# 类的使用
org.bukkit.inventory.ItemStack

使用ItemStack的程序包
程序包
说明
org.bukkit
Bukkit API的顶级程序包, 包含通用的API类和接口.
org.bukkit.advancement
与进度有关的接口.
org.bukkit.block
用于操作在`世界`内的三位像素(方块)，包括一些特定的状态.
org.bukkit.block.data
各种方块的 BlockData 类.
org.bukkit.configuration
专门用于处理插件运行时配置的类.
org.bukkit.enchantments
与`物品堆`对应的附魔相关的类，作为`物品元数据`的一部分.
org.bukkit.entity
为在`世界`内存在的非三维像素单位(实体)提供的接口，包含玩家、怪物、抛射物等.
org.bukkit.event.block
与`方块`被改变或与`世界`进行交互等情况相关的`事件`.
org.bukkit.event.enchantment
与`附魔台`操作相关的`事件`.
org.bukkit.event.entity
与`实体`相关的`事件`，不包括 一些直接引用的更具体的实体类型.
org.bukkit.event.hanging
与`悬挂实体`相关的`事件`.
org.bukkit.event.inventory
与`物品栏`操作相关的`事件`.
org.bukkit.event.player
与`玩家`相关的`事件`.
org.bukkit.event.world
与`世界`状态和变化有关的`事件`.
org.bukkit.inventory
参与操作玩家物品栏和物品交互的类.
org.bukkit.inventory.meta
用于操作可以存储在`物品堆`的额外数据的接口.
org.bukkit.inventory.meta.components
Isolated components which may form part of item meta.
org.bukkit.loot
与战利品表产生与操作有关的类 (Minecraft Wiki - 战利品表).
org.bukkit.material
代表每种体素(意义可参考维基百科或百度百科相关条目，即物品被抽象为体素)的种类和状态.

- ## org.bukkit中ItemStack的使用

  返回ItemStack的org.bukkit中的方法
  修饰符和类型
  方法
  说明
  `static @NotNull ItemStack`
  Bukkit.`craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world)`
  Get the crafted item using the list of `ItemStack` provided.
  `static @NotNull ItemStack`
  Bukkit.`craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world, @NotNull Player player)`
  Get the crafted item using the list of `ItemStack` provided.
  `@NotNull ItemStack`
  Server.`craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world)`
  Get the crafted item using the list of `ItemStack` provided.
  `@NotNull ItemStack`
  Server.`craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world, @NotNull Player player)`
  Get the crafted item using the list of `ItemStack` provided.
  `static @NotNull ItemStack`
  Bukkit.`createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType)`
  Create a new explorer map targeting the closest nearby structure of a given `StructureType`.
  `static @NotNull ItemStack`
  Bukkit.`createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType, int radius, boolean findUnexplored)`
  Create a new explorer map targeting the closest nearby structure of a given `StructureType`.
  `@NotNull ItemStack`
  Server.`createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType)`
  Create a new explorer map targeting the closest nearby structure of a given `StructureType`.
  `@NotNull ItemStack`
  Server.`createExplorerMap(@NotNull World world, @NotNull Location location, @NotNull StructureType structureType, int radius, boolean findUnexplored)`
  Create a new explorer map targeting the closest nearby structure of a given `StructureType`.
  `ItemStack`
  UnsafeValues.`modifyItemStack(ItemStack stack, String arguments)`
  已过时。
  参数类型为ItemStack的org.bukkit中的方法
  修饰符和类型
  方法
  说明
  `static @NotNull ItemStack`
  Bukkit.`craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world)`
  Get the crafted item using the list of `ItemStack` provided.
  `static @NotNull ItemStack`
  Bukkit.`craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world, @NotNull Player player)`
  Get the crafted item using the list of `ItemStack` provided.
  `@NotNull ItemStack`
  Server.`craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world)`
  Get the crafted item using the list of `ItemStack` provided.
  `@NotNull ItemStack`
  Server.`craftItem(@NotNull ItemStack[] craftingMatrix, @NotNull World world, @NotNull Player player)`
  Get the crafted item using the list of `ItemStack` provided.
  `static @NotNull ItemCraftResult`
  Bukkit.`craftItemResult(@NotNull ItemStack[] craftingMatrix, @NotNull World world)`
  Get the crafted item using the list of `ItemStack` provided.
  `static @NotNull ItemCraftResult`
  Bukkit.`craftItemResult(@NotNull ItemStack[] craftingMatrix, @NotNull World world, @NotNull Player player)`
  Get the crafted item using the list of `ItemStack` provided.
  `@NotNull ItemCraftResult`
  Server.`craftItemResult(@NotNull ItemStack[] craftingMatrix, @NotNull World world)`
  Get the crafted item using the list of `ItemStack` provided.
  `@NotNull ItemCraftResult`
  Server.`craftItemResult(@NotNull ItemStack[] craftingMatrix, @NotNull World world, @NotNull Player player)`
  Get the crafted item using the list of `ItemStack` provided.
  `@NotNull Item`
  World.`dropItem(@NotNull Location location, @NotNull ItemStack item)`
  在指定的`位置`丢出一个物品.
  `@NotNull Item`
  World.`dropItem(@NotNull Location location, @NotNull ItemStack item, @Nullable Consumer<? super Item> function)`
  Drops an item at the specified `Location` Note that functions will run before the entity is spawned
  `@NotNull Item`
  World.`dropItemNaturally(@NotNull Location location, @NotNull ItemStack item)`
  在指定的`位置`丢出一个随机偏移的物品.
  `@NotNull Item`
  World.`dropItemNaturally(@NotNull Location location, @NotNull ItemStack item, @Nullable Consumer<? super Item> function)`
  Drops an item at the specified `Location` with a random offset Note that functions will run before the entity is spawned
  `static @Nullable Recipe`
  Bukkit.`getCraftingRecipe(@NotNull ItemStack[] craftingMatrix, @NotNull World world)`
  Get the `Recipe` for the list of ItemStacks provided.
  `@Nullable Recipe`
  Server.`getCraftingRecipe(@NotNull ItemStack[] craftingMatrix, @NotNull World world)`
  Get the `Recipe` for the list of ItemStacks provided.
  `static @NotNull List<Recipe>`
  Bukkit.`getRecipesFor(@NotNull ItemStack result)`
  获取对指定物品适用的所有合成配方的列表.
  `@NotNull List<Recipe>`
  Server.`getRecipesFor(@NotNull ItemStack result)`
  获取对指定物品适用的所有合成配方的列表.
  `String`
  UnsafeValues.`getTranslationKey(ItemStack itemStack)`
  已过时。
  `ItemStack`
  UnsafeValues.`modifyItemStack(ItemStack stack, String arguments)`
  已过时。

- ## org.bukkit.advancement中ItemStack的使用

  返回ItemStack的org.bukkit.advancement中的方法
  修饰符和类型
  方法
  说明
  `@NotNull ItemStack`
  AdvancementDisplay.`getIcon()`
  The icon that is used for this advancement.

- ## org.bukkit.block中ItemStack的使用

  返回ItemStack的org.bukkit.block中的方法
  修饰符和类型
  方法
  说明
  `@Nullable ItemStack`
  BrushableBlock.`getItem()`
  Get the item which will be revealed when the sand is fully brushed away and uncovered.
  `@Nullable ItemStack`
  Campfire.`getItem(int index)`
  `@NotNull ItemStack`
  Jukebox.`getRecord()`
  获取插入该唱片机的唱片 (译注:这是较新版本才有的API, 建议使用getPlaying).
  返回变量类型为ItemStack的类型的org.bukkit.block中的方法
  修饰符和类型
  方法
  说明
  `@NotNull Collection<ItemStack>`
  Block.`getDrops()`
  返回当破坏此方块时掉落的物品.
  `@NotNull Collection<ItemStack>`
  Block.`getDrops(@NotNull ItemStack tool, @Nullable Entity entity)`
  返回当某实体使用某工具破坏此方块时掉落的物品.
  `@NotNull Collection<ItemStack>`
  Block.`getDrops(@Nullable ItemStack tool)`
  返回当使用特定工具破坏此方块时掉落的物品.
  参数类型为ItemStack的org.bukkit.block中的方法
  修饰符和类型
  方法
  说明
  `boolean`
  Block.`breakNaturally(@Nullable ItemStack tool)`
  破坏此方块并生成掉落物, 就像是玩家手持工具挖掘方块一样.
  `@NotNull Collection<ItemStack>`
  Block.`getDrops(@NotNull ItemStack tool, @Nullable Entity entity)`
  返回当某实体使用某工具破坏此方块时掉落的物品.
  `@NotNull Collection<ItemStack>`
  Block.`getDrops(@Nullable ItemStack tool)`
  返回当使用特定工具破坏此方块时掉落的物品.
  `boolean`
  Block.`isPreferredTool(@NotNull ItemStack tool)`
  Returns if the given item is a preferred choice to break this Block.
  `void`
  BrushableBlock.`setItem(@Nullable ItemStack item)`
  Sets the item which will be revealed when the sand is fully brushed away and uncovered.
  `void`
  Campfire.`setItem(int index, @Nullable ItemStack item)`
  `void`
  Jukebox.`setRecord(@Nullable ItemStack record)`
  设置将要播放的唱片, 唱片机将自动播放.

