equipment: block on a mob says what it wears and holds, one entry per slot.
Equipment: [- diamond_sword HAND]); here it is a slot-keyed section, so a glance tells you what is on which limb. A MythicMobs file converts into this shape on load, slot names and all.
Slots
Slot names are case-insensitive and
_ and - are ignored, so OFF_HAND, off-hand and offhand are one key.
Ways to name an item
Prefer an id over a snapshot. An id is looked up again on every load, so a Nexo sword that gets retuned next week is retuned on every mob wearing it. A snapshot is a photograph: exact, and frozen at the moment it was taken.
Installed custom-item plugins are found automatically, and Nexo is supported out of the box. A slot naming a plugin that isn’t installed is left empty and reported by
/le debug Mobs, rather than failing the mob. If the plugin is installed but starts after LodeEntities, the slot fills itself a tick later.
Drop chance
Adrop-chance written directly under equipment: is the default for every slot in the block, and a slot may still override it. 1 is always, 0 is never, and anything outside 0–1 is clamped.
Dressing a mob in game
/le gui → left-click a mob → Equipment opens a screen with the six slots along the top and their drop chances underneath.
Because the item is copied whole, everything on it comes along: custom model data, name, lore, enchantments, attributes, trims. If a custom-item plugin claims the item, the YAML records its id instead of a copy, so the mob keeps up with the item.
Notes
- Slots the block does not mention are left as the vanilla entity spawned with them: a zombie keeps its own sword unless you say otherwise.
- An unknown slot name or vanilla item is reported by
/le debugand that slot is skipped, rather than failing the whole mob. - Gear carries across when a mob grows into another stage, landing in any slot the new stage does not fill itself.
- A mob with
can-pick-up-items: truemay swap its gear for what it finds on the ground.
