User:NathanielMan/sandbox

= Illagers =
 * Being relatives to the Villagers, they look similar but have pale gray skin and wear dark clothes.
 * Two kinds of Illagers are introduced: Evokers and Vindicators.


 * Vindicator
 * Separates their arms when aggravated, and holds an Iron Axe in their main hand.
 * Their axe is one of their, this means their attack disables Shields.
 * Hostile towards Players and Villagers.
 * They will attack any nearby mobs, with the exception of other Illagers.
 * Spawns in the Woodland Mansions upon generation. They will not respawn.
 * May drop Emeralds and an Iron Axe upon death.
 * May drop Emeralds and an Iron Axe upon death.


 * Evoker
 * Added as an end-game challenge, or mini-boss.
 * Will always drop a Totem of Undying upon death. May drop Emeralds too.
 * In battle, they will summon Vexes and Fangs to attack.
 * Raises their arms when casting a spell.
 * Fangs always deal 6 damage, ignoring armor.
 * Aggressive towards the Player and Villagers.
 * Spawns in the two upper floors of Woodland Mansions upon generation. They will not respawn.
 * Will change any blue colored sheep in a radius of 16 blocks into red.
 * Will change any blue colored sheep in a radius of 16 blocks into red.


 * Vex
 * Spawns only when summoned by an Evoker.
 * Appears similar to ghosts, in that they are small, pale, flying mobs that can phase through blocks.
 * Shows red marks when about to attack.
 * Attacks Players and Villagers.
 * Holds an Iron Sword in their main hand.
 * Holds an Iron Sword in their main hand.

= Vindicator = [​IMG]

Drops Emerald (0–1)

Iron Axe (0–1)

Vindicators are hostile mobs, and one of the two illagers, the other being the evoker.

Spawning
Natural generation

Vindicators spawn during the generation of woodland mansions, in particular rooms. Some rooms will contain 1, others will contain 3, and some will contain 2 accompanied by an evoker. They will not respawn after their initial spawn, thus there are a limited number of them per world. Vindicators spawned with mansions do not naturally despawn.

Some vindicators will spawn with an enchanted iron axe. This depends on the difficulty set. The chances go up as the difficulty goes up.

Drops
Vindicators only drop loot on player kills. They will drop 0–1 emeralds, with the maximum increasing by 1 for every level of Looting. They also have a 8.5% chance of dropping their axe which increases by 1 percentage point per level of Looting.

Behavior
[​IMG]

A vindicator chasing a villager.

Vindicators are hostile towards players and villagers. They will try to attack them, raising their main hand and wielding an iron axe. When in pursuit of their target they will sprint toward them. When not attacking, they don't show the axe in their hand.

= Evoker = [​IMG]

Drops

Totem of Undying

Emerald (0–1)

Evokers are hostile mobs, and one of the two illagers, the other being the vindicator.

Spawning
Natural generation

Evokers spawn during the generation of woodland mansions, not in groups, but on their own, and only in particular rooms. They will not respawn after their initial spawn, thus there are a limited number of them per world. Evokers spawned with mansions do not naturally despawn.

Drops
Evokers will always drop 1 totem of undying. They will also drop 0–1 emeralds if killed by the player, with the maximum increasing by 1 for every level of Looting.

Behavior
Evokers will attack players, villagers and iron golems within about 16 blocks. When not in the middle of summoning an attack, the evoker will attempt to run away from the player to avoid being attacked, before stopping to attack once again. While the evoker is not engaged in combat and mobGriefing is allowed, it will change the wool color of any blue sheep within 16 blocks to red, making a "wololo" sound[1]. The evoker has two attacks, fang attacks and vex summoning. When attacking, the evoker is much more likely to use a fang attack, and may immediately follow it up by summoning some vexes.

Fang attack
The evoker signals this attack by producing mauve smoke and a deep horn-like sound. A number of fangs rise out of the ground, then snap shut and vanish. Non-illager mobs caught in the attack are dealt 6 damage, regardless of armor, enchantments, or difficulty. Other evokers and vindicators are not damaged. Fangs will appear no lower than the feet of the lowest combatant, and no higher than one block above the feet of the highest combatant. Fangs will attempt to appear on the highest opaque block between those two extremes, but will fail to spawn if they are obstructed by a solid block. In practice, this means that fangs will not spawn in deep pits or on top of high walls, but may, for example, go up a staircase if the target is at the top and the evoker at the bottom, or vice versa. This attack has two forms: offensive and defensive. The offensive form is used if the target is more than three blocks away, the defensive form if they are closer.

Offensive Bite
The evoker summons 16 fangs in a horizontal line toward the target, spaced a block apart. The fangs are all summoned at once, but with individual delays so that they appear and snap shut in a wave away from the evoker. [​IMG] An evoker attacking with its fangs.

Defensive Bite
The evoker summons a total of 13 fangs in two circles centered on the evoker. The outer circle is made up of 8 fangs and has a radius of three blocks, while the inner circle is made up of 5 fangs and has a radius of two blocks. The inner circle bites slightly before the outer circle. [​IMG] An evoker defending itself from a zombie.

Vex summoning
The evoker signals this attack by producing off-white smoke and a higher-pitched horn-like sound. Between 2 and 4 vexes appear nearby. The evoker will summon vexes even if there are some still left alive from the last summoning. [​IMG] An evoker summoning vexes.

= Evocation fangs = [​IMG]

The individual fangs in an evoker's fang attacks each have a delay. Before the delay is over, the fangs cannot be seen, although unlike truly invisible entities, fangs in warmup still have a visible debug hitbox. After the delay, the fangs expand into existence, snap shut, and shrink out of sight again, dealing 6 magic damage to all creatures standing on the spot. Naturally spawned fangs do not harm Illagers, but player-spawned ones do. Whatever toggle controls this does not (yet) have a data value, and is not saved. Evocation fangs are not affected by peaceful difficulty.

= Vex = [​IMG]

Drops

None

A vex is a flying hostile mob that is summoned in small groups by the evoker, another hostile mob, during combat.

Spawning
Vexes only spawn naturally as part of an evoker's summoning attack; the evoker signals this attack by producing off-white smoke and a high-pitched horn-like sound. Between 2 and 4 vexes will appear near the evoker. The evoker will summon vexes even if there are some still left alive from the last summoning.

Behavior
[​IMG] A vex attacking.

Vexes are hostile mobs that will attack players or villagers, as commanded by the evokers. They are capable of flying through the air, and will pass through any block, including water, unharmed and uninhibited. When they are attacking, they glow red and lunge at their target. They are immune to fire and lava damage. Vexes that are summoned by an evoker will start to take damage after 33 to 108 seconds, and will eventually die. This does not apply if the vex is summoned by aspawn egg, or is summoned with the /summon command.

= Totem of Undying = [​IMG]

A totem of undying is an item which can save a player from death.

Obtaining
Evokers will always drop 1 totem of undying when killed.

Usage
If the player is holding a totem of undying in either their main or off-hand slots, and the player receives otherwise fatal damage, it will prevent the player from dying. It will bring the player to 1 health, remove all existing status effects, and then provide the player with 40 seconds of Regeneration II and 5 seconds of Absorption II. The totem of undying is destroyed when it is used. When used, an animation will play where the totem of undying appears to hover in front of the player's screen, similar to the animation when a player encounters an elder guardian. Totems of undying do not save the player from death caused by the /kill command, or void damage.