Content generated with AI — it may contain mistakes.

Reference

FAQ

The questions that come up first: what happens to the real item, creative mode, other plugins, placeholders and performance.

Does applying a skin change my armour?

No. One value is written into the item's persistent data — exyliaarmorskin:skin, the id — and nothing else. The material, enchantments, attributes, damage, unbreakable flag, custom model data and every other plugin's data stay as they were. Removing a skin clears that one value.

Do enchantments and armour points still work?

Yes. The server never sees the leather: only the copy travelling to the client is leather. Protection IV still reduces damage by Protection IV, and a netherite chestplate still gives netherite's toughness.

Does the durability bar lie?

No. The visual carries the real damage and the real maximum as components, so the bar, the tooltip and F3+H all read what the real piece has — 592 for netherite, not leather's 80. Unbreakable armour shows no bar at all.

Why do I see my real armour in creative?

A creative client sends its inventory slots back to the server, so anything drawn into them would be written onto the real item. Rather than risk that, the wearer is shown the truth while in creative. Everyone else still sees the skin, and switching back to survival restores the wearer's own view.

Is the skin visible to other players?

Yes — to everyone tracking the wearer, immediately, without a relog. Viewers entering render distance see it too, because the visual is applied to the equipment packets themselves.

What can be skinned?

Helmets, chestplates, leggings and boots — anything Bukkit treats as an armour piece, of any material. Mob heads and carved pumpkins are not armour pieces and are refused with not-armor.

An elytra is refused too, and it is never dressed by a wardrobe either: it sits in the chest slot and answers to everything that usually means "chestplate", but drawing it as a chestplate would cost the wearer their flight.

Can two skins stack on one piece?

No. A piece that already wears a skin answers already-skinned; use a remover first.

What happens to the skin when I die or drop the piece?

A skin applied with an item travels with the piece, because it is on the piece: a skinned chestplate in a chest, in a trade or on the ground is still skinned when it comes back. A wardrobe choice never touches the armour at all — it stays with the player and lands on whatever they equip next.

Does it work alongside other armour plugins?

Yes, as long as they read the item rather than the packet. The skin is one extra data value, so a plugin that trims armour, names it, enchants it or stores its own data keeps working. The reverse is also true: the skin's lore lines are never written to the item, so nothing else can read them by accident.

Do players need a permission to use a skin?

Yes, by default. Every skin has a node derived from its id, exyliaarmorskin.skin.<id>, plus one per slot underneath it (exyliaarmorskin.skin.<id>.helmet), and both require-permission and hide-without-permission ship as true: without the node a player cannot apply the skin, and armour already wearing it is shown as the real piece. Turn either switch off in config.yml to go back to "the item is the permission". See Permissions.

I revoked a node and the player still sees the skin

The check runs when the piece is reconciled — on equip, join, respawn, /armorskinsadmin refresh and /armorskinsadmin reload — not on a timer. /armorskinsadmin refresh <player> applies it immediately. Nothing is ever removed from the item, so granting the node back restores the look.

What is a set bonus?

An effect that plays only when a player wears every piece a skin fits with that skin: a sound or title on completion, something ambient around the body while it holds, and a moment when it breaks. The ten animated skins ship one. See Effects.

Are there placeholders?

No. This plugin registers no PlaceholderAPI expansion. PlaceholderAPI is a softdepend only so that %placeholders% you write into the item names, lore and messages resolve.

Is there a menu?

Yes: /wardrobe, one screen that dresses the player instead of the armour. It is on while behaviour.mode is wardrobe or both; on an item server it refuses to open and says so. See The wardrobe.

What is the difference between a skin item and the wardrobe?

A skin item writes onto the armour, so the look is traded, dropped and lost with the piece. A wardrobe choice is stored against the player, so it survives death and lands on whatever they equip. In both the armour wins: a skinned piece keeps its own skin, and the wardrobe fills in the bare ones.

Can a skin item be eaten, thrown or placed?

No. This plugin's items are inert: whatever material they are drawn as, using them does nothing. They can still be picked up, dropped, traded and clicked in a menu — they simply refuse to be spent as the item they look like.

Does it need a resource pack?

No. Everything shown is vanilla: dyed leather, vanilla trims and vanilla items.

What does it cost to run?

Nothing per tick for a still skin. Rewriting happens on three packet types, and only while somebody is wearing a skin. An animated skin adds one timer per worn animated piece, and a frame that did not change colour sends nothing; an ambient block adds one timer per worn piece that declares one.

Does it run on Folia?

Yes. folia-supported: true, and every timer is bound to the player's entity.

A skin disappeared after I edited the file

The id changed. The armour keeps the id it was given, so renaming an entry orphans every piece wearing it — the piece shows its real look and a remover answers unknown-skin. Restore the key and everything comes back.

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