- ## org.bukkit.block.data中ItemStack的使用

  参数类型为ItemStack的org.bukkit.block.data中的方法
  修饰符和类型
  方法
  说明
  `boolean`
  BlockData.`isPreferredTool(@NotNull ItemStack tool)`
  返回给定物品是否为破坏此方块的首选选择。

- ## org.bukkit.configuration中ItemStack的使用

  返回ItemStack的org.bukkit.configuration中的方法
  修饰符和类型
  方法
  说明
  `@Nullable ItemStack`
  ConfigurationSection.`getItemStack(@NotNull String path)`
  在指定路径获取一个 `ItemStack` 类型的值.
  `@Nullable ItemStack`
  ConfigurationSection.`getItemStack(@NotNull String path, @Nullable ItemStack def)`
  在指定路径上获取一个 `ItemStack`, 如果无法获取, 则直接返回默认值.
  `@Nullable ItemStack`
  MemorySection.`getItemStack(@NotNull String path)`
  `@Nullable ItemStack`
  MemorySection.`getItemStack(@NotNull String path, @Nullable ItemStack def)`
  参数类型为ItemStack的org.bukkit.configuration中的方法
  修饰符和类型
  方法
  说明
  `@Nullable ItemStack`
  ConfigurationSection.`getItemStack(@NotNull String path, @Nullable ItemStack def)`
  在指定路径上获取一个 `ItemStack`, 如果无法获取, 则直接返回默认值.
  `@Nullable ItemStack`
  MemorySection.`getItemStack(@NotNull String path, @Nullable ItemStack def)`

- ## org.bukkit.enchantments中ItemStack的使用

  参数类型为ItemStack的org.bukkit.enchantments中的方法
  修饰符和类型
  方法
  说明
  `abstract boolean`
  Enchantment.`canEnchantItem(@NotNull ItemStack item)`
  检查该附魔支不支持某物品.
  `boolean`
  EnchantmentTarget.`includes(@NotNull ItemStack item)`
  检查本适用目标是否包含该物品.

- ## org.bukkit.entity中ItemStack的使用

  返回ItemStack的org.bukkit.entity中的方法
  修饰符和类型
  方法
  说明
  `@NotNull ItemStack`
  ArmorStand.`getBoots()`
  已过时。
  建议使用 `EntityEquipment.getBoots()`
  `@NotNull ItemStack`
  ArmorStand.`getChestplate()`
  已过时。
  建议使用 `EntityEquipment.getChestplate()`
  `@NotNull ItemStack`
  SizedFireball.`getDisplayItem()`
  Gets the display `ItemStack`.
  `@NotNull ItemStack`
  ArmorStand.`getHelmet()`
  已过时。
  建议使用 `EntityEquipment.getHelmet()`
  `@NotNull ItemStack`
  AbstractArrow.`getItem()`
  Gets the ItemStack which will be picked up from this arrow.
  `@NotNull ItemStack`
  EnderSignal.`getItem()`
  Get the `ItemStack` to be displayed while in the air and to be dropped on death.
  `@NotNull ItemStack`
  ItemFrame.`getItem()`
  获取在展示框内的物品.
  `@Nullable ItemStack`
  OminousItemSpawner.`getItem()`
  Gets the item which will be spawned by this spawner.
  `@NotNull ItemStack`
  ThrowableProjectile.`getItem()`
  Gets the ItemStack the thrown projectile will display.
  `@NotNull ItemStack`
  ThrownPotion.`getItem()`
  返回此药水瓶物品的副本.
  `@NotNull ItemStack`
  ArmorStand.`getItemInHand()`
  已过时。
  建议使用 `EntityEquipment.getItemInHand()`
  `@NotNull ItemStack`
  HumanEntity.`getItemInHand()`
  已过时。
  人类现能双持, 请使用 `PlayerInventory` 中更明确的方法
  `@Nullable ItemStack`
  LivingEntity.`getItemInUse()`
  获取玩家正在使用的物品（吃食物、拉弓、格挡等）。
  `@NotNull ItemStack`
  HumanEntity.`getItemOnCursor()`
  返回你的鼠标正在拖动的物品, 可能为空.
  `@NotNull ItemStack`
  Item.`getItemStack()`
  获取与此掉落物相关的物品堆.
  `@Nullable ItemStack`
  ItemDisplay.`getItemStack()`
  Gets the displayed item stack.
  `@NotNull ItemStack`
  ArmorStand.`getLeggings()`
  已过时。
  建议使用 `EntityEquipment.getLeggings()`
  `@NotNull ItemStack`
  AbstractArrow.`getWeapon()`
  Gets the ItemStack which fired this arrow.
  参数类型为ItemStack的org.bukkit.entity中的方法
  修饰符和类型
  方法
  说明
  `@Nullable Firework`
  HumanEntity.`fireworkBoost(@NotNull ItemStack fireworkItemStack)`
  Perform a firework boost.
  `@NotNull Sound`
  LivingEntity.`getDrinkingSound(@NotNull ItemStack itemStack)`
  获取此实体饮用给定 `ItemStack` 时发出的 `Sound`。
  `@NotNull Sound`
  LivingEntity.`getEatingSound(@NotNull ItemStack itemStack)`
  获取此实体食用给定 `ItemStack` 时发出的 `Sound`。
  `boolean`
  Animals.`isBreedItem(@NotNull ItemStack stack)`
  Check if the provided ItemStack is the correct item used for breeding this entity.
  `void`
  Player.`openBook(@NotNull ItemStack book)`
  为玩家打开一本`成书`.
  `void`
  Player.`sendEquipmentChange(@NotNull LivingEntity entity, @NotNull EquipmentSlot slot, @Nullable ItemStack item)`
  向玩家发送某个实体的盔甲槽变化数据包.
  `void`
  ArmorStand.`setBoots(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setBoots(org.bukkit.inventory.ItemStack)`
  `void`
  ArmorStand.`setChestplate(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setChestplate(org.bukkit.inventory.ItemStack)`
  `void`
  SizedFireball.`setDisplayItem(@NotNull ItemStack item)`
  Sets the display `ItemStack` for the fireball.
  `void`
  ArmorStand.`setHelmet(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setHelmet(org.bukkit.inventory.ItemStack)`
  `void`
  AbstractArrow.`setItem(@NotNull ItemStack item)`
  Sets the ItemStack which will be picked up from this arrow.
  `void`
  EnderSignal.`setItem(@Nullable ItemStack item)`
  Set the `ItemStack` to be displayed while in the air and to be dropped on death.
  `void`
  ItemFrame.`setItem(@Nullable ItemStack item)`
  设置在展示框内的物品.
  `void`
  ItemFrame.`setItem(@Nullable ItemStack item, boolean playSound)`
  设置在此物品展示框中的物品.
  `void`
  OminousItemSpawner.`setItem(@Nullable ItemStack item)`
  Sets the item which will be spawned by this spawner.
  `void`
  ThrowableProjectile.`setItem(@NotNull ItemStack item)`
  Sets the display ItemStack for the thrown projectile.
  `void`
  ThrownPotion.`setItem(@NotNull ItemStack item)`
  设置此药水瓶物品.
  `void`
  ArmorStand.`setItemInHand(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setItemInHand(org.bukkit.inventory.ItemStack)`
  `void`
  HumanEntity.`setItemInHand(@Nullable ItemStack item)`
  已过时。
  人类现能双持, 请使用 `PlayerInventory` 中更明确的方法
  `void`
  HumanEntity.`setItemOnCursor(@Nullable ItemStack item)`
  设置你正在拖动的物品, 将替换你所拖动的任何物品.
  `void`
  Item.`setItemStack(@NotNull ItemStack stack)`
  设置与此掉落物相关的物品堆.
  `void`
  ItemDisplay.`setItemStack(@Nullable ItemStack item)`
  Sets the displayed item stack.
  `void`
  ArmorStand.`setLeggings(@Nullable ItemStack item)`
  已过时。
  建议使用 `EntityEquipment.setLeggings(org.bukkit.inventory.ItemStack)`
  `void`
  AbstractArrow.`setWeapon(@NotNull ItemStack item)`
  Sets the ItemStack which fired this arrow.
  类型变量类型为ItemStack的org.bukkit.entity中的方法参数
  修饰符和类型
  方法
  说明
  `void`
  Player.`sendEquipmentChange(@NotNull LivingEntity entity, @NotNull Map<EquipmentSlot,ItemStack> items)`
  Send multiple equipment changes for the target entity.

