Item-Specific Metadata
The following sections describe how to define item-specific metadata.
Note
Several of these metadata only apply to certain items, and an error will result if another item is used. Be sure to make note of which items are acceptable in each section.
Axolotl Bucket Metadata
Parameter:
axolotl-variantType:
StringDefault: Nothing (Default axolotl variant)
Required: No
The variant of axolotl within an axolotl bucket can be specified. For a list of acceptable axolotl variants and their color, see the axolotl variant table.
The axolotl variant is defined as a string via the axolotl-variant parameter. It would look like this:
test-item:
material: 'AXOLOTL_BUCKET'
amount: 1
axolotl-variant: 'LUCY'
Book Metadata
The following describes how to add various metadata to written books.
All of the following values are defined under a configuration section titled book-data.
Title
Parameter:
titleType:
StringDefault: Nothing (
null)Required: No
This value works exactly the same as the name of an item. To use color/formatting codes in the book title, use an ampersand (&) followed by either the letter or number corresponding to the desired color/text format. See this list of color/formatting codes.
Note
If a book has both a name and a title, the name will take priority and will be shown.
The title of a book is defined as a string via the title parameter in the book-data section. It would look like this:
test-item:
material: 'WRITTEN_BOOK'
amount: 1
book-data:
title: '&a&lThe Title of the Book'
Generation
Parameter:
generationType:
StringDefault: Nothing (
null)Required: No
The generation of a book refers to its copy tier. As books are copied, their generation increases.
There are four acceptable values for this property:
ORIGINALCOPY_OF_ORIGINALCOPY_OF_COPYTATTERED
Only books that are denoted ORIGINAL and COPY_OF_ORIGINAL can be copied. If a book has no generation, it is assumed to be ORIGINAL.
Note
Tattered does not exist in normal gameplay and is functionally identical to COPY_OF_COPY.
The generation of a book is defined as a string via the generation parameter in the book-data section. Continuing the example from above, it would look like this:
test-item:
material: 'WRITTEN_BOOK'
amount: 1
book-data:
title: '&a&lThe Title of the Book'
author: '&6magicmq'
generation: 'COPY_OF_ORIGINAL'
Pages
Parameter:
titleType: List of
StringDefault: N/A
Required: Yes
The pages of a book are its actual contents. To use color/formatting codes in the item name, use an ampersand (&) followed by either the letter or number corresponding to the desired color/text format. See this list of color/formatting codes.
The pages of a book are defined as a list of strings via the pages parameter in the book-data section. Continuing the example from above, it would look like this:
test-item:
material: 'WRITTEN_BOOK'
amount: 1
book-data:
title: '&a&lThe Title of the Book'
author: '&6magicmq'
generation: 'COPY_OF_ORIGINAL'
pages:
- '&6This is the first page.'
- '&6This is the second page.'
- '&6This is the third page.'
- '&6This is the fourth page.'
Compass Metadata
Custom lodestones can be assigned to compasses as well as whether or not that lodestone should be tracked.
All of the following values are defined under a configuration section titled compass-data.
Warning
The API that ItemAPI uses for compasses was added in Minecraft 1.16. As such, setting compass metadata will only work in Minecraft versions 1.16 and above.
Lodestone
Parameter:
lodestoneType: String (Representing a location)
Default: Nothing (
null)Required: Yes
The lodestone parameter represents the actual location that a compass should point to. It is defined as a string via the lodestone parameter in the format <world>:<x>:<y>:<z>. It would look something like this:
test-item:
material: 'COMPASS'
amount: 1
compass-data:
lodestone: 'world:0:64:0'
Tracking
Parameter:
trackingType:
boolean(true/false)Default:
trueRequired: No
The tracking parameter corresponds to whether or not the compass should point to the lodestone. If true, the compass will point to the lodestone. If false, it will not point to anything. Continuing the example from above, it would look like this:
test-item:
material: 'COMPASS'
amount: 1
compass-data:
lodestone: 'world:0:64:0'
tracking: true
Crossbow Metadata
Parameter:
charged-projectilesType: Config Section (Each subsection is a projectile loaded into the Crossbow)
Default: Nothing (No loaded projectiles)
Required: No
Crossbows can be loaded with various projectiles. In ItemAPI, loaded projectiles are defined similar to Shulker Box Metadata, where projectiles are defined according to ItemAPI standards within their own section.
