How to Make an Armor Set
An armor set is a group of pieces that grant set effects while the full set is worn, with optional partial effects for wearing only part of it and an advanced upgrade that unlocks bonus effects. Each set is one YAML file in the /sets/ folder. This page builds one from scratch and explains every part of the config.
Quick start
Create a file in
plugins/EcoArmor/sets/, e.g.reaper.yml(copy_example.ymlas a starting point). The file name becomes the set ID.Define the set
effectsandamount_for_set(how many pieces must be worn for the bonus).Configure the
helmet,chestplate,leggings,boots, andelytrapieces (all five are required).Run
/ecoarmor reload.Give yourself the set with
/ecoarmor give <you> set:reaperand equip it; the set bonus applies once you wear enough pieces.
Naming and IDs
The file name without .yml is the set ID. You use it in commands and in the Item Lookup System (e.g. ecoarmor:set_reaper_helmet).
The structure of an armor set
A set config has six parts:
| Part | What it controls |
|---|---|
| Set effects | The bonus that applies when the full set is worn. |
| Partial effects | Weaker bonuses for wearing only part of the set. |
| Advanced effects and lore | Extra effects and lore unlocked once the set is advanced. |
| Sounds | Sounds played on equip, advanced equip, and unequip. |
| Advancement shard | The item players use to advance the set. |
| Armor pieces | Each piece's item, recipe, lore, tier, and per-piece effects. |
Here is a complete set with every part in place:
# === Set effects: the bonus when the full set is worn ===
effects:
- id: damage_multiplier
args:
multiplier: 1.25
triggers:
- melee_attack
- bow_attack
- trident_attack
amount_for_set: 4 # How many pieces must be worn for the set effects to activate
# === Partial effects: bonuses for wearing only part of the set ===
partialEffects:
enabled: true # Whether partial effects apply at all
stacked: false # If true, each tier's effects stack; if false, only the highest matched amount applies
disabledByFull: false # If true, partial effects switch off once the full set is worn
amounts:
2: # Pieces worn needed to trigger this block of effects
effects:
- id: damage_multiplier
args:
multiplier: 1.15
triggers:
- melee_attack
- bow_attack
- trident_attack
# === Advanced effects and lore: unlocked once the set is advanced ===
advancedEffects:
- id: damage_multiplier
args:
multiplier: 0.9
triggers:
- take_damage
advancedLore: # Lore appended to each piece once it is advanced
- ''
- "<gradient:f12711>&lADVANCED BONUS</gradient:f5af19>"
- "&8» &6Take 10% less damage"
- "&8&oRequires full set to be worn"
# === Sounds: played on equip, advanced equip, and unequip ===
sounds:
equip:
enabled: false # Whether a sound plays when the set is equipped
sound: "" # Sound key, see https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html
volume: 1
pitch: 1
advancedEquip:
enabled: false
sound: ""
volume: 1
pitch: 1
unequip:
enabled: false
sound: ""
volume: 1
pitch: 1
# === Advancement shard: the item that advances the set ===
shard:
item: prismarine_shard unbreaking:1 hide_enchants # Shard item, see https://hub.auxilor.io/wiki/eco/the-item-lookup-system-the-item-lookup-system
name: "<GRADIENT:f12711>Advancement Shard:</GRADIENT:f5af19> &cReaper" # In-game name
lore: # Set to `lore: []` to remove lore
- "&8Drop this onto &cReaper Armor"
- "&8to make it <GRADIENT:f12711>Advanced</GRADIENT:f5af19>."
craftable: false # Whether the shard is craftable
crafting-permission: "permission" # Optional; permission required to craft this recipe
recipe: # See https://hub.auxilor.io/wiki/eco/the-item-lookup-system-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
# === Armor pieces: one block each for helmet, chestplate, leggings, boots, elytra ===
# All five pieces share the same fields; the helmet is shown here in full.
helmet:
item: leather_helmet color:#303030 hide_dye # Base item, see https://hub.auxilor.io/wiki/eco/the-item-lookup-system-the-item-lookup-system
name: "&cReaper Helmet" # In-game name
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&c Reaper Helmet" # Name shown once advanced
lore: # 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 # Whether this piece is craftable
crafting-permission: "permission" # Optional; permission required to craft this recipe
recipe: # See https://hub.auxilor.io/wiki/eco/the-item-lookup-system-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 # Tier this piece starts on
effectiveDurability: 2048 # Optional; scales how quickly the item wears instead of changing real durability
effects: [] # Effects that run only while this piece is worn
advancedEffects: [] # Per-piece effects unlocked once advanced
conditions: [] # Conditions required for this piece's effects to run
Set effects
The set effects are the core of the armor set, the functionality that runs while the full set is worn.
