Set bonus
A set bonus is an extra effect that some armor gives when several pieces of the same material are worn together. Set bonuses belong to a wider family of equipment intrinsics: built-in abilities of the pack's alloy equipment and jewelry that are shown in the tooltip as glyphs rather than words, such as
,
and
.
The developer designed the alloys so that "every player, even after they kill the dragon, will choose different armor depending on their preferences", and later wrote that each tier's armor, tool and weapon intrinsics should be "more varied and distinct".[1][2]
Tooltips
Intrinsics appear as colored lines in the item's tooltip, made of the pack's custom glyphs. The developer chose symbols over text on purpose, so that players have to experiment and ask each other what they mean.[3] A tooltip can contain these sections:
- Per-piece lines directly under the armor values, for effects every piece has on its own.
- Set Bonus: for effects that need the full set of four pieces.
- Per Equipment Bonus: for effects that grow with each extra piece (shakudo).
- Elytra Bonus: for effects of an alloy elytra.
- When Blocking: for weapons that can block (claymores).
| Glyph | Name | Meaning |
|---|---|---|
| Warding | Slows and burns nearby undead. The number is the level. | |
| Apotropaic | Maximum warding ( | |
| Electrum | On armor, +1 warding per piece. On tools, Fortune. | |
| Doom | Damages nearby creatures that have Weakness. | |
| Healing on a timer | Hearts gained every so many seconds, such as divinity's absorption hearts. | |
| Cleanse | Removes harmful effects. | |
| Magic protection | Protection points against magic damage. | |
| Weakness | The weapon inflicts Weakness (adamant weapons). | |
| Smelting | The tool smelts what it mines (adamant tools). | |
| Permanent effect | An effect that lasts while the item is worn, as on jewelry. |
Set bonuses
| Set | Per piece | Set bonus (all four pieces) |
|---|---|---|
| Electrum armor | Divinity: | |
| Adamant armor | Divinity: | |
| Shakudo armor | A different cleanse on each piece, |
None; the bonus is per piece |
The electrum and adamant set bonuses are only active when all four pieces of the same material are worn.[4] Only players benefit from armor intrinsics that run on timers; the pieces are counted with per-player scores that are rebuilt every tick.[5]
Shakudo regeneration
Each shakudo armor piece worn, including the Shakudo Elytra, adds 1 to the wearer's shakudo count.[6] Depending on the count, the wearer receives Regeneration for 3 seconds on a repeating timer:[7][8]
| Pieces | Effect | Lasts | Every |
|---|---|---|---|
| 1 | 3 s | 30 s | |
| 2 | 3 s | 26 s | |
| 3 | 3 s | 22 s | |
| 4 | 3 s | 18 s |
The timer is kept for each player and starts when the first piece is put on, so the first regeneration comes one full interval later. Its length is set from the number of pieces worn each time regeneration is given, so putting on another piece shortens the interval from the next pulse on. Like divinity's timer, it keeps counting down while the armor is off.[7][5] On Normal and Hard, the regeneration is removed straight away while the wearer has the
Hunger effect, like any other regeneration; see Hunger#Hunger effect.[9]
The tooltip shows this as
(00:30) on each piece, with a Per Equipment Bonus of
-(00:04). The shakudo elytra's tooltip promises an Elytra Bonus of
-(00:10), and the pack has an enchantment, matcha:shakudo_elytra, that adds 5 to the count, which would give Regeneration II every 20, 16, 12 or 8 seconds with one to four pieces. However, the shakudo elytra itself carries the ordinary per-piece intrinsic, which adds only 1, so these counts are never reached. Since the elytra takes the chest slot, a player can wear at most four shakudo pieces.[10][11][12]
Shakudo wither resistance
Each shakudo piece also shows
1 (the elytra
Max) at the top of its tooltip: the pieces slow down the Wither effect's heart loss, one step per piece, and the shakudo elytra gives the full four steps on its own. See Wither effect#Shakudo wither resistance.[13]
Intrinsic enchantments
Under the hood, every equipment intrinsic is a custom enchantment in the pack's matcha namespace, such as matcha:warding_1, matcha:adamant_armour or matcha:cleanse_armor_chest. Their descriptions are the glyph lines, which is why the tooltip shows symbols in place of an enchantment name and level.[14] Most of them run a function every tick while the item is in the right slot. Some apply an effect straight away, and others add to a score that is read later: by a timer every 0.5, 1 or 3 seconds (warding, Doom), or by each player's own countdown (divinity, shakudo regeneration).
Applying intrinsics after smithing
Alloy equipment is made in a smithing table by upgrading a base item, and the upgraded item keeps the base item's enchantments. To keep those enchantments and add the alloy's intrinsics without one overwriting the other, smithed items leave the table with their intrinsics stored the way an enchanted book stores enchantments, plus a has_intrinsic_enchants marker. The intrinsics are then applied as soon as the item enters the player's inventory:[15][16]
- Any change to the inventory while it holds a marked item (picking up, crafting or moving an item) triggers a hidden advancement, which runs the processing function. The advancement checks the marker with a partial match of the item's custom data, so other custom data on the item doesn't stop it. In 1.12.2-beta and 1.12.3 it required an exact match and the intrinsics were not applied; see History.
