 1 mob: Creeper
Example (Zombie Horse Spawn Egg):
item: material: MONSTER_EGG quantity: 1 mob: EntityHorse mobType: 4
Since 1.13, there were created separate material names for each spawn egg what made creating them much more simple. You need only the material name which can be found here.
Example (Creeper Spawn Egg):
item: material: CREEPER_SPAWN_EGG quantity: 1
To add a player head you have to choose the SKULL_ITEM material, set the damage value to 3 and set the skull owner.
item: material: SKULL_ITEM quantity: 1 damage: 3 skullOwner: jeb_
To add a custom base64 head you need to use the SKULL_ITEM material as well. The base64 skin can be passed in a skin entry.
item: material: SKULL_ITEM quantity: 1 skin: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYjI4NDM1ZDc5MWEwMThmY2E3OTI2ODU0Zjc3ZWNkN2RmMmQxZGYwYjFjMWM3ZjlhNjM4YjhhOTMxZGI5NWEifX19
You can change the banner's color by setting the color name and add as many patterns as you wish.
item: material: BANNER quantity: 1 color: BLACK patterns: 1: type: STRIPE_BOTTOM color: WHITE 2: type: STRIPE_MIDDLE color: WHITE 3: type: STRIPE_TOP color: WHITE
Leather armor color
To add a dyed leather armor you have to define the color in R,G,B format.
item: material: LEATHER_HELMET quantity: 1 color: 127,255,0
You can find the dye colors here: Dye colors list
To add a new potion you have to choose the FIREWORK material and define firework power and effects. You can set the power by adding fireworkPower entry with number from 1 to 4 which will be the result power.
item: material: FIREWORK amount: 32 damage: 0 fireworkPower: 4
Now you have to add effects. Here's the list of available effect types and colors:
Let's add two different effects, one burst type and second one star. You can add multiple colors (at least 1 required) and fade colors (optional) to each of effects. Full list of firework effects
item: material: FIREWORK amount: 32 damage: 0 fireworkPower: 4 fireworkEffects: 1: type: BURST colors: - MAGENTA - LIME - BROWN fadeColors: - BLUE 2: type: STAR colors: - RED
You can also add two additional effects - flicker and trail by adding one or both of following lines:
flicker: true trail: true
item: material: FIREWORK amount: 32 damage: 0 fireworkPower: 4 fireworkEffects: 1: type: BURST colors: - MAGENTA - LIME - BROWN fadeColors: - BLUE flicker: true 2: type: STAR colors: - RED flicker: true trail: true