Data component format/equippable

    • [NBT Compound / JSON Object] minecraft:equippable: If present, this item can be equipped in the specified slot.
      • [String] slot: The slot to put the item on. Can be one of head, chest, legs, feet, body, mainhand, offhand or saddle
      • [String][NBT Compound / JSON Object] equip_sound: One sound event (an [String] ID, or a new [NBT Compound / JSON Object] sound event definition) to play when the item is equipped. Defaults to item.armor.equip_generic.
        • A sound event see Template:Nbt inherit/sound event/template
      • [String] asset_id: The resource location of the equipment model to use when equipped. The directory this refers to is assets/<namespace>/equipment/<id>.json. If not specified, falls back to rendering as the item itself when in the head slot (if not applicable, the item does not render).
      • [String][NBT List / JSON Array] allowed_entities: Entity ID and or Entity Size, Entity Tag, or list of Entity IDs to limit which entities can equip this item. Defaults to all entities.
      • [Boolean] dispensable: Whether the item can be dispensed by using a dispenser.[note 1] Defaults to true.
      • [Boolean] swappable: Whether the item can be equipped into the relevant slot by right-clicking. Defaults to true.
      • [Boolean] damage_on_hurt: Whether this item is damaged when the wearing entity is damaged. Defaults to true.
      • [Boolean] equip_on_interact: Whether this item can be equipped onto a target mob by pressing use on it (as long as this item can be equipped on the target at all). Defaults to false.
      • [String] camera_overlay: The resource location of the overlay texture to use when equipped. The directory this refers to is assets/<namespace>/textures/<id>. Assets which do not exist will use the missing texture, rather than falling back to a default such as the pumpkin overlay.

Notes

  1. If the item type has special dispenser behavior, this has no effect.