For defining projectiles, all of the ItemAPI methodology still applies. Treat each section within charged-projectiles as an item defined with ItemAPI syntax. It would look like this:
Note
The name of each item section (I.E. “0” and “1” in the above example) is unimportant and can be anything you choose.
Enchanted Book Metadata
Parameter:
book-enchantmentsType: List of
StringDefault: Nothing (
null)Required: No
Enchanted books can be defined either by using the enchantments parameter as outlined in the enchantments section or via the book-enchantments parameter. Enchantments cannot be added in the same way as tools, armor, etc.
Note
Many enchantments exist only in certain versions of Minecraft and above. To be sure the enchantment you wish to use is available in the version you are using, see the “Version” column in the table on the `enchantments`_ page.
Enchantments that should be applied to the book are defined as a list of strings via the book-enchantments parameter in the format <enchantment type>:<enchantment level>. It would look like this:
test-item:
material: 'ENCHANTED_BOOK'
amount: 1
book-enchantments:
- 'SHARPNESS:5'
- 'FIRE_ASPECT:2'
Firework Metadata
The following describes how to add various metadata to firework rockets.
Power
Parameter:
powerType: Number (
integer)Default: 1
Required: No
The power of a firework rocket corresponds to its flight duration (how high it will go before exploding).
The power of a firework rocket is defined as a number via the power parameter. It would look like this:
test-item:
material: 'FIREWORK_ROCKET'
amount: 1
power: 10
Firework Effects
Parameter:
firework-effectsType: Config Section (Each subsection is a firework effect)
Default: Nothing (No firework effects)
Required: No
The effects of a firework rocket are what will be shown in the sky when the firework rocket explodes. Each effect contains an effect type and a color at the least. Firework effects also can contain a fade color. In addition, you may also define whether the effect should have a flicker effect and a trail effect.
All of the following values should be contained within their own configuration section within the firework-effects section.
Type
Parameter:
typeType:
StringDefault: N/A
Required: Yes
The firework type refers to the shape of the firework effect in the sky as the firework rocket explodes. For a list of available types, see the table of firework types in the Appendix.
The firework type is defined as a string via the type parameter in its corresponding configuration section under firework-effects. Continuing the example from above, it would look something like this:
test-item:
material: 'FIREWORK_ROCKET'
amount: 1
power: 10
firework-effects:
'1':
type: 'BALL_LARGE'
Colors
Parameter:
colorsType: List of
StringDefault: Nothing (
null)Required: No
The colors of a firework effect refer to the colors shown when the firework rocket explodes. For a list of available colors, see the table of firework colors in the Appendix.
Firework effect colors are defined as a list of strings via the colors parameter in its corresponding configuration section under firework-effects. Continuing the example from above, it would look something like this:
test-item:
material: 'FIREWORK_ROCKET'
amount: 1
power: 10
firework-effects:
'1':
type: 'BALL_LARGE'
color:
- 'RED'
- 'WHITE'
- 'BLUE'
Fade Colors
Parameter:
fade-colorsType: List of
StringDefault: Nothing (
null)Required: No
The fade colors of a firework effect refer to the colors shown when the firework begins to fade some time after exploding. For a list of available colors, see the table of firework colors in the Appendix.
