> For the complete documentation index, see [llms.txt](https://mossuh.gitbook.io/projects/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mossuh.gitbook.io/projects/plugins/moarmors/armor-format/examples.md).

# Examples

## Kran Pet

{% hint style="warning" %}
This example uses PlaceholderAPI variables, so the Actions probably won't work if you try them. You'll need to download the RandomNumber, Math  and Changeoutput extensions from PlaceholderAPI.
{% endhint %}

```yml
Armors:
  TokensArmor:
    tags: Tokens, Armor
    variables:
      - 'keys_generator -> 0'
    upgrades:
      max-level: 50
      cost-per-level: 5000
      message:
        progress:
          - '&e ❙ &fProgress: &a%exp%&7/&a%cost%'
        maxed-progress:
          - '&e ❙ &fProgress: &c&lMAX LEVEL'
    exp:
      BLOCK_BREAK:
        - 'ALL -> 1'
    pieces-info:
      HELMET:
        material: DIAMOND_HELMET
        data: 0
        name: '&e&lTokens &f❙ &fHelmet'
        lore:
          - ''
          - '&7&o(( Equip this piece and receive'
          - '&7&oboost of tokens ))'
          - ''
          - '&e&lINFO'
          - '&e ❙ &fLevel: &a%level%&7/&a%max_level%'
          - ''
          - '&e&lBOOSTS'
          - '&e ❙ &fBoost: &e+%math_%level%/200%'
          - ''
          - '&e&lEXTRA ABILITIES'
          - '&e ❙ &fKeys Generator: %changeoutput_>_input:%variable_{keys_generator}%_matcher:0_ifmatch:&eActive_else:&cLevel 25 to Unlock%'
          - '&r     &8Receive tokens keys'
          - '&r     &8when you have full set.'
          - ''
          - '%progress%'
          - ''
      CHESTPLATE:
        material: DIAMOND_CHESTPLATE
        data: 0
        name: '&e&lTokens &f❙ &fChestplate'
        lore:
          - ''
          - '&7&o(( Equip this piece and receive'
          - '&7&oboost of tokens ))'
          - ''
          - '&e&lINFO'
          - '&e ❙ &fLevel: &a%level%&7/&a%max_level%'
          - ''
          - '&e&lBOOSTS'
          - '&e ❙ &fBoost: &e+%math_%level%/200%'
          - ''
          - '&e&lEXTRA ABILITIES'
          - '&e ❙ &fKeys Generator: %changeoutput_>_input:%variable_{keys_generator}%_matcher:0_ifmatch:&eActive_else:&cLevel 25 to Unlock%'
          - '&r     &8Receive tokens keys'
          - '&r     &8when you have full set.'
          - ''
          - '%progress%'
          - ''
      LEGGINGS:
        material: DIAMOND_LEGGINGS
        data: 0
        name: '&e&lTokens &f❙ &fLeggings'
        lore:
          - ''
          - '&7&o(( Equip this piece and receive'
          - '&7&oboost of tokens ))'
          - ''
          - '&e&lINFO'
          - '&e ❙ &fLevel: &a%level%&7/&a%max_level%'
          - ''
          - '&e&lBOOSTS'
          - '&e ❙ &fBoost: &e+%math_%level%/200%'
          - ''
          - '&e&lEXTRA ABILITIES'
          - '&e ❙ &fKeys Generator: %changeoutput_>_input:%variable_{keys_generator}%_matcher:0_ifmatch:&eActive_else:&cLevel 25 to Unlock%'
          - '&r     &8Receive tokens keys'
          - '&r     &8when you have full set.'
          - ''
          - '%progress%'
          - ''
      BOOTS:
        material: DIAMOND_BOOTS
        data: 0
        name: '&e&lTokens &f❙ &fBoots'
        lore:
          - ''
          - '&7&o(( Equip this piece and receive'
          - '&7&oboost of tokens ))'
          - ''
          - '&e&lINFO'
          - '&e ❙ &fLevel: &a%level%&7/&a%max_level%'
          - ''
          - '&e&lBOOSTS'
          - '&e ❙ &fBoost: &e+%math_%level%/200%'
          - ''
          - '&e&lEXTRA ABILITIES'
          - '&e ❙ &fKeys Generator: %changeoutput_>_input:%variable_{keys_generator}%_matcher:0_ifmatch:&eActive_else:&cLevel 25 to Unlock%'
          - '&r     &8Receive tokens keys'
          - '&r     &8when you have full set.'
          - ''
          - '%progress%'
          - ''
    actions:
      default:
        AddTokensCheck1:
          event: BLOCK_BREAK
          requirements:
            - '[eval] %helmet_code% equals TokensArmor'
            - '[eval] %chestplate_code% equals TokensArmor'
            - '[eval] %leggings_code% equals TokensArmor'
            - '[eval] %boots_code% equals TokensArmor'
            - '[eval] %helmet_variable_{keys_generator}% == 1'
            - '[eval] %chestplate_variable_{keys_generator}% == 1'
            - '[eval] %leggings_variable_{keys_generator}% == 1'
            - '[eval] %boots_variable_{keys_generator}% == 1'
          rewards:
            - '[CHANCE -> 100] EXECUTE_ACTION -> AddTokensCheck2'
        AddTokensCheck2:
          cancel_action: true
          rewards:
            - '[CHANCE -> 0.01] CONSOLE_COMMAND -> keys give %player_name% TokensKey %randomnumber_1-5%'
        HelmetAbilityActivator:
          event: BLOCK_BREAK
          requirements:
            - '[eval] %helmet_code% equals TokensArmor'
            - '[eval] %helmet_variable_{keys_generator}% == 0'
            - '[eval] %helmet_level% == 25'
          rewards:
            - '[CHANCE -> 100] SET_VARIABLE:HELMET -> keys_generator::1 && MESSAGE -> &e&lABILITY! &aYour helmet unlock Keys Generator ability.'
        ChestplateAbilityActivator:
          event: BLOCK_BREAK
          requirements:
            - '[eval] %chestplate_code% equals TokensArmor'
            - '[eval] %chestplate_variable_{keys_generator}% == 0'
            - '[eval] %chestplate_level% == 25'
          rewards:
            - '[CHANCE -> 100] SET_VARIABLE:CHESTPLATE -> keys_generator::1 && MESSAGE -> &e&lABILITY! &aYour chestplate unlock Keys Generator ability.'
        LeggingsAbilityActivator:
          event: BLOCK_BREAK
          requirements:
            - '[eval] %leggings_code% equals TokensArmor'
            - '[eval] %leggings_variable_{keys_generator}% == 0'
            - '[eval] %leggings_level% == 25'
          rewards:
            - '[CHANCE -> 100] SET_VARIABLE:LEGGINGS -> keys_generator::1 && MESSAGE -> &e&lABILITY! &aYour leggings unlock Keys Generator ability.'
        BootsAbilityActivator:
          event: BLOCK_BREAK
          requirements:
            - '[eval] %boots_code% equals TokensArmor'
            - '[eval] %boots_variable_{keys_generator}% == 0'
            - '[eval] %boots_level% == 25'
          rewards:
            - '[CHANCE -> 100] SET_VARIABLE:BOOTS -> keys_generator::1 && MESSAGE -> &e&lABILITY! &aYour boots unlock Keys Generator ability.'
      boosters:
        Tokens:
          multiplier: BOOST_PER_LEVEL
          type: PERSONAL
          applicator: PLAYERPOINTS
          boosted: POINTS
          boost: 0.005
```


---

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