Vindicator - 1.16.40.2

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Last Updated

The Vindicator entity last updated in Minecraft Version 1.16
View Entity Version History >>

What's Changed:

Changes since stable release 1.16.0.2


      • New Value:
        "animation.vindicator.hand_attack": {
            "loop": true,
            "bones": {
                "leftarm": {
                 "rotation": [
                    "(-108 + math.cos(query.life_time * 20.0 * 3.84) * 2.87) + (math.sin(variable.attack_time * 180.0) * 126.05 - (math.sin((1.0 - (1.0 - variable.attack_time) * (1.0 - variable.attack_time)) * 180.0)) * 22.92)",
                    0,
                    0
                 ]
                },
                "rightarm": {
                 "rotation": [
                    "(-108 + math.cos(query.life_time * 20.0 * 3.84) * 2.87) + (math.sin(variable.attack_time * 180.0) * 126.05 - (math.sin((1.0 - (1.0 - variable.attack_time) * (1.0 - variable.attack_time)) * 180.0)) * 22.92)",
                    0,
                    0
                 ]
                }
            }
        }
      • New Value:
        "default": {
            "blend_transition": 0.2,
            "blend_via_shortest_path": true,
            "transitions": [
                {
                 "celebrating": "query.is_celebrating"
                },
                {
                 "hand_attack": "!query.is_item_equipped && variable.has_target && variable.attack_time <= 0.0"
                },
                {
                 "melee_attack": "query.is_item_equipped && variable.has_target && variable.attack_time <= 0.0"
                }
            ]
        }
        Previous Value:
        "default": {
            "blend_transition": 0.2,
            "blend_via_shortest_path": true,
            "animations": [
                "vindicator_base",
                "vindicator_attack",
                "vindicator_walk"
            ],
            "transitions": [
                {
                 "celebrating": "query.is_celebrating"
                }
            ]
        }
      • New Value:
        "melee_attack": {
            "blend_transition": 0.2,
            "blend_via_shortest_path": true,
            "animations": [
                "vindicator_attack"
            ],
            "transitions": [
                {
                 "default": "!query.is_item_equipped || !variable.has_target || variable.attack_time > 0.0 || query.is_celebrating"
                }
            ]
        }
      • New Value:
        "hand_attack": {
            "blend_transition": 0.2,
            "blend_via_shortest_path": true,
            "animations": [
                "vindicator_hand_attack"
            ],
            "transitions": [
                {
                 "default": "query.is_item_equipped || !variable.has_target || variable.attack_time > 0.0 || query.is_celebrating"
                }
            ]
        }
      • New Value:
        "animations": {
            "look_at_target_default": "animation.humanoid.look_at_target.default",
            "look_at_target_gliding": "animation.humanoid.look_at_target.gliding",
            "look_at_target_swimming": "animation.humanoid.look_at_target.swimming",
            "riding.arms": "animation.vindicator.riding.arms",
            "riding.legs": "animation.vindicator.riding.legs",
            "vindicator_base": "animation.vindicator.base",
            "vindicator_attack": "animation.vindicator.attack",
            "vindicator_hand_attack": "animation.vindicator.hand_attack",
            "vindicator_walk": "animation.vindicator.walk",
            "celebrating": "animation.humanoid.celebrating",
            "controller_look_at_target": "controller.animation.humanoid.look_at_target",
            "controller_vindicator_base": "controller.animation.vindicator.base",
            "controller_riding": "controller.animation.humanoid.riding"
        }
        Previous Value:
        "animations": {
            "look_at_target_default": "animation.humanoid.look_at_target.default",
            "look_at_target_gliding": "animation.humanoid.look_at_target.gliding",
            "look_at_target_swimming": "animation.humanoid.look_at_target.swimming",
            "riding.arms": "animation.vindicator.riding.arms",
            "riding.legs": "animation.vindicator.riding.legs",
            "vindicator_base": "animation.vindicator.base",
            "vindicator_attack": "animation.vindicator.attack",
            "vindicator_walk": "animation.vindicator.walk",
            "celebrating": "animation.humanoid.celebrating",
            "controller_look_at_target": "controller.animation.humanoid.look_at_target",
            "controller_vindicator_base": "controller.animation.vindicator.base",
            "controller_riding": "controller.animation.humanoid.riding"
        }
      • New Value:
        "scripts": {
            "scale": "0.9375",
            "animate": [
                "vindicator_base",
                "vindicator_walk",
                "controller_look_at_target",
                "controller_vindicator_base",
                "controller_riding"
            ]
        }
        Previous Value:
        "scripts": {
            "scale": "0.9375",
            "animate": [
                "controller_look_at_target",
                "controller_vindicator_base",
                "controller_riding"
            ]
        }