- ## org.bukkit.event.block中ItemStack的使用

  声明为ItemStack的org.bukkit.event.block中的字段
  修饰符和类型
  字段
  说明
  `protected ItemStack`
  BlockPlaceEvent.`itemInHand`
  返回ItemStack的org.bukkit.event.block中的方法
  修饰符和类型
  方法
  说明
  `@NotNull ItemStack`
  BlockDispenseEvent.`getItem()`
  获取被射出的物品.
  `@NotNull ItemStack`
  BlockDamageAbortEvent.`getItemInHand()`
  Gets the ItemStack for the item currently in the player's hand.
  `@NotNull ItemStack`
  BlockDamageEvent.`getItemInHand()`
  获取当前玩家手上的物品.
  `@NotNull ItemStack`
  BlockPlaceEvent.`getItemInHand()`
  获取玩家放置的方块的物品形式(在玩家手上).
  `@NotNull ItemStack`
  BlockCookEvent.`getResult()`
  获取烹饪后得到的物品堆 (比如熟食).
  `@NotNull ItemStack`
  BlockCookEvent.`getSource()`
  获取被烹饪的物品堆 (比如生的食物).
  `@NotNull ItemStack`
  InventoryBlockStartEvent.`getSource()`
  Gets the source ItemStack for this event.
  `@NotNull ItemStack`
  BlockShearEntityEvent.`getTool()`
  获取剪这只羊(实体)的工具.
  参数类型为ItemStack的org.bukkit.event.block中的方法
  修饰符和类型
  方法
  说明
  `void`
  BlockDispenseEvent.`setItem(@NotNull ItemStack item)`
  设置被射出的物品.
  `void`
  BlockCookEvent.`setResult(@NotNull ItemStack result)`
  设置烹饪后得到的物品堆.
  参数类型为ItemStack的org.bukkit.event.block中的构造器
  限定符
  构造器
  说明
  ``
  `BlockCookEvent(@NotNull Block block, @NotNull ItemStack source, @NotNull ItemStack result)`
  ``
  `BlockDamageAbortEvent(@NotNull Player player, @NotNull Block block, @NotNull ItemStack itemInHand)`
  ``
  `BlockDamageEvent(@NotNull Player player, @NotNull Block block, @NotNull ItemStack itemInHand, boolean instaBreak)`
  ``
  `BlockDispenseArmorEvent(@NotNull Block block, @NotNull ItemStack dispensed, @NotNull LivingEntity target)`
  ``
  `BlockDispenseEvent(@NotNull Block block, @NotNull ItemStack dispensed, @NotNull Vector velocity)`
  ``
  `BlockMultiPlaceEvent(@NotNull List<BlockState> states, @NotNull Block clicked, @NotNull ItemStack itemInHand, @NotNull Player thePlayer, boolean canBuild)`
  ``
  `BlockPlaceEvent(@NotNull Block placedBlock, @NotNull BlockState replacedBlockState, @NotNull Block placedAgainst, @NotNull ItemStack itemInHand, @NotNull Player thePlayer, boolean canBuild)`
  已过时。
  ``
  `BlockPlaceEvent(@NotNull Block placedBlock, @NotNull BlockState replacedBlockState, @NotNull Block placedAgainst, @NotNull ItemStack itemInHand, @NotNull Player thePlayer, boolean canBuild, @NotNull EquipmentSlot hand)`
  ``
  `BlockShearEntityEvent(@NotNull Block dispenser, @NotNull Entity sheared, @NotNull ItemStack tool)`
  ``
  `BrewingStartEvent(@NotNull Block furnace, @NotNull ItemStack source, int brewingTime)`
  ``
  `CampfireStartEvent(@NotNull Block furnace, @NotNull ItemStack source, @NotNull CampfireRecipe recipe)`
  ``
  `InventoryBlockStartEvent(@NotNull Block block, @NotNull ItemStack source)`

- ## org.bukkit.event.enchantment中ItemStack的使用

  返回ItemStack的org.bukkit.event.enchantment中的方法
  修饰符和类型
  方法
  说明
  `@NotNull ItemStack`
  EnchantItemEvent.`getItem()`
  获取被附魔的物品(可改动).
  `@NotNull ItemStack`
  PrepareItemEnchantEvent.`getItem()`
  获取准备附魔的物品(可改动).
  参数类型为ItemStack的org.bukkit.event.enchantment中的构造器
  限定符
  构造器
  说明
  ``
  `EnchantItemEvent(@NotNull Player enchanter, @NotNull InventoryView view, @NotNull Block table, @NotNull ItemStack item, int level, @NotNull Map<Enchantment,Integer> enchants, @NotNull Enchantment enchantmentHint, int levelHint, int i)`
  ``
  `PrepareItemEnchantEvent(@NotNull Player enchanter, @NotNull InventoryView view, @NotNull Block table, @NotNull ItemStack item, @NotNull EnchantmentOffer[] offers, int bonus)`

- ## org.bukkit.event.entity中ItemStack的使用

  返回ItemStack的org.bukkit.event.entity中的方法
  修饰符和类型
  方法
  说明
  `@Nullable ItemStack`
  EntityShootBowEvent.`getBow()`
  Gets the bow ItemStack used to fire the arrow.
  `@Nullable ItemStack`
  EntityBreedEvent.`getBredWith()`
  获取用于引起此次繁殖的物品 (若存在).
  `@Nullable ItemStack`
  EntityShootBowEvent.`getConsumable()`
  Get the ItemStack to be consumed in this event (if any).
  `@NotNull ItemStack`
  PiglinBarterEvent.`getInput()`
  Gets the input of the barter.
  `@Nullable ItemStack`
  FoodLevelChangeEvent.`getItem()`
  若存在的话, 返回触发本事件的物品.
  返回变量类型为ItemStack的类型的org.bukkit.event.entity中的方法
  修饰符和类型
  方法
  说明
  `@NotNull List<ItemStack>`
  EntityDeathEvent.`getDrops()`
  返回这实体死亡掉落物品的集合.
  `@NotNull List<ItemStack>`
  PiglinBarterEvent.`getOutcome()`
  Returns a mutable list representing the outcome of the barter.
  参数类型为ItemStack的org.bukkit.event.entity中的构造器
  限定符
  构造器
  说明
  ``
  `EntityBreedEvent(@NotNull LivingEntity child, @NotNull LivingEntity mother, @NotNull LivingEntity father, @Nullable LivingEntity breeder, @Nullable ItemStack bredWith, int experience)`
  ``
  `EntityShootBowEvent(@NotNull LivingEntity shooter, @Nullable ItemStack bow, @Nullable ItemStack consumable, @NotNull Entity projectile, @NotNull EquipmentSlot hand, float force, boolean consumeItem)`
  ``
  `FoodLevelChangeEvent(@NotNull HumanEntity what, int level, @Nullable ItemStack item)`
  ``
  `PiglinBarterEvent(@NotNull Piglin what, @NotNull ItemStack input, @NotNull List<ItemStack> outcome)`
  类型变量类型为ItemStack的org.bukkit.event.entity中的构造器参数
  限定符
  构造器
  说明
  ``
  `EntityDeathEvent(@NotNull LivingEntity entity, @NotNull DamageSource damageSource, @NotNull List<ItemStack> drops)`
  ``
  `EntityDeathEvent(@NotNull LivingEntity what, @NotNull DamageSource damageSource, @NotNull List<ItemStack> drops, int droppedExp)`
  ``
  `PiglinBarterEvent(@NotNull Piglin what, @NotNull ItemStack input, @NotNull List<ItemStack> outcome)`
  ``
  `PlayerDeathEvent(@NotNull Player player, @NotNull DamageSource damageSource, @NotNull List<ItemStack> drops, int droppedExp, int newExp, int newTotalExp, int newLevel, @Nullable String deathMessage)`
  ``
  `PlayerDeathEvent(@NotNull Player player, @NotNull DamageSource damageSource, @NotNull List<ItemStack> drops, int droppedExp, int newExp, @Nullable String deathMessage)`
  ``
  `PlayerDeathEvent(@NotNull Player player, @NotNull DamageSource damageSource, @NotNull List<ItemStack> drops, int droppedExp, @Nullable String deathMessage)`