Firework effect fade colors are defined as a list of strings via the fade-colors parameter in its corresponding configuration section under firework-effects. Continuing the example from above, it would look something like this:
test-item:
material: 'FIREWORK_ROCKET'
amount: 1
power: 10
firework-effects:
'1':
type: 'BALL_LARGE'
colors:
- 'RED'
- 'WHITE'
- 'BLUE'
fade-colors:
- 'RED'
- 'WHITE'
- 'BLUE'
Flicker and Trail
Parameter:
flicker,trailType:
boolean,boolean(true/false)Default:
false,falseRequired: No, No
The flicker effect refers to the “twinkle” effect a firework rocket has as it begins to fade. The trail effect refers to a trail left behind by each individual firework star as it explodes outwards. See this page for more details.
Both of these parameters are defined as a boolean (true/false) via the flicker and trail parameters in their corresponding configuration section under firework-effects. Continuing the example from above, it would look something like this:
test-item:
material: 'FIREWORK_ROCKET'
amount: 1
power: 10
firework-effects:
'1':
type: 'BALL_LARGE'
colors:
- 'RED'
- 'WHITE'
- 'BLUE'
fade-colors:
- 'RED'
- 'WHITE'
- 'BLUE'
flicker: true
trail: true
Note
The default values for these is false. If no flicker or trail is defined for an effect, it will be assumed that they are not wanted.
Combining Effects
Multiple fireworks can be combined on a single firework rocket by creating a new configuration section under firework-effects for each effect. Continuing the example from above, it would look something like this:
test-item:
material: 'FIREWORK_ROCKET'
amount: 1
power: 10
firework-effects:
'1':
type: 'BALL_LARGE'
colors:
- 'RED'
- 'WHITE'
- 'BLUE'
fade-colors:
- 'RED'
- 'WHITE'
- 'BLUE'
flicker: true
trail: true
'2':
type: 'CREEPER'
colors:
- 'LIME'
- 'BLACK'
fade-colors:
- 'LIME'
- 'BLACK'
flicker: true
trail: true
Firework Star Metadata
A firework star can be thought of as an individual “unit” of a firework rocket. Therefore, firework stars can contain an individual firework effect, unlike firework rockets, which can contain multiple. See the Firework Effects section above for available parameters for firework stars.
Instead of using the firework-effects section, the singular firework-effect section is used instead. This would look something like this:
test-item:
material: 'FIREWORK_STAR'
amount: 1
firework-effect:
type: 'BALL_LARGE'
colors:
- 'RED'
- 'WHITE'
- 'BLUE'
fade-colors:
- 'RED'
- 'WHITE'
- 'BLUE'
flicker: true
trail: true
Knowledge Book Metadata
Parameter:
recipesType: List of
StringDefault: Nothing (
null)Required: No
A knowledge book is a special book in that contains a configurable list of recipes for craftable items in the game. This item cannot be obtained by normal means; it can only be spawned in.
Recipes are defined according to their namespace, not just their name. For example, a diamond sword would be defined as minecraft:diamond_sword, not just diamond_sword. Defining recipes in this format is required, and recipes will not be found if another format is used. The following rules generally apply:
* Vanilla recipes will follow the general format minecraft:<item name>
* For recipes that are defined by plugins and/or mods, the format will generally be <plugin/mod name>:<item name>
The recipes contained within the knowledge book are defined as a list of strings via the recipes parameter. It would look something like this:
test-item:
material: 'KNOWLEDGE_BOOK'
amount: 1
recipes:
- 'minecraft:diamond_sword'
- 'minecraft:diamond_pickaxe'
Leather Armor Metadata
Parameter:
armor-colorType:
StringDefault: Nothing (
null)Required: No
Leather armor can be dyed, changing its color. Predefined colors in the dye colors table and colors table can be used. In addition, custom RGB value can be defined for greater flexibility over the color you want.
The color of leather armor is defined as a string via the armor-color parameter. It would look something like this:
test-item:
material: 'LEATHER_CHESTPLATE'
amount: 1
armor-color: 'MAROON'
To define the color as an RGB value, separate the red, green, and blue value with commas. This would look something like this:
test-item:
material: 'LEATHER_CHESTPLATE'
amount: 1
armor-color: '155,26,203'
Map Metadata
Parameter:
map-dataType: Config Section
Default: Nothing (No map data)
Required: No
The following sections describe how to manipulate various metadata pertaining to maps.
