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Collecting

The Mob Trophies Ledger (a book and a gold nugget) lists every mob that can be a trophy, in the order of the mob trophies' creative tab. Each mob its reader has had a trophy of (one dropped for them, or a first kill) shows in full, its name on hover; the rest are dark silhouettes, "???". A gilded one has a gold corner, and the top counts them: "Collected 23 of 87 (26%)".

Buying back a lost trophy. A trophy lost (burned, despawned, broken by someone else) can be bought back from the Ledger: click a collected mob to pick it (a gold outline, and its cost on hover), then click it again to buy a new trophy of it for 5 experience levels (ledger.levels; free in creative). Sneak and click for its gilded one, if you had one, for twice as many. It's yours, slain by you now, at the rank a new one would drop at. One you carry already can't be bought again, so it can't be stocked up on.

A trophy cabinet whose four spots hold trophies of four different mobs from one set shows the set's name over it in a gold frame. The sets are the Nether, the End, the Ocean, the Bosses and the Illagers. Each is an entity type tag under trophypedestals:sets/ (trophypedestals:sets/nether), so data packs can change them or add their own, named by the lang key trophypedestals.set.<name>.

A Leaderboard Crest (a gold ingot and paper) used on an empty display pedestal makes it a leaderboard: it shows whoever on the server leads one statistic, as their statue in their own skin, with the board's name, theirs and their count. Using the crest opens a picker of every board: each of the game's statistics (mob kills, deaths, distance walked, time played... and any a mod adds), with who leads it now and by how much, and a search bar that finds a board by its name or its leader. Picking one shows it; using the crest on a leaderboard opens the picker again to change it. Most Mob Kills, Most Player Kills, Most Deaths, Farthest Walked, Longest Played, Most Fish Caught, Most Jumps and Most Damage Dealt come first, with titles of their own; the rest read "Top: ". Everyone who has played counts, online or not, and it updates live, within a second. It stays light on the server: saved statistics are read once as it starts, the online players' counts are checked once a second for only the boards a loaded pedestal shows, and a pedestal is sent an update only when its leader or their count changes. An empty hand takes the crest back, and breaking the pedestal drops it.

Showing them off

Engraving. Rename a trophy in an anvil and the name is engraved on it: its text frame shows that name, in the trophy's own colour, in place of what it records. It keeps the name placed and broken.

Glass cases. Use glass, or any of the sixteen stained glasses, on a pedestal that shows something (a trophy, an item, a mannequin or a leaderboard) to close a case of it over it: clear glass with a silver rim (a clear case's lid tinted by its light), or stained glass in its colour. Every case is the same size, standing on the cap and as wide as it, the pedestal and its case within two blocks (the space over the pedestal must be free), and solid, so no one walks into it. Its upper part is clicked as the pedestal, and a middle click on it gives the pedestal; breaking it lifts the glass off. What it shows floats centred in the case, a gap over and under it, as large as that room lets it be (a mob or mannequin standing still, facing its yaw), with nothing reaching out of the glass: a mob or mannequin is fitted by how it's posed and animated, and by what it holds, and anything tipped is fitted however it turns. Its display size can make it smaller in the case, never larger than the case lets it be (its height setting is kept for when the glass comes off). There's no beam or halos under glass. Closing a case sounds like putting an item in an item frame, and lifting one like taking it out. Nothing goes on it or comes off it until the glass is lifted: sneaking and using an empty hand on the glass lifts it (the same glass comes back), for those who may adjust the pedestal; on the pedestal under it, that opens its adjust screen as usual. Breaking the pedestal drops the glass.

Sounds and redstone. Use a mob trophy with an empty hand and it makes its mob's sound (its ambient sound, or its hurt sound for a mob with none), at most once a second, softer under glass; a trophy's Sounds setting turns it off. A comparator reads a pedestal: its rank, 1 (none, or common) to 5 (legendary), while it shows something, and 0 while it's empty or hidden by redstone.

Mannequins. Use an armor stand on an empty display pedestal to install it, making it a mannequin pedestal. Armour then goes to its own slot, swapping with what was there, and anything else goes in its hand (a shield, or what's worn in an off hand, in its off hand). Its adjust screen (sneak and use an empty hand) gets two more tabs:

  • Model: show it as the armor stand, or as a player in the skin of the player who placed the pedestal. Either wears the outfit.
  • Pose: pick one of five presets (Standing, Walking, Waving, Pointing and Sitting), or turn each of the armor stand's parts (head, body, arms and legs) about x, y and z, in steps of 5 degrees, each with a reset to the armor stand's own pose. Under Your Poses, name the pose and save it, then pick it again on any mannequin or delete it. Saved poses are kept on your own computer (config/trophypedestals/poses.json), so they follow you into every world and server. The tab shows only while the model is the armor stand and there's no glass case over it: under glass the armor stand stands in its own pose, at its full size, and its pose comes back when the glass comes off.

An empty hand takes the whole outfit back, then the armor stand. Breaking the pedestal drops both. Without an armor stand, armour goes on display like any other item.