classes.yml¶
Classes: Diamond, Bard, Archer, Rogue and Miner as shipped, and any class you write — armour set, passive effects, energy, held and right-click effects, archer tag, backstab, dyed sets, invisibility.
How it plays: read the guide
Every example on this page is taken from the shipped classes.yml — the file the plugin writes on its first start — so it is exactly what your server gets. Changes apply with /hcf reload, to classes already on too.
General settings¶
enabled: true
# How long a whole set must be worn before its class turns on.
warmup-seconds: 10
# Whether held and right-click effects work while their user stands in a safe
# zone (spawn). Passive effects always do. A debuff never reaches somebody the
# user could not hit, wherever it is used: safe zones, SOTW and friendly fire
# apply to it exactly as to a blow.
abilities-in-safe-zones: false
# How often, in ticks (20 a second), held effects are renewed. A Bard scrolls
# through several items in a second: each one passed over must give its effect,
# which also comes at once when the hand changes. 1 to 20.
held-effect-interval-ticks: 5
| Key | Type | Default | What it does |
|---|---|---|---|
enabled |
true / false | true |
Turns every class off: sets still worn give nothing, /class and /dyes say classes are off |
warmup-seconds |
whole seconds | 10 |
How long a whole set must be worn before its class turns on. 0 turns it on at once |
abilities-in-safe-zones |
true / false | false |
Whether held and right-click effects work while their user stands in a safe zone (spawn). Passive effects always do |
held-effect-interval-ticks |
ticks, 1 to 20 | 5 |
How often held effects are renewed, four times a second as shipped, so an item a Bard scrolls over still gives its effect. Changing hands gives the new item's effect at once anyway |
A class¶
Every class sits under classes:, with an id — 1 to 32 lower-case letters, digits, - or _ — used by /class info <id>. Only armor is required; every other part is optional, and any class may use any part.
| Key | Type | Default | What it does |
|---|---|---|---|
display-name |
text, & colours |
the id | The name players see |
permission |
permission node | none | Needed to use the class; without it, wearing the set gives no class. Any node works |
max-per-team |
whole number | 0 |
How many members of one team may be in the class at once. 0 is no limit |
warmup-seconds |
whole seconds | the shared warmup-seconds |
This class's own warmup. The shipped Diamond has 0: it gives nothing, so there is nothing to wait for |
armor |
four items | — | The set, see below. Required |
passive-effects |
effects | none | Passive effects |
energy |
section | none | Energy |
held-effects |
items | none | Held effects |
click-effects |
items | none | Right-click effects |
archer-tag |
section | none | Archer tag |
dye-effects |
colours | none | Dyed sets |
backstab |
section | none | Backstab |
invisible-below-y |
height | none | Invisible below a height |
A whole class, the Rogue as shipped:
rogue:
display-name: "&7Rogue"
max-per-team: 0
armor:
helmet: CHAINMAIL_HELMET
chestplate: CHAINMAIL_CHESTPLATE
leggings: CHAINMAIL_LEGGINGS
boots: CHAINMAIL_BOOTS
passive-effects:
speed: 3
jump_boost: 2
resistance: 1
backstab:
weapon: GOLDEN_SWORD
damage: 6.0
cooldown-seconds: 15
break-weapon: true
max-angle: 60
click-effects:
SUGAR:
effect: speed
level: 4
seconds: 8
targets: self
cooldown-seconds: 30
FEATHER:
effect: jump_boost
level: 5
seconds: 8
targets: self
cooldown-seconds: 30
Armour¶
armor:
helmet: GOLDEN_HELMET
chestplate: GOLDEN_CHESTPLATE
leggings: GOLDEN_LEGGINGS
boots: GOLDEN_BOOTS
| Key | Type | What it is |
|---|---|---|
helmet, chestplate, leggings, boots |
item name | The four pieces, as the server names items (GOLDEN_HELMET, minecraft:golden_helmet works too) |
- All four pieces make the set; a player wearing three of them has no class.
- Two classes cannot share a set: the first one in the file wins, and the second is reported in the console and skipped.
- An unknown item skips the whole class, with a message in the console.
- Any item that goes in an armour slot works — a netherite set makes a class as well as any other.
Passive effects¶
Kept on the player for as long as the class is on.
