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Item Meta
This is a continuation of the items section, please read that first if you haven't.
Below you can find links to each type of item meta on this page:
- Normal Meta
- NBT Data
- Axolotl Bucket Meta
- Banner Meta
- Written Book Meta
- Enchantment Storage Meta
- Firework Effect Meta
- Firework Meta
- Knowledge Book Meta
- Leather Armor Meta
- Armor Trim Meta
- Potion Meta
- Player Head Meta
- Suspicious Stew Meta
- Tropical Fish Bucket Meta
- Bundle Meta
- Exploration Map Meta
- Music Instrument Meta
- Food Component
- Tool Component
- Jukebox Playable Component
These values will apply to every item that can be dropped. All values are optional.
Value Name | Type | Description |
---|---|---|
amount |
Whole number | The amount of items that will drop. See Number Providers for more info. |
max-amount |
Whole number | If amount is higher than this value, it will be set to this value. |
display-name |
Text | The name of the item, supports color codes. |
lore |
List of text | The lore of the item, supports color codes and multiple values. |
custom-model-data |
Whole number | The custom model data of an item. Used for resource packs. If you don't know what this is, you probably don't need it. |
unbreakable |
true or false
|
Whether or not the item can take damage. Mainly only applies to items that can take damage. |
repair-cost |
Positive whole number | The cost in levels of the next repair in an anvil. Mainly only applies to items that can be repaired. |
durability |
A whole number or percentage | The durability of the item. Mainly only applies to items that have durability. Should not be included if min-durability and max-durability are used. |
min-durability and max-durability
|
A whole number or percentage | Same as durability , must include both values. Should not be included if durability is used. |
hide-flags |
List of ItemFlag or true
|
Allows hiding certain text in the item description. If set to true , all applicable item flags will be hidden. |
copy-block-state |
true or false
|
Only applies to loot tables of type BLOCK . Allows copying the tile entity state of the block that was broken into the item. |
copy-block-data |
true or false
|
Only applies to loot tables of type BLOCK . Allows copying the block data of the block that was broken into the item. |
copy-block-name |
true or false
|
Only applies to loot tables of type BLOCK . Allows copying the name of the block container that was broken onto the item. |
smelt-if-burning |
true or false
|
Only applies to loot tables of type ENTITY . Smelts the resulting item if the looted entity is on fire. |
loot-table |
The key of a loot table installed on your server, either through vanilla or a datapack | Only applies to items that are considered Lootable, such as containers or suspicious sand. |
restore-vanilla-attributes |
true or false
|
Enabled by default, restores vanilla attributes to items on 1.21+. |
An item can have random enchantments applied. The following is an example.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:villager'
pools:
0:
conditions: []
entries:
0:
conditions: []
items:
0:
type: item
item: diamond_sword
amount: 1
enchant-randomly:
level: 30
treasure: true
The level
value is the enchantment table equivalent of the enchantments that will be put onto the item. treasure
determines if enchantments such as mending
can be applied to the item.
This differs from the above section as this only applies a single enchantment with a randomly chosen level. If you set random-enchantments: []
it will pick from every applicable enchantment for the item.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:villager'
pools:
0:
conditions: []
entries:
0:
conditions: []
items:
0:
type: item
item: diamond_sword
amount: 1
random-enchantments:
- sharpness
- smite
- bane_of_arthropods
If you don't want random enchantments, you can specify the exact enchantments you want instead.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:villager'
pools:
0:
conditions: []
entries:
0:
conditions: []
items:
0:
type: item
item: diamond_sword
amount: 1
enchantments:
sharpness: 5
looting: 3
You can find a list of all enchantments here.
If you want to increase the number of a specific item that can drop when using an enchantment such as looting, you can do that with this section.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:villager'
pools:
0:
conditions: []
entries:
0:
conditions: []
items:
0:
type: item
item: emerald
amount: 1
enchantment-bonus:
formula: uniform
enchantment: looting
bonus-per-level: 1
enchantment
is which enchantment type will increase the drop chance. You can find a list of all enchantments here. formula
determines which formula to use for calculating the item bonus. Valid formula values are uniform
, binomial
, and ore_drops
. Information on each formula type and their individual options can be found below:
Enchantment Bonus Formulas
Requires a number parameter bonus-per-level
which is the number of extra items possible per enchantment level.
