Cobblemon: Armory — Creator Kit (RP + DP)
========================================

This kit shows how to add:
- A custom armor set (icons via dp_helmet/dp_chestplate/dp_leggings/dp_boots)
- Custom items (icons via dp_item)
using a Resource Pack + Data Pack.

This kit also comes with included examples:
- Armor set: namespace:armarouge (dex 936)
- Items: namespace:charizard_scales (CMD 69)
- Armor Template: ArmorTemplate.geo.json

Armor Template: In this template, a pre-humanoid model is made. "armor(BodyPart)" is meant to represent the skin and hat layers of skins. Build armor around that model, then delete "armor(BodyPart)" cubes before creating textures and exporting. This is to help prevent skin layers from sticking through armors

Animation File: make sure there is only 1 animation and named "idle"


CMD Scheme (LOCKED)
-------------------
CMD = dex * 10 + slot

Slots:
1 Helmet
2 Chestplate
3 Leggings
4 Boots
5 Shiny Helmet
6 Shiny Chest
7 Shiny Legs
8 Shiny Boots
9 Main Item / Material
0 Alternate Item

Examples:
- Armarouge dex 936:
  9361-9364 armor, 9365-9368 shiny armor, 9369 main item, 9360 alt item

- Charizard dex 6:
  61-64 armor, 65-68 shiny armor, 69 main item, 60 alt item

Workflow
--------
Important notes: 
   - Do NOT remove cobblemonarmory namespace or packs will not work
   - File names for items should start with <pokemon name>_helmet, _chestplate, _leggings, _boots
   - File names for armors should start with <pokemon name>_armor
   - Words in "< >" are to be renamed
   - Keep all file names lowercase and with spaces using "_". Only spot this doesn't apply is in en_us.json for the item names.

1) Choose a namespace name and rename "namespace"

2) Choose CMD using scheme above

3) Resource Pack:
   - Add item textures under assets/<namespace>/textures/item/

   - Add armor textures under assets/<namespace>/textures/item/armor/

   - Add item display models under assets/<namespace>/models/item/

   - Add armor models under assets/<namespace>/geo/item/armor/

   - Add armor animations under assets/<namespace>/animations/item/armor/

   - Change language file in assets/<namespace>/lang/en_us.json to "armor_set.<namespace>.<pokemon>.<armor piece>": "<Pokémon Name> <Armor Piece". Note: You do not need to do this for items, as the mod will use the item registry name. ex: "namespace:charizard_scales" -> "Charizard Scales"

   - Append overrides in the base model JSONs:
     assets/cobblemonarmory/models/item/dp_helmet.json <- Armors
     assets/cobblemonarmory/models/item/dp_chestplate.json <- Armors
     assets/cobblemonarmory/models/item/dp_leggings.json <- Armors
     assets/cobblemonarmory/models/item/dp_boots.json <- Armors
     assets/cobblemonarmory/models/item/dp_item.json <- Items
   
4) Data Pack:
   - Add armor recipe files under data/<namespace>/recipe/
   - Do not delete or create new recipe file. Use and edit/ copy & paste armarouge_helmet.json to needs and rename, as mod will only register "cobblemonarmory:armory_smithing" as a viable use
   - Pokémon item drops are under data/<namespace>/armory_drops/<Pokémon Name>.json. Recommended to copy/paste this file and just rename what is need and change drop percentage and amount as needed

5) Pack.mcmeta:
   - Change pack.mcmeta description as needed

Important: Resource packs do NOT merge JSON. If players install multiple creator packs,
the highest pack wins for dp_*.json/dp_item.json. Best practice: bundle many sets into
ONE creator pack, or merge override lists.