Minecraft:Equipment: Difference between revisions
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*** {{nbt|list|Layer definitions}}: The layers for this layer type. | *** {{nbt|list|Layer definitions}}: The layers for this layer type. | ||
**** {{nbt|string|texture}}: A namespaced id pointing to a texture for this layer. <code>namespace:path</code> resolves to <code>assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png</code>. | **** {{nbt|string|texture}}: A namespaced id pointing to a texture for this layer. <code>namespace:path</code> resolves to <code>assets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png</code>. | ||
**** {{nbt|compound|dyeable}}: (optional) Specifies how this layer behaves when the item is dyed. An item is considered as "dyed" when it has the | **** {{nbt|compound|dyeable}}: (optional) Specifies how this layer behaves when the item is dyed. An item is considered as "dyed" when it has the {{DCL|dyed_color}} data component. | ||
***** {{nbt|int|color_when_undyed}}: (optional) An rgb int in decimal representation. The color to tint this layer if the item is undyeable or not dyed. ''If this is not present and the item is not dyed, the layer is hidden.'' | ***** {{nbt|int|color_when_undyed}}: (optional) An rgb int in decimal representation. The color to tint this layer if the item is undyeable or not dyed. ''If this is not present and the item is not dyed, the layer is hidden.'' | ||
**** {{nbt|bool|use_player_texture}}: (optional, default: false) If set to true, the layer texture is overridden by a texture given by the player. ''This is currently used only for the <code>wings</code> layer type, where the player's cape texture is used instead if this is set to true.'' | **** {{nbt|bool|use_player_texture}}: (optional, default: false) If set to true, the layer texture is overridden by a texture given by the player. ''This is currently used only for the <code>wings</code> layer type, where the player's cape texture is used instead if this is set to true.'' | ||
** {{nbt|list|trim_overrides}}: Contains a list of override entries. That controls which trim material should be replaced for this equipment asset. The first matching entry will always be selected. | |||
*** {{nbt|compound}} A trim override. | |||
**** {{nbt|compound|when}}: The override matcher. | |||
***** {{nbt|string|material}}: (optional) Trim material ID, the material to match. | |||
***** {{nbt|string|pattern}}: (optional) Trim pattern ID, the pattern to match (this is not the palette ID). | |||
***** At least one of material or pattern must be specified. If both are specified, both must match for the entry to be used. | |||
**** {{nbt|string|texture}}: (optional) Trim pattern asset ID, a replacement texture to use if this entry matches. If not specified, the default texture for the pattern will be used. | |||
**** {{nbt|string|palette}}: (optional) Palette ID, a replacement palette to use if this entry matches. If not specified, no palette remapping will be applied to the texture. | |||
**** At least one of texture or palette must be defined. | |||
</div> | </div> | ||
{{Calculator|decimalColor}} | {{Calculator|decimalColor}} | ||
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|- | |- | ||
| {{code|wings}} | | {{code|wings}} | ||
| A humanoid's{{fn|name=hum}} {{code|chest}} slot if the equipment has the | | A humanoid's{{fn|name=hum}} {{code|chest}} slot if the equipment has the {{DCL|glider}} data component. | ||
|- | |- | ||
| {{code|pig_saddle}} | | {{code|pig_saddle}} | ||
| Line 102: | Line 112: | ||
|{{HistoryLine|||dev=Pre-Release 1|The leather equipment assets have been split into a tinted base layer and an overlay layer.}} | |{{HistoryLine|||dev=Pre-Release 1|The leather equipment assets have been split into a tinted base layer and an overlay layer.}} | ||
|{{HistoryLine||26.1|dev=snap7|Added a new equipment model layer <code>humanoid_baby</code> for baby mobs.}} | |{{HistoryLine||26.1|dev=snap7|Added a new equipment model layer <code>humanoid_baby</code> for baby mobs.}} | ||
|{{HistoryLine||26.3|dev=snap1|A new optional <code>trim_palette_replacements</code> field controls which trim material palettes should be replaced for this equipment asset (formerly controlled by <code>override_armor_assets</code> in the trim material)}} | |||
|{{HistoryLine|||dev=snap6|The <code>trim_palette_replacements</code> field has been replaced with <code>trim_overrides</code>. This can be used to swap out the texture or palette used with specific trim materials or patterns for a given equipment asset, not just swap specific palettes.}} | |||
}} | }} | ||
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[[Category:Gameplay]] | [[Category:Gameplay]] | ||
[[Minecraft:de:Ausrüstungsplatz]] | |||
[[Minecraft:pt:Equipamento]] | [[Minecraft:pt:Equipamento]] | ||
[[Minecraft:zh: | [[Minecraft:zh:装备资产]] | ||
Latest revision as of 11:18, 23 September 2026
Equipment refers to Minecraft:items that can be inserted into a specialized Minecraft:slot in a Minecraft:mob's Minecraft:inventory in order to change certain aspects of its behavior and appearance. Equipment objects typically do not flash red when the mob takes Minecraft:damage and remain visible if the mob has the Minecraft:Invisibility effect.
Specification
Custom equipment can be defined and referenced by the equippable item component.
Equipment definitions are stored in the assets/<namespace>/equipment directory of a resource pack.
- Template:Nbt: The root tag.
- Template:Nbt: Layer types for this equipment model. If a layer is omitted, the armor piece does not render when in the respective slot (with the exception of the head slot, where the regular item model is rendered instead).
- Template:Nbt: The layers for this layer type.
- Template:Nbt: A namespaced id pointing to a texture for this layer.
namespace:pathresolves toassets/<namespace>/textures/entity/equipment/<layer_type>/<path>.png. - Template:Nbt: (optional) Specifies how this layer behaves when the item is dyed. An item is considered as "dyed" when it has the Template:DCL data component.
- Template:Nbt: (optional) An rgb int in decimal representation. The color to tint this layer if the item is undyeable or not dyed. If this is not present and the item is not dyed, the layer is hidden.
- Template:Nbt: (optional, default: false) If set to true, the layer texture is overridden by a texture given by the player. This is currently used only for the
wingslayer type, where the player's cape texture is used instead if this is set to true.
- Template:Nbt: A namespaced id pointing to a texture for this layer.
- Template:Nbt: The layers for this layer type.
- Template:Nbt: Contains a list of override entries. That controls which trim material should be replaced for this equipment asset. The first matching entry will always be selected.
- Template:Nbt A trim override.
- Template:Nbt: The override matcher.
- Template:Nbt: (optional) Trim material ID, the material to match.
- Template:Nbt: (optional) Trim pattern ID, the pattern to match (this is not the palette ID).
- At least one of material or pattern must be specified. If both are specified, both must match for the entry to be used.
- Template:Nbt: (optional) Trim pattern asset ID, a replacement texture to use if this entry matches. If not specified, the default texture for the pattern will be used.
- Template:Nbt: (optional) Palette ID, a replacement palette to use if this entry matches. If not specified, no palette remapping will be applied to the texture.
- At least one of texture or palette must be defined.
- Template:Nbt: The override matcher.
- Template:Nbt A trim override.
- Template:Nbt: Layer types for this equipment model. If a layer is omitted, the armor piece does not render when in the respective slot (with the exception of the head slot, where the regular item model is rendered instead).
Equipment Layer Types
Equipment layer types are used for the following inventory slots:
History
Template:Navbox resource packs Template:Navbox Java Edition technical
Minecraft:de:Ausrüstungsplatz Minecraft:pt:Equipamento Minecraft:zh:装备资产