Requires a number parameter bonus-per-level
which is the number of extra items possible for each passing chance, and probability
between 0 and 1 which is the chance of the adding the bonus-per-level
items per enchantment level.
Requires no extra parameters. This is the formula used for vanilla ore drops. Extra items = amount * (max(0; random(0..Level + 2) - 1) + 1)
It is possible to alter the amount of items to drop based on a list of conditions. conditions
is the list of conditions which function identically to how other condition fields work. value
determines the amount of the modifier. add
determines how the value
should be applied to the original amount; if true
the value
will be added to the amount, and if false
the amount will be set to the value
. Below is the vanilla loot table for cocoa beans as an example:
type: BLOCK
overwrite-existing: items
conditions:
- 'block-type:cocoa'
pools:
0:
conditions: []
rolls: 1
bonus-rolls: 0
entries:
0:
conditions: []
items:
0:
type: item
item: cocoa_beans
amount: 1
amount-modifiers:
0:
conditions:
- 'block-data:age=2'
value: 3
add: false
If you want to make the dropped items do some crazy stuff, you can add attribute modifiers to them. This is a fairly complex feature, so just be warned.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:villager'
pools:
0:
conditions: []
entries:
0:
conditions: []
items:
0:
type: item
item: diamond_sword
amount: 1
attributes:
0:
name: 'generic.max_health'
amount: 20
operation: add_number
slot: hand
As you can see, you are able to add multiple attribute modifiers. To add more, just add another entry under attributes.
name
is the name of the attribute; valid names can be found here. amount
is the value of the attribute. In the case of generic.max_health
here, it is the amount of health to increase by. The value of 20
means 20 health, which is 10 additional hearts.
operation
is a bit complicated to understand. The valid values are add_number
, add_scalar
, and multiply_scalar_1
. add_number
will add to the existing value. add_scalar
will multiply all other modifiers by the amount. multiply_scalar_1
will add the base value multiplied by the amount specified.
slot
determines when the attribute modifier will be applied. Valid values can be found here. If no slot is specified, it will apply for all slots.
Custom NBT can be written to items by using the nbt
option with a valid NBT string. Note: This requires the NBT API plugin to be installed.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:villager'
pools:
0:
entries:
0:
items:
0:
type: item
item: emerald
nbt: '{MyCustomNBTValue:"A custom NBT value on an emerald!"}'
Applicable to axolotl_bucket
items. variant
allows changing what color of axolotl will spawn from the bucket. Valid values can be found here. copy-looted
can be true
or false
, if it's true
and the loot table type is ENTITY
and the killed entity was an axolotl, the axolotl type will be copied into the bucket.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:axolotl'
pools:
0:
entries:
0:
items:
0:
type: item
item: axolotl_bucket
amount: 1
variant: blue
copy-looted: false
Applicable to all banner
items. You may specify a list of patterns and provide the color
and pattern
(type) for each pattern. Valid colors can be found here and valid pattern types can be found here.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: white_banner
amount: 1
patterns:
0:
color: red
pattern: rhombus_middle
1:
color: blue
pattern: flower
Applicable to writable_book
items. You may specify the book title
, author
, pages
(page content), and generation
(how the book was created).
title
and author
are both text values that do not support color codes, pages
is a text list that supports color codes, and generation
values can be found here.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: written_book
amount: 1
title: 'Book of Mysteries'
author: 'A Lost Soul'
pages:
- '<r:0.5>The first page with super magical rainbow colored text!'
- 'The boring second page with default colored text.'
generation: tattered
Applicable to enchanted_book
items. Functions identically to applying enchantments to a normal item, except they will be added as enchantments stored in the enchanted book instead.
