Compatibility
Minecraft: Java Edition
Platforms
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Creators
Details
Percy’s Sewing Kit is a datapack that lets you customise your elytra, armor, and items.
There are 3 trigger commands. I'm going over these triggers in detail in the video below. I also wrote everything out below the video.
If you're setting up a resourcepack, I recommend reading everything below. To help out, I've put together an example resource pack which you can download here: Download example resourcepack.
/trigger PSKItemModel
When holding an item with a custom name, sets the item model component to the custom name.
To use:
- Rename any item to a namespaced ID for an item model in an anvil (see below for examples).
- Trigger this command while holding the item.
- The item model will be updated.
- The custom name will be removed. Feel free to rename the item to anything you like after, it won’t affect the model until you trigger this command.
Examples:
- If you have a dirt block item and want it to look like a diamond, rename it to “minecraft:diamond” in an anvil and trigger this command with the renamed dirt block in your hand. Its model will then change to that of the diamond.
- If you have an amethyst shard item AND a custom item model named “my_custom_model” set up in your resourcepack, rename your amethyst shard to “example:my_custom_model” in an anvil and trigger this command with the renamed amethyst shard in your hand. Its model will then change to that of your custom item model.
/trigger PSKEquipmentAsset
When holding an elytra or an armor item with a custom name, sets the item model component and the asset ID in the equippable component to the custom name.
To use:
- Give any armor item a valid equipment path as a custom name (e.g., through an anvil).
- Trigger this command while holding the item.
- The item model (in your inventory) and the equipment model (on the player when worn) will be updated.
- The custom name will be removed.
For resourcepack makers: Because the item models will be different depending on what type of armor it is (helmet, chestplate, leggings, and boots would each have a different item model), it will append “_<armor type>” to the custom name and set that as the item model.
It will append the following for each armor type:
- helmet > “_helmet”
- chestplate > “_chestplate”
- leggings > “_leggings”
- boots > “_boots”
For elytra it won’t append anything.
This means that, in your resourcepack, the item models should have the same name as the equipment model, only with “_<armor type>” at the end.
Examples:
- If a player renames a chestplate to “example:custom_armor” and runs this trigger, it sets the asset ID in the equippable component to “example:custom_armor” and the item model component to “example:custom_armor_chestplate”.
- If a player renames a helmet to “example:my_cool_helmet” and runs this trigger, it sets the asset ID in the equippable component to “example:my_cool_helmet” and the item model component to “example:my_cool_helmet_helmet”.
/trigger PSKEquipmentAsset set 2
Sets the item model, similar to /PSKItemModel, and removes the asset ID from the equippable component. This is useful for setting a helmet’s item model without an equipment asset ID. Note that this won’t append “_<armor type>”, and that Minecraft only renders item models in the head slot, not the chest, legs, or feet slots.
/trigger PSKEquipmentAsset set 3
Removes the asset ID from the equippable component. This is useful when a helmet’s item model changes with components, like custom names, and you want the item model rendered instead of the equipment model. Note that Minecraft only renders item models in the head slot, not the chest, legs, or feet slots.
NOTE: This trigger (all of /PSKEquipmentAsset) sets the equipment sound to default.
/trigger PSKEnchantmentGlint
Toggles the enchantment glint on an item.
To use:
- Hold an item in your hand and trigger this command.
- If it didn’t have the glint, it will now have it. If it already had it, it’ll lose it.
Known issue: Enchanted items need to have this trigger run twice the first time.