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How to make an Armor Set

Creating an Armor Set

Each set is its own config file, placed in the /sets/ folder, and you can add or remove them as you please. There's an example config called _example.yml to help you out!

The ID of the Armor Set is the file name. This is what you use in commands and in the Item Lookup System. ID's must be lowercase letters, numbers, and underscores only.

Example Armor Set Config

effects:
- id: damage_multiplier
args:
multiplier: 1.25
triggers:
- melee_attack
- bow_attack
- trident_attack

amount_for_set: 4

partialEffects:
enabled: true
stacked: false
disabledByFull: false
amounts:
2:
effects:
- id: damage_multiplier
args:
multiplier: 1.15
triggers:
- melee_attack
- bow_attack
- trident_attack
3:
effects:
- id: damage_multiplier
args:
multiplier: 1.20
triggers:
- melee_attack
- bow_attack
- trident_attack

advancedEffects:
- id: damage_multiplier
args:
multiplier: 1.25
triggers:
- melee_attack
- bow_attack
- trident_attack
- id: damage_multiplier
args:
multiplier: 0.9
triggers:
- take_damage

advancedLore:
- ''
- "<gradient:f12711>&lADVANCED BONUS</gradient:f5af19>"
- "&8» &6Take 10% less damage"
- "&8&oRequires full set to be worn"

sounds:
equip:
enabled: false
sound: ""
volume: 1
pitch: 1
advancedEquip:
enabled: false
sound: ""
volume: 1
pitch: 1
unequip:
enabled: false
sound: ""
volume: 1
pitch: 1

shard:
item: prismarine_shard unbreaking:1 hide_enchants
name: "<GRADIENT:f12711>Advancement Shard:</GRADIENT:f5af19> &cReaper"
lore:
- "&8Drop this onto &cReaper Armor"
- "&8to make it <GRADIENT:f12711>Advanced</GRADIENT:f5af19>."
craftable: false
crafting-permission: "permission"
recipe:
- prismarine_shard
- ecoarmor:set_reaper_helmet
- prismarine_shard

- ecoarmor:set_reaper_chestplate
- nether_star
- ecoarmor:set_reaper_leggings

- prismarine_shard
- ecoarmor:set_reaper_boots
- prismarine_shard

helmet:
item: leather_helmet color:#303030 hide_dye
name: "&cReaper Helmet"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&c Reaper Helmet"
lore:
- "&c&lREAPER SET BONUS"
- "&8» &cDeal 25% more damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
crafting-permission: "permission"
recipe:
- ecoitems:armor_core ? air
- nether_star
- ecoitems:armor_core ? air

- nether_star
- netherite_helmet
- nether_star

- air
- nether_star
- air
defaultTier: default
effectiveDurability: 2048
effects: []
advancedEffects: []
conditions: []

chestplate:
item: leather_chestplate color:#303030 hide_dye
name: "&cReaper Chestplate"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&c Reaper Chestplate"
lore:
- "&c&lREAPER SET BONUS"
- "&8» &cDeal 25% more damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
crafting-permission: "permission"
recipe:
- ecoitems:armor_core ? air
- nether_star
- ecoitems:armor_core ? air

- nether_star
- netherite_chestplate
- nether_star

- air
- nether_star
- air
defaultTier: default
effectiveDurability: 2048
effects: []
advancedEffects: []
conditions: []

elytra:
item: elytra
name: "&cReaper Elytra"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&c Reaper Elytra"
lore:
- "&c&lREAPER SET BONUS"
- "&8» &cDeal 25% more damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
crafting-permission: "permission"
recipe:
- ecoitems:armor_core ? air
- nether_star
- ecoitems:armor_core ? air

- nether_star
- elytra
- nether_star

- air
- nether_star
- air
defaultTier: default
effectiveDurability: 2048
effects: []
advancedEffects: []
conditions: []

leggings:
item: leather_leggings color:#303030 hide_dye
name: "&cReaper Leggings"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&c Reaper Leggings"
lore:
- "&c&lREAPER SET BONUS"
- "&8» &cDeal 25% more damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
crafting-permission: "permission"
recipe:
- ecoitems:armor_core ? air
- nether_star
- ecoitems:armor_core ? air

- nether_star
- netherite_leggings
- nether_star

- air
- nether_star
- air
defaultTier: default
effectiveDurability: 2048
effects: []
advancedEffects: []
conditions: []

boots:
item: leather_boots color:#303030 hide_dye
name: "&cReaper Boots"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&c Reaper Boots"
lore:
- "&c&lREAPER SET BONUS"
- "&8» &cDeal 25% more damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
crafting-permission: "permission"
recipe:
- ecoitems:armor_core ? air
- nether_star
- ecoitems:armor_core ? air

- nether_star
- netherite_boots
- nether_star

- air
- nether_star
- air
defaultTier: default
effectiveDurability: 2048
effects: []
advancedEffects: []
conditions: []

Understanding all the sections:

The Set Effects Section

This is the config section for the set effects, which are the effects that apply when the full set is worn.

# The effects of the set (i.e. the functionality)
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
effects:
- id: damage_multiplier
args:
multiplier: 1.25
triggers:
- melee_attack
- bow_attack
- trident_attack

amount_for_set: 4 # The amount of pieces required to be wearing for the set effects to activate.