Each line is effect: level — speed: 2 is Speed II. The effect names are the server's: speed, slowness, haste, strength, jump_boost, regeneration, resistance, fire_resistance, water_breathing, invisibility, night_vision, saturation, absorption, health_boost, weakness, poison, wither, blindness... An unknown name is reported and left out; the class stays.
A class never replaces a stronger effect the player already has — a Speed III potion is not cut down to a Speed II passive — and when the class turns off, only the effects it gave are taken back.
Energy¶
Fills while the class is on; right-click effects spend it.
| Key | Type | Default | What it does |
|---|---|---|---|
max |
number | 100 |
The most it holds |
per-second |
number | 1.0 |
How much it gains each second |
Energy starts at 0 each time the class turns on. The scoreboard shows it (%class_energy_line%), and /class too.
Held effects¶
An effect handed out while an item is held in the main hand, by item.
held-effects:
SUGAR:
effect: speed
level: 2
seconds: 8
radius: 20
targets: team
BLAZE_POWDER:
effect: strength
level: 1
seconds: 8
radius: 20
targets: team
# The Bard gives Strength I to the team, not to themself; the burst
# (click-effects) reaches the Bard too.
include-self: false
IRON_INGOT:
effect: resistance
level: 1
seconds: 8
radius: 20
targets: team
GHAST_TEAR:
effect: regeneration
level: 1
seconds: 8
radius: 20
targets: team
FEATHER:
effect: jump_boost
level: 2
seconds: 8
radius: 20
targets: team
MAGMA_CREAM:
effect: fire_resistance
level: 1
seconds: 8
radius: 20
targets: team
INK_SAC:
effect: invisibility
level: 1
seconds: 8
radius: 20
targets: team
| Key | Type | Default | What it does |
|---|---|---|---|
| (the section's name) | item name | — | The item to hold: SUGAR, BLAZE_POWDER... |
effect |
effect name | — | Required. The effect handed out |
level |
1 to 255 | 1 |
Its level |
seconds |
seconds | 8 |
How long each application lasts. It is renewed every held-effect-interval-ticks while the item is held, so the effect is continuous — and lasts this long after the item is put away or a player leaves the range. Keep it at 2 or more |
radius |
blocks | 20 |
How far it reaches (unused with targets: self) |
targets |
see targets | team |
Who it reaches |
include-self |
true / false | true |
Whether the holder gets it too, for a team or team-and-allies effect. The shipped Bard's blaze powder is false: Strength I for the team, not for the Bard |
Right-click effects¶
An effect handed out once, on a right-click with an item.
click-effects:
SUGAR:
effect: speed
level: 3
seconds: 8
radius: 20
targets: team
energy: 20
BLAZE_POWDER:
effect: strength
level: 2
seconds: 5
radius: 20
targets: team
energy: 45
IRON_INGOT:
effect: resistance
level: 3
seconds: 5
radius: 20
targets: team
energy: 40
GHAST_TEAR:
effect: regeneration
level: 3
seconds: 5
radius: 20
targets: team
energy: 40
FEATHER:
effect: jump_boost
level: 7
seconds: 5
radius: 20
targets: team
energy: 25
| Key | Type | Default | What it does |
|---|---|---|---|
| (the section's name) | item name | — | The item to right-click |
effect |
effect name | — | Required. The effect handed out |
level |
1 to 255 | 1 |
Its level |
seconds |
seconds | 8 |
How long it lasts |
radius |
blocks | 20 |
How far it reaches (unused with targets: self) |
targets |
see targets | self |
Who it reaches |
energy |
whole number | 0 |
Energy spent. Needs an energy: section on the class, otherwise it is ignored with a warning |
cooldown-seconds |
seconds | 0 |
Wait before the item can be used again |
consume |
true / false | true |
Whether one item is taken from the stack |
include-self |
true / false | true |
Whether the user gets it too, for a team or team-and-allies effect |
A right-click refused — not enough energy, a cooldown, a safe zone — does nothing else: the item is not used up, nor eaten. A self-only click, the Archer's:
click-effects:
SUGAR:
effect: speed
level: 4
seconds: 8
targets: self
cooldown-seconds: 30
Targets¶
targets |
Reaches |
|---|---|
self |
The user alone |
team |
The user and their teammates in range; the user alone without a team |
team-and-allies |
The same, plus members of allied teams |
enemies |
Everybody else in range whom the user could hit — not on a safe zone, not during SOTW, never a teammate, an ally only in an event area — and who is in survival or adventure mode and visible to the user |
Archer tag¶
A player hit by the class's arrows is marked, and takes more damage from everybody while the mark lasts.
