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Item Configuration

Items are the visual elements displayed in your inventory buttons. This page documents all available item configuration options.

Basic Item Structure

item:
material: DIAMOND
name: "&bMy Item"
lore:
- "&7Line 1"
- "&7Line 2"

Configuration Options

material

The material type for the item. zMenu supports vanilla Minecraft materials and many custom item plugins.

item:
material: DIAMOND_SWORD

Material Loaders

zMenu supports many material sources through its loader system:

PluginSyntaxPriceLink
BukkitSTONE, DIAMOND_SWORDBuilt-inVanilla Minecraft
PlaceholderAPI%your_placeholder_material%FreeSpigotMC
Armor (slot)armor:HEAD, armor:CHEST, armor:LEGS, armor:FEETBuilt-inPlayer's equipped armor
zHeadzhd:<id>FreePolymart
MagicCosmeticsmagic_cosmetics:HAT, magic_cosmetics:BAG, etc.PaidPolymart
HMCCosmeticshmc_cosmetics:<type>, hmc_cosmetics:<type>-<player>PaidSpigotMC
zItemszitems:<id>PaidSpigotMC
HeadDatabasehdb:<id>PaidSpigotMC
Oraxenoraxen:<item name>PaidSpigotMC
ItemsAdderitemsadder:<item name>PaidSpigotMC
SlimeFunslimefun:<item name>FreeGitHub
Novanova:<item/block name>FreeGitHub
Base64base64:<item in base64>Built-inImport items as base64 string
PlayerHeadplayerHead:<player name>, playerHead:%player%Built-inDisplay a player's head
CraftEnginecraftengine:<item id>FreeModrinth
ExecutableItemsei:<item id>PaidSpigotMC
ExecutableBlockseb:<block id>PaidSpigotMC
Nexonexo:<item id>PaidMCModels
MMOItemsmmoitems:<type>:<item id>PaidSpigotMC
BaseHeadbasehead-<head-url>Built-inUse a base64 head texture directly in the material field

Examples:

# Vanilla material
material: DIAMOND_SWORD

# Player head
material: "playerHead:%player%"

# Custom head from zHead
material: "zhd:123"

# ItemsAdder custom item
material: "itemsadder:my_namespace:ruby_gem"

# Oraxen custom item
material: "oraxen:amethyst_sword"

name

The display name of the item.

item:
material: DIAMOND
name: "&b&lShiny Diamond"

Aliases:

  • name
  • display-name
  • display_name

Features:

  • Supports color codes (&6, &#FF5500)
  • Supports MiniMessage (if enabled)
  • Supports placeholders (%player%)

translated-name

Provides per-language translations of the item name. Each entry maps a locale to a name, and the plugin uses the one matching the player's client language. If no locale matches, the default name value is used instead.

item:
material: DIAMOND_SWORD
name: "&b&lShiny Diamond"
translatedName:
- locale: fr-fr
name: "Nom en français"
- locale: it-it
name: "Nome in italiano"

The name is displayed in the player's client language. Players whose locale is not listed fall back to the default name.


lore

The description lines shown below the item name.

item:
material: DIAMOND_SWORD
name: "&6&lLegendary Sword"
lore:
- "&7A powerful weapon"
- ""
- "&7Damage: &c+50"
- "&7Speed: &a+10%"
- ""
- "&eClick to equip!"

Each list item is a new line. Empty strings ("") create blank lines.


lore-type

Define how the lore should interact with existing item lore. This is especially useful when using material loaders (ItemsAdder, Oraxen, etc.) where the loaded item already has lore.

item:
material: "oraxen:custom_item"
lore:
- "&7This replaces all existing lore"
lore-type: REPLACE

Available Types:

TypeDescription
REPLACEReplace the existing lore entirely (default)
APPENDAdd lines after the existing lore
PREPENDAdd lines before the existing lore

translated-lore

Provides per-language translations of the item lore. Each entry maps a locale to a lore list, and the plugin uses the one matching the player's client language. If no locale matches, the default lore value is used instead.

