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πŸŽ’Inventory and Equipment Abilities

Every registered ability on this page is documented as a complete reference entry. All entries also support the common ability fields from the Abilities page.

Registry keys on this page

  • consume_food

  • auto_feed

  • enhance_equipment

  • enhance_helditem

  • replace_item

  • shuffle_inventory

  • change_item

  • cost_price

  • drop_item

  • preserve_inventory

  • preserve_item

  • preserve_experience

  • use_on


consume_food

Purpose: Consumes player saturation and/or food, including fractional food accumulation.

Context: Default target: TARGET; selected entity must be a player.

Fields

Field
Default
Description

amount

0.25

Combined amount; supports {food} and {saturation}.

saturation-first

true

Consume saturation before food in combined mode.

saturation-amount

unset

Explicit saturation consumption.

food-amount

unset

Explicit food consumption.

Example

Behavior and limits

  • Fractional food consumption is stored per player until it reaches a whole point.

  • When either explicit amount exists, explicit mode controls actual reductions.


auto_feed

Purpose: Finds and consumes the first eligible food item in a player's storage inventory through the NMS bridge.

Context: Default target: SOURCE; target must be a living online player with food below 20.

Fields

Field
Default
Description

threshold

10

Maximum food level at which auto-feeding may run.

health-not-full-threshold

threshold

Threshold used when current health is below maximum.

success-abilities

empty

Child abilities executed after successful consumption.

Example

Behavior and limits

  • Scans storage slots in order and uses the first edible item or item with a food component.

  • Requires NMS FINISH_USING_ITEM; container remainders are given or dropped.

  • On failed NMS use, the removed food item is returned.


enhance_equipment

Purpose: Replaces selected armor pieces with newly created armor and random compatible enchantments.

Context: Default target: SOURCE; requires a living entity with equipment.

Fields

Field
Default
Description

armor-material

NETHERITE

Material prefix combined with armor piece names.

pieces

all armor

List of HELMET, CHESTPLATE, LEGGINGS, and BOOTS.

enchant.min-amount

1

Minimum distinct enchantments.

enchant.max-amount

3

Maximum distinct enchantments.

enchant.min-level

1

Minimum level.

enchant.max-level

4

Maximum level, capped by enchantment max.

enchant.enchantments

all compatible

Optional allow-list of Bukkit enchantments.

Example

Behavior and limits

  • Existing selected equipment is replaced.

  • Non-player equipment drop chances for replaced pieces are set to zero.


enhance_helditem

Purpose: Adds random compatible enchantments to a held item.

Context: Default target: SOURCE; requires a living entity with equipment and a non-air hand item.

Fields

Field
Default
Description

hand

MAIN_HAND

MAIN_HAND or OFF_HAND.

enchant.min-amount

1

Minimum distinct enchantments.

enchant.max-amount

3

Maximum distinct enchantments.

enchant.min-level

1

Minimum level.

enchant.max-level

4

Maximum level, capped by enchantment maximum.

Example

Behavior and limits

  • Compatible enchantments are selected without duplicates.

  • For non-player equipment, both hand drop chances are set to zero.


replace_item

Purpose: Builds an item from nested ItemFormat and places it in an equipment slot.

Context: Default target: SOURCE; requires a living entity with equipment.

Fields

Field
Default
Description

slot

MAIN_HAND

MAIN_HAND, OFF_HAND, HELMET, CHESTPLATE, LEGGINGS, or BOOTS.

item

required

Nested ItemFormat used to build the replacement.

Example

Behavior and limits

  • Non-player drop chance for the replaced slot is set to zero.

  • Unsupported slot values do not change equipment.


shuffle_inventory

Purpose: Randomly permutes occupied player inventory slots inside a configured range.

Context: Default target: TARGET; selected entity must be a player.

Fields

Field
Default
Description

start-slot

0

First player-inventory index, minimum 0.

end-slot

35

Last index, capped by inventory size.

Example

Behavior and limits

  • Only occupied slots participate, so empty slots stay empty.

  • Fewer than two occupied slots produces no change.


change_item

Purpose: Applies EnchantmentReform ChangesManager mutations to every selected matching item.

