Item Functions

Stable

Last updated for Version 1.18.10

Item functions modify the nature of an item in loot tables and trade tables.


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TODO can enchantments be prefixed with minecraft:/whatever?

Functions Note that every single thing tested here was in trade tables only Usable in loot tables and trade tables only Are objects with function and other props… None accept Molang No Java additional functions or properties were successful All may be prefixed with any sequence of text followed by a colon, like minecraft:exploration_map or d1245436576u:fio2ejfoijfiowejf::::::exploration_map

General

A handful of functions are available for basic item properties. These functions are usable on any item.

FunctionContainer LootBlock DropsFishingEntity DropsEntity EquipmentTrade Tables
set_count
set_name
set_lore
set_data
random_block_state
random_aux_value
set_damage

Count

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

NOTE

Trade tables use the "quantity" property to set their count.

The set_count function sets the count for that item entry.

Count FunctionCopy
{
	"function": "set_count",
	
	"count": {
		"min": 2,
		"max": 4
	}
}
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The "count" property determines how many of that item should be yielded; it can either be provided as an integer or a range object. Provided counts values may be larger than the stack size for that item. When this happens, the item will leak into other slots if in a container or separate into multiple different item stacks if dropped into the world. The count property actually defaults to 0, so it should always be included.

Name

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

The name of an item can be set using the set_name function. Names are visible in the user interface when hovering over an item. Names can be changed by players using anvils.

Name FunctionCopy
{
	"function": "set_name",
	
	"name": "Cursed Bow"
}
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The name to give the item is given with the string "name" property. By default, name text appears italicized. However, item names support format codes, and §r can be inserted at the start of the text to reset it to non-italics. Raw text is unsupported in item names. \n can be used for newlines.

Lore

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

The set_lore function sets the lore for an item.

Lore FunctionCopy
{
	"function": "set_lore",
	
	"lore": [
		"",
		""
	]
}
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The "lore" property configures the lore. It can be represented as either a string or an array of strings. All lore strings support format codes but do not support localization. In the array form, each string represents a new line of lore. Each such string's formatting context is independent, meaning formatting will reset with each string. By default, purple and italicized text is used for lore; this can be reset by prepending the reset format code (§r) to each string as necessary. \n can be used within any lore string to form a newline while preserving the current formatting context.

Data

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

set_data establishes the data for the given item, similar to the argument in the /give command. If used on a block, it will set the block's data value. If used on an item, it will set it's aux value. Unlike the command, however, set_data cannot set the durability of an item. For that, use durability.

Data FunctionCopy
{
	"function": "set_data",
	
	"data": 2
}
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The "data" property sets the item's data. If not provided, it will default to 0. "data" can either be provided as an integer or a range object.

As an integer:

"data": 1
1

As a range object:

"data": {
	"min": 0,
	"max": 5
}
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The object form will randomly select a data value inclusively between the provided minimum and maximum each instance this function's item entry is selected.

Block State

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

random_block_state sets an individual block state for a block.

Block State FunctionCopy
{
	"function": "random_block_state",
	
	"block_state": "wiki:color",
	"values": 3
}
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Sets a block state for a block block_state Required string name of block state values Can be number or min/max object Defaults to 0… kinda required otherwise pointless? IDK…

Aux Value

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

random_aux_value

Aux Value FunctionCopy
{
	"function": "random_aux_value",
	
	"values": {
		"min": 2,
		"max": 4
	}
}
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Sets aux value of an item values Can be integer or min/max object Min/max object chosen uniformly randomly Only used for aux value; won't, for example, set damage of a tool but will set color of wool Overrides any provided aux value as identifier :suffix, like minecraft:wool:10 Works on block data, too

Durability

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

Item durability can be set using the set_damage function.

Durability FunctionCopy
{
	"function": "set_damage",
	
	"damage": {
		"min": 0.5,
		"max": 1
	}
}
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The "damage" property sets the item's durability. It can be represented either as a number or a range object. Values are intended to range from 0 to 1, where 0 is the minimum possible durability for an item and 1 is undamaged.

Item-Specific Data

Some functions are only usable by a certain set of items. See each function for which items are relevant.

FunctionContainer LootBlock DropsFishingEntity DropsEntity EquipmentTrade Tables
furnace_smelt
set_book_contents
exploration_map⚠️
set_banner_details
random_dye
set_actor_id
fill_container

Heat Item

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

furnace_smelt

Heat Item FunctionCopy
{
	"function": "furnace_smelt"
}
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auto-implies that the entity must’ve been on fire when they died Vanilla files use a function condition for this, but even removing that condition still implies that the entity must’ve died on fire for the furnace_smelt function to trigger

Book Contents

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

set_book_contents

Book Contents FunctionCopy
{
	"function": "set_book_contents",
	
	"title": "",
	"author": "",
	
	"pages": [
		"",
		""
	]
}
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Sets data for a book Can only be used on writable_book or written_book author String name of the author title String name of the book pages Array of strings — each string is the contents of that page Supports up to 50 strings and 798 characters per string 12,800‌ character limit across all pages Use \n in the string (not \\n) to add newlines Can’t use tabs Can use color codes; Each different page string resets the color codes each time