Statistics:

Health

[24]

Loot / Barter Loot / Additional Drops
  • Emerald
  • Book
  • Iron Pick
  • Iron Axe
  • Iron Shovel
  • Iron Sword
  • Iron Helmet
  • Iron Chestplate
  • Iron Leggings
  • Iron Boots
  • Banner
    Attack Damage
    • Default: 8
    Families
    • Default: Illager, Mob, Monster, Vindicator
    Movement Speed
    • Default: 0.35
    Variations
    • Default
    • Illager Squad Captain
    • Patrol Captain
    Other Attributes
    • Can be Renamed
    • Can Jump
    • Has Collisions
    • Has Gravity
    • Pushable
    • Pushable by Pistons

    Associated Files:

    Behavior File
    • behavior_packs/vanilla_1.16/entities/vindicator.json
    Animations
    • resource_packs/vanilla_1.16/animations/humanoid.animation.json
    • resource_packs/vanilla_1.16/animations/vindicator.animation.json
    Animation Controllers
    • resource_packs/vanilla/animation_controllers/humanoid.animation_controllers.json
    • resource_packs/vanilla_1.16/animation_controllers/vindicator.animation_controllers.json
    Entity
    • resource_packs/vanilla_1.16/entity/vindicator.entity.json
    Geometry
    • resource_packs/vanilla/models/entity/vindicator.geo.json
    Loot Tables
    • behavior_packs/vanilla/loot_tables/entities/raider_drops.json
    • behavior_packs/vanilla/loot_tables/entities/vindication_illager.json
    • behavior_packs/vanilla/loot_tables/entities/vindicator_captain_equipment.json
    • behavior_packs/vanilla/loot_tables/entities/vindicator_gear.json
    • behavior_packs/vanilla/loot_tables/entities/vindicator_raid.json
    Render Controllers
    • resource_packs/vanilla/render_controllers/vindicator.render_controllers.json
    Sounds
    • resource_packs/vanilla/sounds/mob/vindication_illager/celebrate1.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/celebrate2.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/death1.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/death2.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/hurt1.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/hurt2.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/hurt3.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/idle1.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/idle2.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/idle3.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/idle4.fsb
    • resource_packs/vanilla/sounds/mob/vindication_illager/idle5.fsb
    Textures
    • resource_packs/vanilla/textures/entity/vindicator.png

    Material Info:

    Material: Vindicator
    {
        "vertexShader": "shaders/entity.vertex",
        "vrGeometryShader": "shaders/entity.geometry",
        "fragmentShader": "shaders/entity.fragment",
        "vertexFields": [
            {
                "field": "Position"
            },
            {
                "field": "Normal"
            },
            {
                "field": "UV0"
            }
        ],
        "variants": [
            {
                "skinning": {
                    "+defines": [
                        "USE_SKINNING"
                    ],
                    "vertexFields": [
                        {
                            "field": "Position"
                        },
                        {
                            "field": "BoneId0"
                        },
                        {
                            "field": "Normal"
                        },
                        {
                            "field": "UV0"
                        }
                    ]
                }
            },
            {
                "skinning_color": {
                    "+defines": [
                        "USE_SKINNING",
                        "USE_OVERLAY"
                    ],
                    "+states": [
                        "Blending"
                    ],
                    "vertexFields": [
                        {
                            "field": "Position"
                        },
                        {
                            "field": "BoneId0"
                        },
                        {
                            "field": "Color"
                        },
                        {
                            "field": "Normal"
                        },
                        {
                            "field": "UV0"
                        }
                    ]
                }
            }
        ],
        "msaaSupport": [
            "Both"
        ],
        "+samplerStates": {
            "samplerIndex": 1,
            "textureWrap": "Repeat"
        },
        "+defines": [
            "USE_OVERLAY",
            "ALPHA_TEST"
        ],
        "+states": [
            "DisableCulling"
        ]
    }