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
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.