Items
The OOP module keeps item usage concise by letting you build an item stack once and then reuse it for giving, spawning, or embedding it in wider entity workflows.
Basic usage
Practical example
This pattern is useful when the same item should be given directly in one context and spawned as a visible reward in another.
See also
- Entities & Players – Give, replace, or spawn item stacks from entity-scoped helpers.
- Events – React to item use or consumption with event-driven logic.
- Components – Define richer custom names, lore, and metadata for the items you build.