All of the following values are defined under a configuration section titled map-data.
Map Color
Parameter:
colorType:
StringDefault: Nothing (
null)Required: No
The color of a map can be changed. The color can be set as a predefined color in the dye colors table or by using a comma-separated RGB value, in the same way as leather armor above.
..note:: An RGB value (with red, green, and blue value separated by commas) can be used in lieu of a predefined color. See Leather Armor Metadata.
The color of a map is defined as a string via the color parameter. It would look like this:
test-item:
material: 'MAP'
amount: 1
map-data:
color: 'BLACK'
Map Scaling
Parameter:
scalingType:
boolean(true/false)Default: false
Required: No
A map can be set as scaled to show a larger area than an unscaled map. The scale of a map is defined as a boolean (true/false) via the scaling parameter. Continuing the example from above, it would look like this:
test-item:
material: 'MAP'
amount: 1
map-data:
color: 'BLACK'
scaling: true
Map ID
Parameter:
idType: Number (
integer)Default: 0
Required: No
The primary use of maps in multiplayer Minecraft is to display custom images. Typically, this is accomplished by setting the ID of the map, as the ID of the map is used to interface with other plugins that actually change the image.
The ID of a map is defined as a number via the id parameter. Continuing the example from above, it would look like this:
test-item:
material: 'MAP'
amount: 1
map-data:
color: 'BLACK'
scaling: true
id: 42
Todo
Mojang and Bukkit changed the way Map metadata is defined in 1.13. In this new format, there are more possibilities for drawing and displaying text and images. This new format is not currently supported but will be supported in the future.
Player Head Metadata
Parameter:
player-head-dataType: Config Section
Default: Nothing (No head data)
Required: No
Player heads can display either a skin of a player on the server or a custom skin for aesthetic purposes. Depending on which of these you choose, the configuration will be slightly different.
All parameters discussed in this section are defined within a section titled player-head-data.
Player Heads for Existing Players
Parameter:
armor-colorType:
StringDefault: Nothing (
null)Required: No
For player heads that show a skin belonging to an existing player, either the player’s name or UUID can be used. This player is referred to as the skull owner.
The skull owner is defined as a string via the skull-owner parameter. It would look something like this:
test-item:
material: 'PLAYER_HEAD'
amount: 1
player-head-data:
skull-owner: '96c9a1d9-3def-4a5d-a1c5-d1c92cab3dcb'
Note
While player names can be used for the skull owner, UUIDs are preferred, as the lookup is quicker. Use the UUID if possible. Furthermore, using player names can produce inconsistent behavior with name changing.
Player Heads Having Custom Skins
Parameter:
skin-textureType:
StringDefault: Nothing (
null)Required: No
Parameter:
skin-nameType:
StringDefault: Nothing (
null)Required: No
For player heads that posess a custom skin not belonging to an existing player, the skin’s Base64 texture value must be used. The skin’s name can also be defined, but is not required. Base64 values for thousands of heads can be found at minecraft-heads.com. The Base64 texture value would be found in the “Value” field under the “Other” section of each skin on that site.
The skin value is defined as a string via the skin-texture parameter. The skin name is defined as a string via the skin-name parameter. It would look something like this:
test-item:
material: 'PLAYER_HEAD'
amount: 1
player-head-data:
skin-texture: 'eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOWVmYmFiNWUzNDAxMDE3MzIyNjIyM2M3YTQ5NTEwMDI4ODlmNjkzNTdkYzIwODJiN2QyM2ZlZGUwMjA4YmMzNyJ9fX0='
skin-name: 'Monitor'
Potion Metadata
Parameter:
potion-dataType: Config Section
Default: Nothing (No potion data)
Required: No
The following sections outline various metadata that can be applied to potions.
All of the parameters discussed in this section are defined within a section titled potion-data.