item:
material: DIAMOND_SWORD
lore:
- "&7A powerful weapon"
translatedLore:
- locale: fr-fr
lore:
- "Lore en français"
- locale: it-it
lore:
- "Lore in italiano"

The lore is displayed in the player's client language. Players whose locale is not listed fall back to the default lore.


amount

The stack size of the item.

item:
material: DIAMOND
amount: 64

You can also use placeholders:

item:
material: DIAMOND
amount: "%zmenu_player_value_coins%" # Dynamic amount

durability

Set the durability/damage value for tools and armor.

item:
material: DIAMOND_SWORD
durability: 100 # 100 durability used

max-stack-size

Set a custom max stack size for the item.

item:
material: DIAMOND
max-stack-size: 16

max-damage

Set a custom max durability for the item.

item:
material: DIAMOND_SWORD
max-damage: 500

damage

Set the current durability damage for the item.

item:
material: DIAMOND_SWORD
damage: 50 # 50 durability used

repair-cost

Set the anvil repair cost for the item.

item:
material: DIAMOND_SWORD
repair-cost: 10

unbreakable

Make the item unbreakable (infinite durability).

item:
material: DIAMOND_SWORD
unbreakable: true

unbreakable-show-in-tooltip

Show "Unbreakable" in the item tooltip when the item is unbreakable.

item:
material: DIAMOND_SWORD
unbreakable: true
unbreakable-show-in-tooltip: false

fire-resistant

Make the item fire resistant (does not burn in lava or fire).

item:
material: DIAMOND
fire-resistant: true

hide-tooltip

Completely hide the item tooltip when hovering over the item in the inventory.

item:
material: DIAMOND
name: "&6&lHidden Tooltip" # You can still set a name and lore, but they won't be visible in the tooltip
hide-tooltip: true

hide-additional-tooltip

Hide the additional tooltip line that shows enchantments, attributes, etc. The item name and lore will still be visible.

item:
material: DIAMOND_SWORD
name: "&6&lHidden Additional Tooltip"
enchantments:
- SHARPNESS,5
hide-additional-tooltip: true

enchantment-glint

Enable the enchantment glint effect without showing enchantments in the tooltip.

item:
material: DIAMOND
name: "&6&lGlowing Diamond"
enchantment-glint: true

enchantment-show-in-tooltip

Define whether enchantments should be listed in the item tooltip.

item:
material: DIAMOND_SWORD
name: "&6&lTooltip Enchantments"
enchantments:
- SHARPNESS,5
enchantment-show-in-tooltip: false

attribute-show-in-tooltip

Define whether attribute modifiers should be listed in the item tooltip.

item:
material: DIAMOND_SWORD
name: "&6&lTooltip Attributes"
attributes:
- attribute: ATTACK_DAMAGE
amount: 10
operation: ADD_NUMBER
slot: MAINHAND
attribute-show-in-tooltip: false

item-rarity

Set the item rarity, which can be used by resource packs to apply different colors or effects.

item:
material: DIAMOND
name: "&6&lRare Diamond"
item-rarity: RARE
Click to show rarity options

Available rarities:

  • COMMON
  • UNCOMMON
  • RARE
  • EPIC

tooltip-style

Set the tooltip style, which can be used by resource packs to apply different formatting.

item:
material: DIAMOND
name: "&6&lStyled Diamond"
tooltip-style: "fancy"

model-id

item:
material: DIAMOND
model-id: 12345

This allows resource packs to display custom models for items.


item-model 1.21+

Set the item model using a namespaced key (Minecraft 1.21+).

item:
material: DIAMOND_SWORD
item-model: "minecraft:custom/my_sword"

Or with a custom namespace:

item:
material: DIAMOND_SWORD
item-model: "mypack:weapons/legendary_blade"

equipped-model 1.21+

Set the model displayed when the item is equipped (Minecraft 1.21+).

item:
material: DIAMOND_CHESTPLATE
equipped-model: "minecraft:custom/my_armor"