Context: Uses the extended item selector and optional equipment holder from the common ability item fields.

Fields

Field
Default
Description

item / item.selector

CONTEXT

Item selector; may select one or multiple equipment items.

item-holder / item.holder

default target

Holder selector for equipment items.

match-item

match all

MatchItemFormat filter.

changes

empty

ChangesManager mutations.

Example

Behavior and limits

  • Every selected item is checked independently.

  • The active-enchantment cache is cleared afterward so item changes are re-evaluated.


cost_price

Purpose: Checks and optionally charges a configured price, then executes success or failure child abilities.

Context: payer must resolve to a player; provider-backed prices require their integration.

Fields

Field
Default
Description

payer

PLAYER

Player selector used for affordability and payment.

cost / amount / price.cost

0

Required amount; first present location wins.

take / price.take

true

Whether to actually remove the price.

cost-every

1

Charge only every Nth activation; other activations run success children for free.

price

required

Price definition: hook item, vanilla item, MatchItemFormat, hook economy, vanilla economy, placeholder, reserve, or free.

abilities

required

Success child abilities.

else-abilities

empty

Failure branch; preferred fallback name.

failure-abilities / fail-abilities

empty

Additional failure aliases.

Example

Behavior and limits

  • Negative cost fails.

  • When no payer resolves, the failure branch runs.

  • Price detection is based on fields present in price; invalid configuration logs an error.

  • The execution return value propagates from the chosen child branch.


drop_item

Purpose: Moves an amount from a selected existing item stack into a dropped item entity.

Context: Requires a selected item and resolved world location.

Fields

Field
Default
Description

item / item.selector

CONTEXT

Item selector from the common item-selection system.

item-holder / item.holder

default target

Equipment holder selector.

amount

entire stack

Amount removed and dropped, clamped to 1..available.

naturally

true

Use natural random drop motion instead of exact drop.

pickup-delay

unset

Optional pickup delay, minimum 0.

Example

Behavior and limits

  • This ability does not build a new ItemFormat item; it consumes from the selected stack.

  • Invalid/empty selected items are skipped.


preserve_inventory

Purpose: Keeps inventory and/or experience through a player death event.

Context: Requires PlayerDeathEvent.

Fields

Field
Default
Description

inventory

true

Enable keep-inventory and clear event drops.

experience

true

Enable keep-level and set dropped experience result to zero.

Example

Behavior and limits

  • This directly edits the death event and should be tested with gamerules and other keep-inventory plugins.


preserve_item

Purpose: Preserves the current context item through player death.

Context: Requires player SOURCE, PlayerDeathEvent, and non-null context.item().

Fields

No type-specific fields.

Example

Behavior and limits

  • A clone of the context item is removed from death drops by similarity and returned one tick later.

  • Inventory overflow is dropped naturally at the player.


preserve_experience

Purpose: Preserves a percentage of the player's total experience through death.

Context: Requires player SOURCE and PlayerDeathEvent.

Fields

Field
Default
Description

ratio

0.5

Fraction retained, clamped to 0..1.

Example

Behavior and limits

  • Retained experience is subtracted from the mutable dropped-experience result.

  • The retained points are given back one tick later.


use_on

Purpose: Uses a hand or matched inventory item on a block through the NMS use-on bridge.

Context: Requires a player, supported hand, resolvable block, valid face, and NMS implementation.

Fields

Field
Default
Description

player

SOURCE

Player selector.

hand

CONTEXT

CONTEXT, trigger-item aliases, MAIN_HAND, or OFF_HAND.

block-offset.x/y/z

0

Relative offset from context/resolved block.

face

UP

Cardinal block face; TOP/BOTTOM aliases are supported.

hit.x/y/z

0.5

Hit coordinates inside block, clamped 0..1.

inside

false

Whether hit is considered inside the block.

inventory-items / inventory-item

unset

MatchItemFormat used to find a temporary inventory item to use.

success-abilities

empty

Children after successful NMS use.

failure-abilities

empty

Children after failure.

Example

Behavior and limits

  • When matching an inventory item, it is temporarily moved into the selected hand and the remaining stack is restored to its slot.

  • Only main/off hand are accepted.

  • The chosen success/failure branch executes with resolved block context.


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