0.1.0 · Minecraft Java 26.2 · Fabric · Java 25+
Original RPG weapons and armor with fixed base attributes, persistent random bonuses, an equipment comparison viewer and the Emberguard armor set. Created by xMrShadyx for the SP series.
Features
- Eight new registered items with original pixel sprites, held models and wearable armor textures.
- Fixed base damage, attack speed, armor and RPG requirements.
- COMMON: base attributes. UNCOMMON: one random bonus. RARE: two distinct random bonuses.
- Additional attack damage on weapons, max HP or armor. Armor rolls never add weapon damage.
- A persistent item UUID and immutable rolled values stored in the item itself. Moving, renaming, repairing or reopening the world does not reroll it.
- Emberguard: two eligible armor pieces grant +10 max HP; four grant an additional +2 armor. The sword does not count toward armor thresholds.
/equipment: read-only inventory inspection and item comparison, with scrollable details and a compact layout for smaller windows.- Real level, Strength and Vitality requirements supplied by Minecraft MMORPG, including attack/equip guards and its anvil pricing.
- Three crafting recipes for common iron weapons; configurable random equipment drops from player-killed monsters.
- A Creative tab and administrator give commands for testing or custom rewards.
/spadmincatalog, viewer launcher and shared drop settings with Apply/Cancel and revision validation.
The old MMORPG weapon/tool appearances are not restored or migrated into these items. SP Equipment uses its own sp_equipment namespace. Existing vanilla equipment and MMORPG activity sets remain separate.
Getting equipment
Craft common weapons
Use a crafting table. I = iron ingot, N = iron nugget, S = stick; spaces are empty slots.
| Iron Dagger | Iron Longsword | Iron Greatsword |
|---|---|---|
I |
I |
II |
N |
NIN |
NII |
S |
S |
S |
Crafted, plain /give, Shop and registry-item quest rewards receive their fixed default quality: COMMON iron weapons or UNIQUE Emberguard pieces. They do not receive free random affixes on pickup. Random variants come from Equipment's monster drops or its explicit admin/API factory.
Monster drops
By default an eligible kill has a 3% drop attempt. Within that attempt: 25% UNCOMMON, 10% RARE, 2% UNIQUE and 63% COMMON. The item pool includes only items whose RPG requirements the killer meets. If that quality has no eligible item, nothing is added. UNIQUE uses the Emberguard pool; other qualities use the three iron weapons.
Only a living Survival/Adventure player's credited monster kill is eligible; player-owned projectile credit follows the damage source. Creative/Spectator kills, player deaths, animal kills and kills without player credit do not add equipment. The Minecraft mob-drops game rule is respected. Dropped items follow normal ground pickup/despawn rules and are not bound to the killer. Existing vanilla drops are untouched. This is not an anti-farm system.
Inspect and compare
Run /equipment, then select a real inventory slot. The viewer shows its attributes, rarity and requirements, the equipped item in the corresponding slot and item-attribute differences. It never moves, equips, generates or rerolls items. Use the normal inventory to equip them. Scroll the details panel for longer entries.
The comparison is for item attributes; it does not predict enchantment damage, potion effects, RPG combat multipliers or changes in set thresholds. HP values are health points: 2 HP = one heart. The displayed armor-set count concerns the four armor slots; held swords and duplicates in inventory do not count.
First catalog
Compact comparison · Core catalog · Core settings
All IDs below use sp_equipment:.
| ID | Base attributes | Requirements |
|---|---|---|
iron_dagger |
4 attack damage, 2.4 attack speed | Level 1 |
iron_longsword |
7 attack damage, 1.6 attack speed | Level 5, STR 3 |
iron_greatsword |
10 attack damage, 1.0 attack speed | Level 8, STR 5 |
emberguard_sword |
8 attack damage, 1.4 attack speed | Level 10, STR 5 |
emberguard_helmet |
2 armor | Level 10, STR 2, VIT 5 |
emberguard_chestplate |
6 armor | Level 10, STR 2, VIT 5 |
emberguard_leggings |
5 armor | Level 10, STR 2, VIT 5 |
emberguard_boots |
2 armor | Level 10, STR 2, VIT 5 |
Roll ranges: +1–3 attack damage, +2/4/6/8 max HP, +1–2 armor. RARE chooses two different attribute types. UNIQUE set pieces have fixed bases and the set mechanic, without additional random affixes in 0.1.0. Balance values are initial defaults, not promises of future balance stability.
Administration and settings
/spadmin → SP Equipment has a read-only catalog, equipment viewer and Settings page. Edit settings, then Apply to save. Invalid probabilities, stale revisions and failed writes preserve the active settings. Cancel keeps the current settings.
/spequipment give iron_longsword rare/spequipment give iron_dagger uncommon/spequipment give emberguard_chestplate unique/spequipment reload
Admin commands and Core administration require game-master permission (normally operator level 2 or singleplayer cheats). The give command grants one item to the administrator; if inventory is full it drops normally at their feet. It does not bypass RPG equip/use requirements. Plain /give remains available through Minecraft's own permissions.
Shared settings live in config/sp-equipment/settings.json:
{
"format": 1,
"mobDrops": true,
"dropChance": 0.03,
"uncommonChance": 0.25,
"rareChance": 0.1,
"uniqueChance": 0.02
}
SP integrations and scope
Core 0.3.0 needs no changes. RPG 0.5.7 remains installed as published; Equipment supplies its own requirements to RPG's existing guard/tooltip/repair calculation through a scoped integration. No second level, currency or player-progression store is created. The item factory is exposed for future reward integrations.
Shop and Quests can reference the registered IDs through their existing registry-item selectors. Their stock/reward definitions are not automatically modified. Plain registry grants use default quality; rarity-aware reward selection is a future integration.
This first release does not add bows, shields, accessories, gathering tools, mana, elemental damage, critical affixes, upgrades, a replacement inventory or automatic Shop/Quests stock. Those require separate design decisions. The earlier generated concept images are illustrative; use actual release screenshots to assess the implemented interface.
In-game screenshots
All screenshots use the English game interface.