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Allows Modpack Makers to create Armor Set-Effects (applying effects and changing attributes) based on tags. Allows for "growing" armor sets based on "roles" and "levels" which can be set with commands (quests, manually, etc)

Description

Welcome to SetWeaver

Your way to add all kinds of set-effects to armorsets in your modpack, no matter how complex or simple you want to keep it!


Getting Started

  1. Define a tag for any group of armor you want to enhance. Tags can be added via datapacks.

  2. Create your set definitions — two ways to do this:

    • Edit the JSON files directly in the SetWeaver config folder after the first load
    • Use the in-game editor: /setweaver editor

    Both approaches are covered in detail in the GitHub Wiki.

  3. Reload your sets via the editor or /reload — and enjoy your effects.


The Three Ways to Use Set Effects

1. Flat Effect

One effect, no conditions. Equip the set, get the effect. Simple and predictable — works like most set bonuses you've seen before.

2. Level-Based Effect

Define different effects based on a player's level, set via:

/setweaver set <playername> <role> <level>

Useful for packs where players should unlock increasingly powerful bonuses as they progress. Role is ignored for this option — only level matters.

Tip: FTB Quests supports running commands as quest rewards, making this a clean fit for stage-gated progression.

3. Role-Based Effect

Define effects that apply only to players with a specific role (class, specialization, etc.), also set with /setweaver set. Combine roles and levels to create multiple distinct effect tiers for a single armor set.

Fair warning: Defining 10 levels of effects across 8 roles for 22 sets is a serious amount of work. Plan ahead before going deep on this.


Priority System

SetWeaver resolves which effect to apply using specificity as priority:

  • A general set (all roles, all levels) applies only if no more specific match exists.
  • A role-specific set takes priority over a general one.
  • A role + level set takes the highest priority of all.
  • Sets at the same priority level stack with each other.

Example: If you have a set for c:armors defined for all roles and levels, it will not apply to a Mage if a separate c:armors set targeting the Mage role also matches. The more specific definition wins — which means you can cleanly override behavior for specific combinations without touching the general case.


Examples

Penalizing magic users on heavy armor Tag all relevant armor as antimagic. Define a set effect that applies Slowness when wearing X pieces, restricted to the role magicuser. Magic players now have a real reason to avoid plate.

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Creative flight for any full set Create a set targeting c:armors. Add the creative flight attribute to the 4-piece bonus. Any player wearing four pieces of any armor qualifies.

Scaling mana bonuses for an arcane school Create a set for the relevant armor with modded attributes like max mana and mana regeneration at level 1. Copy the set for levels 2 through 5, increasing the values each time. Players working through the pack are rewarded with growing power as they progress.


Extra Features

  • Players can see their active set effects directly on their equipped armor.

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  • Merge multiple mod attributes into one — for example, combine Ars Nouveau Max Mana and Iron's Spells Max Mana into a single unified attribute displayed to the player.

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So — what sets will you build?