|Identity Format||The identity format for items is the basic material type name, or an item script name. Other data is specified in properties.
For example, 'i@stick'.
|Description||An ItemTag represents a holdable item generically.
ItemTags are temporary objects, to actually modify an item in an inventory you must add the item into that inventory.
ItemTags do NOT remember where they came from. If you read an item from an inventory, changing it
does not change the original item in the original inventory. You must set it back in.
Find a list of valid materials at:
Note that some materials on that list are exclusively for use with blocks, and cannot be held as items.
This object type is flaggable.
Flags on this object type will be stored in the item NBT.
|Matchable||ItemTag matchers, sometimes identified as "<item>", often seen as "with:<item>":
"potion": plaintext: matches if the item is any form of potion item.
"script": plaintext: matches if the item is any form of script item.
"item_flagged:<flag>": A Flag Matcher for item flags.
"item_enchanted:<enchantment>": matches if the item is enchanted with the given enchantment name (excluding enchantment books). Allows advanced matchers.
"raw_exact:<item>": matches based on exact raw item data comparison (almost always a bad idea to use).
Item property format: will validate that the item material matches and all directly specified properties also match. Any properties not specified won't be checked.
for example "stick[display=Hi]" will match any 'stick' with a displayname of 'hi', regardless of whether that stick has lore or not, or has enchantments or not, or etc.
Item script names: matches if the item is a script item with the given item script name, using advanced matchers.
If none of the above are used, uses MaterialTag matchables. Refer to MaterialTag matchable list above.
Note that "item" plaintext is always true.