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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Posted Jun 2, 2014Why is that sometimes Infernals are dropping stone and/or cobble when they are supposed to be dropping something I set in the loot config?
I've checked, i didn't put cobble or stone in the list...
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Posted May 30, 2014@smeagol44
should work i think:S
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Posted May 28, 2014So... having something like this:
http://pastebin.com/qfuiu8ya
Should make that whenever a player has that emerald in their inventory, it would get fire resistance, right? (Because it isn't working =( )
I already parsed the YML and it looks good, without any errors whatsoever.
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Posted May 28, 2014@smeagol44
No, /im cspawn zombie <world> <x> <y> <z> will spawn an infernal zombie in <world> at those coords.
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Posted May 28, 2014@jacob_vejvoda
But that would just make a normal zombie appear instead of an infernal, or am I wrong?
@superminese
Oooh ! Now I get it! Thank you so much for this. Sorry for being so stupid all this time.
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Posted May 28, 2014@smeagol44 Look for this in teh config. The requiredItems ID is not the default itemdb, its the ID from your own item list.
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Posted May 28, 2014@smeagol44
Yes, there is a way, set a command to run with /cspawn zombie <world> <x> <y> <z>
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Posted May 28, 2014@superminese
Still don't get how to do it. =(
Anyway, another thing, do you guys know if there's a way to make a specific spawn-point for an infernal? Maybe using another plugin like Citizens, don't know...
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Posted May 25, 2014@smeagol44
I used the potion effect in the config.
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Posted May 24, 2014@superminese
And how did you add the potion effects to those items? =/
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Posted May 23, 2014@smeagol44
I just named a DYE to SOUL :)
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Posted May 23, 2014@superminese
Can you show me how you did those "soul" items? I'm interested. A paste-bin of the file would be nice. ^_^
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Posted May 21, 2014@jacob_vejvoda
Would it be possible to configure the hotbar thing off?
I use another plugin that limits what armors players can wear based on other things, and I don't exactly want my players just holding onto armor they can't even use just for the stats. Kinda breaks my whole setup.
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Posted May 21, 2014@jacob_vejvoda
Oh, not out yet:D
Anyway, i dont think that will solve my problem:(
Think i need to limit armors for the armor slots for my idea to work.
Damn!:D
Maybe its possible to add to the item list. Example:
"PotionEffectSlot: X" <- Type what slott this item needs to be in to activate potion effects:)
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Posted May 21, 2014@superminese
3.1
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Posted May 21, 2014@jacob_vejvoda
In 3.0? If so it does not work=/
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Posted May 21, 2014@superminese
In the new version items will have to be in the hot bar or armour slots to activate the buffs.
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Posted May 21, 2014@jacob_vejvoda
It BECOME internal! In older version this bug not has been... returned to use older version :C
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Posted May 21, 2014I have a litte "problem".
I have made 4 different "armor sets" (leather,chain,iron,diamond)
I have also made 4 "souls(a dye named Leather Soul, Chain Soul, Iron Soul, Diamond soul).
Whean wearing a full for exampel leather set and the leater soul , some buffs will activate (potion effects)
This works perfectly.
To my problem: If wearing all sets in inventory all buffs activates.
Any suggestions?:)
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Posted May 20, 2014Is there a way to configure which levels are spawned in each world? (Like, world1 - infernals level 1, world 2 - infernals level 2, etc), and/or to set specific IM's to spawn in specific places?