
Accessory+
A lightweight Accessory&Trinket plugin. Compatible with Vanilla Attribute , Mythicmobs and AuraSkills.
Accessories
Lightweight Accessory System for Minecraft Servers
Accessories is a lightweight accessory slot system for Minecraft servers.
It adds a separate Accessories GUI, allowing players to equip custom accessories without interfering with vanilla armor or normal equipment logic.
Accessories can be used to provide:
- extra attributes or trait-style effects
- support for vanilla Minecraft attributes
- custom shield mechanics
- lore-based tags
- external skill integrations such as MythicMobs
- compatibility hooks for plugins like AuraSkills
This makes it suitable as a modular accessory framework rather than a system tied to a single plugin.

MythicMobs Support
Accessories supports triggering MythicMobs skills through equipped accessories.
You can bind MythicMobs skills to accessory items and have them trigger under different conditions, such as:
onAttack— when the player deals damageonDamaged— when the player takes damageonInteract— when the player interactsonKill— when the player kills an entityonShoot— when the player fires a projectileonTimer— repeated trigger based on a configured interval
Each skill entry can also define:
- the target type (
selfortargeted) - timer period for repeated effects
- optional condition fields for future expansion
This allows accessories to work as custom skill carriers, making them easy to integrate into advanced combat or RPG systems.
Example
signature: 1
items:
example_ring:
name: "&bExample Ring"
skills:
- skill: ExampleAttackSkill
trigger: onAttack
target: targeted
- skill: ExampleTimerSkill
trigger: onTimer
period: 20
target: self
conditions: {}
Vanilla Attribute Support
Accessories can also apply vanilla Minecraft attributes through equipped items.
This makes it possible to build accessories around native attribute systems, such as:
- max health
- armor
- armor toughness
- attack damage
- attack speed
- movement speed
- knockback resistance
- luck
This is useful if you want your accessory system to stay close to vanilla mechanics while still benefiting from a separate accessory GUI.
Absorb System (Shield Mechanic)
Accessories introduces custom Absorb and MagicAbsorb shield mechanics.
How Absorb Works
This applies to both Absorb and MagicAbsorb:
- All incoming damage, except fall damage, is absorbed by the shield first.
- When the shield is depleted, damage is applied to the player's health as normal.
- If the player takes no damage for 12 seconds, the shield starts regenerating.
- Regeneration rate: 10% of max absorb per second.
- All values can be customized in the config file.
PlaceholderAPI Support
You can display shield status using PlaceholderAPI:
%absorb_current_shield%%absorb_max_shield%%magicabsorb_current_shield%%magicabsorb_max_shield%
Useful for:
- action bars
- scoreboards
- HUD displays
Accessories GUI
The plugin includes a fully customizable GUI system:
- custom GUI title
- adjustable GUI size
- locked frame slots
- slot-based item restrictions using lore keywords
- only items that match slot rules can be equipped
This gives you precise control over what types of accessories players can use.
Dependencies
| Plugin | Requirement |
|---|---|
| PlaceholderAPI | Optional |
| AuraSkills | Optional, for trait-style integrations |
| MythicMobs | Optional, for accessory-triggered skills |
Commands
| Command | Description | Permission |
|---|---|---|
/inv | Open the Accessories GUI | accessory.inv |
/accessory reload | Reload config, GUI, frame, and slot settings | accessory.reload |
Available Effects
Accessories can be used for effects such as:
-
Defence Reduces incoming magic damage
-
HealRegeneration Increases health regeneration
-
HealRegenerationDecrease Reduces regeneration, useful for cursed items
-
Absorb Grants and regenerates a physical damage shield
-
MagicAbsorb Grants and regenerates a magic damage shield
-
Vanilla Attributes Supports native Minecraft attributes such as health, armor, damage, and movement speed
Lore Tag System
Accessories supports a lore-based tag system.
How It Works
If an accessory item contains lore in the following format:
[xxxx]
the player will automatically receive the corresponding tag:
xxxx
Use Cases
- conditional skills or effects
- integration with other plugins or datapacks
- custom mechanics triggered by player tags
- advanced accessory-based logic
This system allows accessories to interact with external systems without hard dependencies.