- ## org.bukkit.event.hanging中ItemStack的使用

  返回ItemStack的org.bukkit.event.hanging中的方法
  修饰符和类型
  方法
  说明
  `@Nullable ItemStack`
  HangingPlaceEvent.`getItemStack()`
  获取此悬挂实体的起源物品 (即用什么物品放置的).
  参数类型为ItemStack的org.bukkit.event.hanging中的构造器
  限定符
  构造器
  说明
  ``
  `HangingPlaceEvent(@NotNull Hanging hanging, @Nullable Player player, @NotNull Block block, @NotNull BlockFace blockFace, @Nullable EquipmentSlot hand, @Nullable ItemStack itemStack)`

- ## org.bukkit.event.inventory中ItemStack的使用

  返回ItemStack的org.bukkit.event.inventory中的方法
  修饰符和类型
  方法
  说明
  `@Nullable ItemStack`
  InventoryClickEvent.`getCurrentItem()`
  获取被点击的格子的物品
  `@Nullable ItemStack`
  InventoryClickEvent.`getCursor()`
  获取被光标所拿起来的物品
  `@NotNull ItemStack`
  InventoryCreativeEvent.`getCursor()`
  `@Nullable ItemStack`
  InventoryDragEvent.`getCursor()`
  Gets the result cursor after the drag is done.
  `@NotNull ItemStack`
  BrewingStandFuelEvent.`getFuel()`
  Gets the ItemStack of the fuel before the amount was subtracted.
  `@NotNull ItemStack`
  FurnaceBurnEvent.`getFuel()`
  获取这个事件中的燃料.
  `@NotNull ItemStack`
  InventoryMoveItemEvent.`getItem()`
  Gets the ItemStack being moved; if modified, the original item will not be removed from the source inventory.
  `@NotNull ItemStack`
  InventoryDragEvent.`getOldCursor()`
  Gets an ItemStack representing the cursor prior to any modifications as a result of this drag.
  `@Nullable ItemStack`
  PrepareInventoryResultEvent.`getResult()`
  Get result item, may be null.
  返回变量类型为ItemStack的类型的org.bukkit.event.inventory中的方法
  修饰符和类型
  方法
  说明
  `@NotNull Map<Integer,ItemStack>`
  InventoryDragEvent.`getNewItems()`
  Gets all items to be added to the inventory in this drag.
  `@NotNull List<ItemStack>`
  BrewEvent.`getResults()`
  Gets the resulting items in the Brewing Stand.
  参数类型为ItemStack的org.bukkit.event.inventory中的方法
  修饰符和类型
  方法
  说明
  `void`
  InventoryClickEvent.`setCurrentItem(@Nullable ItemStack stack)`
  Sets the ItemStack currently in the clicked slot.
  `void`
  InventoryClickEvent.`setCursor(@Nullable ItemStack stack)`
  已过时。
  This changes the ItemStack in their hand before any calculations are applied to the Inventory, which has a tendency to create inconsistencies between the Player and the server, and to make unexpected changes in the behavior of the clicked Inventory.
  `void`
  InventoryCreativeEvent.`setCursor(@NotNull ItemStack item)`
  `void`
  InventoryDragEvent.`setCursor(@Nullable ItemStack newCursor)`
  Sets the result cursor after the drag is done.
  `void`
  InventoryMoveItemEvent.`setItem(@NotNull ItemStack itemStack)`
  Sets the ItemStack being moved; if this is different from the original ItemStack, the original item will not be removed from the source inventory.
  `void`
  PrepareInventoryResultEvent.`setResult(@Nullable ItemStack result)`
  Set result item, may be null.
  参数类型为ItemStack的org.bukkit.event.inventory中的构造器
  限定符
  构造器
  说明
  ``
  `BrewingStandFuelEvent(@NotNull Block brewingStand, @NotNull ItemStack fuel, int fuelPower)`
  ``
  `FurnaceBurnEvent(@NotNull Block furnace, @NotNull ItemStack fuel, int burnTime)`
  ``
  `FurnaceSmeltEvent(@NotNull Block furnace, @NotNull ItemStack source, @NotNull ItemStack result)`
  ``
  `FurnaceStartSmeltEvent(@NotNull Block furnace, @NotNull ItemStack source, @NotNull CookingRecipe<?> recipe)`
  ``
  `InventoryCreativeEvent(@NotNull InventoryView what, @NotNull InventoryType.SlotType type, int slot, @NotNull ItemStack newItem)`
  ``
  `InventoryDragEvent(@NotNull InventoryView what, @Nullable ItemStack newCursor, @NotNull ItemStack oldCursor, boolean right, @NotNull Map<Integer,ItemStack> slots)`
  ``
  `InventoryMoveItemEvent(@NotNull Inventory sourceInventory, @NotNull ItemStack itemStack, @NotNull Inventory destinationInventory, boolean didSourceInitiate)`
  ``
  `PrepareAnvilEvent(@NotNull InventoryView inventory, @Nullable ItemStack result)`
  ``
  `PrepareGrindstoneEvent(@NotNull InventoryView inventory, @Nullable ItemStack result)`
  ``
  `PrepareInventoryResultEvent(@NotNull InventoryView inventory, @Nullable ItemStack result)`
  ``
  `PrepareSmithingEvent(@NotNull InventoryView inventory, @Nullable ItemStack result)`
  类型变量类型为ItemStack的org.bukkit.event.inventory中的构造器参数
  限定符
  构造器
  说明
  ``
  `BrewEvent(@NotNull Block brewer, @NotNull BrewerInventory contents, @NotNull List<ItemStack> results, int fuelLevel)`
  ``
  `InventoryDragEvent(@NotNull InventoryView what, @Nullable ItemStack newCursor, @NotNull ItemStack oldCursor, boolean right, @NotNull Map<Integer,ItemStack> slots)`

