# ⛏️ Item `glib.item:` : Systems allowing to manipulate items --- ## Get item ID `get`: Gives to the item executing the function a score corresponding to a unique identifier corresponding to its nature. - The result is stored on the score `glib.itemId` - Must be executed on an item only *Example:* Make sure that all the items in the world have their identifier indicated by their score `glib.itemId` ``` # Once execute as @e[type=item] run function glib:item/get # See the result scoreboard objectives setdisplay sidebar glib.itemId ``` --- ## Set item from ID `set`: Create an item corresponding to the identifier stored on the executing entity. - The identifier must be given via the score `glib.itemId`. *Example:* Make the player named Steve create an item in front of him, corresponding to the identifier he has given on his score `glib.itemId` ``` # Once execute as Steve at @s anchored eyes positioned ^ ^ ^1 run function glib:item/set # See the result # Look in front of Steve ``` --- ## Convert item ID to block ID `convert_to_block`: Convert an item id stored on the executing entity to a block id - The item identifier must be indicated by the ``glib.itemId`` score - The block identifier will be stored on the score ``glib.blockId`` *Example:* Make the player named Steve get the block identifier corresponding to the item that is indicated by his score ``glib.itemId`` ``` # Once execute as Steve run function glib:item/convert_to_block # See the result scoreboard objectives setdisplay sidebar glib.blockId ```