Armor

The following config may only be used in the Server > plugins > ArmorMechanics > Armor.yml file. ArmorMechanics does not allow you to use any additional files.

ArmorTitle:
  Type: <Material>
  Name: <String>
  Lore:
    - <Line 1>
    - <etc> 
  Durability: <Integer>
  Unbreakable: <true/false>
  Custom_Model_Data: <Integer>
  Skull_Owning_Player: <String>
  Enchantments:
    - <Enchantment>-<Level>
  Attributes:
    - <Attribute>-<Amount>-<Slot>
  Leather_Color: <Color>
  Trim_Pattern: <Pattern>
  Trim_Material: <Material>
  Deny_Use_In_Crafting: <true/false>
  Recipe:
    Shape:
      - "012"
      - "345"
      - "678"
    Ingredients:
      '0': <Item>
      '1': <Item>
      'etc...': <Item>

  # The above are all from MechanicsCore/WeaponMechanics
  # The following are all from ArmorMechanics

  Bonus_Effects: <BonusEffects>

ArmorTitle

This is the name of your armor. It must be unique. You can get your armor using /am get ArmorTitle (Replace ArmorTitle) with your unique name.

Type: <String>

This is the material of your item, e.g. diamond_hoe. This is not case-sensitive. NEVER USE MAGIC NUMBERS. This plugin does not support numerical item ids. Instead of using 294, you must use golden_hoe.

For material lists for each version, please look here.

Name: <String>

This is the display name for your item, like renaming your item in an anvil. You can use color codes.

Lore: <String List>

This is the lore of your item. There can be as many lines as you want. You can use color codes.

Durability: <Integer>

How damaged your item is. Make sure you only use this with things that can be damaged (bows, tools, swords, fishing rods).

Unbreakable: <Boolean>

Sets if your weapon is unbreakable by vanilla durability. Note that this will ignore the Durability option.

Custom_Model_Data: <Integer>

Sets the custom model data introduced in minecraft 1.14. Minecraft does not allow 3D models to be applied to worn armor (unless you use Optifine).

Hide_Flags: <Boolean>

Hides all item flags (Enchantments, Attributes, Unbreakable, Destroys, Placed on, Potion effects, Dye color).

Skull_Owning_Player: <String>

Sets the skull data of the skull. Make sure to use Type: player_head or Type: player_skull with this depending on your server version. You can use Custom Skulls using the format "UUID URL", check out this video for more information.

Enchantments:

Adds enchantments with given levels to the item. The format is Enchant-Level. For the complete list of enchantments, please look here.

Example:

  Enchantments:
  - "sharpness 5"
  - "smite 5"

Attributes:

The format is attribute value slot. When you don't define slot, the attribute will be applied no matter which slot it is in. For armor, it is recommended that you always define the slot.

Attributes:

  • GENERIC_MOVEMENT_SPEED

  • GENERIC_MAX_HEALTH

  • GENERIC_ATTACK_DAMAGE

  • GENERIC_ATTACK_SPEED

  • GENERIC_KNOCKBACK_RESISTANCE

  • GENERIC_ARMOR

  • GENERIC_ARMOR_TOUGHNESS

Slots:

  • MAIN_HAND

  • OFF_HAND

  • FEET

  • LEGS

  • CHEST

  • HEAD

Example:

  Attributes:
  - GENERIC_MAX_HEALTH 5 feet               # gain 2.5 hearts
  - GENERIC_KNOCKBACK_RESISTANCE 0.25 feet  # take 25% less knockback
  - GENERIC_MOVEMENT_SPEED -0.07 feet       # go very slow

Leather_Color: <Color>

See color serializer.

Trim_Pattern: <Pattern>

Choose one of: COAST, DUNE, EYE, HOST, RASIER, RIB, SENTRY, SHAPER, SILENCE, SNOUT, SPIRE, TIDE, VEX, WARD, WAYFINDER, or WILD.

Check Spigot for the most up-to-date list.

Check fandom for what the patterns look like.

Trim_Material: <Material>

Choose one of: AMETHYST, COPPER, DIAMOND, EMERALD, GOLD, IRON, LAPIS, NETHERITE, QUARTZ, REDSTONE.

Check Spigot for the most up-to-date list.

Deny_Use_In_Crafting: <Boolean>

If true this item can't be used in any kind of crafting.

Recipe:

This creates a crafting recipe for your item so you can craft it in a crafting table. You can only make recipes with shapes (So you have to specify a shape, like an iron sword. You can not have a shapeless recipe, like a flint and steel).

  • Shape:

    • This is where you define where your items go.

    • Each item gets a unique character

    • You can have 3 items each line

  • Ingredients:

    • These are the actual items that you put in the crafting table

    • You can use simple materials or advanced

    • Instead of explaining how to use this, just look at the examples

Examples:

The following creates a recipe like an emerald sword

  Recipe:
    Shape:
      - "e"
      - "e"
      - "s"
    Ingredients:
      'e': EMERALD
      's': STICK
  Recipe:
    Shape:
      - "e e"
      - " # "
      - "e e"
    Ingredients:
      'e':
        Type: "diamond"
        Name: "&eTest"
        Lore:
          - "&7Testing testing 123"
      '#': STICK

Bonus_Effects

The Bonus Effects are applied to players when they wear the armor.