Inventory slot

Editors can experiment in this template's sandbox and test case pages.

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The inventory slot template creates an interface element which looks and acts like an in-game inventory slot.

The images used are primarily taken from `{{InvSprite}}`, but if the specified item is not found, the template falls back to individual images in the format of `Grid *<item name>*.png`. However, this should never happen, and any cases of it happening must be looked into.

## Usage

All inputs are optional:

```
{{Slot
}}
```

### Parts

The first parameter is a special parameter consisting of various "parts" grouped together in frames (delimited by `;`) which will be display one after another if JavaScript is enabled. Every part is optional, but without "name", won't do anything.

#### Simple example

To display an inventory item of "Raw Porkchop" with an stack size of 20 you would put: {{Slot|*<Raw Porkchop,20>*}}

shows
**Script error: No such module "inventory slot".**

An amount of 2–999 is supported, anything else will not be displayed.

### Aliases

**Script error: No such module "Inventory slot/Aliases/Table".**
Note: Banner variations are not included due to how many there are.

The above aliases can be used to shorten common items, such as all wood blocks or adding parts to certain names by default.

{{Slot|*<Any Log;Golden Apple>*}}

shows
**Script error: No such module "inventory slot".**

When using the alias, parts can be added which will override any parts in the alias.

{{Slot|*<Any Log,4;[&oShiny Apple]Enchanted Golden Apple>*}}

shows
**Script error: No such module "inventory slot".**

Mods can specify an additional aliases table using the modaliases parameter.

### Titles and description

The title parameter can be used to set a title for all frames.

{{Slot|*<Raw Porkchop; Cooked Porkchop>*|*<title=Smelly Porkchop>*}}

shows
**Script error: No such module "inventory slot".**

To remove the title, set it to "none": {{Slot|*<Raw Porkchop; Cooked Porkchop>*|*<title=none>*}}

shows
**Script error: No such module "inventory slot".**

However, the first bracketed text can be used to specify a title for each frame individually, and also supports standard formatting codes using `&` instead of `§`. If the title only contains formatting codes and no actual text, the formatting will be added to the normal title.

{{Slot|*<[&b]Diamond Sword>*}}

shows
**Script error: No such module "inventory slot".**

The last bracketed text can be used to specify a description, this also supports standard formatting codes, and can also have multiple lines by using forward slashes (/).

{{Slot|*<[&b&oExcalibur]Iron Sword[&7Smite V/Fire Aspect I//&9+6 Attack Damage]>*}}

shows
**Script error: No such module "inventory slot".**

### Subframes

Subframes are shown as a single frame, but the frames within it are advanced every time the subframe is displayed. A set of frames can be put in a subframe by wrapping it in braces.

Here, an alias (which resolves to multiple frames) is wrapped in a subframe, and a different wood plank variant is shown each animation cycle:

{{Slot|*<{Any Planks};Iron Ingot>*}}

shows
**Script error: No such module "inventory slot".**

### Align

Align uses the vertical-align CSS property. For example to align to the middle:
`Smells like {{Slot|Raw Porkchop|align=middle}} in here!`

shows
Smells like **Script error: No such module "inventory slot".** in here!

### Default

Default is always shown and is placed under the image. {{Slot|*<default=Grid layout Brewing Empty>*}}{{Slot|*<Splash Mundane Potion>*|*<default=Grid layout Brewing Empty>*}}

shows
**Script error: No such module "inventory slot".****Script error: No such module "inventory slot".**

### Link

To change the link for all frames from the image name put: {{Slot|*<Charcoal>*|*<link=Coal#Charcoal>*}}

shows
**Script error: No such module "inventory slot".**

To remove the link, set link to none: {{Slot|*<Charcoal>*|*<link=none>*}}

shows
**Script error: No such module "inventory slot".**

Note that this retains the title.

## Available images

In general, an item can be referred to by its tooltip name.

For dyes, dyed items and wood, there are two shortcuts to refer to all colors or tree species. Use e.g. "Any Wood Planks" if the item appears in more than one input slot and doesn't have to be the same color in all slots. Different copies of the same "Any [item]" will switch randomly and separately among the variants. Otherwise, use "Matching [item]"; all slots containing a "Matching" item will cycle through the species or dye colors in unison, even if they're not the same item.

```
{{Slot|Any Planks}}{{Slot|Any wood Slab}}{{Slot|Any wood Stairs}}

{{Slot|Matching Wood Planks}}{{Slot|Matching Wood Slab}}{{Slot|Matching wood Stairs}}

```

**shows**

**Script error: No such module "inventory slot".****Script error: No such module "inventory slot".****Script error: No such module "inventory slot".**

**Script error: No such module "inventory slot".****Script error: No such module "inventory slot".****Script error: No such module "inventory slot".**

Most items with a durability bar exist as "Damaged [item]".

See Template:InvSprite for the full list of items.

## Other templates

These templates implement this template into a GUI screen which mimics how it would look in Minecraft. Thus, they have mostly the same features as this template.

* `{{Crafting Table}}`
* `{{Inventory Table}}`
* `{{Furnace}}`
* `{{Brewing Stand}}`
* `{{Stonecutter}}`
* `{{Loom}}`
* `{{Grindstone}}`
* `{{Hotbar}}`
* `{{Inventory}}`
* `{{Inventory slot}}`
* Module:UI

es:Plantilla:Inventory slot
fr:Modèle:Case inventaire
ja:テンプレート:Inventory slot
pt:Predefinição:Compartimento de inventário
ru:Шаблон:Инвентарный слот