- ## org.bukkit.event.player中ItemStack的使用

  声明为ItemStack的org.bukkit.event.player中的字段
  修饰符和类型
  字段
  说明
  `protected ItemStack`
  PlayerInteractEvent.`item`
  返回ItemStack的org.bukkit.event.player中的方法
  修饰符和类型
  方法
  说明
  `@NotNull ItemStack`
  PlayerArmorStandManipulateEvent.`getArmorStandItem()`
  返回盔甲架的物品.
  `@Nullable ItemStack`
  PlayerTakeLecternBookEvent.`getBook()`
  Gets the current ItemStack on the lectern.
  `@NotNull ItemStack`
  PlayerItemBreakEvent.`getBrokenItem()`
  获得因耐久值不足将要被销毁的物品.
  `@NotNull ItemStack`
  PlayerBucketEntityEvent.`getEntityBucket()`
  Gets the bucket that the `Entity` will be put into.
  `@NotNull ItemStack`
  PlayerBucketFishEvent.`getFishBucket()`
  已过时。
  Use `PlayerBucketEntityEvent.getEntityBucket()`
  `@Nullable ItemStack`
  PlayerInteractEvent.`getItem()`
  获取玩家手中的物品, 手中未拿物品时会返回null.
  `@NotNull ItemStack`
  PlayerItemConsumeEvent.`getItem()`
  获取正在被消耗掉的ItemStack.
  `@NotNull ItemStack`
  PlayerItemDamageEvent.`getItem()`
  Gets the item being damaged.
  `@NotNull ItemStack`
  PlayerItemMendEvent.`getItem()`
  将要被修复的`ItemStack`.
  `@NotNull ItemStack`
  PlayerRiptideEvent.`getItem()`
  获取玩家使用的带激流附魔的三叉戟.
  `@NotNull ItemStack`
  PlayerShearEntityEvent.`getItem()`
  获取用于剪切实体的物品.
  `@Nullable ItemStack`
  PlayerBucketEvent.`getItemStack()`
  得到使用桶之后会得到的物品堆叠.
  `@Nullable ItemStack`
  PlayerSwapHandItemsEvent.`getMainHandItem()`
  获取切换到主手的物品.
  `@Nullable ItemStack`
  PlayerSwapHandItemsEvent.`getOffHandItem()`
  获取切换到副手的物品.
  `@NotNull ItemStack`
  PlayerBucketEntityEvent.`getOriginalBucket()`
  Gets the bucket used to capture the `Entity`.
  `@NotNull ItemStack`
  PlayerArmorStandManipulateEvent.`getPlayerItem()`
  返回玩家手持的物品.
  `@NotNull ItemStack`
  PlayerBucketFishEvent.`getWaterBucket()`
  已过时。
  Use `PlayerBucketEntityEvent.getOriginalBucket()`
  返回变量类型为ItemStack的类型的org.bukkit.event.player中的方法
  修饰符和类型
  方法
  说明
  `@NotNull List<ItemStack>`
  PlayerHarvestBlockEvent.`getItemsHarvested()`
  获取从此方块收获的物品列表。
  参数类型为ItemStack的org.bukkit.event.player中的方法
  修饰符和类型
  方法
  说明
  `void`
  PlayerItemConsumeEvent.`setItem(@Nullable ItemStack item)`
  设置正在被消耗掉的ItemStack
  `void`
  PlayerBucketEvent.`setItemStack(@Nullable ItemStack itemStack)`
  设置使用桶之后得到的物品.
  `void`
  PlayerSwapHandItemsEvent.`setMainHandItem(@Nullable ItemStack mainHandItem)`
  设置主手里的物品.
  `void`
  PlayerSwapHandItemsEvent.`setOffHandItem(@Nullable ItemStack offHandItem)`
  设置副手里的物品.
  参数类型为ItemStack的org.bukkit.event.player中的构造器
  限定符
  构造器
  说明
  ``
  `PlayerArmorStandManipulateEvent(@NotNull Player who, @NotNull ArmorStand clickedEntity, @NotNull ItemStack playerItem, @NotNull ItemStack armorStandItem, @NotNull EquipmentSlot slot)`
  已过时。
  ``
  `PlayerArmorStandManipulateEvent(@NotNull Player who, @NotNull ArmorStand clickedEntity, @NotNull ItemStack playerItem, @NotNull ItemStack armorStandItem, @NotNull EquipmentSlot slot, @NotNull EquipmentSlot hand)`
  ``
  `PlayerBucketEmptyEvent(@NotNull Player who, @NotNull Block blockClicked, @NotNull BlockFace blockFace, @NotNull Material bucket, @NotNull ItemStack itemInHand)`
  已过时。
  ``
  `PlayerBucketEmptyEvent(@NotNull Player who, @NotNull Block block, @NotNull Block blockClicked, @NotNull BlockFace blockFace, @NotNull Material bucket, @NotNull ItemStack itemInHand)`
  已过时。
  ``
  `PlayerBucketEmptyEvent(@NotNull Player who, @NotNull Block block, @NotNull Block blockClicked, @NotNull BlockFace blockFace, @NotNull Material bucket, @NotNull ItemStack itemInHand, @NotNull EquipmentSlot hand)`
  ``
  `PlayerBucketEntityEvent(@NotNull Player player, @NotNull Entity entity, @NotNull ItemStack originalBucket, @NotNull ItemStack entityBucket, @NotNull EquipmentSlot hand)`
  ``
  `PlayerBucketEvent(@NotNull Player who, @NotNull Block blockClicked, @NotNull BlockFace blockFace, @NotNull Material bucket, @NotNull ItemStack itemInHand)`
  已过时。
  ``
  `PlayerBucketEvent(@NotNull Player who, @NotNull Block block, @NotNull Block blockClicked, @NotNull BlockFace blockFace, @NotNull Material bucket, @NotNull ItemStack itemInHand)`
  已过时。
  ``
  `PlayerBucketEvent(@NotNull Player who, @NotNull Block block, @NotNull Block blockClicked, @NotNull BlockFace blockFace, @NotNull Material bucket, @NotNull ItemStack itemInHand, @NotNull EquipmentSlot hand)`
  ``
  `PlayerBucketFillEvent(@NotNull Player who, @NotNull Block blockClicked, @NotNull BlockFace blockFace, @NotNull Material bucket, @NotNull ItemStack itemInHand)`
  已过时。
  ``
  `PlayerBucketFillEvent(@NotNull Player who, @NotNull Block block, @NotNull Block blockClicked, @NotNull BlockFace blockFace, @NotNull Material bucket, @NotNull ItemStack itemInHand)`
  已过时。
  ``
  `PlayerBucketFillEvent(@NotNull Player who, @NotNull Block block, @NotNull Block blockClicked, @NotNull BlockFace blockFace, @NotNull Material bucket, @NotNull ItemStack itemInHand, @NotNull EquipmentSlot hand)`
  ``
  `PlayerBucketFishEvent(@NotNull Player player, @NotNull Fish fish, @NotNull ItemStack waterBucket, @NotNull ItemStack fishBucket, @NotNull EquipmentSlot hand)`
  已过时。
  ``
  `PlayerInteractEvent(@NotNull Player who, @NotNull Action action, @Nullable ItemStack item, @Nullable Block clickedBlock, @NotNull BlockFace clickedFace)`
  ``
  `PlayerInteractEvent(@NotNull Player who, @NotNull Action action, @Nullable ItemStack item, @Nullable Block clickedBlock, @NotNull BlockFace clickedFace, @Nullable EquipmentSlot hand)`
  ``
  `PlayerInteractEvent(@NotNull Player who, @NotNull Action action, @Nullable ItemStack item, @Nullable Block clickedBlock, @NotNull BlockFace clickedFace, @Nullable EquipmentSlot hand, @Nullable Vector clickedPosition)`
  ``
  `PlayerItemBreakEvent(@NotNull Player player, @NotNull ItemStack brokenItem)`
  ``
  `PlayerItemConsumeEvent(@NotNull Player player, @NotNull ItemStack item)`
  已过时。
  请使用 `PlayerItemConsumeEvent(Player, ItemStack, EquipmentSlot)`
  ``
  `PlayerItemConsumeEvent(@NotNull Player player, @NotNull ItemStack item, @NotNull EquipmentSlot hand)`
  ``
  `PlayerItemDamageEvent(@NotNull Player player, @NotNull ItemStack what, int damage)`
  ``
  `PlayerItemMendEvent(@NotNull Player who, @NotNull ItemStack item, @NotNull ExperienceOrb experienceOrb, int repairAmount)`
  已过时。
  ``
  `PlayerItemMendEvent(@NotNull Player who, @NotNull ItemStack item, @NotNull EquipmentSlot slot, @NotNull ExperienceOrb experienceOrb, int repairAmount)`
  ``
  `PlayerRiptideEvent(@NotNull Player who, @NotNull ItemStack item)`
  已过时。
  ``
  `PlayerRiptideEvent(@NotNull Player who, @NotNull ItemStack item, @NotNull Vector velocity)`
  ``
  `PlayerShearEntityEvent(@NotNull Player who, @NotNull Entity what, @NotNull ItemStack item, @NotNull EquipmentSlot hand)`
  ``
  `PlayerSwapHandItemsEvent(@NotNull Player player, @NotNull ItemStack mainHandItem, @NotNull ItemStack offHandItem)`
  类型变量类型为ItemStack的org.bukkit.event.player中的构造器参数
  限定符
  构造器
  说明
  ``
  `PlayerHarvestBlockEvent(@NotNull Player player, @NotNull Block harvestedBlock, @NotNull List<ItemStack> itemsHarvested)`
  已过时。
  ``
  `PlayerHarvestBlockEvent(@NotNull Player player, @NotNull Block harvestedBlock, @NotNull EquipmentSlot hand, @NotNull List<ItemStack> itemsHarvested)`

- ## org.bukkit.event.world中ItemStack的使用

  返回变量类型为ItemStack的类型的org.bukkit.event.world中的方法
  修饰符和类型
  方法
  说明
  `@NotNull List<ItemStack>`
  LootGenerateEvent.`getLoot()`
  获取生成的战利品的可变列表.
  类型变量类型为ItemStack的org.bukkit.event.world中的方法参数
  修饰符和类型
  方法
  说明
  `void`
  LootGenerateEvent.`setLoot(@Nullable Collection<ItemStack> loot)`
  设置将要生成的战利品.
  类型变量类型为ItemStack的org.bukkit.event.world中的构造器参数
  限定符
  构造器
  说明
  ``
  `LootGenerateEvent(@NotNull World world, @Nullable Entity entity, @Nullable InventoryHolder inventoryHolder, @NotNull LootTable lootTable, @NotNull LootContext lootContext, @NotNull List<ItemStack> items, boolean plugin)`

