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ZombieApocalypse999

ZombieApocalypse999

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Zombie Apocalypse 999

Transform your Minecraft server into an epic survival experience with evolving zombies, blood moons, crafting, and dynamic mutation mechanics!

Zombie Apocalypse 999 is a comprehensive zombie survival plugin that introduces unique zombie mutations, an evolving threat system, player infection, custom crafting, safezones, permanent hearts, and configurable gameplay mechanics. Each day brings stronger zombies, new challenges, and evolving threats.


Features

🧟 Dynamic Zombie Evolution System

  • Zombies gain experience from killing passive mobs and players, leveling up to become stronger
  • Each level increases speed, health, and damage
  • Zombies display their level above their head (e.g. "Zombie LV3")
  • Normal zombies that reach max level mutate into a random special type
  • Fully configurable EXP values and max level cap

🌙 Blood Moon Events

  • Powerful zombie surge events that occur on a configurable schedule (default every 5 days)
  • Massively increased spawn rates and mutation chances during blood moons
  • Dramatic announcement with sound effects and particles
  • Can ignore darkness requirements so zombies spawn everywhere
  • Supports advanced cron-like scheduling with time windows

🧬 Unique Zombie Mutations

Every zombie has a chance to spawn as one of 11 unique mutation types:

Mutation Description
Tank Massive health pool with damage resistance, slow but devastating
Charger Lightning-fast zombie that rushes players with a speed boost
Assassin Invisible with a faint particle aura, ambush specialist
Blight Spreads poison on hit with a toxic particle cloud
Burster Explodes on death, releasing a poison cloud and dealing area damage
Spitter Ranged attacker that launches poison projectiles
Frost Applies slowness on hit, chilling players to the bone
Shrieker Screams to alert and aggro all nearby zombies toward the player
Cryo Leaves frozen trails, can flash-freeze players, shatters on death dealing AoE damage
Inferno Shoots fireballs, leaves fire trails, and drops lava on death
Leech Steals health on hit, has a life-steal aura, heals nearby zombies on death

Each mutation has individually toggleable abilities in the configuration. When a player becomes a mutation through infection, the mutation can also grant them permanent extra hearts (configurable per mutation).

🫀 Custom Item Drops

  • Zombie Heart — All zombies have a 5% chance to drop a Zombie Heart (configurable)
  • Each mutation type has its own unique loot table with configurable drop chances
  • Loot tables support per-item drop chances and custom materials

🧪 Crafting System

Access the crafting menu with /za crafting to craft special items:

Cure Potion

  • Recipe: 1 Water Bottle + 2 Rotten Flesh + 2 Diamond Blocks
  • Drinking the Cure Potion removes all infection and restores you to normal

Purified Zombie Heart

  • Recipe: 8 Zombie Hearts + 1 Cure Potion (center)
  • Eating a Purified Zombie Heart permanently grants +2 extra hearts
  • Extra hearts persist through infection, mutation, curing, and death — they are truly permanent
  • Stackable and can be used multiple times for even more hearts

The entire crafting system can be enabled or disabled by server owners.

❤️ Permanent Extra Hearts

Players can permanently grow their hearts beyond the default 10 through two sources:

  • Purified Zombie Hearts — each one eaten grants +2 permanent hearts
  • Mutations — each mutation type can grant a configured number of permanent hearts when a player becomes it (default 30 per mutation)

A master cap limits how many hearts any player can hold: the total (base 10 + all extra) can never exceed the configured maximum (default 30). Once a player is at the cap, extra hearts are not applied and items are not consumed. The cap and both heart settings are fully configurable.

🦠 Player Infection System

  • Zombies have a configurable chance to infect players on hit
  • Infection builds up over time, displayed as a boss bar
  • Golden apples and enchanted golden apples can reduce infection (individually configurable, can be disabled)
  • At 100% infection, the player transforms into a zombie with a random mutation
  • Infected players gain abilities matching their mutation type
  • Infected players are ignored by zombies and can hunt other players
  • Use a Cure Potion to fully reverse the transformation and restore your health — all permanent hearts are kept

🛡️ Safezone System

  • Create protected areas where zombies cannot spawn or enter
  • Each player can own up to 3 safezones (configurable)
  • Safezones start with a 10-block radius and can be expanded up to 50 blocks
  • Optional border particles to visualize safezone boundaries

🌍 Per-World Configuration

  • Configure different zombie behavior for each world (Overworld, Nether, End)
  • Per-world settings for mutation rates, spawn rates, damage, speed, and health multipliers
  • Enable fire immunity, teleportation abilities, or restrict which mutations can spawn
  • Override spawn time modes and zombie caps per world

🎚️ Difficulty Presets

Four built-in difficulty presets that adjust multiple settings at once:

Preset Description
Casual Relaxed experience — fewer zombies, lower infection chance, slower scaling
Normal Standard balanced experience
Hardcore Challenging survival — more zombies, higher mutation rates, stronger enemies
Nightmare Brutal difficulty — maximum spawns, very high infection chance, no golden apple cures

🧠 Advanced Zombie AI

  • Memory System — Zombies remember players they've seen and pursue them
  • Noise Detection — Sprinting, eating, shooting bows, and placing torches attract nearby zombies
  • Pack Behavior — Zombies form groups with leaders that coordinate attacks
  • Block Breaking — Zombies can break through doors, fences, and chests to reach players (configurable per-block cooldowns)
  • Sunlight Protection — Zombies don't burn in sunlight by default (configurable)