This is used for armor and equipment that changes appearance when worn.


glow

Add an enchantment glow effect without showing enchantments. Equivalent to adding HIDE_ENCHANTS flag with a dummy enchantment.

item:
material: NETHER_STAR
name: "&6&lSpecial Item"
glow: true

player-head

Display a player's head. The material is automatically set to PLAYER_HEAD.

item:
player-head: "%player%" # Current player's head
name: "&a%player%'s Head"

You can also use a specific player name:

item:
player-head: "Notch"
tip

You don't need to specify material: PLAYER_HEAD when using player-head. The plugin handles this automatically.


url

Use a custom head texture URL (base64 encoded texture).

item:
material: PLAYER_HEAD
url: "eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUv..."
name: "&6Custom Head"

Get head textures from sites like minecraft-heads.com.


target

Set the target player for placeholders in the item name and lore.

item:
material: DIAMOND_SWORD
target: "%zmenu_argument_player%" # Use a placeholder that resolves to a player name
name: "&6&l%player_name%'s Sword"

So if the target placeholder resolves to "Notch", the item name will display as "Notch's Sword" for that player.


attributes

Define attribute modifiers for the item.

item:
material: DIAMOND_SWORD
attributes:
- attribute: ATTACK_SPEED
amount: 5
operation: ADD_NUMBER
slot: MAINHAND
Click to show attribute options

List of all available attributes here. Available operations:

  • ADD_NUMBER
  • ADD_SCALAR
  • MULTIPLY_SCALAR_1 Available slots can be found here.

attribute-merge-strategy

Define how attribute modifiers should merge with existing item attributes.

item:
material: DIAMOND_SWORD
attributes:
- attribute: ATTACK_DAMAGE
amount: 10
operation: ADD_NUMBER
slot: MAINHAND
attribute-merge-strategy: REPLACE
Click to show merge strategy options

Merge Strategies:

  • REPLACE - Replace all existing attributes with the defined ones.
  • ADD - Add the defined attributes to the existing ones.
  • KEEP_HIGHEST - For each attribute, keep the highest value between existing and defined.
  • KEEP_LOWEST - For each attribute, keep the lowest value between existing and defined.
  • SUM - Sum the values of existing and defined attributes together.

clear-default-attributes

Remove default attributes from items (e.g., remove attack damage from swords).

item:
material: DIAMOND_SWORD
clear-default-attributes: true

enchantments

item:
material: DIAMOND_SWORD
enchantments:
- SHARPNESS,5
- UNBREAKING,3

You can use either enchantments or enchants to add enchantments to your item.

Click to show supported enchantments and aliases

Supported Enchantments and Aliases:

Main NameAliases
SHARPNESSDAMAGE_ALL, SHARPNESS, alldamage, alldmg, sharpness, sharp, dal
BANE_OF_ARTHROPODSDAMAGE_ARTHROPODS, BANE_OF_ARTHROPODS, ardmg, baneofarthropods, baneofarthropod, arthropod, dar
SMITEDAMAGE_UNDEAD, undeaddamage, smite, du
EFFICIENCYDIG_SPEED, EFFICIENCY, digspeed, efficiency, minespeed, cutspeed, ds, eff
UNBREAKINGDURABILITY, dura, unbreaking, d
THORNSthorns, highcrit, thorn, highercrit, t
FIRE_ASPECTFIRE_ASPECT, fireaspect, fire, meleefire, meleeflame, fa
KNOCKBACKknockback, kback, kb, k
FORTUNELOOT_BONUS_BLOCKS, FORTUNE, blockslootbonus, fortune, fort, lbb
LOOTINGLOOT_BONUS_MOBS, LOOTING, mobslootbonus, mobloot, looting, lbm
RESPIRATIONOXYGEN, RESPIRATION, oxygen, respiration, breathing, breath, o
PROTECTIONPROTECTION_ENVIRONMENTAL, PROTECTION, protection, prot, protect, p
BLAST_PROTECTIONPROTECTION_EXPLOSIONS, BLAST_PROTECTION, explosionsprotection, explosionprotection, expprot, blastprotection, bprotection, bprotect, blastprotect, pe
FEATHER_FALLINGPROTECTION_FALL, FEATHER_FALLING, fallprotection, fallprot, featherfall, featherfalling, pfa
FIRE_PROTECTIONPROTECTION_FIRE, FIRE_PROTECTION, fireprotection, flameprotection, fireprotect, flameprotect, fireprot, flameprot, pf
PROJECTILE_PROTECTIONPROTECTION_PROJECTILE, PROJECTILE_PROTECTION, projectileprotection, projprot, pp
SILK_TOUCHSILK_TOUCH, silktouch, softtouch, st
AQUA_AFFINITYWATER_WORKER, AQUA_AFFINITY, waterworker, aquaaffinity, watermine, ww
FLAMEARROW_FIRE, FLAME, firearrow, flame, flamearrow, af
POWERARROW_DAMAGE, POWER, arrowdamage, power, arrowpower, ad
PUNCHARROW_KNOCKBACK, PUNCH, arrowknockback, arrowkb, punch, arrowpunch, ak
INFINITYARROW_INFINITE, INFINITY, infinitearrows, infarrows, infinity, infinite, unlimited, unlimitedarrows, ai
LUCK_OF_THE_SEALUCK, LUCK_OF_THE_SEA, luck, luckofsea, luckofseas, rodluck
LURElure, rodlure
DEPTH_STRIDERDEPTH_STRIDER, depthstrider, depth, strider
FROST_WALKERFROST_WALKER, frostwalker, frost, walker
MENDINGmending
BINDING_CURSEBINDING_CURSE, bindingcurse, bindcurse, binding, bind
VANISHING_CURSEVANISHING_CURSE, vanishingcurse, vanishcurse, vanishing, vanish
SWEEPING_EDGESWEEPING_EDGE, sweepingedge, sweepedge, sweeping
LOYALTYloyalty, loyal, return
IMPALINGimpaling, impale, oceandamage, oceandmg
RIPTIDEriptide, rip, tide, launch
CHANNELINGchannelling, chanelling, channeling, chaneling, channel
MULTISHOTmultishot, tripleshot
QUICK_CHARGEQUICK_CHARGE, quickcharge, quickdraw, fastcharge, fastdraw
PIERCINGpiercing
SOUL_SPEEDSOUL_SPEED, soulspeed, soilspeed, sandspeed
SWIFT_SNEAKswiftsneak, SWIFT_SNEAK
BREACHbreach
DENSITYdensity
WIND_BURSTWIND_BURST, windburst, wind, burst

Usage:

  • Each enchantment entry is in the format ENCHANTMENT_NAME,level (e.g., SHARPNESS,5).
  • You can use any alias listed above for the enchantment name.
  • These options are for the top-level item configuration, not for components.

trim

Define armor trim patterns and materials.

item:
material: DIAMOND_CHESTPLATE
trim:
enable: true
pattern: "coast"
material: "iron"

Available Patterns: here Available Materials: here


flags

Hide certain item attributes using item flags.

