Custom Item Attributes
By ElocinDev — “Customize default attributes of any item. With modded attributes & items supported.” The item-side counterpart to Custom Entity Attributes: lets the pack override or add attribute modifiers baked directly into specific items (as opposed to gear’s normal rolled/reforged stats), scoped per equip slot (mainhand/offhand/head/chest/legs/feet), and optionally force an item to be unbreakable.
This server’s config (custom_item_attributes/overrides.json5) shows it’s used to hand-balance specific problem items rather than broad categories — e.g. minecells:cursed_sword gets a -80% max-health penalty (multiplicative) as its drawback for whatever bonus it grants elsewhere, and spellbladenext:monkeystaff (Pillar of the Monkey King) gets -2 flat attack speed baked in as an intentional weapon-identity tradeoff. Reloads live via /reload, so these are tunable without a restart.
Anticipated questions
What does Custom Item Attributes actually do? By ElocinDev, it lets the pack override or add attribute modifiers baked directly into specific items — including modded ones — scoped per equip slot (mainhand/offhand/head/chest/legs/feet), and can optionally force an item to be unbreakable.
How is this different from an item’s normal rolled or reforged stats? These modifiers are hand-set on the item itself, as opposed to gear’s normal rolled/reforged stats. It’s the item-side counterpart to Custom Entity Attributes.
Which items does this server hand-tune, and why?
Two problem items in the server config: minecells:cursed_sword gets a -80% max-health penalty (multiplicative) as a drawback, and spellbladenext:monkeystaff (Pillar of the Monkey King, from Spellblade Next) gets -2 flat attack speed baked in as a weapon-identity tradeoff.
Do I need to restart the server to change these?
No. The overrides reload live via /reload, so they’re tunable without a restart.