← Назад к ресурсам

Armour Trim Abilities

Adds armour trim abilites for almost all the trims.

Modrinth adventure equipment utility

Описание

# Tubm's Armour Trim Abilities ## Overview This Minecraft datapack enhances all armor trims with unique passive and active abilities. The abilities scale based on how many pieces of armor have the trim (1-3 pieces for basic effects, 4 pieces for full set bonuses). Mixing sets also work but do not give full set abilities. ### A Follow ❤️ will take me a long way!! ## Core Mechanics - **Partial Set (1-3 pieces)**: Provides basic passive effects - **Full Set (4 pieces)**: Unlocks enhanced passive effects and special active abilities - **Sneak Abilities**: Many active abilities are activated by sneaking for a specific duration - **Cooldown System**: Active abilities have cooldowns to prevent spam - **Hunger Cost**: Active abilities consume hunger as a resource --- ## Armor Trim Abilities Table | Trim | Partial Set (1-3 pieces) | Full Set Bonus (4 pieces) | Additional Ability | Cooldown | |------|--------------------------|---------------------------|----------------|----------| | **Bolt** | Speed I | Speed I + Electric particles | **Lightning Rod Beam**: Right-click with lightning rod while having power → Shoots electric beam (6 damage, 30 block range). Uses Power system (max 100, regenerates from dealing/taking damage, 10 cost per shot) | - | | **Flow** | None | None | **Flow Trim Slots**: Pressing Shift for 8 seconds activates the slots machine. Getting a failure(81% chance) gives you weakness and removes effects. Getting a **Compensation**(18% chance) gives level 3 effects while **JACKPOT**(1% Chance) gives level 5 effects. More information [here](https://modrinth.com/datapack/armour-trim-abbilities/version/1.6+mod) | 15s if failure, 4 minutes 11 seconds if jackpot or compensation. | | **Coast** | Dolphins Grace II | Dolphins Grace II + Conduit Power IV. Strength 2 and Regneration when in rain or water. **Weakness when on fire** | - | - | | **Dune** | Saturation | Saturation II + Desert Strength | Allows you to survive any explosions | - | | **Wayfinder** | - | - | Pressing Shift for 30s Teleports you to position from where you placed your **last bell**, thus the bell acts as a waypoint. **Dying or getting rid of all the trims will remove the waypoint.** | 600s Cooldown | | **Eye** | Night Vision + clears Darkness/Blindness | Same as partial | **Teleport**: Double-Shift, costs 6 hunger → Teleport 15 blocks forward + Speed V for 12s | 15s | | **Rib** | Fire Resistance | Fire Resistance + Immunity to Wither/Poison + Soul flame particles + Wither II (15s) on melee hit + Strength 2 and Regeneration When on fire. +**Weakness when in rain or water** | - | - | | **Sentry** | Resistance I | Same + Friendly to hostile mobs (zombies, skeletons, spiders, creepers, pillagers) | **Raid Summon**: Hold shift 30s (with loading bar), costs 3 hunger → Gain Bad Omen II (30s) + Raid horn sound | 5min | | **Silence** | Reveals invisible entities with Glowing (6 block radius) and Gives Regeneration 2 | Scales Strength I-V based on light level (lower light = higher strength) + Warden particles & heartbeat sound + If the player is able to accumulate 500 damage then they will be given a 60 percent chance to get a Strength 5 and Regeneration 2 buff. The score is invisible and be lost if all trims are taken off. | - | - | | **Snout** | Piglin neutrality | Same | **Piglin Saviour**: At ≤4 HP, hold shift 2s (with loading bar) → Summon 3 Piglin Brutes | 3min | | **Spire** | Slow Falling when falling >1.5 blocks | Same + Disables enemy Eye trim abilities within 32 blocks | **Elytra Launch**: With elytra equipped, sneak 1s while airborne, costs 9 hunger → Breeze wind charge boost | 40s | | **Tide** | Water Breathing + Slow Falling when falling >1.5 blocks | Same + Auto-enchants trident with "Tidal Power" (2.3x spin attack, 3x return speed, 2x damage, explosion on block hit) | **Tidal Thunder**: Hold shift 15s (with loading bar), costs 8 hunger → Summon 3 lightning bolts + Rain for 2.5min. When in rain or water, you will get Strength 3 and Regeneration. **You will get Weakness when on fire** | 5min | | **Vex** | Jump Boost II + Speed I | Jump Boost II+ Speed I | **Totem Preservation**: 50% chance to preserve totem after use | - | | **Ward** | Warden neutrality + Immunity to Darkness+Regeneration 2 | Scales Health Attribute I-V + Strength I based on light level (lower light = higher Health Attribute) | - | - | | **Wild** | Jump Boost II | Jump Boost III + Speed II + Player scale 0.6x | **Dash**: Double-Shift, costs 3 hunger → Launch in look direction | 15s | | **Shaper** | Jump Boost 3 | Block interaction range increased to 10 and Entity interaction range increased to 3 | - | - | Weakness Update details [Here](https://modrinth.com/datapack/armour-trim-abbilities/version/1.8.2) --- ## Any Problems? Contact ***dripxy_*** on Discord *Datapack by Tubm*