public Armor(Player player, ArmorType armorType, ArmorPart armorPart, Color color) {
		PlayerInventory playerinventory = player.getInventory();
		
		switch(armorType) {
			case LEATHER:
				switch(armorPart) {
					case ALL:
						playerinventory.setHelmet(new Item(Material.LEATHER_HELMET, displayname, lore));
						playerinventory.setChestplate(new Item(Material.LEATHER_CHESTPLATE, displayname, lore));
						playerinventory.setLeggings(new Item(Material.LEATHER_LEGGINGS, displayname, lore));
						playerinventory.setBoots(new Item(Material.LEATHER_BOOTS, displayname, lore));
						break;
					case HELMET:
						playerinventory.setHelmet(new Item(Material.LEATHER_HELMET, displayname, lore));
						break;
					case CHESTPLATE:
						playerinventory.setChestplate(new Item(Material.LEATHER_CHESTPLATE, displayname, lore));
						break;
					case LEGGINGS:
						playerinventory.setLeggings(new Item(Material.LEATHER_LEGGINGS, displayname, lore));
						break;
					case BOOTS:
						playerinventory.setBoots(new Item(Material.LEATHER_BOOTS, displayname, lore));
						break;
				}
				break;
				
			case COLORED_LEATHER:
				if(color != null) {
					switch(armorPart) {
						case ALL:
							playerinventory.setHelmet(new Item(Material.LEATHER_HELMET, color, displayname, lore));
							playerinventory.setChestplate(new Item(Material.LEATHER_CHESTPLATE, color, displayname, lore));
							playerinventory.setLeggings(new Item(Material.LEATHER_LEGGINGS, color, displayname, lore));
							playerinventory.setBoots(new Item(Material.LEATHER_BOOTS, color, displayname, lore));
							break;
						case HELMET:
							playerinventory.setHelmet(new Item(Material.LEATHER_HELMET, color, displayname, lore));
							break;
						case CHESTPLATE:
							playerinventory.setChestplate(new Item(Material.LEATHER_CHESTPLATE, color, displayname, lore));
							break;
						case LEGGINGS:
							playerinventory.setLeggings(new Item(Material.LEATHER_LEGGINGS, color, displayname, lore));
							break;
						case BOOTS:
							playerinventory.setBoots(new Item(Material.LEATHER_BOOTS, color, displayname, lore));
							break;
					}	
				}
				break;
				
			case GOLD:
				switch(armorPart) {
					case ALL:
						playerinventory.setHelmet(new Item(Material.GOLD_HELMET, displayname, lore));
						playerinventory.setChestplate(new Item(Material.GOLD_CHESTPLATE, displayname, lore));
						playerinventory.setLeggings(new Item(Material.GOLD_LEGGINGS, displayname, lore));
						playerinventory.setBoots(new Item(Material.GOLD_BOOTS, displayname, lore));
						break;
					case HELMET:
						playerinventory.setHelmet(new Item(Material.GOLD_HELMET, displayname, lore));
						break;
					case CHESTPLATE:
						playerinventory.setChestplate(new Item(Material.GOLD_CHESTPLATE, displayname, lore));
						break;
					case LEGGINGS:
						playerinventory.setLeggings(new Item(Material.GOLD_LEGGINGS, displayname, lore));
						break;
					case BOOTS:
						playerinventory.setBoots(new Item(Material.GOLD_BOOTS, displayname, lore));
						break;
				}
				break;
			case CHAINMAIL:
				switch(armorPart) {
					case ALL:
						playerinventory.setHelmet(new Item(Material.CHAINMAIL_HELMET, displayname, lore));
						playerinventory.setChestplate(new Item(Material.CHAINMAIL_CHESTPLATE, displayname, lore));
						playerinventory.setLeggings(new Item(Material.CHAINMAIL_LEGGINGS, displayname, lore));
						playerinventory.setBoots(new Item(Material.CHAINMAIL_BOOTS, displayname, lore));
						break;
					case HELMET:
						playerinventory.setHelmet(new Item(Material.CHAINMAIL_HELMET, displayname, lore));
						break;
					case CHESTPLATE:
						playerinventory.setChestplate(new Item(Material.CHAINMAIL_CHESTPLATE, displayname, lore));
						break;
					case LEGGINGS:
						playerinventory.setLeggings(new Item(Material.CHAINMAIL_LEGGINGS, displayname, lore));
						break;
					case BOOTS:
						playerinventory.setBoots(new Item(Material.CHAINMAIL_BOOTS, displayname, lore));
						break;
				}
				break;
			case IRON:
				switch(armorPart) {
					case ALL:
						playerinventory.setHelmet(new Item(Material.IRON_HELMET, displayname, lore));
						playerinventory.setChestplate(new Item(Material.IRON_CHESTPLATE, displayname, lore));
						playerinventory.setLeggings(new Item(Material.IRON_LEGGINGS, displayname, lore));
						playerinventory.setBoots(new Item(Material.IRON_BOOTS, displayname, lore));
						break;
					case HELMET:
						playerinventory.setHelmet(new Item(Material.IRON_HELMET, displayname, lore));
						break;
					case CHESTPLATE:
						playerinventory.setChestplate(new Item(Material.IRON_CHESTPLATE, displayname, lore));
						break;
					case LEGGINGS:
						playerinventory.setLeggings(new Item(Material.IRON_LEGGINGS, displayname, lore));
						break;
					case BOOTS:
						playerinventory.setBoots(new Item(Material.IRON_BOOTS, displayname, lore));
						break;
				}
				break;
			case DIAMOND:
				switch(armorPart) {
					case ALL:
						playerinventory.setHelmet(new Item(Material.DIAMOND_HELMET, displayname, lore));
						playerinventory.setChestplate(new Item(Material.DIAMOND_CHESTPLATE, displayname, lore));
						playerinventory.setLeggings(new Item(Material.DIAMOND_LEGGINGS, displayname, lore));
						playerinventory.setBoots(new Item(Material.DIAMOND_BOOTS, displayname, lore));
						break;
					case HELMET:
						playerinventory.setHelmet(new Item(Material.DIAMOND_HELMET, displayname, lore));
						break;
					case CHESTPLATE:
						playerinventory.setChestplate(new Item(Material.DIAMOND_CHESTPLATE, displayname, lore));
						break;
					case LEGGINGS:
						playerinventory.setLeggings(new Item(Material.DIAMOND_LEGGINGS, displayname, lore));
						break;
					case BOOTS:
						playerinventory.setBoots(new Item(Material.DIAMOND_BOOTS, displayname, lore));
						break;
				}
				break;
		}
	}