Items & inventories · Value
Rename an item
The same item with a new name, MiniMessage colours and all.
m.item.rename
In a flow
“When a player uses a command → Item in hand → Rename an item <gold>{trigger.args} → Set a slot.”
When a player uses a command → Item in hand → Rename an item <gold>{trigger.args} → Set a slot.
What it does
The same item with a new name, MiniMessage colours and all. It's a value node: no white pins, it works out its answer when a step wired to it needs it. It gives 1 value later steps can use. Find it under Items & inventories in the palette.
When to use it
Use it when the flow needs to: the same item with a new name, MiniMessage colours and all.
When not to
For a value that never changes, type it into the setting instead of wiring a node.
Typical wiring
Sockets: settings you can wire
- Item Item
-
The item to rename: wire one in, like Item from Make an item.
What goes there: Type it in the side panel, or wire in an item. e.g. 3× Diamond
If it's empty: Optional. Left empty and unwired, the step runs without it.
- Name Text
-
Its new name. Variables allowed; MiniMessage tags like <gold> work.
What goes there: Type it in the side panel, or wire in text. e.g. Hello there
If it's empty: Optional. Left empty and unwired, it uses <gold>Excalibur.
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Values it gives
- Item Item
-
The item. Wire it into Give an item stack or another item step. e.g. 1× Diamond Sword
If it's empty: Empty when the step didn't make one (it stopped early or was skipped); steps reading it get nothing.
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