| Key | Type | Default | What it does |
|---|---|---|---|
seconds |
seconds | 10 |
How long the mark lasts; a new hit starts it over |
damage-multiplier |
number, 1.0 or more | 1.15 |
What the damage the marked player takes is multiplied by — 1.15 is 15% more, 1.5 is 50% more |
Dyed sets¶
For a leather set: while all four pieces are dyed one colour, each arrow hit from the class has a chance to give the target an effect.
dye-effects:
# Green dye, made from cactus.
GREEN:
effect: poison
level: 1
seconds: 10
chance: 20
# Black dye, the ink sac's.
BLACK:
effect: wither
level: 1
seconds: 10
chance: 20
# Blue dye, the lapis lazuli's.
BLUE:
effect: slowness
level: 1
seconds: 10
chance: 20
# More colours, if your server wants them:
# GRAY:
# effect: weakness
# level: 1
# seconds: 5
# chance: 20
| Key | Type | Default | What it does |
|---|---|---|---|
| (the section's name) | dye colour | — | WHITE, LIGHT_GRAY, GRAY, BLACK, BROWN, RED, ORANGE, YELLOW, LIME, GREEN, CYAN, LIGHT_BLUE, BLUE, PURPLE, MAGENTA, PINK |
effect |
effect name | — | Required. Given to the player hit |
level |
1 to 255 | 1 |
Its level |
seconds |
seconds | 10 |
How long it lasts |
chance |
0 to 100 | 0 |
Percent chance per arrow hit |
Each colour is the game's own dye colour. A piece dyed with one dye has exactly that colour; a piece dyed with several counts as the dye its colour is closest to. /dyes shows the effects in a menu. A set that is not all leather cannot be dyed, and the console says so.
Backstab¶
A melee hit from behind with a given weapon deals fixed damage that armour, enchantments and Resistance do not reduce.
backstab:
weapon: GOLDEN_SWORD
damage: 6.0
cooldown-seconds: 15
break-weapon: true
max-angle: 60
| Key | Type | Default | What it does |
|---|---|---|---|
weapon |
item name | — | Required. The item the hit must be dealt with |
damage |
number | 6.0 |
Health taken, in half-hearts — 6.0 is three hearts |
cooldown-seconds |
seconds | 15 |
Wait before the next backstab |
break-weapon |
true / false | true |
Whether the weapon breaks on a backstab |
max-angle |
0 to 180 degrees | 60 |
How far the attacker may face away from the way the victim faces and still count as behind |
Behind means on the victim's back side and facing roughly the same way. A backstab that would kill is dealt as an ordinary, overwhelming hit, so the kill is the attacker's — deathban, DTR and statistics follow as usual.
Invisible below a height¶
The player is invisible while below this height (Y). Any whole number, negative ones included.
The shipped classes¶
Diamond
Bard
bard:
display-name: "&6Bard"
max-per-team: 0
armor:
helmet: GOLDEN_HELMET
chestplate: GOLDEN_CHESTPLATE
leggings: GOLDEN_LEGGINGS
boots: GOLDEN_BOOTS
passive-effects:
speed: 2
regeneration: 1
resistance: 2
energy:
max: 100
per-second: 1.0
held-effects:
SUGAR:
effect: speed
level: 2
seconds: 8
radius: 20
targets: team
BLAZE_POWDER:
effect: strength
level: 1
seconds: 8
radius: 20
targets: team
# The Bard gives Strength I to the team, not to themself; the burst
# (click-effects) reaches the Bard too.
include-self: false
IRON_INGOT:
effect: resistance
level: 1
seconds: 8
radius: 20
targets: team
GHAST_TEAR:
effect: regeneration
level: 1
seconds: 8
radius: 20
targets: team
FEATHER:
effect: jump_boost
level: 2
seconds: 8
radius: 20
targets: team
MAGMA_CREAM:
effect: fire_resistance
level: 1
seconds: 8
radius: 20
targets: team
INK_SAC:
effect: invisibility
level: 1
seconds: 8
radius: 20
targets: team
click-effects:
SUGAR:
effect: speed
level: 3
seconds: 8
radius: 20
targets: team
energy: 20
BLAZE_POWDER:
effect: strength
level: 2
seconds: 5
radius: 20
targets: team
energy: 45
IRON_INGOT:
effect: resistance
level: 3
seconds: 5
radius: 20
targets: team
energy: 40
GHAST_TEAR:
effect: regeneration
level: 3
seconds: 5
radius: 20
targets: team
energy: 40
FEATHER:
effect: jump_boost
level: 7
seconds: 5
radius: 20
targets: team
energy: 25
Archer
archer:
display-name: "&aArcher"
max-per-team: 0
armor:
helmet: LEATHER_HELMET
chestplate: LEATHER_CHESTPLATE
leggings: LEATHER_LEGGINGS
boots: LEATHER_BOOTS
passive-effects:
speed: 3
resistance: 2
archer-tag:
seconds: 10
damage-multiplier: 1.15
dye-effects:
# Green dye, made from cactus.
GREEN:
effect: poison
level: 1
seconds: 10
chance: 20
# Black dye, the ink sac's.
BLACK:
effect: wither
level: 1
seconds: 10
chance: 20
# Blue dye, the lapis lazuli's.
BLUE:
effect: slowness
level: 1
seconds: 10
chance: 20
# More colours, if your server wants them:
# GRAY:
# effect: weakness
# level: 1
# seconds: 5
# chance: 20
click-effects:
SUGAR:
effect: speed
level: 4
seconds: 8
targets: self
cooldown-seconds: 30
Rogue
rogue:
display-name: "&7Rogue"
max-per-team: 0
armor:
helmet: CHAINMAIL_HELMET
chestplate: CHAINMAIL_CHESTPLATE
leggings: CHAINMAIL_LEGGINGS
boots: CHAINMAIL_BOOTS
passive-effects:
speed: 3
jump_boost: 2
resistance: 1
backstab:
weapon: GOLDEN_SWORD
damage: 6.0
cooldown-seconds: 15
break-weapon: true
max-angle: 60
click-effects:
SUGAR:
effect: speed
level: 4
seconds: 8
targets: self
cooldown-seconds: 30
FEATHER:
effect: jump_boost
level: 5
seconds: 8
targets: self
cooldown-seconds: 30
Miner
What is checked when the file loads¶
Nothing in the file can stop the server. What cannot be used is reported in the console and replaced or left out:
| Problem | What happens |
|---|---|
| An unknown armour piece | The class is skipped |
| Two classes on the same set | The second is skipped |
| An invalid id | The class is skipped |
| An unknown effect, item or colour | That line is left out; the class stays |
An energy cost on a class without energy |
The cost is ignored |
A value of the wrong kind (seconds: ten) |
Its default is used |
A *-seconds value over a hundred years |
Capped |
The whole shipped file¶
# ---------------------------------------------------------------------------
# classes.yml - Diamond, Bard, Archer, Rogue, Miner, and your own classes
#
# A player is in a class while wearing its WHOLE armour set - helmet,
# chestplate, leggings and boots - once the warmup below is over. Taking one
# piece off turns the class off at once; putting on another set means a new
# warmup. Nothing is stored: a logout or a death drops the class, and the next
# look at the player's armour starts the warmup again.
#
# /class your class, its energy, the warmup left
# /class list every class and its armour
# /class info <class> everything a class does
#
# Scoreboard rows (ui.yml): %class_line% (the class, or its warmup counting down),
# %class_energy_line%, %archer_tag_line%. The warmup and the energy show there,
# not in chat.
#
# /hcf reload applies changes at once, to classes already active too.
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------
enabled: true
# How long a whole set must be worn before its class turns on.
warmup-seconds: 10
# Whether held and right-click effects work while their user stands in a safe
# zone (spawn). Passive effects always do. A debuff never reaches somebody the
# user could not hit, wherever it is used: safe zones, SOTW and friendly fire
# apply to it exactly as to a blow.
abilities-in-safe-zones: false
# How often, in ticks (20 a second), held effects are renewed. A Bard scrolls
# through several items in a second: each one passed over must give its effect,
# which also comes at once when the hand changes. 1 to 20.
held-effect-interval-ticks: 5
# ---------------------------------------------------------------------------
# Making a class
#
# Every class needs an armour set; everything else is optional, and ANY class
# may use ANY part - the classes below are the usual combinations, not the only
# possible ones. The first class listed wins when two share a set (the second is
# reported and skipped).
#
# my-class: id: 1 to 32 letters, digits, - or _
# display-name: "&dMy Class"
# permission: "" needed to use it; empty for everybody
# max-per-team: 0 members of one team in it at once; 0 = no limit
# warmup-seconds: 10 this class's own warmup; the shared one if absent
# armor: the four pieces, as the server names items
# helmet: NETHERITE_HELMET
# chestplate: NETHERITE_CHESTPLATE
# leggings: NETHERITE_LEGGINGS
# boots: NETHERITE_BOOTS
#
# passive-effects: kept for as long as the class is on
# speed: 2 effect: level (2 = Speed II)
#
# energy: fills while the class is on; clicks spend it
# max: 100
# per-second: 1.0
#
# held-effects: while an item is held in the main hand
# SUGAR:
# effect: speed
# level: 2
# seconds: 8 each pulse, renewed while held
# radius: 20
# targets: team self | team | team-and-allies | enemies
# include-self: true false: the team gets it, the holder does not
#
# click-effects: on a right-click with an item
# SUGAR:
# effect: speed
# level: 3
# seconds: 8
# radius: 20
# targets: team
# energy: 20 spent from the class's energy (needs energy:)
# cooldown-seconds: 0 wait before this item can be used again
# consume: true take one item from the stack
# include-self: true false: the team gets it, the user does not
#
# archer-tag: a player hit by this class's arrows takes more
# seconds: 10 damage, from everybody, for a while
# damage-multiplier: 1.15 1.15 = 15% more
#
# backstab: a melee hit from behind with the weapon deals
# weapon: GOLDEN_SWORD fixed damage that armour does not reduce
# damage: 6.0 half-hearts: 6.0 is three hearts
# cooldown-seconds: 15
# break-weapon: true
# max-angle: 60 how far the attacker may face away from the
# victim's facing and still be "behind"
#
# invisible-below-y: 20 invisible while below this height
#
# dye-effects: LEATHER sets only: while all four pieces are
# GREEN: dyed this colour, each arrow hit has a chance
# effect: poison to give the target an effect
# level: 1
# seconds: 10
# chance: 20 percent, 0 to 100
#
# Targets: "team" is the user and their teammates in range; "team-and-allies"
# adds allied teams; "enemies" is everybody else in range whom the user could
# hit; "self" is the user alone (radius unused). Effects use the server's names:
# speed, strength, resistance, regeneration, jump_boost, fire_resistance,
# invisibility, night_vision, haste, wither, poison, slowness, weakness...
# An unknown effect or item is reported in the console and left out.
#
# Effects never cut a stronger one short: a Speed II pulse does not replace a
# Speed III potion, and a weaker, longer effect comes back once a stronger one
# ends.
# ---------------------------------------------------------------------------
classes:
# ------------------------------------------------------------------
# Diamond: the ordinary PvP set. No effects - it is here so the
# scoreboard and /class name it.
# ------------------------------------------------------------------
diamond:
display-name: "&bDiamond"
# No warmup: the Diamond gives no effect, so there is nothing to wait for.
warmup-seconds: 0
armor:
