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Objects and literal values

Right-click the Objects hotbar item in Dev. It supplies String, Number, Boolean, Location, Vector, Color, Item, Sound, Potion, Particle, Variable, Target Objects, Game Values, and class-related values through their respective choices.

Objects is a replenishing source container: take a template to obtain it; the template replenishes. Depositing items into that source is not storage—deposits are discarded on close. By contrast, argument editors copy inputs and preserve the original inventory item.

Recover Items retries delivery of preserved overflow when you have inventory space. Use it after a full inventory prevented displaced Dev-hotbar items from returning.

Right-click a String or Number value to open its dialog. /string [text] and /number [value] also give literal items in Dev; /str and /num are aliases. String contents preserve your text. Numbers must be finite.

An empty String/Number argument can be edited directly by clicking it without a copied item. Set saves, Cancel leaves the old input intact, and invalid numeric input does not overwrite it.

Locations identify a point and orientation; vectors represent direction or change. Colors use typed color values. Sound, Potion, and Particle values have their own configuration editors. Ordinary inventory items can supply Item inputs.

Strings can embed calculated values and Number items can contain a complete expression:

Score: ${private.score}
${private.score * 2}

The first is a String; the second can be a Number input. See expressions for declarations, scopes, escaping, and validation.

Item inputs can accept supported item-ID Strings. Use the material browser/search to distinguish inventory items from block-only materials. Block-only selections belong in block-domain inputs; they are not automatically valid inventory items. Air is useful where an operation explicitly clears an Item input, but is not a substitute for every missing argument.

A class item constructs a fresh object every evaluation. A Variable can retain an object for reuse.