> ## Documentation Index
> Fetch the complete documentation index at: https://items.lodemc.net/llms.txt
> Use this file to discover all available pages before exploring further.

# Armour

> Custom worn textures for armour, elytra and mob armour, plus effects and full-set bonuses.

An item's `texture` is its icon. What it looks like **when worn** goes under `armor:`.

```yaml items/armor/ruby_armor.yml theme={null}
ruby_helmet:
  material: iron_helmet
  name: "<red>Ruby Helmet"
  texture: ruby_helmet.png
  armor:
    set: ruby
    body: ruby_layer_1.png

ruby_chestplate:
  material: iron_chestplate
  name: "<red>Ruby Chestplate"
  texture: ruby_chestplate.png
  armor:
    set: ruby

ruby_leggings:
  material: iron_leggings
  name: "<red>Ruby Leggings"
  texture: ruby_leggings.png
  armor:
    set: ruby
    legs: ruby_layer_2.png

ruby_boots:
  material: iron_boots
  name: "<red>Ruby Boots"
  texture: ruby_boots.png
  armor:
    set: ruby
```

## Sets

Pieces with the same `set` share one worn look. Each texture only has to be given **once** in the set, on any piece; the other pieces pick it up. Giving two different textures for the same layer in one set is an error. Without `set`, the item is a set of its own named after its id.

The two humanoid textures follow vanilla's armour texture layout:

| Key | Used by |
| - | - |
| `body` | Helmet, chestplate and boots (vanilla's `layer_1`). |
| `legs` | Leggings (vanilla's `layer_2`). |

## Other things you can wear

| Key | Looks |
| - | - |
| `wings` | Elytra (use `material: elytra`). |
| `wolf` | Wolf armour. |
| `horse` | Horse armour. |
| `llama` | Llama carpets. |
| `happy-ghast` or `harness` | Happy ghast harness. |
| `pig-saddle`, `horse-saddle`, `camel-saddle`, `strider-saddle`, `donkey-saddle`, `mule-saddle`, `skeleton-horse-saddle`, `zombie-horse-saddle` | Saddles. |

> [!NOTE]
>
> [Bedrock players](https://items.lodemc.net/bedrock.md#elytras-and-mob-armour) see elytras and mob armour as their base item, so they still glide and fit their mob.

Any other vanilla equipment layer can be given by its own name under `layers:`:

```yaml theme={null}
armor:
  layers:
    nautilus_body: nautilus_armor.png
```

## Options

**armor.set** `id`

Pieces with the same set share their look and count together for `full-set`. Defaults to the item's id.

**armor.dyeable** `boolean` (default: false)

Tints the worn textures with the item's dye colour, like leather armour. Draw them in greyscale.

**armor.slot** `text`

Where it's worn: `head`, `chest`, `legs`, `feet`, `body`, `saddle`. Needed only when the `material` isn't wearable already, or to change where it goes.

**armor.entities** `list`

Which mobs may wear it, when that should differ from the base item. For example `[llama, trader_llama]`.

**armor.effects** `list`

Potion effects while it's worn, written as `name [level]`: `["night_vision", "speed 2"]`.

**armor.full-set** `boolean` (default: false)

Effects only apply while all four armour slots hold pieces of this set.

```yaml theme={null}
ruby_chestplate:
  material: iron_chestplate
  texture: ruby_chestplate.png
  armor:
    set: ruby
    effects: ["fire_resistance", "strength 1"]
    full-set: true
```

Effects are topped up every second, so night vision never flickers. They are only removed if they still came from the armour, so a potion the player drank is left alone.

A set where no piece gives a worn texture keeps the base item's look, so `iron_chestplate` with only `effects` still looks like iron when worn.

## 3D armour

Sets can also be worn in full 3D from a Blockbench model. See [3D armour](https://items.lodemc.net/armor/3d.md).

## Hats

A head item with its own `model` and no worn textures wears its model on the head. Use this for 3D hats:

```yaml theme={null}
top_hat:
  material: leather_helmet
  model: top_hat.json
  armor: {}
```


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