effects:
- id: damage_multiplier
args:
multiplier: 1.25
triggers:
- melee_attack
- bow_attack
- trident_attack
amount_for_set: 4 # How many pieces must be worn for the set effects to activate
Partial effects
Partial effects reward players for wearing part of a set, before they complete it.
partialEffects:
enabled: true # Whether partial effects apply at all
stacked: false # If true, each tier's effects stack; if false, only the highest matched amount applies
disabledByFull: false # If true, partial effects switch off once the full set is worn
amounts:
2: # Pieces worn needed to trigger this block of effects
effects:
- id: damage_multiplier
args:
multiplier: 1.15
triggers:
- melee_attack
- bow_attack
- trident_attack
Advanced effects and lore
Advanced effects apply on top of the set effects once every piece has been advanced with a shard. advancedLore is appended to each piece's lore at the same time.
advancedEffects:
- id: damage_multiplier
args:
multiplier: 0.9
triggers:
- take_damage
advancedLore: # Lore appended to each piece once it is advanced
- ''
- "<gradient:f12711>&lADVANCED BONUS</gradient:f5af19>"
- "&8» &6Take 10% less damage"
- "&8&oRequires full set to be worn"
Sounds
Optional sounds played as players equip and unequip the set.
sounds:
equip:
enabled: false # Whether a sound plays when the set is equipped
sound: "" # Sound key, see https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html
volume: 1
pitch: 1
advancedEquip: # Plays when an advanced set is equipped
enabled: false
sound: ""
volume: 1
pitch: 1
unequip:
enabled: false
sound: ""
volume: 1
pitch: 1
Advancement shard
The shard is the in-game item players drop onto a piece to advance it.
shard:
item: prismarine_shard unbreaking:1 hide_enchants # Shard item, see https://hub.auxilor.io/wiki/eco/the-item-lookup-system-the-item-lookup-system
name: "<GRADIENT:f12711>Advancement Shard:</GRADIENT:f5af19> &cReaper" # In-game name
lore: # Set to `lore: []` to remove lore
- "&8Drop this onto &cReaper Armor"
- "&8to make it <GRADIENT:f12711>Advanced</GRADIENT:f5af19>."
craftable: false # Whether the shard is craftable
crafting-permission: "permission" # Optional; permission required to craft this recipe
recipe: # See https://hub.auxilor.io/wiki/eco/the-item-lookup-system-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
Armor pieces
Each piece (helmet, chestplate, leggings, boots, elytra) has its own block with the same fields, so you can give pieces different items, recipes, lore, and even piece-specific effects. The helmet is shown here; the rest follow the same shape.
helmet:
item: leather_helmet color:#303030 hide_dye # Base item, see https://hub.auxilor.io/wiki/eco/the-item-lookup-system-the-item-lookup-system
name: "&cReaper Helmet" # In-game name
advancedName: "<GRADIENT:f12711>Advanced</GRADIENT:f5af19>&c Reaper Helmet" # Name shown once advanced
lore: # 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 # Whether this piece is craftable
crafting-permission: "permission" # Optional; permission required to craft this recipe
recipe: # See https://hub.auxilor.io/wiki/eco/the-item-lookup-system-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 # Tier this piece starts on
effectiveDurability: 2048 # Optional; scales how quickly the item wears instead of changing real durability
effects: [] # Effects that run only while this piece is worn
advancedEffects: [] # Per-piece effects unlocked once advanced
conditions: [] # Conditions required for this piece's effects to run
Internal placeholders
These placeholders are provided by EcoArmor and can be used in piece lore:
| Placeholder | Value |
|---|---|
%tier% | The tier of the armor piece. |
Where to go next
Tiers: How to Make a Tier for the per-piece attribute modifiers and upgrade crystals.
Effects: Configuring an Effect for everything in the
effectssections.Default sets: the shipped configs live on GitHub.
Community configs: browse and share more on lrcdb.