Applicable to firework_star
items. This is not for the actual firework items, just for the star.
flicker
can be true
or false
and determines if the firework will flicker. trail
can be true
or false
and determines if the firework particles will leave a trail behind them. shape
determines the shape of the firework; valid types can be found here. colors
is a list of colors that the particles will be, and it can contain color names or hex codes. fade-colors
functions the same as colors
, except it will be the color the particles fade to over their lifetime. A list of valid firework color names can be found here.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: firework_star
amount: 1
flicker: true
trail: true
shape: large_ball
colors:
- '#FF00FF'
- 'orange'
fade-colors:
- 'red'
- '#00FFFF'
Applicable to firework_rocket
items. Determines what power and effects a firework rocket will have. The power
value will determine how far up the firework flies; the normal craftable range is between 1 and 3, but higher values can be used. The firework-effects
section functions identically to how it does in Firework Effect Meta, but is provided as a list.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: firework_rocket
amount: 1
power: 2
firework-effects:
0:
flicker: true
trail: true
type: large_ball
colors:
- '#FF00FF'
- 'orange'
fade-colors:
- 'red'
- '#00FFFF'
Applicable to knowledge_book
items. Allows you to configure what recipes a knowledge book will unlock when used. You may provide a recipes
list using the internal recipe IDs, or you may leave the value off entirely. If no recipes
list is provided, the knowledge book will unlock all recipes.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: knowledge_book
amount: 1
recipes:
- 'beacon'
- 'bone_meal_from_bone_block'
- 'white_dye_from_lily_of_the_valley'
Applicable to leather armor items (leather_helmet
, leather_chestplate
, leather_leggings
, leather_boots
). Allows the ability to color
the armor using hex codes.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: leather_chestplate
amount: 1
color: '#C0FFEE'
Applicable to any armor item that allows applying trims. Trim materials must be a TrimMaterial. Trim patterns must be a TrimPattern.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: netherite_chestplate
amount: 1
trim:
material: amethyst
pattern: silence
Applicable to potion
, splash_potion
, and lingering_potion
items. This is by far the most complex item meta type, so be warned.
color
determines the color of the potion; this must be a hex code. potion-type
is the main effect of the potion; values can be found here. Note: Do not use any value names ending in _STRONG, they will not work. Use an upgraded
value of true
as seen below for level 2 potions.
upgraded
can be true
or false
and determines if the potion has had glowstone added to it in a brewing stand; setting it to true
makes it level 2. extended
can be true
or false
and determines if the potion has had redstone added to it in a brewing stand; setting it to true
makes it have a longer effect duration.
custom-effects
allows you to configure additional effects for the potion. effect
is the potion effect type. The effect
is not the same as the previous potion-type
and uses different values that can be found here duration
is the duration in seconds. amplifier
is the level of the effect plus 1; if the amplifier is 1, the effect level will be 2.
ambient
can be true
or false
; if true
, the particles given off by this effect will be transparent. particles
can be true
or false
; if false
, no particles be will given off by this effect. icon
can be true
or false
; if true
, an icon for the effect will appear in the corner of the player's screen. overwrite
can be true
or false
; if true
, it will overwrite any existing effects of the same type on the player when applied.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: splash_potion
amount: 1
color: '#FF0000'
potion-type: instant_damage
upgraded: true
extended: false
custom-effects:
0:
effect: regeneration
duration: 100
amplifier: 1
ambient: false
particles: true
icon: true
overwrite: true
1:
effect: luck
duration: 100
amplifier: 0
ambient: true
particles: true
icon: true
overwrite: true
Applicable to player_head
items. Only one value out of all of the ones listed here can be used. If you use multiple, only one will be applied.
