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  1. Configuration
  2. Custom Armors

Component Based (1.21.2+)

If using COMPONENT as your custom-armor type, you are not limited in any way, unlike with TRIMS It also has the benefit of not needing to be based on an armor-item at all, use PAPER if you want to. Every downside there has been to earlier methods is now gone, no restrictions.

In addition to normal player-armor, COMPONENT method also allows you to make custom Wolf, Horse & Llama sets. The process is same as with below, with the ItemID- & Armor-pattern Texture being armorname_wolf_armor, armorname_horse_armor & armorname_llama_armor instead of armorname_helmet.

How to configure your armor?

Make sure that the itemID of your NexoItem follows the pattern armorname_armortype. For the rest of the above set it would be forest_chestplate, forest_leggings and forest_boots.

Make sure your armor-layer files follow the format of armorname_armor_layer_1/2.png. In the example below, we would need a forest_armor_layer_1.png & forest_armor_layer_2.png

forest_helmet:
  material: PAPER    # Can be any material, armor-item or anything else
  Pack:
    # Optional, if not specified, Nexo searches for any texture
    # with the filename armorname_armor_layer_X.png
    #CustomArmor:
    #  layer1: nexo:item/nexo_armors/forest_armor_layer_1
    #  layer2: nexo:item/nexo_armors/forest_armor_layer_2
    texture: nexo:item/nexo_armors/forest_helmet

An Equippable-Component is also necessary for the armor to display correctly. Nexo will automatically assign it if it has not been manually specified. You can optionally manually assign the component if you want to. The value should be nexo:armorname, so in our example;

forest_helmet:
  Components:
    equippable:
      slot: HEAD
      model: nexo:forest

If using a 3D model for your helmet, do not specify Components.equippable.model

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Last updated 1 month ago

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Forest Armor Sets Nexo comes with (Player, Wolf, Horse & Llama)
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