Item Configuration
Here you can view all the configuration, examples and options for creating items in Night Market.
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Here you can view all the configuration, examples and options for creating items in Night Market.
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Was this helpful?
In Night Market you customize the items that are displayed in the menu, how they are displayed and what they do, there are a lot of item tags for you to be able to accomplish this.
When creating an item, you will always need to provide a material type, material type is just what the item is. Make sure when using item materials, they're all capitals and they are a correct material from the list .
Make sure the material you're using from the list, exists in your Minecraft version otherwise the item will not be shown in the menu. If you're using a Minecraft version lower than 1.13, you may want to also check out .
Here is an example on how to use materials, below in the example it will show a diamond sword in the menu.
Alternatively, if you are either using , or , you can easily use their custom items by using the following format.
Here is a preview of what the above example would look like in the menu.
When creating an item in Minecraft versions 1.12 and below, you may need to provide an item data type to correspond to the item you want. These item data types are usually used when you have multiple types or states of one block for example stained glass, you have multiple colors of this glass.
If you need to get the item data, you can use F3+H
in game to enable advanced tooltips, then you will be able to view the item data type after the / like shown below.
You can also use item data to specify the damage value of the item as well, this will only work if the item can actually be damaged though.
Here is an example on how to use materials with item data values, below in the example it will show a magenta stained glass pane in the menu.
Here is a preview of what the above example would look like in the menu.
When creating an item, you will need to specify the amount you want to be displayed in the menu. If you do not specify any amount, the default will be thus making it not showing in the menu.
You cannot exceed over the maximum stack size of the menu, which is 64
, the number will also need to be a positive number as well.
When creating an item, you can modify the item name that is displayed when you hover over the item. With display names you may also have color codes in the name as well to make it stand out in the menu.
Here is an example on how to use item names, below in the example it will show a diamond sword with the name as Knife
as red in the menu.
Here is a preview of what the above example would look like in the menu.
When creating an item, you can modify the custom name of the actual item, this is different from the display name as this is the actual name of the item. This is used for plugins that use custom items and need to identify them.
Here is an example on how to use item custom names, below in the example it will show a diamond sword with the custom name as Knife
in the menu.
When creating an item, you can have a description in your item so when you hover over the item it will show the description below the item name. With lores you can have color codes and have multiple lines in the description as well.
The color will not go onto the next line so you will also need to put it on the other lines as well.
Here is an example on how to use item lores, below in the example it will show a diamond sword with the 1st line as This is a item
, with the color blue with the second line as description example.
with the color blue again in the menu.
Here is a preview of what the above example would look like in the menu.
When creating an item, you can give the item a glowing affect, it gives the item an invisible enchantment that you cannot see and makes your menu look more shiny.
Here is an example on how to use the glowing affect, below in the example it will show a glowing diamond sword in the menu.
Here is a preview of what the above example would look like in the menu.
When creating player heads, you can give the player head an owner. The owner of player head will be the skin of the head, you can put any players name as the owner or you could put [owner]
for it to set the skulls owner as the player that is viewing the menu.
Remember, when creating player heads its different in 1.13 and 1.12 and below. If you're using 1.12 and below please make sure the data value is 3 and the material is SKULL
, if you're using 1.13 you will not need a data value and the material will be PLAYER_HEAD
Here is an example on how to create player heads with an owner, below in the example it will show a skull with my skin as I'm viewing the menu.
Here is a preview of what the above example would look like in the menu.
When creating player heads, you can give the player head a texture. Unlike the skull owners, an existing player has to have that skin textures don't and you can create and use some awesome looking skulls.
Here is an example on how to create player heads with a texture, below in the example it will show a skull with as a computer.
Here is a preview of what the above example would look like in the menu.
When creating potions, you can select any type of potion material. For example SPASH_POTION
, POTION
, LINGERING_POTION
, TIPPED_ARROW
Here is an example on how to create potions, below in the example it will show a splash potion with speed 2 lasting for 2 seconds.