The Partial Set Effects Section

partialEffects:
enabled: true # If partial set effects are enabled. These are the effects that apply when only part of the set is worn.
stacked: false # If true, the effects will stack with each piece of armor. If false, the effects will not stack and only the highest amount's effects will apply.
disabledByFull: false # If true, the partial effects will be disabled when the full set is worn. If false, the partial effects will still apply even when the full set is worn.
amounts:
2: # The amount of pieces required to be wearing for these effects to activate.
effects:
- id: damage_multiplier
args:
multiplier: 1.15
triggers:
- melee_attack
- bow_attack
- trident_attack

The Advanced Effects and Lore Section

# The advanced effects of the set (i.e. the functionality) - additional effects that only apply when the set is advanced.
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
advancedEffects:
- id: damage_multiplier
args:
multiplier: 1.25
triggers:
- melee_attack
- bow_attack
- trident_attack
- id: damage_multiplier
args:
multiplier: 0.9
triggers:
- take_damage

advancedLore: # Lore to be added to the armor piece when it has been advanced.
- ''
- "<gradient:f12711>&lADVANCED BONUS</gradient:f5af19>"
- "&8» &6Take 10% less damage"
- "&8&oRequires full set to be worn"

The effects section is the core functionality of the armor set. You can configure effects, conditions, filters, mutators and triggers in this section to run whilst the set is active.

Check out Configuring an Effect to understand how to configure this section correctly.

For more advanced users or setups, you can configure chains in this section to string together different effects under one trigger. Check out Configuring an Effect Chain for more info.

The Additional Set Options Section

sounds:
equip:
enabled: false # If a sound should play when armor is equipped.
sound: "" # The sound to play, sounds: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html
volume: 1
pitch: 1
advancedEquip:
enabled: false # If a sound should play when advanced armor is equipped.
sound: "" # The sound to play, sounds: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html
volume: 1
pitch: 1
unequip:
enabled: false # If a sound should play when armor is unequipped.
sound: "" # The sound to play, sounds: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html
volume: 1
pitch: 1

The Advancement Shard Section

This is the config section for the Advancement Shard, which is used to upgrade the armor set to its advanced version.

shard:
# The shard item, read more here: https://plugins.auxilor.io/the-item-lookup-system
item: prismarine_shard unbreaking:1 hide_enchants
name: "<GRADIENT:f12711>Advancement Shard:</GRADIENT:f5af19> &cReaper" # The in-game name of the shard.
lore: # The lore shown in-game on the shard. Set to `lore: []` to remove lore.
- "&8Drop this onto &cReaper Armor"
- "&8to make it <GRADIENT:f12711>Advanced</GRADIENT:f5af19>."
craftable: false # If the shard is craftable
crafting-permission: "permission" # (Optional) The permission required to craft this recipe.
recipe: # The recipe, read here for more: https://plugins.auxilor.io/the-item-lookup-system/recipes
- prismarine_shard
- ecoarmor:set_reaper_helmet
- prismarine_shard

- ecoarmor:set_reaper_chestplate
- nether_star
- ecoarmor:set_reaper_leggings

- prismarine_shard
- ecoarmor:set_reaper_boots
- prismarine_shard

For more information on recipes, check out the Crafting Recipes documentation.

The Individual Armor Piece Section

You can also configure each armor piece individually, such as lore, recipes, piece-specific effects, and more.
The below example is just for the helmet, but it is the same for the chestplate, leggings, boots, and elytra.

helmet:
# The armor item, read more here: https://plugins.auxilor.io/the-item-lookup-system
item: leather_helmet color:#303030 hide_dye
name: "&cReaper Helmet" # The name shown in-game.
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&c Reaper Helmet" # The advanced name shown in-game.
lore: # The lore shown in-game. Set to `lore: []` to remove lore.
- "&c&lREAPER SET BONUS"
- "&8» &cDeal 25% more damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true # If the armor piece is craftable
crafting-permission: "permission" # (Optional) The permission required to craft this recipe.
recipe: # The recipe, read here for more: https://plugins.auxilor.io/the-item-lookup-system/recipes
- ecoitems:armor_core ? air
- nether_star
- ecoitems:armor_core ? air

- nether_star
- netherite_helmet
- nether_star

- air
- nether_star
- air
defaultTier: default # The default tier of the armor

# The actual item durability isn't set (because it can't be changed), but instead
# this scales how quickly the item wears to act as if it had this durability.
# For example, let's say the actual durability is 350, but you set this to 700,
# it will wear at half the normal rate.

effectiveDurability: 2048 # Optional, set the durability

# The effects of the item (i.e. the functionality)
# See here: https://plugins.auxilor.io/effects/configuring-an-effect
effects: []
advancedEffects: []

# The conditions required for the effects to activate
conditions: [] # The conditions for the effects to be run

For more information on recipes, check out the Crafting Recipes documentation.

Frequently Asked Questions:

Why do I get a piece of stone?

  • This is because an armor piece is missing, or configured incorrectly. In most cases, users remove the elytra section.

Can I remove the elytra?

  • No, the elytra section is required. If you don't want to give players the elytra, you can use commands to give individual pieces.

Internal Placeholders

PlaceholderValue
%tier%The tier of the armor set.

Default configs

The default configs can be found here.
You can find additional user-created configs on lrcdb.