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 Oct 24, 2014You asked that back on August 19th, but apparently I never responded and my apologies.
But yes, looking to be able to configure items to have a completely customizable maximum-durability. That would allow for me to create items based on an Iron Sword yet set it's max-durability to 3000, which would be roughly double that of a Diamond Sword's. Also it would provide the option of making a Diamond Sword be fragile and only having a max-durability of 400, which would allow for names that make sense such as a "Glass Sword". Possible Loot.yml code of maxDurability.
<I apologize in advance for the length of the following 2.5 suggestions, which since they have nothing to do with the above previous suggestion, feel free to skip them heh>
Another suggestion, which I'm not entirely sure of the complexity: Custom damage? Allowing to apply increased damage to not just different sword types, but item types in general. For example converting an Iron Axe into a Battle-Axe and giving it a base damage of 9 instead of 5. Or a Hoe by making it function as a Scythe, so it actually HAS damage lol Config code of Damage (or if you wanted to allow a range: minDamage and maxDamage). And in addition to that, which this no doubt may be way more trouble than it's worth, but an option to prevent a tool from working as one. So if a Hoe IS set to drop as a "Scythe" it would no longer be able to double as a Hoe. Same goes for an Axe as a Battle-Axe, etc etc.
Final suggestion, set bonus related: Is it possible to configure the bonuses to apply or remove Enchants to the set items as more are utilized? So if it's 4 armor pieces, when all 4 are worn they are each applied with Protection II, but if one piece of armor is removed then Protection II is removed from the items. Or perhaps at the very least, since it's already doable, just this would let a person clean up their file... Allow for setting up the bonus effects to either apply them as more set pieces are added or to scale as they are added. Example: If a set utilizes 4 armor pieces: Wearing any 2 will activate Regeneration, any 3 will give Regen & Water Breathing, All 4 will give Regen + Water Breathing + Absorption. OR 2 items gives Regen I, 3 items Regen II and 4 Items ups it to Regen III.
Set Bonus config:
Or the second suggestion's possible layout:
Levels would be based on how many items in the set, and how many levels are listed then get applied based on how many items are worn. It would work backwards though, so if there are 4 items, but only three levels are provided then the minimum items required to be worn would 2. If only two levels provided, minimum items would be 3; if only one level, then all 4 (thus no change from how it currently works). This would eliminate having to have 12 otherwise duplicate entries, to accomplish the same goal, since higher level effects nullify lower leveled effects.
Sorry again for the length, but it's just such a fun plugin, so I'm always thinking of things I wish it could do :P
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Posted Oct 23, 2014@Adamismyname00
No, it never did that.
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Posted Oct 23, 2014Did this plugin use to give you randomly spawning skeletons holding a golden apple and wearing red armor? Also some other mob but I can't quite remember it:p
If yes then what happened to them?
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Posted Oct 23, 2014@jacob_vejvoda
Okay, Thank you so much for you fast reply!
:)
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Posted Oct 23, 2014@Adamismyname00
Use the durability tag, nothing with a sub-type can have a durability.
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Posted Oct 23, 2014@jacob_vejvoda
Oh thanks man! :)
I even looked in the Configuration here where they gave examples and I could see sub-type:p
How do I choose the durability for something then?
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Posted Oct 23, 2014@Adamismyname00
sub-type has been removed, now you use durability, so it would be:
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Posted Oct 23, 2014Hi :)
This plugin has always been amongst my favorites! Really cool and makes my world fun and interesting!
However...
I got the latest update yesterday and I noticed some of my loots aren't working!
The only ones NOT working are ones with <ID>:<Sub-Type> so like:
19:
item: 373
sub-type: 16428
amount: 1
durability:
name: "&4Herobrine's Blood..."
lore1: "&cIt Stings..."
enchantments:
That one is not working and YES everything is placed correctly as far as I know and I get the potion from Infernal Mobs and /im getloot 19 but I only get a normal regular water bottle which is the ID 373... So the sub-type doesn't seem to work for me and I'm upset about it.
It's not only with potions, it's also with god apples and everything that has a subtype.
There's one strange thing however...
This one IS working and one that one!
3:
item: 373
sub-type: 16452
amount: 1
durability: 90
name: "&5Potion of badness"
lore1: "&dToo many potions"
enchantments:
I didn't have any issues with this in the previous version I used and I find it strange.
Thanks in advance! :)
/Adam
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Posted Oct 21, 2014@McPixel
I asked how. Would I have a list of special mobs with special names and powers? Possibly special loot too? If this is what you are asking for, it already planed.
See above in the upcoming features: Pre-Defined Custom Mobs
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Posted Oct 20, 2014@jacob_vejvoda
yess :D
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Posted Oct 20, 2014@McPixel
How would the mobs get the name? Like how would a zombie get the name Ice Zombie?
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Posted Oct 20, 2014@jacob_vejvoda
hmm , your plugin maybe check what mob name entities is like spider, creeper, zombie, etc. can you make it based mob name but not entities name ?
example : Ice Zombie, Desert Skeleton
and if mob have that name it will be infernal mobs :D , but the mob name is not changed still Ice Zombie
sorry for my bad english :D
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Posted Oct 19, 2014@McPixel
Can you elaborate?
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Posted Oct 19, 2014@jacob_vejvoda
hello can you add feature infernal mobs based on mob name ? it will be nice :D
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Posted Sep 24, 2014@jacob_vejvoda
Oh that's perfect, thanks.
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Posted Sep 23, 2014@xxthreatxx
Then change the numbers, first number is speed, second is amount:
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Posted Sep 23, 2014Could you explain the mobParticles setting? I want to use the other particles but I would like to be able to tweak them.
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Posted Sep 19, 2014@phoenixlzx
All vanilla enchantments will work. Also I already have support for potion effects on items.
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Posted Sep 19, 2014@jacob_vejvoda
I've fixed some bugs of the generator and i have two questions.
The enchant list you provide does not contain the newest enchants, such as lure and luke of the sea.
Could you update a enchant list or try to support EnchantmentPack? So that more enchants can be applied.
And, add support for effects will be fantastic, such as effect player to increase health or let them go faster. EnchantmentPack seems have these included.
Thank you for the plugin!
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Posted Sep 19, 2014@phoenixlzx
Cool!