Here is a preview of what the above example would look like in the menu.
Here is an example on how to use banner data, below in the example it will show a black banner with a red border.
Here is a preview of what the above example would look like in the menu.
Here is a preview of what the above example would look like in the menu.
Here is an example on how to use item flags, below in the example it will show a diamond sword in the menu without the When in main hand:
in the menu.
Here is a preview of what the above example would look like in the menu.
Here is an example on how to use enchantments, below in the example it will show a diamond sword in the menu with the unbreaking level 1 enchantment.
Here is a preview of what the above example would look like in the menu.
Here is an example on how to use item commands, below in the example it will show a diamond sword in the menu and when you click on it it'll say hey in chat.
Here is a preview of what the above example how it works in the menu.
When creating an item, you can specify NBT item tags for your item for whatever reason. NBT tags have two parts, the token and the value.
Here is an example on how to use item NBT data, below in the example it will show a diamond sword in the menu with a NBT data string named Sword
and the value being Awesome
.
When creating an item, you may want the item be displayed as a texture from your texture pack.
Here is an example on how to use item custom model data, below in the example it will show a diamond sword in the menu with a custom model data of 1
.
When creating an item, you may want the item be displayed as a model from your texture pack.
Item Models use NamespacedKeys which are in the format of namespace:key
. Here is an example on how to use item models, below in the example it will show a diamond sword in the menu with a model of nightmarket:diamond_sword_1
.
When creating an item with damage, you may want the durability status to be removed from the tooltip on the item if some players have the setting "Item Tooltips" enabled.
Here is an example on how to use unbreakable.
When creating an item, you will need to specify a slot of where your item will be in the menu. Item slots always start from 0, meaning slot 0 will be slot 1 in the menu.
Slots can only be 0 to the menu size - 1, for example if your menu size is 27, it'll be 0-26. There are 3 different ways on how you can specify slots in the configuration.
Here is an example on how to use item slots, below in the example it will show a diamond sword in the slots 0, 1, 2, 3, 4, 5, 6, 7, 8
of the menu.
If you wish to remove an existing item from the inventory, but you want to keep it in the file. You can set the slot to -1
to remove it from the menu.
When creating an item, you can add certain requirements to only view the item. If the requirement does not meet then it will not show the item. If the requirement is met, it will show the item.
Here is an example on how to use the item view requirements, below in the example the player needs the permission "item.view" to see the item.
When creating an item, you can add certain requirements to only click the item. If the requirement does not meet then it will not allow the item to be clicked and execute deny commands. If the requirement is met, it will allow the item to be clicked and execute success commands. Note, it will also execute the item commands if successful.
Here is an example on how to use the item click requirements, below in the example the player needs the permission "item.click" to click the item.
There are loads of sites you can get the Base64 texture from like and then copy the value field for your texture.
A potion will also need the effect, duration and the amplifier.
The effect of potion is what is given to you when the potion is splashed. You can view all the potion effect names .
The amplifier is how strong the potion is, remember this starts from 0!
The duration is how long the potion lasts, this is measured in ticks (20 ticks = 1 second)
and not seconds!
You can also add underlying potion type, this will not give the effect. But instead changes the item displayed. Remeber potion effect types are not potion types. You can find a list of potion types
When creating banners, you may want to be able to add dye color and patterns. To view the full list of dyes you can use are from the list . To view the full list of patterns you can use are from the list .
When creating items that are armor, depending on the type of armor you can add color to it! As of right now you can only add color to Leather. When adding the color make sure u use the RGB format. You can use an RGB picker .
When creating items, you can disable the item flags for the item so it doesn't show information that you may not want to show when hovering over the item. Make sure when using item flags, they're all capitals and they are a correct flag from the list .
When creating an item, you can add enchantments and what level of those enchantments on that item. Make sure when you're adding enchantments, they're all capitals and they are an enchantment from the list .
When creating an item, you may want the item to execute a type of action when left or right clicking the item. You can view the command actions and how to use them .
View more information about requirements .
View more information about requirements .