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How to make a custom set

Typical Set Config

- id: slayer
conditions: []
effects:
- id: damage_multiplier
args:
multiplier: 1.5
triggers:
- melee_attack
- bow_attack
- trident_attack
filters:
onlyBosses: true
- id: damage_multiplier
args:
multiplier: 0.9
triggers:
- take_damage
advancedEffects:
- id: damage_multiplier
args:
multiplier: 0.8
triggers:
- take_damage
- id: damage_multiplier
args:
multiplier: 2
triggers:
- melee_attack
- bow_attack
- trident_attack
filters:
onlyBosses: true
advancedLore:
- ''
- "<gradient:f12711>&lADVANCED BONUS</gradient:f5af19>"
- "&8» &4Take 20% less damage"
- "&8» &4Deal 2x damage to bosses"
- "&8&oRequires full set to be worn"
shard:
item: prismarine_shard unbreaking:1 hide_enchants
name: "<GRADIENT:f12711>Advancement Shard:</GRADIENT:f5af19> &4Slayer"
lore:
- "&8Drop this onto &4Slayer Armor"
- "&8to make it <GRADIENT:f12711>Advanced</GRADIENT:f5af19>."
craftable: false
recipe:
- prismarine_shard
- ecoarmor:set_slayer_helmet
- prismarine_shard
- ecoarmor:set_slayer_chestplate
- nether_star
- ecoarmor:set_slayer_leggings
- prismarine_shard
- ecoarmor:set_slayer_boots
- prismarine_shard
helmet:
item: leather_helmet color:#750909 hide_dye
name: "&4Slayer Helmet"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&4 Slayer Helmet"
effectiveDurability: 768
effects: []
advancedEffects: []
conditions: []
lore:
- "&4&lSLAYER SET BONUS"
- "&8» &4Deal 50% more damage to bosses"
- "&8» &4Take 10% less damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
defaultTier: default
recipe:
- air
- netherite_helmet
- air
- ecoitems:boss_core ? heart_of_the_sea
- air
- ecoitems:boss_core ? heart_of_the_sea
- obsidian
- ecoitems:armor_core ? nether_star
- obsidian
chestplate:
item: leather_chestplate color:#750909 hide_dye
leatherColor: "#750909"
name: "&4Slayer Chestplate"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&4 Slayer Chestplate"
effectiveDurability: 1024
effects: []
advancedEffects: []
conditions: []
lore:
- "&4&lSLAYER SET BONUS"
- "&8» &4Deal 50% more damage to bosses"
- "&8» &4Take 10% less damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
defaultTier: default
recipe:
- air
- netherite_chestplate
- air
- ecoitems:boss_core ? heart_of_the_sea
- air
- ecoitems:boss_core ? heart_of_the_sea
- obsidian
- ecoitems:armor_core ? nether_star
- obsidian
elytra:
item: elytra
name: "&4Slayer Elytra"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19> &4Slayer Elytra"
effectiveDurability: 1024
effects: []
advancedEffects: []
conditions: []
lore:
- "&4&lSLAYER SET BONUS"
- "&8» &4Deal 50% more damage to bosses"
- "&8» &4Take 10% less damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
defaultTier: default
recipe:
- air
- elytra
- air
- ecoitems:boss_core ? heart_of_the_sea
- air
- ecoitems:boss_core ? heart_of_the_sea
- obsidian
- ecoitems:armor_core ? nether_star
- obsidian
leggings:
item: leather_leggings color:#750909 hide_dye
name: "&4Slayer Leggings"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&4 Slayer Leggings"
effectiveDurability: 1024
effects: []
advancedEffects: []
conditions: []
lore:
- "&4&lSLAYER SET BONUS"
- "&8» &4Deal 50% more damage to bosses"
- "&8» &4Take 10% less damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
defaultTier: default
recipe:
- air
- netherite_leggings
- air
- ecoitems:boss_core ? heart_of_the_sea
- air
- ecoitems:boss_core ? heart_of_the_sea
- obsidian
- ecoitems:armor_core ? nether_star
- obsidian
boots:
item: leather_boots color:#750909 hide_dye
name: "&4Slayer Boots"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&4 Slayer Boots"
effectiveDurability: 1024
effects: []
advancedEffects: []
conditions: []
lore:
- "&4&lSLAYER SET BONUS"
- "&8» &4Deal 50% more damage to bosses"
- "&8» &4Take 10% less damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: false
defaultTier: default
recipe:
- air
- netherite_boots
- air
- ecoitems:boss_core ? heart_of_the_sea
- air
- ecoitems:boss_core ? heart_of_the_sea
- obsidian
- ecoitems:armor_core ? nether_star
- obsidian

Understanding all the sections

id: The name of the set

conditions: A condition is made up of an ID and arguments. Learn more here

Configuring a Condition

effects: All the effects that are given to the player wearing a full set of armor.

advancedEffects: All the effects that are given to a player wearing a full set of advanced armor.

A player is given only the advanced effects if wearing advanced armor.

Learn how to configure effects here:

Configuring an Effect

advancedLore is lore tacked onto the end of the regular lore of advanced items.

Item Config

A typical item (armor piece) config looks like this:

helmet:
item: leather_helmet color:#bd15a9 hide_dye
name: "&5Angelic Helmet"
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&5 Angelic Helmet"
effectiveDurability: 768
effects: []
advancedEffects: []
conditions: []
lore:
- "&5&lANGELIC SET BONUS"
- "&8» &dGain 10 more hearts"
- "&8» &dPermanent regeneration"
- "&8» &dDeal 10% less melee damage"
- "&8&oRequires full set to be worn"
- ''
- "&fTier: %tier%"
- "&8&oUpgrade with an Upgrade Crystal"
craftable: true
defaultTier: default
recipe:
- netherite_block
- ecoitems:enchanted_ender_eye ? netherite_ingot
- diamond_block
- air
- golden_helmet
- air
- gold_block
- ecoitems:armor_core ? enchanted_book mending:1
- gold_block

If you want to have a player head as a helmet, you can set the texture like this:

item: player_head texture:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNWM0ODZhZjNiODgyNzY2ZTgyYTBiYzE2NjVmZjAyZWI2ZTg3M2I2ZTBkNzcxZjNhZGFiYzc1OWI3MjAyMjZhIn19fQ==

You can find skull textures here

effectiveDurability is the durability of the item. Since the item's actual durability cannot be modified, this will act similar to unbreaking, by increasing the amount of durability damage taken before losing any durability.

You can also add piece-specific effects/conditions to have single armor pieces have their own effects that don't require the whole set