Exploration Map

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

exploration_map

Exploration Map FunctionCopy
{
	"function": "exploration_map",
	
	"destination": "village"
}
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trade table info: destination Currently only monument mansion. Nothing else, not even buriedtreasure (this one looks like it’ll work — names the map right instead of Unknown Map like the others, but it doesn’t point anywhere). 😦

Loot table info: Destination Works for any /locate location (see old recipe notes for caveats there; this is for container loot tables) Only works if in the appropriate dimension If a mansion or monument, gets named, colored, and icon’d correctly, corresponding to the right marker decoration If invalid or no destination is given, shows no marker but still has the river and ocean lines on the map Works in containers and both entity equipment and drops Keep in mind how only 2 locations worked from traders

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

set_banner_details

Banner Type FunctionCopy
{
	"function": "set_banner_details"
}
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Sets type of a banner (only usable on this) type Can only be 0 or 1 0 is just a white banner 1 is illager banner

Random Dyeing

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

random_dye

Random Dyeing FunctionCopy
{
	"function": "random_dye"
}
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Randomly dyes leather armor or horse armor Doesn’t work on wool or whatever

Spawn Eggs

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

set_actor_id

Spawn Eggs FunctionCopy
{
	"function": "set_actor_id"
}
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Usable with spawn eggs id Should be the identifier for the mob in trade tables, defaults to trader's entity type

Container Contents

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

fill_container

Container Contents FunctionCopy
{
	"function": "fill_container"
}
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Sets the contents of a container block loot_table Path to loot table file from behavior pack root

loot_table needed or will just be the normal item Cannot point to that current loot table Works in containers and both entity stuff and blocks

Enchanting

FunctionContainer LootBlock DropsFishingEntity DropsEntity EquipmentTrade Tables
enchant_book_for_trading
enchant_with_levels
enchant_randomly
enchant_random_gear
specific_enchants

Enchant for Trading

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

enchant_book_for_trading

Enchant for Trading FunctionCopy
{
	"function": "enchant_book_for_trading"
}
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documented in trade tables

Level-Based Enchantments

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

enchant_with_levels enchants items using enchantment table logic, optionally allowing for treasure enchantments.

Level-Based Enchantments FunctionCopy
{
	"function": "enchant_with_levels",
	
	"levels": {
		"min": 15,
		"max": 21
	},
	"treasure": true
}
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Enchants books as though off an enchantment table with the given levels Unlike enchanting table, doesn’t cap at 30, otherwise seems symmetrical level 99999 gives ludicrously powerful books… with pretty much every possible enchantment on them treasure Enables treasure enchantments as possibilities for that item boolean, defaults to false If false, curses can't appear as possiblities; if true, they can levels Can be number or min/max object Defaults to 0 Can be negative, but will just be reampped as though 0.

Random Enchantments

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

enchant_randomly

Random Enchantments FunctionCopy
{
	"function": "enchant_randomly"
}
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Randomly picks a count of enchantments and their strengths for the given item treasure Enables treasure enchantments as possibilities for that item boolean, defaults to false

Enchant Gear

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

enchant_random_gear

Enchant Gear FunctionCopy
{
	"function": "enchant_random_gear"
}
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Randomly picks a count of enchantments and their strengths for the given item Pretty much like enchant_randomly, but seemingly no treasure enchantments Not working on shears, but does even work on carrot-on-a-stick chance Number from 0 to 1 Chance that the item is enchanted at all Defaults to 0 Going over 1 doesn't make it "more" enchanted

Specific Enchantments

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

specific_enchants

Specific Enchantments FunctionCopy
{
	"function": "specific_enchants"
}
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Applies a specific set of enchantments enchants Can be string array or object For array, any mix of strings or objects (see below) For string, an enchantment id For object: id The identifier for the enchantment See below for names level Optional, defaults to 1 Can be an exact number or a 2-valued array, representing min and max, inclusive

External Factors

FunctionContainer LootBlock DropsFishingEntity DropsEntity EquipmentTrade Tables
looting_enchant
explosion_decay
set_data_from_color_index
trader_material_type

Held Tool Looting Enchantment

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

looting_enchant

Held Tool Looting FunctionCopy
{
	"function": "looting_enchant",
	
	"count": {
		"min": 0,
		"max": 1
	}
}
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Count can be an integer or min/max

Explosion Decay

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

explosion_decay

Explosion Decay FunctionCopy
{
	"function": "explosion_decay"
}
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By default, always survives. If in an explosion, has a chance of not dropping based on explosion power at that block’s location

Entity Color

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

set_data_from_color_index

Entity Color FunctionCopy
{
	"function": "set_data_from_color_index"
}
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Sets the data value of the block to the value of the minecraft:color component on the entity

Trader Material Type

UsageUsable
Container loot
Block drops
Fishing
Entity drops
Entity equipment
Trade table

trader_material_type

Trader Material Type FunctionCopy
{
	"function": "trader_material_type"
}
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Only in trades? Maybe it can work somewhere in loot

Contributors