helmet: DIAMOND_HELMET
chestplate: DIAMOND_CHESTPLATE
leggings: DIAMOND_LEGGINGS
boots: DIAMOND_BOOTS
# ------------------------------------------------------------------
# Bard: the team's support. Holding an item buffs the teammates around;
# right-clicking it spends energy for a stronger burst - or, with a
# spider eye, withers the enemies around.
# ------------------------------------------------------------------
bard:
display-name: "&6Bard"
max-per-team: 0
armor:
helmet: GOLDEN_HELMET
chestplate: GOLDEN_CHESTPLATE
leggings: GOLDEN_LEGGINGS
boots: GOLDEN_BOOTS
passive-effects:
speed: 2
regeneration: 1
resistance: 2
energy:
max: 100
per-second: 1.0
held-effects:
SUGAR:
effect: speed
level: 2
seconds: 8
radius: 20
targets: team
BLAZE_POWDER:
effect: strength
level: 1
seconds: 8
radius: 20
targets: team
# The Bard gives Strength I to the team, not to themself; the burst
# (click-effects) reaches the Bard too.
include-self: false
IRON_INGOT:
effect: resistance
level: 1
seconds: 8
radius: 20
targets: team
GHAST_TEAR:
effect: regeneration
level: 1
seconds: 8
radius: 20
targets: team
FEATHER:
effect: jump_boost
level: 2
seconds: 8
radius: 20
targets: team
MAGMA_CREAM:
effect: fire_resistance
level: 1
seconds: 8
radius: 20
targets: team
INK_SAC:
effect: invisibility
level: 1
seconds: 8
radius: 20
targets: team
click-effects:
SUGAR:
effect: speed
level: 3
seconds: 8
radius: 20
targets: team
energy: 20
BLAZE_POWDER:
effect: strength
level: 2
seconds: 5
radius: 20
targets: team
energy: 45
IRON_INGOT:
effect: resistance
level: 3
seconds: 5
radius: 20
targets: team
energy: 40
GHAST_TEAR:
effect: regeneration
level: 3
seconds: 5
radius: 20
targets: team
energy: 40
FEATHER:
effect: jump_boost
level: 7
seconds: 5
radius: 20
targets: team
energy: 25
# ------------------------------------------------------------------
# Archer: fast and fragile. An arrow hit archer-tags the target, who
# then takes more damage from everybody.
#
# Dye the leather set to give its arrows an effect (dye-effects below): all
# four pieces the same colour, in the inventory's crafting grid or at a
# crafting table - dyeing keeps the enchantments. A piece dyed with several
# dyes counts as the dye its colour is closest to. Colours are the game's
# dyes: WHITE, LIGHT_GRAY, GRAY, BLACK, BROWN, RED, ORANGE, YELLOW, LIME,
# GREEN (made from cactus), CYAN, LIGHT_BLUE, BLUE, PURPLE, MAGENTA, PINK.
# ------------------------------------------------------------------
archer:
display-name: "&aArcher"
max-per-team: 0
armor:
helmet: LEATHER_HELMET
chestplate: LEATHER_CHESTPLATE
leggings: LEATHER_LEGGINGS
boots: LEATHER_BOOTS
passive-effects:
speed: 3
resistance: 2
archer-tag:
seconds: 10
damage-multiplier: 1.15
dye-effects:
# Green dye, made from cactus.
GREEN:
effect: poison
level: 1
seconds: 10
chance: 20
# Black dye, the ink sac's.
BLACK:
effect: wither
level: 1
seconds: 10
chance: 20
# Blue dye, the lapis lazuli's.
BLUE:
effect: slowness
level: 1
seconds: 10
chance: 20
# More colours, if your server wants them:
# GRAY:
# effect: weakness
# level: 1
# seconds: 5
# chance: 20
click-effects:
SUGAR:
effect: speed
level: 4
seconds: 8
targets: self
cooldown-seconds: 30
# ------------------------------------------------------------------
# Rogue: gets behind people. A hit from behind with a golden sword is a
# backstab: three hearts through armour, and the sword breaks.
# ------------------------------------------------------------------
rogue:
display-name: "&7Rogue"
max-per-team: 0
armor:
helmet: CHAINMAIL_HELMET
chestplate: CHAINMAIL_CHESTPLATE
leggings: CHAINMAIL_LEGGINGS
boots: CHAINMAIL_BOOTS
passive-effects:
speed: 3
jump_boost: 2
resistance: 1
backstab:
weapon: GOLDEN_SWORD
damage: 6.0
cooldown-seconds: 15
break-weapon: true
max-angle: 60
click-effects:
SUGAR:
effect: speed
level: 4
seconds: 8
targets: self
cooldown-seconds: 30
FEATHER:
effect: jump_boost
level: 5
seconds: 8
targets: self
cooldown-seconds: 30
# ------------------------------------------------------------------
# Miner: for mining, not fighting. Sees in the dark, digs fast, and is
# invisible deep underground.
# ------------------------------------------------------------------
miner:
display-name: "&eMiner"
max-per-team: 0
armor:
helmet: IRON_HELMET
chestplate: IRON_CHESTPLATE
leggings: IRON_LEGGINGS
boots: IRON_BOOTS
passive-effects:
haste: 2
night_vision: 1
fire_resistance: 1
invisible-below-y: 20