**New in ExecutableItems: armor sets (Premium).** Give bonuses to players who wear several of your items together: 2 pieces for a first bonus, 4 pieces for a stronger one, and so on. One file per set in `plugins/ExecutableItems/sets/`, with potion effects, attributes (extra hearts, armor...) and commands for each tier. The bonus comes the moment the last piece is put on and leaves the moment one is taken off, dropped, broken or lost on death, with no LOOP running in the background. Placeholders `%executableitems_set_<id>%` and `%executableitems_set_<id>_tier%`, and `/ei sets [player]` to see what a player wears.
Try it with the new default set **Tempest** (1.21+): four armor pieces and a trident. Throw the trident and its bonus leaves with it until it comes back. It comes with the default items (new servers, or `/ei default_items`). Guide: docs.ssomar.com, *Sets (bonus by pieces worn)*.
**Also new**
- **ExecutableItems**: `/ei trigger <player> <item> <activator>` runs one activator without doing the gesture, to test a config quickly. Conditions, cooldowns and usage apply as usual.
- **ExecutableItems**: on 1.21+, items without attributes of their own lose the damage / armor of their material unless *Keep default attributes* is on. EI now lists these items in the console after each load, with the command that fixes them all. Nothing changes in how they behave. The default items that had this problem are fixed for new installs.
**Fixes**
- **ExecutableItems**: a `/ei give` (from a player, a shop, a crate...) during `/ei reload` no longer gives nothing: the items stay usable while they reload.
- **ExecutableBlocks**: heads and torches placed by an EB (and by `SETEXECUTABLEBLOCK`) are no longer stuck to the side of the block. Thanks to **requeim**.
- **ExecutableItems**: an item upgraded at the smithing table (diamond to netherite) now gets the netherite stats instead of keeping the diamond ones. Your own attributes on the item are kept. Thanks to **KoizumiPlays**.
- **ExecutableItems**: on 1.14 to 1.19, every player death printed an error in the console, and *keep item on death* did not work. Fixed.
- **ExecutableItems**: a LOOP activator whose condition is not met no longer sends the default "invalid condition" message to the player every cycle. Your custom condition messages are still sent.
- **ExecutableItems**: an F-key activator (`PLAYER_SWAPHAND_THE_EI`) with `cancelEvent` now keeps the variables it changes.
- **ExecutableEvents**: `targetEntityCommands` of `PLAYER_FISH_FISH` (`CHANGE_INTO_ITEM`, `KILL`...) now act on the fish you catch.
- **SCore**: an empty line in `globalSilenceOutputs` no longer silences the whole console. It is ignored, with a warning. Thanks to **Chamogelastos**.
Nothing changes in your configs: sets do nothing until you add a file in `sets/`. If something looks wrong after updating, open a post in the bug channel.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }