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Mob trophies

A mob a player kills now and then drops a mob trophy: a pedestal showing the mob turning over it, with its name, who slew it and when. The server's config turns them on or off (mob_trophies.enabled, on by default) and sets the chance (mob_trophies.chance, 0.01, one in a hundred; 1 is every kill). Only kills by a player count. Their rank is the server's mob_trophies.rank: NONE (the default) gives them none, shown as a display pedestal is (its warm light, no rank line); STRENGTH ranks them by how tough the mob is; KILLS ranks them by how many of that mob the player has killed (the game's own kill statistic): from mob_trophies.kills.uncommon (10 by default) uncommon, rare (25) rare, epic (50) epic and legendary (100) legendary, and common before that. mob_trophies.kills.overrides sets other counts for some mobs or groups, each "<mob id or #entity type tag> = uncommon, rare, epic, legendary"; a mob named by its id wins over one of its tags, and the first matching entry is used. By default bosses need fewer: "#trophypedestals:legendary_mob_trophies = 1, 2, 3, 5" and "#trophypedestals:epic_mob_trophies = 2, 5, 10, 20". By strength, a mob in the trophypedestals:legendary_mob_trophies entity type tag (the ender dragon and the wither) gives a legendary trophy, in trophypedestals:epic_mob_trophies (the warden and the elder guardian) an epic one, and any other one by its health plus four times its attack: under 25 common, under 50 uncommon, under 120 rare, under 250 epic, and from there legendary. Data packs can add to either tag. Other mods' mobs drop trophies as vanilla's do: any living thing but a player or an armor stand counts, unless it's in the trophypedestals:no_mob_trophy entity type tag (the giant, by default). A mob with no spawn egg shows a spawner in the inventory, and one whose mod can't draw it outside a world shows its icon on the pedestal instead (logged once). In the inventory and in hand, a mob trophy shows the mob's spawn egg over the pedestal. Mods make one with pedestal/MobTrophies.trophy.

With the server's mob_trophies.player_trophies on (off by default), a player another player kills drops a player trophy at the same chance: their statue (a mannequin in their own skin) turning over the pedestal, named after them and slain by their killer, ranked as mob trophies are. Its icon is their head.

A mob trophy keeps how its mob looked when it was slain: its variant and colors (a red sheep, a tabby cat, a villager's profession and biome), whether it was a baby, its gear and saddle, and the name it was given, which the trophy then goes by ("jeb_ Trophy", and a jeb_ sheep's wool keeps cycling). Mods' mobs keep their own looks the same way. What it doesn't keep is where the mob was, its health, effects, memories, trades or owner; a look over 16 KB is dropped, and that trophy shows the mob as it spawns. The look is the look field of the item's trophypedestals:mob_trophy component, in the mob's own saved-data format, so a command can give one:

/give @p trophypedestals:deepslate_pedestal[trophypedestals:mob_trophy={entity:"minecraft:zombie",slayer:"Steve",slain_at:0L,rarity:"rare",look:{IsBaby:1b,equipment:{head:{id:"minecraft:golden_helmet"}}}}]

A placed mob trophy grows: every ten seconds or so it counts how many of its mob its slayer has killed (the game's own kill statistic, while they're online) and shows it, "Slain by Steve (152 slain)". With the server's mob_trophies.rank set to KILLS, a ranked one goes up a rank as the count reaches the next of the kills counts, never down (mob_trophies.growing turns this off).

Now and then a mob trophy that drops is gilded (mob_trophies.gilded_chance, 0.02, one in fifty): the same trophy on a gold pedestal (a custom pedestal of gold blocks), named "Gilded Zombie Trophy".