Type of item to create. See the @minecraft/vanilla-data.MinecraftItemTypes enumeration for a list of standard item types in Minecraft experiences.
Optional
amount: numberNumber of items to place in the stack, between 1-255. The provided value will be clamped to the item's maximum stack size. Note that certain items can only have one item in the stack.
Optional
Creates a new instance of a stack of items for use in the world.
Throws if itemType
is invalid, or if amount
is outside
the range of 1-255.
Number of the items in the stack. Valid values range between 1-255. The provided value will be clamped to the item's maximum stack size.
This property can't be edited in read-only mode.
Throws if the value is outside the range of 1-255.
Readonly
isReturns whether the item is stackable. An item is considered stackable if the item's maximum stack size is greater than 1 and the item does not contain any custom data or properties.
Gets or sets whether the item is kept on death.
This property can't be edited in read-only mode.
Gets or sets the item's lock mode. The default value is
ItemLockMode.none
.
This property can't be edited in read-only mode.
Readonly
maxThe maximum stack size. This value varies depending on the type of item. For example, torches have a maximum stack size of 64, while eggs have a maximum stack size of 16.
Optional
nameGiven name of this stack of items. The name tag is displayed
when hovering over the item. Setting the name tag to an
empty string or undefined
will remove the name tag.
This property can't be edited in read-only mode.
Throws if the length exceeds 255 characters.
Readonly
typeThe type of the item.
Readonly
typeIdentifier of the type of items for the stack. If a namespace is not specified, 'minecraft:' is assumed. Examples include 'wheat' or 'apple'.
The identifier of the component (e.g., 'minecraft:food'). If no namespace prefix is specified, 'minecraft:' is assumed. Available component IDs can be found as part of the ItemComponentTypes enum.
Returns the component if it exists on the item stack, otherwise undefined.
Gets a component (that represents additional capabilities) for an item stack.
// Gives a player a half-damaged diamond sword
import { ItemStack, Player, ItemComponentTypes, EntityComponentTypes } from '@minecraft/server';
import { MinecraftItemTypes } from '@minecraft/vanilla-data';
function giveHurtDiamondSword(player: Player) {
const hurtDiamondSword = new ItemStack(MinecraftItemTypes.DiamondSword);
const durabilityComponent = hurtDiamondSword.getComponent(ItemComponentTypes.Durability);
if (durabilityComponent !== undefined) {
durabilityComponent.damage = durabilityComponent.maxDurability / 2;
}
const inventory = player.getComponent(EntityComponentTypes.Inventory);
if (inventory === undefined || inventory.container === undefined) {
return;
}
inventory.container.addItem(hurtDiamondSword);
}
import { world } from "@minecraft/server";
const player = world.getPlayers()[0];
const inventory = player.getComponent("inventory");
const slot = inventory.container.getSlot(player.selectedSlotIndex);
let durabilityComp = slot.getItem().getComponent("durability");
player.sendMessage(
"Item Durability: " +
(durabilityComp.maxDurability - durabilityComp.damage) +
"/" +
durabilityComp.maxDurability
);
Returns all components that are both present on this item stack and supported by the API.
Returns the total size, in bytes, of all the dynamic properties that are currently stored for this entity. This includes the size of both the key and the value. This can be useful for diagnosing performance warning signs - if, for example, an entity has many megabytes of associated dynamic properties, it may be slow to load on various devices.
ItemStack to check stacking compatability with.
True if the Item Stack is stackable with the itemStack passed in.
Returns whether this item stack can be stacked with the
given itemStack
. This is determined by comparing the item
type and any custom data and properties associated with the
item stacks. The amount of each item stack is not taken into
consideration.
Identifier of the item.
Optional
states: Record<string, string | number | boolean>Applicable only for blocks. An optional set of states to compare against. If states is not specified, matches checks against the set of types more broadly.
Optional
Returns a boolean whether the specified item matches.
