Companion Equipment
Companion Equipment
Server owners configure companion equipment in files under the equipment folder (multiple files allowed)
When choosing to change companion equipment, only configured companion equipment can be selected Companion equipment can set attributes; theattributeusage is the same as in Companion Attributes
Normal Item Format
equipment:
woodenSword:
name: "&aCompanion Sword"
material: WOODEN_SWORD
custom-model-data: 0
lore:
- ''
- '&aCompanion-exclusive equipment'
- '&c&l>> &aRarity: &aAdvanced'
- ''
- '&c&l>> &aThe companion''s first sword'
attribute:
- '&ePhysical Attack: ${level * 1}'CE Item Format
equipment:
ceSword:
name: "&aCE Companion Sword"
material: "[CE]namespace:item_id"
custom-model-data: 0
lore:
- ''
- '&aCompanion-exclusive equipment'
- '&c&l>> &aRarity: &aAdvanced'
- ''
- '&c&l>> &aThe companion''s first sword'
attribute:
- '&ePhysical Attack: ${level * 1}'After giving with /cpp giveEquipment woodenSword playerName, the player chooses to change equipment in the companion management screen. Equipment records are kept in the companion equipment warehouse, not as ordinary items given to the inventory.
Each player can own only one item per equipment key, and each companion instance can bind only one piece of equipment; the binding can be switched between different instances, and releasing a companion unbinds the equipment while keeping it.
tooltipStyle and itemModel are supported (1.21.2+); ItemsAdder items use [IA]namespace:item_id. See Companion Models for more examples.