item:
material: DIAMOND_SWORD
enchantments:
- SHARPNESS,5
flags:
- HIDE_ENCHANTS
- HIDE_ATTRIBUTES
Click to show all available flags
FlagDescription
HIDE_ENCHANTSHide enchantment list
HIDE_ATTRIBUTESHide attribute modifiers
HIDE_UNBREAKABLEHide "Unbreakable" tag
HIDE_DESTROYSHide "Can destroy" list
HIDE_PLACED_ONHide "Can be placed on" list
HIDE_ADDITIONAL_TOOLTIPHide additional tooltip
HIDE_DYEHide leather armor dye color
HIDE_ARMOR_TRIMHide armor trim pattern
HIDE_CUSTOM_DATAHide custom data
HIDE_MAX_STACK_SIZEHide max stack size
HIDE_MAX_DAMAGEHide max damage
HIDE_DAMAGEHide damage
HIDE_CUSTOM_NAMEHide custom name
HIDE_ITEM_NAMEHide item name
HIDE_ITEM_MODELHide item model
HIDE_LOREHide lore
HIDE_RARITYHide rarity
HIDE_ENCHANTMENTSHide enchantments
HIDE_CAN_PLACE_ONHide can place on
HIDE_CAN_BREAKHide can break
HIDE_ATTRIBUTE_MODIFIERSHide attribute modifiers
HIDE_CUSTOM_MODEL_DATAHide custom model data
HIDE_TOOLTIP_DISPLAYHide tooltip display
HIDE_REPAIR_COSTHide repair cost
HIDE_CREATIVE_SLOT_LOCKHide creative slot lock
HIDE_ENCHANTMENT_GLINT_OVERRIDEHide enchantment glint override
HIDE_INTANGIBLE_PROJECTILEHide intangible projectile
HIDE_FOODHide food
HIDE_CONSUMABLEHide consumable
HIDE_USE_REMAINDERHide use remainder
HIDE_USE_COOLDOWNHide use cooldown
HIDE_DAMAGE_RESISTANTHide damage resistant
HIDE_TOOLHide tool
HIDE_WEAPONHide weapon
HIDE_ENCHANTABLEHide enchantable
HIDE_EQUIPPABLEHide equippable
HIDE_REPAIRABLEHide repairable
HIDE_GLIDERHide glider
HIDE_TOOLTIP_STYLEHide tooltip style
HIDE_DEATH_PROTECTIONHide death protection
HIDE_BLOCKS_ATTACKSHide blocks attacks
HIDE_STORED_ENCHANTMENTSHide stored enchantments
HIDE_DYED_COLORHide dyed color
HIDE_MAP_COLORHide map color
HIDE_MAP_IDHide map id
HIDE_MAP_DECORATIONSHide map decorations
HIDE_MAP_POST_PROCESSINGHide map post processing
HIDE_CHARGED_PROJECTILESHide charged projectiles
HIDE_BUNDLE_CONTENTSHide bundle contents
HIDE_POTION_CONTENTSHide potion contents
HIDE_POTION_DURATION_SCALEHide potion duration scale
HIDE_SUSPICIOUS_STEW_EFFECTSHide suspicious stew effects
HIDE_WRITABLE_BOOK_CONTENTHide writable book content
HIDE_WRITTEN_BOOK_CONTENTHide written book content
HIDE_TRIMHide trim
HIDE_DEBUG_STICK_STATEHide debug stick state
HIDE_ENTITY_DATAHide entity data
HIDE_BUCKET_ENTITY_DATAHide bucket entity data
HIDE_BLOCK_ENTITY_DATAHide block entity data
HIDE_INSTRUMENTHide instrument
HIDE_PROVIDES_TRIM_MATERIALHide provides trim material
HIDE_OMINOUS_BOTTLE_AMPLIFIERHide ominous bottle amplifier
HIDE_JUKEBOX_PLAYABLEHide jukebox playable
HIDE_PROVIDES_BANNER_PATTERNSHide provides banner patterns
HIDE_RECIPESHide recipes
HIDE_LODESTONE_TRACKERHide lodestone tracker
HIDE_FIREWORK_EXPLOSIONHide firework explosion
HIDE_FIREWORKSHide fireworks
HIDE_PROFILEHide profile
HIDE_NOTE_BLOCK_SOUNDHide note block sound
HIDE_BANNER_PATTERNSHide banner patterns
HIDE_BASE_COLORHide base color
HIDE_POT_DECORATIONSHide pot decorations
HIDE_CONTAINERHide container
HIDE_BLOCK_STATEHide block state
HIDE_BEESHide bees
HIDE_LOCKHide lock
HIDE_CONTAINER_LOOTHide container loot
HIDE_BREAK_SOUNDHide break sound
HIDE_VILLAGER_VARIANTHide villager variant
HIDE_WOLF_VARIANTHide wolf variant
HIDE_WOLF_SOUND_VARIANTHide wolf sound variant
HIDE_WOLF_COLLARHide wolf collar
HIDE_FOX_VARIANTHide fox variant
HIDE_SALMON_SIZEHide salmon size
HIDE_PARROT_VARIANTHide parrot variant
HIDE_TROPICAL_FISH_PATTERNHide tropical fish pattern
HIDE_TROPICAL_FISH_BASE_COLORHide tropical fish base color
HIDE_TROPICAL_FISH_PATTERN_COLORHide tropical fish pattern color
HIDE_MOOSHROOM_VARIANTHide mooshroom variant
HIDE_RABBIT_VARIANTHide rabbit variant
HIDE_PIG_VARIANTHide pig variant
HIDE_COW_VARIANTHide cow variant
HIDE_CHICKEN_VARIANTHide chicken variant
HIDE_FROG_VARIANTHide frog variant
HIDE_HORSE_VARIANTHide horse variant
HIDE_PAINTING_VARIANTHide painting variant
HIDE_LLAMA_VARIANTHide llama variant
HIDE_AXOLOTL_VARIANTHide axolotl variant
HIDE_CAT_VARIANTHide cat variant
HIDE_CAT_COLLARHide cat collar
HIDE_SHEEP_COLORHide sheep color
HIDE_SHULKER_COLORHide shulker color

