Armor
Dungeon armor is a persistent tier progression system configured in content/armor.yml. Players earn armor XP from successful dungeon swings, unlock tiers in sequence, equip cosmetic skins, and purchase optional upgrades.
Global equipment and XP
xp-per-swing: 2
equipment:
helmet: LEATHER_HELMET
chestplate: LEATHER_CHESTPLATE
leggings: LEATHER_LEGGINGS
boots: LEATHER_BOOTSLeather equipment uses each tier or skin's configured dye. Other wearable materials retain their vanilla appearance.
Armor tiers
tiers:
basic:
order: 1
display-name: 'Basic'
styled-name: '&3&lBasic &b&lArmor'
dye: '#269BD8'
max-level: 25
xp-base: 1500
xp-growth: 1.05
boost-per-level: 0.01
boosts: { money: 0.10, souls: 0.10, essence: 0.10 }Tier order must remain sequential. The number of tiers must fit the tier slots in menus/armor.yml. Boosts are additive: 0.10 adds ten percent, producing a 1.10x total before other systems.
Skins
The optional skins catalogue supports any number of administrator-defined entries:
Permission access and persistent unlocks are independent. Grant a permanent unlock with:
Set skins.enabled: false to hide and disable skin selection without deleting stored selections.
Upgrades
upgrades.enabled controls the complete upgrade menu. Each upgrade defines a currency, maximum level, base price, growth, and effect per level. The set multiplier also defines its active bonus and duration.
Menus
menus/armor.ymlcontrols tier presentation.menus/armor-skins.ymlcontrols cosmetic selection.menus/armor-upgrades.ymlcontrols paid upgrades.