Potion Type
Parameter:
typeType:
StringDefault: Nothing (
null)Required: No
The potion type is the effect that the potion should have on players once consumed or thrown. For a list of potion types, see the potion type table. Note that any of the common names can be used in addition to the official name.
Note
Pay careful attention to the version of the potion type you are using. The potion types will not work if you are using a version lower than the listed version in the potion type table.
The potion type is defined as a string via the type parameter. It would look like this:
test-item:
material: 'SPLASH_POTION'
amount: 1
potion-data:
type: 'REGEN'
Potion Level
Parameter:
levelType: Number (
integer)Default: 1 (Not upgraded)
Required: No
The potion level refers to whether or not the potion is upgraded. An upgraded potion has stronger effects than its non-upgraded counterpart. See this page for more details. Not all potion types are upgradeable, see the potion type table to determine whether the potion type you are using is upgradeable. For any level greater than 1, the potion is considered to be upgraded.
The potion level is defined as a number via the level parameter. Continuing the example from above, it would look like this:
test-item:
material: 'SPLASH_POTION'
amount: 1
potion-data:
type: 'REGEN'
level: 2
Extended Potions
Parameter:
extendedType:
boolean(true/false)Default:
falseRequired: No
Whether or not a potion is extended refers to its duration. Extended potions have effects that last longer than their non-extended counterparts. See this page for more details. Not all potion types are extendable, see the potion type table to determine whether the potion type you are using is extendable.
Warning
Potions cannot be both upgraded and extended at the same time! You will receive an error if you try to do this.
Whether or not a potion is extended is defined as a boolean (true/false) via the extended parameter. Continuing the example from above, it would look like this:
test-item:
material: 'SPLASH_POTION'
amount: 1
potion-data:
type: 'REGEN'
extended: true
Shield Metadata
Parameter:
base-colorType:
StringDefault: N/A
Required: Yes
Parameter:
shield-patternsType: Config Section (Each subsection is a pattern)
Default: Nothing (No patterns)
Required: No
Shields, like banners, can be adorned with various patterns. In ItemAPI, shield patterns are defined the exact same way as banner patterns, except the shield-patterns section is used instead of the banner-patterns. Therefore, see Banner Metadata for details on patterns. Additionally, like banners, patterns can be stacked on top of each other.
Unlike banners, where the base color is specified in the material name, I.E. RED_BANNER, a base color should be defined for shields. This represents the color of the bottom palette upon which all patterns will be placed. For a list of acceptable colors for the base color, refer to the table on dye colors in the Appendix.
The base color is defined as a string via the base-color parameter. Defining a shield would look something like this:
test-item:
material: 'SHIELD'
amount: 1
base-color: 'RED'
shield-patterns:
'1':
type: 'GRADIENT'
color: 'ORANGE'
Another pattern would be added by adding a new section, like so:
test-item:
material: 'SHIELD'
amount: 1
base-color: 'RED'
shield-patterns:
'1':
type: 'GRADIENT'
color: 'ORANGE'
'2':
type: 'STRIPE_BOTTOM'
color: 'RED'
Shulker Box Metadata
Parameter:
shulker-box-itemsType: Config Section (Each subsection is an item inside the shulker box)
Default: Nothing (No items inside the shulker box)
Required: No
The following describes how to add items to Shulker Boxes. Each section within shulker-box-items is an item. The name of each item’s section is unimportant.
Warning
Shulker boxes cannot be placed inside of each other. An error will result if you attempt to do this.
Item
For defining items, all of the ItemAPI methodology still applies. Treat each section within shulker-box-items as an item defined with ItemAPI. It would look like this:
test-item:
material: 'SHULKER_BOX'
amount: 1
shulker-box-items:
'1':
material: 'DIAMOND_SWORD'
amount: 1
damage: 50
name: '&c&lThis is a test name.'
lore:
- '&6This is the first line of the lore.'
- '&6This is the second line of the lore'
- '&6This is the third line of the lore.'
'2':
material: 'STONE'
amount: 64
'3':
material: 'DIAMOND'
amount: 64
Note
If a slot is not defined for an item, it will be placed in the first available slot. See below for information on defining slots for items in the shulker box.