- ## org.bukkit.inventory中ItemStack的使用

  返回ItemStack的org.bukkit.inventory中的方法
  修饰符和类型
  方法
  说明
  `@NotNull ItemStack`
  ItemStack.`clone()`
  `@NotNull ItemStack`
  ItemFactory.`createItemStack(@NotNull String input)`
  Create a new `ItemStack` given the supplied input.
  `@NotNull ItemStack`
  ItemType.`createItemStack()`
  Constructs a new itemstack with this item type that has the amount 1.
  `@NotNull ItemStack`
  ItemType.`createItemStack(int amount)`
  Constructs a new itemstack with this item type.
  `@NotNull ItemStack`
  ItemType.Typed.`createItemStack(int amount, @Nullable Consumer<? super M> metaConfigurator)`
  Constructs a new item stack with this item type.
  `@NotNull ItemStack`
  ItemType.Typed.`createItemStack(@Nullable Consumer<? super M> metaConfigurator)`
  Constructs a new item stack with this item type with the amount 1.
  `static @NotNull ItemStack`
  ItemStack.`deserialize(@NotNull Map<String,Object> args)`
  实现配置序列化与反序列化需要的方法.
  `@NotNull ItemStack`
  ItemFactory.`enchantItem(@NotNull Entity entity, @NotNull ItemStack item, int level, boolean allowTreasures)`
  Enchants the given item at the provided level.
  `@NotNull ItemStack`
  ItemFactory.`enchantItem(@NotNull ItemStack item, int level, boolean allowTreasures)`
  Enchants the given item at the provided level.
  `@NotNull ItemStack`
  ItemFactory.`enchantItem(@NotNull World world, @NotNull ItemStack item, int level, boolean allowTreasures)`
  Enchants the given item at the provided level.
  `@Nullable ItemStack`
  MerchantRecipe.`getAdjustedIngredient1()`
  Gets the `adjusted` first ingredient.
  `@Nullable ItemStack`
  HorseInventory.`getArmor()`
  获取马所装备的盔甲.
  `@NotNull ItemStack[]`
  EntityEquipment.`getArmorContents()`
  获得实体当前所有穿着盔甲的拷贝.
  `@NotNull ItemStack[]`
  PlayerInventory.`getArmorContents()`
  获取装备槽内的全部物品.
  `@Nullable ItemStack`
  EntityEquipment.`getBoots()`
  获取该实体当前正在穿戴的鞋子的拷贝.
  `@Nullable ItemStack`
  PlayerInventory.`getBoots()`
  返回靴子槽内的物品.
  `@Nullable ItemStack`
  EntityEquipment.`getChestplate()`
  获取该实体当前正在穿戴的胸甲的拷贝.
  `@Nullable ItemStack`
  PlayerInventory.`getChestplate()`
  返回胸甲槽内的物品.
  `@NotNull ItemStack[]`
  Inventory.`getContents()`
  返回这个物品栏内的所有物品堆.
  `@Nullable ItemStack`
  InventoryView.`getCursor()`
  获取玩家客户端鼠标光标所指位置上的物品.
  `@Nullable ItemStack`
  LlamaInventory.`getDecor()`
  得到羊驼背包中装饰槽的物品, 通常是毛毯.
  `@NotNull ItemStack[]`
  PlayerInventory.`getExtraContents()`
  获取存储在此背包的所有额外物品.
  `@Nullable ItemStack`
  BrewerInventory.`getFuel()`
  获取当前用来酿造的燃料.
  `@Nullable ItemStack`
  FurnaceInventory.`getFuel()`
  获取当前熔炉的燃料物品.
  `@Nullable ItemStack`
  EntityEquipment.`getHelmet()`
  获取该实体当前正在佩戴的头盔的拷贝.
  `@Nullable ItemStack`
  PlayerInventory.`getHelmet()`
  返回头盔槽内的物品.
  `@Nullable ItemStack`
  BrewerInventory.`getIngredient()`
  获取当前酿造台的原料.
  `@NotNull ItemStack`
  CookingRecipe.`getInput()`
  Get the input material.
  `@NotNull ItemStack`
  StonecuttingRecipe.`getInput()`
  Get the input material.
  `@Nullable ItemStack`
  BeaconInventory.`getItem()`
  返回信标内的物品.
  `@Nullable ItemStack`
  DecoratedPotInventory.`getItem()`
  Get the item stack in the decorated pot.
  `@Nullable ItemStack`
  EnchantingInventory.`getItem()`
  获取将被附魔的物品.
  `@NotNull ItemStack`
  EntityEquipment.`getItem(@NotNull EquipmentSlot slot)`
  Gets the ItemStack at the given equipment slot in the inventory.
  `@Nullable ItemStack`
  Inventory.`getItem(int index)`
  返回在指定索引的物品堆.
  `@Nullable ItemStack`
  InventoryView.`getItem(int slot)`
  获取该物品栏指定槽位的物品.
  `@Nullable ItemStack`
  PlayerInventory.`getItem(@NotNull EquipmentSlot slot)`
  Gets the ItemStack at the given equipment slot in the inventory.
  `@NotNull ItemStack`
  EntityEquipment.`getItemInHand()`
  已过时。
  现在实体可以双持, 所以需要特定的方法来获取指定的手
  `@NotNull ItemStack`
  PlayerInventory.`getItemInHand()`
  已过时。
  players can duel wield now use the methods for the specific hand instead
  `@NotNull ItemStack`
  EntityEquipment.`getItemInMainHand()`
  获取实体当前主手中手持的物品的拷贝.
  `@NotNull ItemStack`
  PlayerInventory.`getItemInMainHand()`
  获得玩家握在主手的物品(的副本).
  `@NotNull ItemStack`
  EntityEquipment.`getItemInOffHand()`
  获取实体当前副手中手持的物品的拷贝.
  `@NotNull ItemStack`
  PlayerInventory.`getItemInOffHand()`
  获取玩家握在副手的物品(的副本).
  `@NotNull ItemStack`
  RecipeChoice.ExactChoice.`getItemStack()`
  `@NotNull ItemStack`
  RecipeChoice.`getItemStack()`
  已过时。
  for compatibility only
  `@NotNull ItemStack`
  RecipeChoice.MaterialChoice.`getItemStack()`
  `@Nullable ItemStack`
  EntityEquipment.`getLeggings()`
  获取该实体当前正在穿戴的护腿的拷贝.
  `@Nullable ItemStack`
  PlayerInventory.`getLeggings()`
  返回护腿槽内的物品.
  `@NotNull ItemStack[]`
  CraftingInventory.`getMatrix()`
  获取合成公式.
  `@Nullable ItemStack`
  JukeboxInventory.`getRecord()`
  Get the record in the jukebox.
  `@NotNull ItemStack`
  CookingRecipe.`getResult()`
  Get the result of this recipe.
  `@Nullable ItemStack`
  CraftingInventory.`getResult()`
  获取合成台产生的合成品.
  `@NotNull ItemStack`
  CraftingRecipe.`getResult()`
  Get the result of this recipe.
  `@Nullable ItemStack`
  FurnaceInventory.`getResult()`
  获取当前熔炉生成的的物品.
  `@NotNull ItemStack`
  ItemCraftResult.`getResult()`
  The resulting `ItemStack` that was crafted.
  `@NotNull ItemStack`
  MerchantRecipe.`getResult()`
  `@NotNull ItemStack`
  Recipe.`getResult()`
  得到这个配方的结果.
  `@Nullable ItemStack`
  SmithingInventory.`getResult()`
  Check what item is in the result slot of this smithing table.
  `@NotNull ItemStack`
  SmithingRecipe.`getResult()`
  `@NotNull ItemStack`
  StonecuttingRecipe.`getResult()`
  Get the result of this recipe.
  `@NotNull ItemStack[]`
  ItemCraftResult.`getResultingMatrix()`
  Gets the resulting matrix from the crafting operation.
  `@Nullable ItemStack`
  AbstractHorseInventory.`getSaddle()`
  获取马所装备的马鞍.
  `@Nullable ItemStack`
  EnchantingInventory.`getSecondary()`
  获取将被用于附魔的第二物品(如青金石).
  `@Nullable ItemStack`
  FurnaceInventory.`getSmelting()`
  获取当前熔炉的被冶炼的物品.
  `@NotNull ItemStack[]`
  Inventory.`getStorageContents()`
  返回物品栏中可以合理存放物品的区域的内容.
  返回变量类型为ItemStack的类型的org.bukkit.inventory中的方法
  修饰符和类型
  方法
  说明
  `@NotNull HashMap<Integer,ItemStack>`
  Inventory.`addItem(@NotNull ItemStack... items)`
  向物品栏添加所给的物品堆.本方法将尽可能完美地尝试填充已有的但还未达到堆叠上限的物品堆 和空格子.
  `@NotNull HashMap<Integer,? extends ItemStack>`
  Inventory.`all(@NotNull Material material)`
  查找在物品栏内的包含指定物品的所有格子与物品堆.
  `@NotNull HashMap<Integer,? extends ItemStack>`
  Inventory.`all(@Nullable ItemStack item)`
  查找在物品栏内的包含指定物品堆的所有格子与物品堆.只有 物品堆的数目和种类都相同时才会匹配.
  `@NotNull List<ItemStack>`
  RecipeChoice.ExactChoice.`getChoices()`
  `@NotNull List<ItemStack>`
  ShapelessRecipe.`getIngredientList()`
  Get the list of ingredients used for this recipe.
  `@NotNull Map<Character,ItemStack>`
  ShapedRecipe.`getIngredientMap()`
  Get a copy of the ingredients map.
  `@NotNull List<ItemStack>`
  MerchantRecipe.`getIngredients()`
  `@NotNull List<ItemStack>`
  ItemCraftResult.`getOverflowItems()`
  Gets the overflowed items for items that don't fit back into the crafting matrix.
  `@NotNull ListIterator<ItemStack>`
  Inventory.`iterator()`
  `@NotNull ListIterator<ItemStack>`
  Inventory.`iterator(int index)`
  返回一个从指定索引开始的迭代器.
  `@NotNull HashMap<Integer,ItemStack>`
  Inventory.`removeItem(@NotNull ItemStack... items)`
  移除在物品栏内的指定物品堆.
  参数类型为ItemStack的org.bukkit.inventory中的方法
  修饰符和类型
  方法
  说明
  `void`
  MerchantRecipe.`addIngredient(@NotNull ItemStack item)`
  `@NotNull HashMap<Integer,ItemStack>`
  Inventory.`addItem(@NotNull ItemStack... items)`
  向物品栏添加所给的物品堆.本方法将尽可能完美地尝试填充已有的但还未达到堆叠上限的物品堆 和空格子.
  `void`
  MerchantRecipe.`adjust(@Nullable ItemStack itemStack)`
  Modifies the amount of the given `ItemStack` in the same way as MerchantRecipe dynamically adjusts the amount of the first ingredient during trading.
  `@NotNull HashMap<Integer,? extends ItemStack>`
  Inventory.`all(@Nullable ItemStack item)`
  查找在物品栏内的包含指定物品堆的所有格子与物品堆.只有 物品堆的数目和种类都相同时才会匹配.
  `@Nullable ItemMeta`
  ItemFactory.`asMetaFor(@NotNull ItemMeta meta, @NotNull ItemStack stack)`
  返回一个适用于给定的ItemStack的ItemMeta
  `boolean`
  Inventory.`contains(@Nullable ItemStack item)`
  检测这个物品栏是否含有与给定的物品堆匹配的物品堆.
  `boolean`
  Inventory.`contains(@Nullable ItemStack item, int amount)`
  检测物品栏是否含有一定数量的完全匹配的物品堆.
  `boolean`
  Inventory.`containsAtLeast(@Nullable ItemStack item, int amount)`
  检测物品栏是否含有与所给物品堆匹配的并数量足够的物品堆.
  `@NotNull ItemStack`
  ItemFactory.`enchantItem(@NotNull Entity entity, @NotNull ItemStack item, int level, boolean allowTreasures)`
  Enchants the given item at the provided level.
  `@NotNull ItemStack`
  ItemFactory.`enchantItem(@NotNull ItemStack item, int level, boolean allowTreasures)`
  Enchants the given item at the provided level.
  `@NotNull ItemStack`
  ItemFactory.`enchantItem(@NotNull World world, @NotNull ItemStack item, int level, boolean allowTreasures)`
  Enchants the given item at the provided level.
  `int`
  Inventory.`first(@NotNull ItemStack item)`
  查找包含此物品堆的第一个格子。
  `boolean`
  ItemFactory.`isApplicable(@Nullable ItemMeta meta, @Nullable ItemStack stack)`
  该方法用于检查元数据是否能够适用于指定的ItemStack上(如果适用则物品不会丢失之前的数据).
  `boolean`
  ItemStack.`isSimilar(@Nullable ItemStack stack)`
  该方法与equals方法相同, 但不考虑堆叠数量.
  `void`
  Inventory.`remove(@NotNull ItemStack item)`
  移除在此物品栏内与给定物品堆匹配的所有物品堆.
  `@NotNull HashMap<Integer,ItemStack>`
  Inventory.`removeItem(@NotNull ItemStack... items)`