- The function takes the first marked item in the player's inventory and copies its current enchantments.
- For each of the pack's intrinsics and each vanilla enchantment, it compares the level already on the item with the stored level, and keeps the higher one.[17]
- The item's enchantments are replaced with the merged set, the stored copy is deleted and the marker is cleared.[18]
- If another marked item is still in the inventory, the process repeats.
For example, smithing an iron sword with Sharpness II and Unbreaking III into a Silver Sword gives a sword with Sharpness II, Unbreaking III, Smite III and
1. Because the merge writes the enchantments directly, it is not limited by the usual rules about incompatible enchantments.
Jewelry and a few other items, such as the Nazar, have their intrinsics as ordinary enchantments from the start and skip this step.
Exclusivity
Each category of intrinsic is exclusive within itself, so an anvil can't put two on one item:[19][20]
- Weapon intrinsics: the four warding levels, the shakudo life steal and the adamant Weakness.
- Armor intrinsics: electrum, shakudo and adamant armor.
History
| 1.10 | Added the "Set Bonus", "Per Equipment Bonus" and "Elytra Bonus" tooltip headers. Shakudo gained per-piece regeneration, the electrum set bonus was buffed and made clearer, and the adamant set bonus was slightly nerfed. |
|---|---|
| 1.12 | Fixed electrum, adamant and shakudo armor causing severe lag in multiplayer. |
| 1.12.1-alpha | The electrum, shakudo and adamant intrinsics became exclusive with each other.
Fixed enchantments being overwritten when smithing, by applying intrinsics after the item is made. Adamant and electrum intrinsics no longer apply to every player on a server. Intrinsic enchantments became glyph-only in the tooltip. |
| 1.12.2 | Added new intrinsic and effect glyphs, made by Voxybuns.
Adamant's intrinsic was reworked into Doom, and the full electrum set was given |
| 1.12.4 | Fixed armor and tool intrinsics not working: the advancement that applies them after smithing didn't match the smithed items, so their intrinsics were never applied.[21][22] Items made before the fix are repaired as soon as the player's inventory changes; see Updating items#Automatic updates. |
| 1.12.6-alpha | Shakudo regeneration and divinity got a countdown for each player, which starts when the armor is put on, instead of timers shared by the whole server. Their intervals are unchanged. A shakudo piece held in the main hand no longer counts toward shakudo regeneration.[23][24]
Shakudo armor gained wither resistance: each piece slows the Wither effect's heart loss, and the shakudo elytra gives the maximum. The shakudo elytra no longer removes Wither.[25] |
See also
Notes
- ↑ The shakudo elytra still only counts as one shakudo piece in the current code; see Shakudo regeneration.
References
- ↑ Klei Wright, "Minecraft punishes casual players. I made a datapack to fix it." (YouTube): "The goal with these sets was to make each option enticing enough that every player will have a different idea on what the best set and combination is."
- ↑ Matcha Flavoured 1.12.2 release notes: "A tier's armour, tool, and weapon intriniscs should be more varried and distinct. This will be the ethos going forward."
- ↑ Matcha Flavoured 1.12.1-alpha release notes: "I want players to ask their friends "What the cross symbol mean?" I think that stuff is fun."
- ↑
timers/tick.mcfunction - ↑ 5.0 5.1
timers/tick.mcfunction - ↑
regeneration/add 1 power.mcfunction - ↑ 7.0 7.1
regeneration/set cooldown.mcfunction - ↑
regeneration/apply.mcfunction - ↑
regeneration/mark player.mcfunction - ↑
enchantment/shakudo armour.json - ↑
smithing/shakudo elytra.json - ↑
enchantment/shakudo elytra.json - ↑
wither resistance/apply resistance.mcfunction - ↑
enchantment/warding 1.json - ↑
mechanics/intrinsic enchants obtained.json - ↑
intrinsic enchants/process intrinsic enchants.mcfunction - ↑
intrinsic enchants/select higher level.mcfunction - ↑
intrinsic enchants/apply intrinsic enchants.mcfunction - ↑
exclusive set/intrinsic weapon.json - ↑
exclusive set/intrinsic armor.json - ↑ Matcha Flavoured 1.12.4 release notes: "Armour/Tool Intrinsics not working"
- ↑
mechanics/intrinsic enchants obtained.json - ↑
regeneration/set cooldown.mcfunction - ↑
enchantment/shakudo armour.json - ↑ Matcha Flavoured 1.12.6-alpha release notes: "Shakudo provides wither resistance, but not cleansing"
| Mechanics |
|
|---|---|
| Warding items | |
| Gems | |
| Jewelry | |
| Other | |