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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

item:
material: DIAMOND_SWORD
translatedName: "item.minecraft.diamond_sword"

This displays the item name in the player's client language.


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

item:
material: DIAMOND_SWORD
translatedLore:
- "item.minecraft.diamond_sword.desc"

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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