  移除在物品栏内的指定物品堆.
  `void`
  HorseInventory.`setArmor(@Nullable ItemStack stack)`
  为这匹马装备盔甲.
  `void`
  EntityEquipment.`setArmorContents(@NotNull ItemStack[] items)`
  将实体所穿戴的盔甲设置为提供的ItemStacks数组.
  `void`
  PlayerInventory.`setArmorContents(@Nullable ItemStack[] items)`
  设置装备槽的全部物品.
  `void`
  EntityEquipment.`setBoots(@Nullable ItemStack boots)`
  设置该实体当前正在穿戴的鞋子.
  `void`
  EntityEquipment.`setBoots(@Nullable ItemStack boots, boolean silent)`
  设置该实体当前正在穿戴的鞋子.
  `void`
  PlayerInventory.`setBoots(@Nullable ItemStack boots)`
  设置靴子物品栏内的物品.
  `void`
  EntityEquipment.`setChestplate(@Nullable ItemStack chestplate)`
  设置该实体当前正在穿戴的胸甲.
  `void`
  EntityEquipment.`setChestplate(@Nullable ItemStack chestplate, boolean silent)`
  设置该实体当前正在穿戴的胸甲.
  `void`
  PlayerInventory.`setChestplate(@Nullable ItemStack chestplate)`
  设置胸甲物品栏内的物品.
  `void`
  Inventory.`setContents(@NotNull ItemStack[] items)`
  完全地覆盖物品栏的内容.移除所有存在的内容并替换为指定的物品堆.
  `void`
  InventoryView.`setCursor(@Nullable ItemStack item)`
  设置玩家客户端鼠标光标所指位置上的物品.
  `void`
  LlamaInventory.`setDecor(@Nullable ItemStack stack)`
  设置羊驼背包中装饰槽的物品.
  `void`
  PlayerInventory.`setExtraContents(@Nullable ItemStack[] items)`
  将给定的物品放在额外物品槽内.
  `void`
  BrewerInventory.`setFuel(@Nullable ItemStack fuel)`
  设置当前用来酿造的燃料.一般只有`Material.BLAZE_POWDER`将使用此方法.
  `void`
  FurnaceInventory.`setFuel(@Nullable ItemStack stack)`
  设置当前熔炉的燃料物品.
  `void`
  EntityEquipment.`setHelmet(@Nullable ItemStack helmet)`
  设置该实体当前正在佩戴的头盔.
  `void`
  EntityEquipment.`setHelmet(@Nullable ItemStack helmet, boolean silent)`
  设置该实体当前正在佩戴的头盔.
  `void`
  PlayerInventory.`setHelmet(@Nullable ItemStack helmet)`
  设置头盔物品栏内的物品.
  `void`
  BrewerInventory.`setIngredient(@Nullable ItemStack ingredient)`
  设置当前酿造台的原料成分.
  `void`
  BeaconInventory.`setItem(@Nullable ItemStack item)`
  设置信标内的物品.
  `void`
  DecoratedPotInventory.`setItem(@Nullable ItemStack item)`
  Set the item stack in the decorated pot.
  `void`
  EnchantingInventory.`setItem(@Nullable ItemStack item)`
  设置将被附魔的物品.
  `void`
  EntityEquipment.`setItem(@NotNull EquipmentSlot slot, @Nullable ItemStack item)`
  Stores the ItemStack at the given equipment slot in the inventory.
  `void`
  EntityEquipment.`setItem(@NotNull EquipmentSlot slot, @Nullable ItemStack item, boolean silent)`
  Stores the ItemStack at the given equipment slot in the inventory.
  `void`
  Inventory.`setItem(int index, @Nullable ItemStack item)`
  在物品栏指定索引存放物品堆.
  `void`
  InventoryView.`setItem(int slot, @Nullable ItemStack item)`
  设置该物品栏指定槽位的物品.
  `void`
  PlayerInventory.`setItem(int index, @Nullable ItemStack item)`
  把物品放在背包的指定位置.
  `void`
  PlayerInventory.`setItem(@NotNull EquipmentSlot slot, @Nullable ItemStack item)`
  Stores the ItemStack at the given equipment slot in the inventory.
  `void`
  EntityEquipment.`setItemInHand(@Nullable ItemStack stack)`
  已过时。
  现在实体可以双持, 所以需要特定的方法来获取指定的手
  `void`
  PlayerInventory.`setItemInHand(@Nullable ItemStack stack)`
  已过时。
  players can duel wield now use the methods for the specific hand instead
  `void`
  EntityEquipment.`setItemInMainHand(@Nullable ItemStack item)`
  设置实体在主手中手持的物品.
  `void`
  EntityEquipment.`setItemInMainHand(@Nullable ItemStack item, boolean silent)`
  设置实体在主手中手持的物品.
  `void`
  PlayerInventory.`setItemInMainHand(@Nullable ItemStack item)`
  设置玩家握在主手的物品.
  `void`
  EntityEquipment.`setItemInOffHand(@Nullable ItemStack item)`
  设置实体在副手中手持的物品.
  `void`
  EntityEquipment.`setItemInOffHand(@Nullable ItemStack item, boolean silent)`
  设置实体在副手中手持的物品.
  `void`
  PlayerInventory.`setItemInOffHand(@Nullable ItemStack item)`
  设置玩家握在副手的物品.
  `void`
  EntityEquipment.`setLeggings(@Nullable ItemStack leggings)`
  设置该实体当前正在穿戴的护腿.
  `void`
  EntityEquipment.`setLeggings(@Nullable ItemStack leggings, boolean silent)`
  设置该实体当前正在穿戴的护腿.
  `void`
  PlayerInventory.`setLeggings(@Nullable ItemStack leggings)`
  设置护腿物品栏内的物品.
  `void`
  CraftingInventory.`setMatrix(@NotNull ItemStack[] contents)`
  Replace the contents of the crafting matrix
  `void`
  JukeboxInventory.`setRecord(@Nullable ItemStack item)`
  Set the record in the jukebox.
  `void`
  CraftingInventory.`setResult(@Nullable ItemStack newResult)`
  设置最终合成品.
  `void`
  FurnaceInventory.`setResult(@Nullable ItemStack stack)`
  设置当前熔炉的生成物.
  `void`
  SmithingInventory.`setResult(@Nullable ItemStack newResult)`
  Set the item in the result slot of the smithing table
  `void`
  AbstractHorseInventory.`setSaddle(@Nullable ItemStack stack)`
  为这匹马装备一个马鞍.
  `void`
  EnchantingInventory.`setSecondary(@Nullable ItemStack item)`
  设置将被用于附魔的第二物品(如青金石).
  `void`
  FurnaceInventory.`setSmelting(@Nullable ItemStack stack)`
  设置当前熔炉的被冶炼物物品.
  `void`
  Inventory.`setStorageContents(@NotNull ItemStack[] items)`
  放置所给的物品堆至物品栏.
  `boolean`
  RecipeChoice.ExactChoice.`test(@NotNull ItemStack t)`
  `boolean`
  RecipeChoice.MaterialChoice.`test(@NotNull ItemStack t)`
  `boolean`
  RecipeChoice.`test(@NotNull ItemStack itemStack)`
  类型变量类型为ItemStack的org.bukkit.inventory中的方法参数
  修饰符和类型
  方法
  说明
  `void`
  MerchantRecipe.`setIngredients(@NotNull List<ItemStack> ingredients)`
  参数类型为ItemStack的org.bukkit.inventory中的构造器
  限定符
  构造器
  说明
  ``
  `BlastingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull RecipeChoice input, float experience, int cookingTime)`
  ``
  `BlastingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull Material source, float experience, int cookingTime)`
  ``
  `CampfireRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull RecipeChoice input, float experience, int cookingTime)`
  ``
  `CampfireRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull Material source, float experience, int cookingTime)`
  ``
  `CookingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull RecipeChoice input, float experience, int cookingTime)`
  Create a cooking recipe to craft the specified ItemStack.
  ``
  `CookingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull Material source, float experience, int cookingTime)`
  Create a cooking recipe to craft the specified ItemStack.
  `protected`
  `CraftingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result)`
  ``
  `ExactChoice(@NotNull ItemStack stack)`
  ``
  `ExactChoice(@NotNull ItemStack... stacks)`
  ``
  `FurnaceRecipe(@NotNull ItemStack result, @NotNull Material source)`
  已过时。
  ``
  `FurnaceRecipe(@NotNull ItemStack result, @NotNull MaterialData source)`
  已过时。
  ``
  `FurnaceRecipe(@NotNull ItemStack result, @NotNull MaterialData source, float experience)`
  已过时。
  ``
  `FurnaceRecipe(@NotNull ItemStack result, @NotNull Material source, int data)`
  已过时。
  ``
  `FurnaceRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull RecipeChoice input, float experience, int cookingTime)`
  Create a furnace recipe to craft the specified ItemStack.
  ``
  `FurnaceRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull Material source, float experience, int cookingTime)`
  Create a furnace recipe to craft the specified ItemStack.
  ``
  `FurnaceRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull Material source, int data, float experience, int cookingTime)`
  已过时。
  ``
  `ItemStack(@NotNull ItemStack stack)`
  构造一个指定物品堆的副本.
  ``
  `MerchantRecipe(@NotNull ItemStack result, int maxUses)`
  ``
  `MerchantRecipe(@NotNull ItemStack result, int uses, int maxUses, boolean experienceReward)`
  ``
  `MerchantRecipe(@NotNull ItemStack result, int uses, int maxUses, boolean experienceReward, int villagerExperience, float priceMultiplier)`
  ``
  `MerchantRecipe(@NotNull ItemStack result, int uses, int maxUses, boolean experienceReward, int villagerExperience, float priceMultiplier, int demand, int specialPrice)`
  ``
  `ShapedRecipe(@NotNull ItemStack result)`
  已过时。
  Recipes must have keys.
  ``
  `ShapedRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result)`
  Create a shaped recipe to craft the specified ItemStack.
  ``
  `ShapelessRecipe(@NotNull ItemStack result)`
  已过时。
  ``
  `ShapelessRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result)`
  Create a shapeless recipe to craft the specified ItemStack.
  ``
  `SmithingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull RecipeChoice base, @NotNull RecipeChoice addition)`
  已过时。
  as of Minecraft 1.20, smithing recipes are now separated into two distinct recipe types, `SmithingTransformRecipe` and `SmithingTrimRecipe`.
  ``
  `SmithingTransformRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull RecipeChoice template, @NotNull RecipeChoice base, @NotNull RecipeChoice addition)`
  Create a smithing recipe to produce the specified result ItemStack.
  ``
  `SmokingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull RecipeChoice input, float experience, int cookingTime)`
  ``
  `SmokingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull Material source, float experience, int cookingTime)`
  ``
  `StonecuttingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull RecipeChoice input)`
  Create a cooking recipe to craft the specified ItemStack.
  ``
  `StonecuttingRecipe(@NotNull NamespacedKey key, @NotNull ItemStack result, @NotNull Material source)`
  Create a Stonecutting recipe to craft the specified ItemStack.
  类型变量类型为ItemStack的org.bukkit.inventory中的构造器参数
  限定符
  构造器
  说明
  ``
  `ExactChoice(@NotNull List<ItemStack> choices)`