texture
is the Base64 texture string for the head to use; you can find an example value here. owner
can be a player UUID or name. hdb-id
uses a head ID and will only work when the plugin HeadDatabase is installed. There are two additional values of copy-looted
and copy-looter
, both of which accept either true
or false
values; if true
, they will copy the player's head for the looted entity (if a player) and looter (if a player) respectively. copy-looted
only works for loot tables with a type of ENTITY
.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: player_head
amount: 1
owner: '27f49f81-0a43-445b-8d82-246badecf358'
Applicable to suspicious_stew
items. This functions almost identically to the additional effects in the Potion Meta. If pick-random-effect
is optionally set to true
, it will pick a single random effect from the custom-effects
list.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: suspicious_stew
amount: 1
pick-random-effect: false
custom-effects:
0:
effect: regeneration
duration: 100
amplifier: 1
ambient: false
particles: true
icon: true
overwrite: true
Applicable to tropical_fish_bucket
items. body-color
allows changing the body color of the fish; valid values can be found here. pattern-color
allows changing the color of the pattern of the fish; the same values are allowed as body-color
. pattern
determines the pattern on the fish; valid values can be found here. The value of copy-looted
can be true
or false
; if true and the loot table type is ENTITY
and the looted entity is a tropical fish, the properties of the fish will be copied into the bucket.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: tropical_fish_bucket
amount: 1
body-color: white
pattern: stripey
pattern-color: orange
Applicable to bundle
items. As of 1.17, bundles now exist in the game and can be filled with pretty much anything, even other bundles. You can use a list of valid loot items as the contents
of the bundle.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:pig'
pools:
0:
entries:
0:
items:
0:
type: item
item: bundle
amount: 1
display-name: '&dLoot Bag'
contents:
0:
item: diamond
amount:
min: 1
max: 3
1:
item: emerald
amount:
min: 1
max: 3
Applicable to map
items. destination
determines what feature the map will navigate towards; valid values can be found here. scale
allows the zoom of the map to be changed; valid values can be found here. search-radius
determines how many chunks away from the loot generation location to check for a structure with the same type as the destination
; must be whole number greater than or equal to 0. skip-known-structures
determines if additional chunks can be generated to locate the desired destination type and can be true
or false
.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:villager'
pools:
0:
conditions: []
entries:
0:
conditions: []
items:
0:
type: item
item: map
destination: pillager_outpost
search-radius: 100
skip-known-structures: false
scale: farthest
amount: 1
Applicable to goat_horn
items. music-instrument
allows setting the Music Instrument of the goat horn.
type: ENTITY
overwrite-existing: none
conditions:
- 'entity-type:goat'
pools:
0:
entries:
0:
items:
0:
type: item
item: goat_horn
music-instrument: dream_goat_horn
amount: 1
Allows turning any item into food! Only available in 1.21+. All properties are optional and will be filled with default properties if not given. nutrition
sets how much hunger to restore. saturation
sets how much saturation to apply. eat-seconds
is the number of seconds (allows decimals) that the item must be held down for to be eaten. can-always-eat
can be set to either true
or false
, if true the item will be able to be eaten even with a full hunger bar. convert-to-item
can be set to any Loot Item that drops a single item stack. effects
is a list of probabilities and potion effects to be applied after eating the item.
type: LOOT_TABLE
conditions: []
pools:
0:
conditions: []
entries:
0:
conditions: []
items:
0:
type: item
item: diamond
amount: 1
food-component:
nutrition: 6
saturation: 10
eat-seconds: 1.5
can-always-eat: true
convert-to-item:
type: item
item: emerald
amount: 1
effects:
0:
probability: 0.5
effect: regeneration
duration: 100
amplifier: 1
ambient: false
particles: true
icon: true
Allows turning any item into a tool! Only available in 1.21+. default-mining-speed
is the speed that the tool will mine all blocks that are not included in the rules list, 1.0 is the default mining speed. damage-per-block
is the amount of damage to apply to the item per block mined. rules
is a list of blocks that the tool uses to determine how fast to mine blocks and if the blocks should drop items. The rule speed
overwrites the default-mining-speed
and correct-for-drops
can be set to true
or false
to determine if the block being broken should drop items. The rule blocks
can either be any block tag or a list of block names.
type: LOOT_TABLE
conditions: []
pools:
0:
conditions: []
entries:
0:
conditions: []
items:
0:
type: item
item: diamond
amount: 1
tool-component:
default-mining-speed: 1.0
damage-per-block: 1
rules:
0:
speed: 4
correct-for-drops: true
blocks:
- '#wool'
1:
speed: 10
correct-for-drops: true
blocks:
- 'stone'
- 'deepslate'
Allows turning any item into a music disc! Only available in 1.21+. song
can be set to any music disc name, such as 11
, cat
, precipice
etc. show-in-tooltip
can be set to true
or false
and determines if the song name should be shown in the item's description.
type: LOOT_TABLE
conditions: []
pools:
0:
conditions: []
entries:
0:
conditions: []
items:
0:
type: item
item: diamond
amount: 1
jukebox-playable-component:
song: 'precipice'
show-in-tooltip: true