Components 1.20.5+

Starting from Minecraft 1.20.5, items use a new component system. zMenu provides full support for over 40+ component types including food, tools, weapons, attributes, and more.

item:
material: DIAMOND_SWORD
components:
custom-name: "&6&lLegendary Sword"
rarity: EPIC
enchantments:
sharpness: 5
fire-resistant: true

For the complete components reference, see the dedicated Components page.


Complete Examples

Simple Item

item:
material: DIAMOND
name: "&b&lDiamond"
lore:
- "&7A precious gem"

Player Head with Texture

item:
player-head: "%player%"
name: "&6&lPlayer Profile"
lore:
- "&7Click to view!"
glow: true

Or with a custom texture URL:

item:
url: "eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA..."
name: "&6&lTreasure Chest"
lore:
- "&7Click to open!"
glow: true

Enchanted Tool

item:
material: DIAMOND_PICKAXE
name: "&a&lMiner's Dream"
lore:
- "&7The ultimate mining tool"
- ""
- "&7Efficiency V"
- "&7Fortune III"
- "&7Unbreaking III"
enchantments:
- EFFICIENCY,5
- FORTUNE,3
- UNBREAKING,3
flags:
- HIDE_ENCHANTS
glow: true

Dynamic Item with Placeholders

item:
player-head: "%player%"
name: "&6&l%player%'s Profile"
lore:
- "&8&m─────────────────"
- ""
- "&7Level: &a%player_level%"
- "&7Health: &c%player_health%/%player_max_health%"
- "&7Balance: &6$%vault_eco_balance_formatted%"
- ""
- "&7Kills: &a%statistic_player_kills%"
- "&7Deaths: &c%statistic_deaths%"
- ""
- "&8&m─────────────────"

Custom Model Item

item:
material: PAPER
name: "&e&lMagic Wand"
lore:
- "&7Cast powerful spells!"
model-id: 10001
glow: true

Using ItemsAdder/Oraxen

For custom items from ItemsAdder:

item:
material: ITEMSADDER:my_namespace:ruby_gem
name: "&c&lRuby Gem"

For Oraxen items:

item:
material: ORAXEN:amethyst_sword
name: "&d&lAmethyst Sword"

Best Practices

  1. Use meaningful names - Make item names clear and descriptive
  2. Format lore consistently - Use separators and spacing for readability
  3. Hide unnecessary info - Use flags to hide enchantments/attributes when not needed
  4. Use placeholders - Make items dynamic with PlaceholderAPI
  5. Test with resource packs - If using customModelData, verify the models display correctly

Next Steps

  • Learn how to use items in Buttons
  • Add Actions to make items interactive
  • Create Patterns for reusable item templates
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