Infernal Mobs

Features:
Mobs will randomly become "infernal", then they will become mini bosses. They get a random amount of random powers, a name tag proclaiming them "infernal", and when they die they will drop random enchanted loot. I saw this mod for Forge made by Atomic Stryker, and thought I would make a version for Bukkit. Most aspects of this mod are configurable.
NOTE: For 1.12.2 and older use version: 5.4, build 5.6 and up are 1.13+
A picture of an Infernal Spider:

A picture of an Infernal Chicken with the boss bar:

Divining Rod:
The divining rod can be used when you are near an infernal mob.
It will take a blaze powder, then point you in the direction of the nearest mob. It will show you a line of particles pointed at the mob.
This rod only works if you are near one of the mobs.

Powers:
- Poisonous: Gives player the poison effect.
- Armoured: Give mobs full diamond armour or a resistance effect.
- Blinding: Gives player the blindness effect.
- Withering: Gives player the withering effect.
- Tosser: Tosses the player around.
- Thief: Steals the item the player is holding.
- Quicksand: Gives player the slowness effect.
- Bullwark: Takes less damage.
- Rust: Damages the tool the player is holding.
- Sapper: Gives player the hunger effect.
- 1up: Has 2 lives.
- Cloaked: Is invisible.
- Ender: Can teleport.
- Ghastly: Shoots fireballs.
- Lifesteal: Gets health from damaging player.
- Sprint: Can go fast.
- Storm: Strikes the player with lightning.
- Webber: Makes a web at the players feet.
- Vengeance: Gives damage from being hit.
- Weakness: Gives player the weakness effect.
- Berserk: Damages the player more, but takes damage from attacking.
- Explode: Explodes on death.
- Potions: Throws harmful potions at the player.
- Mama: Has a slim chance to spawn three babies of its type.
- Molten: Is immune to fire/lava, starts a fire on death and lights the player on fie.
- Archer: Randomly shoots a volley of arrows at player.
- Necromancer: Shoots wither skulls.
- Firework: Fireworks explode from mob when hit.
- Gravity: Levitates the player for a while.
- Flying: Mob can fly.
- Mounted: Riding on another mob.
- Morph: Can infrequently morph into another infernal mob.
- Ghost: On death a ghost is spawned.
- Confusing: Gives player the confusion effect.
Commands:
/im reload
/im worldInfo
/im error
/im getloot <index>
/im setloot <index>
/im giveloot <player> <index>
/im abilities
/im showAbilities
/im setInfernal <time delay>
/im spawn <mob> <ability> <ability>
/im cspawn <mob> <world> <x> <y> <z> <ability> <ability>
/im pspawn <mob> <player> <ability> <ability>
/im kill <size>
/im killall <world>
To use these commands you need the permission: "infernal_mobs.commands"
Installation:
Media:
An animation about an Infernal Zombie:
[MEDIA=youtube]_Z9BclupMoA[/MEDIA]
Incompatibilities:
There have been instances of incompatibilities with other plugins, any plugin that changes mob names or messes with mob spawning may cause some problems. While they may not be game-braking you may see some weird things and some features might not work.
Known incompatible plugins:
- MobArena v0.96.6
- Any plugin (like MCMMO) that uses score-boards may cause lag when combined with IM (if you have IM score-boards enabled).
Upcoming Features:
- IDK, ask and I might add!
- Pre-Defined Custom Mobs?
Problems?
If you have a problem please create a ticket and include the error (If there was one) and a link to a paste-bin of your config.
If you just post the error in the comments section or PM me I might not see it. Thanks.
Donate:
If you like my plugins and want to help me out:
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Keep up to date or get help on my Discord: https://discord.gg/yHkSSedczg


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Posted Feb 12, 2016Hey having the same lag issue over time as mobilephone2003 and wrecktify80
Please fix.
This plugin is amazing! But i can't run it for more then 6 hours with out the server lagging to death.
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Posted Feb 1, 2016@Michiman
Yah, you can make a command run when the mob dies, and do it with Skript.
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Posted Feb 1, 2016Is there a way to like make a certain mob respawn after it died in a certain place. If a player kills it then like a hour later it will respawn in the same place?
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Posted Jan 26, 2016@jacob_vejvoda
Another idea which is pretty easy to implement -
Replace weapon variable in killing broadcast to raw json, so when players killed a mob with his weapon, the broadcast shows off the world with the weapon details in tooltip when mouse hover.
http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/351959
This could be fun when players using special items.
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Posted Jan 25, 2016@phoenixlzx
Yah, I get it.
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Posted Jan 25, 2016@jacob_vejvoda
My code did not render...
in configuration [skills] section:
Or place it to another configuration section like 'skillLevels' to make it optional and compatible with previous versions.
so that level 6 to level 8 mobs may have armoured skill, while level 4 to level 5 mobs may have 1up skill. Thus high level mobs would have high level skills to make them harder to defeat, and lower level mobs are easier.
Sometimes player run into a level 1 mob with armoured skill and takes too much time to get through. Am I make it clear?
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Posted Jan 25, 2016@phoenixlzx
Not sure what you mean.
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Posted Jan 25, 2016Add leveled skills please...
E.g.,
armoured:
enable: true
level: 6-8
1up:
enable: true
level: 4-5
So mobs will be able to configured power in detail even in random spawned mobs.
Many thanks!
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Posted Jan 25, 2016@wrecktify80
Yes, the despawning of them could help with that.
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Posted Jan 25, 2016I also tracked down Infernal Mobs causing major TPS and lag issues. For me the save.yml file had grown to astronomical proportions. It reached somewhere around 500,000 lines of text. As soon as I shut down server, deleted this file, and started the server again all lag and tps drop issues went away.
Maybe the save.yml could be managed better? It's already back up to 100,000 lines of text after just a couple months.
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Posted Jan 22, 2016@mobilephone2003
You can try making the boss spawning less frequent, I'll look into adding an option to despawn them if no players are nearby.
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Posted Jan 22, 2016@jacob_vejvoda
Ok, with an average of 5 players on not doing a lot:
With: http://timings.aikar.co/?url=14604871 - Notice it's taking almost 6% of the tick whilst all other plugins aren't coming close to 0.2% including extremely heavy plugins like mcMMO.
Without: http://timings.aikar.co/?url=14604893
Notice that with it the ticks have dropped below 20. This is on a dedicated server, not one with shared resources.
These values scale up as players join with the server becoming unusable after time. Players have said that the bosses don't despawn, is there something that can be done to do this so they despawn if they're a significant distance away from the player?
Not knocking the plugin, it's very good and is something that is potentially the core of my serv, but i really need performance to stay up or I have no choice but to keep it off.
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Posted Jan 21, 2016@mobilephone2003
From what I see in your timings, it doesn't look like its taking much.
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Posted Jan 21, 2016@jacob_vejvoda
We're using 10GB. We have much *much* heavier plugins. Either way this plugin is killing my server.
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Posted Jan 21, 2016@mobilephone2003
Your server must have low memory if it can't handle this, it doesn't look that bad to me.
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Posted Jan 21, 2016@jacob_vejvoda
We drop ticks as soon as it is loaded in
http://timings.aikar.co/?url=14590562
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Posted Jan 20, 2016@mobilephone2003
Timings?
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Posted Jan 20, 2016This is now rendering server unusable with little players on.
Even with default settings we drop ticks within minutes. We do spawn more mobs that normal and have a fairly high rate (40) of infernal mobs. Is there anything that can be done plugin side to improve performance?
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Posted Jan 19, 2016@jacob_vejvoda
Much appreciated.
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Posted Jan 19, 2016@triarry
Sure, I'll add it in the next update.