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Masks

A mask is a textured player head that drag-applies onto a helmet — one mask per helmet. While that helmet is worn, the mask grants its passive abilities and overrides the helmet's worn appearance with the mask's own head, for the wearer and for every observer. The repaint is client-only: the real helmet item is never modified, so the mask always comes back off intact.

Applying and removing

  • Apply. Drag a mask head onto a helmet. Helmets only — no other slot accepts one, and a helmet that already carries a mask will not take a second.
  • On the helmet. A masked helmet gains one lore line, Mask Equipped (<Name>), rendered below its crystal lines.
  • Remove. Right-click the masked helmet with an empty cursor. The mask pops back off as a whole item, dropped at your feet if your inventory is full.
  • A broken helmet. A helmet that hits zero durability pops its mask off intact rather than taking it down too. (Modern servers — the 1.8.9 lane is a known follow-up.)
  • Workstations. Grindstones and anvils refuse masked gear rather than destroying the component.

:::note The raw head is not a helmet A mask head cannot be worn in the helmet slot and cannot be placed as a block — the server guards both, and shift-clicking one sends it to your hotbar instead of your head. A mask does nothing until it is applied to a helmet you are actually wearing. :::

The shared mask item — items/mask.yml

There is no per-mask item file. Every mask is minted from this one likeness with that mask's display, colour, description, and head texture (from content/masks/<key>.yml) filled in:

type: mask
name: "{COLOR}&l{NAME} Mask"
lore:
- "&eOverrides the visual appearance of a helmet and imbues it with magic mask abilities."
- ""
- "{COLOR}&l{NAME_UPPER} MASK BONUS"
- "{DESCRIPTION}"
- ""
- "&eApplies to: &f&n{APPLIES}&r"
- "&7Drag n' Drop on an item to apply."
- "&7Right Click while on an item to remove."
# The one line shown on a masked HELMET, rendered below the crystal line(s).
lore-while-on-item: "&6&lMask Equipped ({NAME}&r&6&l)"
sounds:
enabled: true
apply: "block.amethyst_block.chime"
remove: "block.amethyst_cluster.break"
TokenRenders
{COLOR}the mask's colour codes — carries its own &
{NAME}the mask's display name
{NAME_UPPER}that name upper-cased
{DESCRIPTION}the mask's description block, one lore line per authored line
{APPLIES}the item kinds a mask applies to — always the helmet group

What the repaint shows

The head everyone sees mirrors the real helmet's name, lore, enchant glint, and heroic block, and — on 1.20.5+ — its live durability, so a mask never hides what the helmet underneath actually is. In creative mode the wearer sees their true helmet while observers still see the mask.

:::warning Version caveats The repaint works on 1.18.2+ and on 1.8.9. On Paper 1.17.1 exactly the visual override is inert — the mask's abilities still work, only the appearance is missing. A player who newly comes into view may see the true helmet for about two seconds before the sweep re-asserts the mask. :::

Defining a mask — content/masks/<key>.yml

Each file is one mask; the filename stem is its key. It declares the mask's identity, its head texture, the description block the likeness renders, and its abilities:

display: "Knight"
color: "{#34c69e}"
head: "eyJ0ZXh0dXJlcyI6…" # the player-head texture, base64
description:
- "{#34c69e}* Take 5% less damage from all enemies"
abilities:
- { trigger: DEFENSE, effects: [ { DAMAGE_MOD: { side: defense, mode: add, amount: 5 } } ] }

Abilities compile through the same pipeline as enchants, so a mask can do anything an enchant can. A handful of effect modes exist largely to serve this family:

AbilityIn plain terms
WARD type mob-targetmobs will not target you unless you attack first
WARD type invseeanother player cannot open your inventory with /invsee
WARD type nearyou are left out of the /near listing
WARD type splash-healsplash healing potions heal you a configured percent more
IMMUNE type fishhooka fishing-rod hook can neither damage nor knock you
SUPPRESS scope KINDswitches off enemy abilities by effect kind — the Chef mask kills every hunger-restoring enchant
IGNORE_HEROICyour hits skip the victim's heroic armour reduction

:::note /near immunity is an owned listing No plugin can filter another plugin's proximity scan, so the near ward works by intercepting the command. While masks.near-commands lists a name, StarEnchants answers that command with its own proximity listing and omits warded players. Set near-commands: [] to disable the interception and restore the other plugin's own /near — the Hacker mask then stops hiding anyone. :::

masks:
near-commands: ["near"] # command names intercepted (no leading slash); [] disables the interception
near-radius: 200 # radius in blocks the owned /near listing scans

The whole family is gated by features.masks in config.yml, read live on /se reload; set it to false and masks become inert heads.

The shipped masks

MaskWhat it does
Agentpermanent Invisibility
Angelpermanent Regeneration
Blazeimmune to fire and lava damage
Chefdisables enemy hunger-restoring enchants
Fishermanfishing rods no longer knock you back
Ghostimmune to /invsee
Hackerimmune to /near
Knighttake 5% less damage
Medic50% more healing from splash potions
Midasnegates enemy heroic armor bonuses
Monopolydeal 5% more damage
Santa+2 hearts
Shamanmobs do not target you unless attacked
Withernearby enemies cannot enderpearl

The Santa mask rides a reconciled max-health modifier, so its two hearts stack with other health sources rather than replacing them. The Wither mask's teleblock aura reaches hostile mobs too, not just players.

Minting & giving

Masks have no crafting or drop route — they are minted.

/se give mask <player> <key> # give one mask (key from content/masks/)
/se menu # the operator mint console
/se menu masks # the Masks browser — operators click a head to mint it
/masks # the same browser for players (browse only)

Layout for the browser lives in menus/masks.yml.