Slot
Parameter:
slotType: Number (
integer)Default: Nothing (Item will be added in the first available slot)
Required: No
The slot parameter gives control over where items are placed within the shulker box. For inventories, slots begin at zero, not one. Therefore, the first slot would be slot 0, the second slot would be slot 1, and so on. If no slot is specified, the item will be added to the shulker box inventory in the first available slot.
The slot of the item is defined as a number via the slot parameter. Continuing the example from above, it would look like this:
test-item:
material: 'SHULKER_BOX'
amount: 1
shulker-box-items:
'1':
material: 'DIAMOND_SWORD'
amount: 1
damage: 50
name: '&c&lThis is a test name.'
lore:
- '&6This is the first line of the lore.'
- '&6This is the second line of the lore'
- '&6This is the third line of the lore.'
slot: 0
'2':
material: 'STONE'
amount: 64
slot: 2
'3':
material: 'DIAMOND'
amount: 64
slot: 3
Spawn Egg Metadata
Spawn eggs are defined differently depending on the Minecraft version you are running.
1.13 and Above
For Minecraft 1.13 and above, each spawn egg has a different material name in the format <MOB>_SPAWN_EGG, and no additional parameters are needed to set the entity type. It would look something like this:
test-item:
material: 'COW_SPAWN_EGG'
amount: 1
Therefore, see the material names for a list of available spawn eggs.
1.12 and Below
Parameter:
mob-typeType:
StringDefault: Nothing (
null)Required: No
For Minecraft 1.12 and below, the mob type is defined as a string via the mob-type parameter. It would look like this:
test-item:
material: 'MONSTER_EGG'
amount: 1
mob-type: 'COW'
For a list of available mobs to use, see this page.
Spawner Metadata
Parameter:
mob-typeType:
StringDefault: Nothing (
null)Required: No
The type of mob that a spawner spawns can be customized. For a list of available mob types, see the mob type table in the Appendix.
The mob type of a spawner is defined as a string via the mob-type parameter. It would look like this:
test-item:
material: 'SPAWNER'
amount: 1
mob-type: 'COW'
Tropical Fish Bucket Metadata
Parameter:
tropical-fish-bucket-dataType: Config Section
Default: Nothing (No tropical fish bucket data)
Required: No
The fish contained within a tropical fish bucket can be customized in several ways. Their body color, pattern, and pattern color can all be changed. For a list of available patterns, see the tropical fish patterns table. For a list of available colors, see the dye colors table.
All of the following values are defined under a configuration section titled tropical-fish-bucket-data.
Fish Color
Parameter:
body-colorType:
StringDefault: Nothing (
null)Required: No
The body color of the fish in a tropical fish bucket can be changed. For a list of available colors, see the dye colors table in the Appendix.
The body color is defined as a string via the body-color parameter. It would look like this:
test-item:
material: 'TROPICAL_FISH_BUCKET'
amount: 1
tropical-fish-bucket-data:
body-color: 'ORANGE'
Fish Pattern
Parameter:
patternType:
StringDefault: Nothing (
null)Required: No
The pattern of the fish in a tropical fish bucket can be changed. For a list of available patterns, see the tropical fish patterns table in the Appendix.
The pattern is defined as a string via the pattern parameter. Continuing the example from above, it would look like this:
test-item:
material: 'TROPICAL_FISH_BUCKET'
amount: 1
tropical-fish-bucket-data:
body-color: 'ORANGE'
pattern: 'STRIPEY'
Pattern Color
Parameter:
pattern-colorType:
StringDefault: Nothing (
null)Required: No
Finally, the pattern color of the fish in a tropical fish bucket can also be changed. For a list of available colors, see the dye colors table in the Appendix.
