Actual name-  Mobs trim armor

        - - -               - - -  Creator - - - -         - - - -
        YOUTUBE: 
        MCPEDL: mcpedl.com/user/unknown-minecraft/
        GITHUB: 
        DISCORD: https://discord.gg/jx4p9x9fQv
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 〰〰〰〰〰〰〰 │|   Pack   info |│〰〰〰〰〰〰〰
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      --- Version 0.1---
...beta

--- version 0.2 ---
1. Fixed gold Armor trim not applied. 
2. Applied Armor trims to villager trade table (only `armorer_trades` )❗ not working 
3. Armors Varients added:
• Leather= +1 (total 2)❗
 • New chainmail Varient = +3 (total 4)
• 🛡️ iron =+1 (total 4)
• copper= +3 (total 4)
•💎 Diamond =+3 (total 4) ❗  (not working)
• Neitherite= +2 (not all mob)
• 🏅Gold = +2  (not all mob)


------ v 1.3 ------  
Armors:
 - Fixed all armors, unable to wear. e.g Leather, gold & netherite.
- Randomize armor design.
- All my available design are added.
- Equal chance for spawning with or without trim
Pack:
- 🚫 Stopped the use of commands, Now fully json
- Adjustable settings/subpacks: Default, Less obtainable, No vanilla, Testing Mode, wear full single set (Not ready, Do you guys want this?)
- Non Vanilla mode has chance of dropping netherite armor. While other modes not.
- Size minimised.

---- 1.4 ----
- Trim Trader (Do you guys want it?)
- - Applied Armor trims to chest/loot table (Need suggest)
— — — — — — — — — — — — — — — — — — — 
Names:
1. Spawn mobs with Armor trims 
2. mobs spawn with Armor trims ✓
3. Actual name-  Mobs trim armor

───────────────────────────────── 🔸Loot Table — armor
Functions:
1. Lore
2. Looting 
3. Enchant random gear
4. Or    set armor trim
5.  Condition — random difficulty chance

All drop Chance equal. (Equip chance)
__________________________________________________
               ---- impossible ??----

/loot replace  entity @e[family=monster,c=1] slot.armor.head 1 loot "equipment/trial_chamber_diamond" ✅ Doesn't work.

• not all mobs can wear  Armor
• how to get dye leather armor in loot table ?
``` {
           "function": "random_dye"
            },```  but this seems to be giving me random colour instead of black. ➪ just use structure block!
• 
• [L] =made of leather 
• [S] =single type trim in 1 set.

─────────────────────────────────🔸 usless Commands:

structure load lol2 ~~-1~-5
structure load lol2 ~~-1 ~-9
structure load lol2 ~~-1 ~-13
structure load lol2 ~~-1 ~-17
structure load lol2 ~~-1 ~-21
structure load lol2 ~~-1 ~-25
structure load lol2 ~~-1 ~-29

fill ~~-1~-1   ~4 ~4 ~-29 barrier replace glass
fill ~~-1~-1   ~5 ~4 ~-29 barrier replace white_stained_glass
fill ~~-1~-1   ~4 ~4 ~-29 glass replace barrier

/tp @e[type=!player,c=1]  @s

execute at @p[hasitem={item=leather_boots,location=slot.weapon.mainhand}] run loot replace  entity @e[family=monster,c=1] slot.armor.head 1 loot "entities/armor_set_leather"

event entity @e[family=piglin] stop_zombification_event

ยงl<-- Zombie -->

/execute as @a[name=SakuraSweeti,r=20, hasitem={item=golden_sword, location=slot.weapon.mainhand}]  at @s run kill @e[family=monster,r=20]

/tp @e[type=zombie,c=1] ~~1~

/fill ~5 ~5 ~5 ~-5 ~ ~-5 glass holllow
 barrier replace glass

## Freeze mobs
execute as @e[type=!player] at @s run tp @s @s


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            ---- Armor for ---- (old)
• skeleton - YES
wither skeleton YES (stable Wi. Com.)
Bogged YES
stray YES
parched yes

• zombie - YES
zombie_villager (same as zombie) ❌ 
husk (same as zombie) YES
drown YES

• piglin - YES but without trim  (NO in 0.2 v)
• zombiefied piglin YES  (stable with comm.)            (zombie_pigman)

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
creeper 

piglin brute ❌

---Illagers  (invisible, but forcefully can be equipped)
• Pillager 
• Vindicator 
• Evoker

• Witch
• Enderman
• Warden 
__________________________________________________
 -                  --- Future Updates ---

 • Modes:                          1. Wear full armors✅ (available)
       2. wear Armor by default (may not be full ar..)    3. mix set but not types (i.e. all chain trim mix)

__________________________________________________
 -                  --- Pack Content --- 

https://youtu.be/JGRUwoo5DrA?si=pg4ioGvncvxalbZX    (not used yet)

1. Batman
2. Fire
3. Incredible Hulk
4. Diamond Gradient
5. Dragon Bone
6. Kelp King
7. The World
8. Very Important Segment
9. The Turtleman
10. The Flash
11. Spiderman
12. Captain America
13. Roman Soldier
14. Breezing
15. Crystal Amethyst
16. Phoenix
17. The Creaking
18. Blue/White Combo
19. Magma Warrior
20. Enderman
21. BEN10
22. Yellow/Red Gradient
23. King’s Robe
24. Venom
25. Bleeding Darkness
26. Aqua Marine 

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 --- other info ---

- Armors geometry - https://github.com/Mojang/bedrock-samples/tree/main/resource_pack/attachables
- tiers — https://learn.microsoft.com/en-us/minecraft/creator/scriptapi/minecraft/server/lootpooltiers?view=minecraft-bedrock-stable
``` Text: The tiers object in a loot pool defines the values that determine loot drops in a tiered loot pool. The properties include:
➪ initial_range: This represents the upper bound for the starting point in determining which tier of loot to drop. For example, a value of 3 would mean the tier drop logic starts at a randomly selected position in the loot pool entry array between 1 and 3.
➪ bonus_rolls: This indicates the number of attempts for the loot drop to upgrade its tier, thereby incrementing its position in the loot pool entry array, resulting in a higher tier drop.
➪ bonus_chance: This is the chance for each bonus roll attempt to upgrade the tier of the dropped item. ```

"tiers": {
  "initial_range": 4,   // 
  "bonus_rolls": 3,    // 
  "bonus_chance": 0.40   // keep it low
}
🪄initial range+bonus= Total loot table.

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