Version safe way of checking if an item matches.
import { ItemStack, world } from "@minecraft/server";
const item1 = new ItemStack("minecraft:iron_sword", 1);
item1.matches("minecraft:iron_sword");
import { ItemStack, world } from "@minecraft/server";
const item1 = new ItemStack("minecraft:acacia_trapdoor", 1);
item1.matches("minecraft:acacia_trapdoor", {
direction: 0,
open_bit: true,
upside_down_bit: false,
});
Optional
blockIdentifiers: string[]String list of block types that the item can destroy.
Optional
The list of block types this item can break in Adventure mode. The block names are displayed in the item's tooltip. Setting the value to undefined will clear the list.
This function can't be called in read-only mode.
Throws if any of the provided block identifiers are invalid.
const specialPickaxe = new ItemStack('minecraft:diamond_pickaxe');
specialPickaxe.setCanDestroy(['minecraft:cobblestone', 'minecraft:obsidian']);
// Creates a diamond pickaxe that can destroy cobblestone and obsidian
import { ItemStack, Player } from '@minecraft/server';
import { MinecraftItemTypes } from '@minecraft/vanilla-data';
function giveRestrictedPickaxe(player: Player) {
const specialPickaxe = new ItemStack(MinecraftItemTypes.DiamondPickaxe);
specialPickaxe.setCanPlaceOn([MinecraftItemTypes.Cobblestone, MinecraftItemTypes.Obsidian]);
const inventory = player.getComponent('inventory');
if (inventory === undefined || inventory.container === undefined) {
return;
}
inventory.container.addItem(specialPickaxe);
}
Optional
blockIdentifiers: string[]String list of block types that the item can be placed on.
Optional
The list of block types this item can be placed on in Adventure mode. This is only applicable to block items. The block names are displayed in the item's tooltip. Setting the value to undefined will clear the list.
This function can't be called in read-only mode.
Throws if any of the provided block identifiers are invalid.
// Creates a gold block that can be placed on grass and dirt
import { ItemStack, Player, EntityComponentTypes } from '@minecraft/server';
import { MinecraftItemTypes } from '@minecraft/vanilla-data';
function giveRestrictedGoldBlock(player: Player) {
const specialGoldBlock = new ItemStack(MinecraftItemTypes.GoldBlock);
specialGoldBlock.setCanPlaceOn([MinecraftItemTypes.Grass, MinecraftItemTypes.Dirt]);
const inventory = player.getComponent(EntityComponentTypes.Inventory);
if (inventory === undefined || inventory.container === undefined) {
return;
}
inventory.container.addItem(specialGoldBlock);
}
The property identifier.
Optional
value: string | number | boolean | Vector3Data value of the property to set.
Optional
Sets a specified property to a value. Note: This function only works with non-stackable items.
Throws if the item stack is stackable.
Optional
loreList: string[]List of lore lines. Each element in the list represents a new line. The maximum lore line count is 20. The maximum lore line length is 50 characters.
Optional
Sets the lore value - a secondary display string - for an ItemStack. The lore list is cleared if set to an empty string or undefined.
This function can't be called in read-only mode.
This function can throw errors.
import { EntityComponentTypes, ItemStack, Player } from '@minecraft/server';
import { MinecraftItemTypes } from '@minecraft/vanilla-data';
function giveAwesomeSword(player: Player) {
const diamondAwesomeSword = new ItemStack(MinecraftItemTypes.DiamondSword, 1);
diamondAwesomeSword.setLore([
'§c§lDiamond Sword of Awesome§r',
'+10 coolness', '§p+4 shiny§r'
]);
// hover over/select the item in your inventory to see the lore.
const inventory = player.getComponent(EntityComponentTypes.Inventory);
if (inventory === undefined || inventory.container === undefined) {
return;
}
inventory.container.setItem(0, diamondAwesomeSword);
}
Defines a collection of items.
Example
givePlayerIronFireSword.ts
Example
givePlayerEquipment.ts
Example
spawnFeatherItem.ts