The pattern color is defined as a string via the pattern-color parameter. Continuing the example from above, it would look like this:
test-item:
material: 'TROPICAL_FISH_BUCKET'
amount: 1
tropical-fish-bucket-data:
body-color: 'ORANGE'
pattern: 'STRIPEY'
pattern-color: 'WHITE'
Suspicious Stew Metadata
Parameter:
stew-potion-effectsType: Config Section (Each subsection is a potion effect)
Default: Nothing (No potion effects applied)
Required: No
Various potion effects (with configurable options) can be a applied to a suspicious stew. Multiple effects can be applied; the effects will stack and all will be applied to the player when the stew is consumed. The following describes the different configurable values that can be applied to each potion effect.
All of the following values should be contained within their own section under the stew-potion-effects section.
Potion Type
Parameter:
potion-typeType:
StringDefault: Nothing (
null)Required: No
The potion type is the type of potion that should be applied to this potion effect. For a list of potion types, see the potion type table. Note that any of the common names can be used in addition to the official name.
Note
Pay careful attention to the version of the potion type you are using. The potion types will not work if you are using a version lower than the listed version in the potion type table.
The potion type is defined as a string via the type parameter. It would look like this:
test-item:
material: 'SUSPICIOUS_STEW'
amount: 1
stew-potion-effects:
'0':
potion-type: 'SPEED'
Potion Duration
Parameter:
durationType:
StringDefault: N/A
Required: Yes
The potion duration is the duration that the potion effect should last once the player consumes the suspicious stew. Any “user-friendly” duration can be used. For example, the following are all acceptable: 5m30s, 5min30sec, 30s, and 1h30m30s. The maximum unit of time that can be specified is days (d, day, or days). If no “unit” is specified (only a number is given), then ItemAPI will assume that the value is in seconds.
The potion duration is defined as a string via the duration parameter. It would look like this:
test-item:
material: 'SUSPICIOUS_STEW'
amount: 1
stew-potion-effects:
'0':
potion-type: 'SPEED'
duration: '5m30s'
Potion Amplifier
Parameter:
amplifierType: Number (
integer)Default: 1
Required: No
Potion effects also have an associated amplifier value. This value will have a different end result depending on the potion effect type. Some potions will be extended (have a longer duration) when the amplifier is a value greater than 1. Other potions will have a stronger effect when the amplifier is greater than 1. To see what effect the amplifier will have on each potion effect type, see the “upgradeable” and “extendable” columns in the potion type table.
The potion amplifier is defined as a string via the amplifier parameter. It would look like this:
test-item:
material: 'SUSPICIOUS_STEW'
amount: 1
stew-potion-effects:
'0':
potion-type: 'SPEED'
duration: '5m30s'
amplifier: 1
Ambient Potions
Parameter:
ambientType:
boolean(true/false)Default:
trueRequired: No
Potion effects can be specified as ambient. Ambient potions will have particles that both last longer and appear more translucent.
Potions can be specified as ambient via the ambient parameter. It would look like this:
test-item:
material: 'SUSPICIOUS_STEW'
amount: 1
stew-potion-effects:
'0':
potion-type: 'SPEED'
duration: '5m30s'
amplifier: 1
ambient: true
Potion Particles
Parameter:
particlesType:
boolean(true/false)Default:
trueRequired: No
You can specify whether or not a potion effect should display particles with the particles parameter. It would look like this:
test-item:
material: 'SUSPICIOUS_STEW'
amount: 1
stew-potion-effects:
'0':
potion-type: 'SPEED'
duration: '5m30s'
amplifier: 1
ambient: true
particles: true
Potion Icon
Parameter:
iconType:
boolean(true/false)Default:
trueRequired: No
You can also specify whether or not the potion effect should have an icon with the icon parameter. It would look like this:
test-item:
material: 'SUSPICIOUS_STEW'
amount: 1
stew-potion-effects:
'0':
potion-type: 'SPEED'
duration: '5m30s'
amplifier: 1
ambient: true
particles: true
icon: true
Concluding Remarks
In this section, metadata pertaining to specific items was discussed. Return to the homepage or continue onward to defining custom NBT data for items.