- ## org.bukkit.inventory.meta中ItemStack的使用

  返回变量类型为ItemStack的类型的org.bukkit.inventory.meta中的方法
  修饰符和类型
  方法
  说明
  `@NotNull List<ItemStack>`
  CrossbowMeta.`getChargedProjectiles()`
  返回弩装填的抛射物的不可变列表.
  `@NotNull List<ItemStack>`
  BundleMeta.`getItems()`
  Returns an immutable list of the items stored in this item.
  参数类型为ItemStack的org.bukkit.inventory.meta中的方法
  修饰符和类型
  方法
  说明
  `void`
  CrossbowMeta.`addChargedProjectile(@NotNull ItemStack item)`
  向本弩装填一个抛射物.
  `void`
  BundleMeta.`addItem(@NotNull ItemStack item)`
  Adds an item to this item.
  类型变量类型为ItemStack的org.bukkit.inventory.meta中的方法参数
  修饰符和类型
  方法
  说明
  `void`
  CrossbowMeta.`setChargedProjectiles(@Nullable List<ItemStack> projectiles)`
  设置弩装填的抛射物.
  `void`
  BundleMeta.`setItems(@Nullable List<ItemStack> items)`
  Sets the items stored in this item.

- ## org.bukkit.inventory.meta.components中ItemStack的使用

  返回ItemStack的org.bukkit.inventory.meta.components中的方法
  修饰符和类型
  方法
  说明
  `@Nullable ItemStack`
  FoodComponent.`getUsingConvertsTo()`
  Gets the item this food will convert to once eaten.
  参数类型为ItemStack的org.bukkit.inventory.meta.components中的方法
  修饰符和类型
  方法
  说明
  `void`
  FoodComponent.`setUsingConvertsTo(@Nullable ItemStack item)`
  Sets the item this food will convert to once eaten.

- ## org.bukkit.loot中ItemStack的使用

  返回变量类型为ItemStack的类型的org.bukkit.loot中的方法
  修饰符和类型
  方法
  说明
  `@NotNull Collection<ItemStack>`
  LootTable.`populateLoot(@Nullable Random random, @NotNull LootContext context)`
  Returns a mutable list of loot generated by this LootTable.

- ## org.bukkit.material中ItemStack的使用

  返回ItemStack的org.bukkit.material中的方法
  修饰符和类型
  方法
  说明
  `ItemStack`
  MaterialData.`toItemStack()`
  已过时。
  该方法创建了一个堆叠数为0的物品堆，一般没什么用.
  `ItemStack`
  MaterialData.`toItemStack(int amount)`
  已过时。
  基于此MaterialData创建一个新的物品堆实例.