🏗️ Structure Generation

Ruined structures spawn naturally in newly generated chunks, adding atmosphere and loot to explore:

Structure Description
Ruined House (Small) A small damaged wooden house with a crafting table, chest, cobwebs, and a hidden zombie spawner underground
Ruined House (Large) A 2-story wooden house with beds, cobwebs, vines, structural damage, and a hidden zombie spawner
Ruined Hospital A large 2-story white concrete hospital with patient rooms, storage rooms, loot barrels, a "HOSPIT L" sign with missing letter, redstone "blood" on floors, vines, structural damage, and two hidden zombie spawners

Ruined Hospital Loot:

  • Patient Room Barrels — Rotten Flesh (0-4), Cobwebs (0-5), Redstone (0-3)
  • Storage Room Barrels — Iron Ingots (0-8), Diamonds (0-3), Mending Book (0-1), Cobwebs (0-8)
  • Each possible amount has an equal chance of being selected (including getting 0 of an item)
  • Loot is scattered randomly across barrel slots

All structures have configurable spawn chances, biome restrictions, and Y-range.

📦 Custom Resource Pack

  • Sends a custom zombie texture pack to players when they join
  • Zombies can appear as Zombie, Husk, or Drowned variants, each with its own custom texture
  • Optional download prompt and SHA-1 hash caching so returning players only download once
  • Players who decline the pack can be kept or removed (configurable)
  • The pack can be fully disabled to keep vanilla zombie looks

Commands

Player Commands

Command Description
/za or /zombieapocalypse999 Show help and available commands
/za crafting Open the crafting menu GUI
/za info View current day, mutation rate, difficulty, and active zombie counts

Admin Commands (requires zombieapocalypse.admin)

Command Description
/za reload Reload all configurations without restarting
/za preset <casual\|normal\|hardcore\|nightmare> Change difficulty preset
/za spawn <type> Spawn a specific zombie mutation type
/za killzombies Remove all custom zombies from the server
/za clearzombies <radius> Clear custom zombies within a radius around you
/za forcebloodmoon Force start a blood moon event
/za forcestopbloodmoon End the current blood moon event
/za event <start\|stop> <bloodmoon> Control special events
/za cure give <player> <amount> Give cure potions to a player

Safezone Commands (requires zombieapocalypse.safezone or zombieapocalypse.admin)

Command Description
/za safezone create <name> Create a safezone at your location
/za safezone remove <name> Remove a safezone you own
/za safezone list List all safezones
/za safezone expand <name> [amount] Expand a safezone's radius (default +5 blocks)

Aliases

  • /za → /zombieapocalypse
  • /za999 → /zombieapocalypse999

Permissions

Permission Description Default
zombieapocalypse.admin Access to admin commands (reload, spawn, kill, blood moon, cure give, presets) OP
zombieapocalypse.spawn Permission to spawn zombies manually OP
zombieapocalypse.safezone Permission to create and manage safezones —

Configuration

All gameplay settings live in the plugin's main configuration file and are loaded with /za reload. Default values are shown in parentheses.

General

Option Description
debug.enabled (false) Enables verbose debug logs in the console for troubleshooting
world-whitelist (empty) List of worlds where the plugin is active. Leave empty for all worlds

Difficulty Presets

Option Description
difficulty.current_preset (normal) The currently active preset: casual, normal, hardcore, nightmare, or custom

Each preset (casual, normal, hardcore, nightmare) defines the following values, applied when the preset is active:

  • description — Display text for the preset
  • mutation_rate_base / mutation_rate_daily_increase — Base and daily growth of the mutation chance
  • zombie_base_speed / zombie_base_damage — Starting zombie combat stats
  • zombie_max_speed / zombie_max_damage — Hard caps for scaling
  • max_zombies_per_chunk / max_zombies_worldwide — Spawn density limits
  • bloodmoon_enabled / bloodmoon_frequency — Blood moon toggle and interval
  • allow_golden_apple_cure / golden_apple_cure — Whether golden apples cure infection
  • infection_chance_on_hit — Infection application chance on zombie hit
  • spawn_rate_multiplier — Global spawn pressure multiplier
  • zombie_speed_multiplier / zombie_damage_multiplier — Multipliers applied to zombie stats

Zombie Stats

Option Description
zombie_stats.base_speed (0.23) Base movement speed of newly spawned zombies
zombie_stats.base_damage (2.0) Base attack damage of newly spawned zombies
zombie_stats.max_speed (0.35) Hard cap on how fast zombies can scale
zombie_stats.max_damage (40.0) Hard cap on how strong zombie damage can scale

Mutation Rates

Option Description
mutation_rates.base (10.0) Base chance (%) a spawned zombie is a special mutation
mutation_rates.daily_increase (1.5) How much the mutation chance (%) grows each day

Spawning Rules

Option Description
zombies.spawn_time_mode (both) When zombies spawn: day, night, or both
zombies.require_darkness (true) If true, zombies only spawn in low light levels
zombies.max_light_level (7) Max light level a block can have for zombie spawning
zombies.max_per_chunk (20) Max zombies allowed in a single chunk
zombies.max_worldwide (100) Max zombies allowed across the entire world
zombies.bloodmoon_ignores_darkness (true) Darkness checks are skipped during blood moons
zombies.burn_in_sunlight (false) If true, zombies burn in sunlight like vanilla
zombies.bloodmoon_enabled (true) Whether periodic blood moons occur
zombies.bloodmoon_frequency (5) How often blood moons occur (every X days)
zombies.closest_to_player (2) Minimum distance (blocks) zombies spawn from players
zombies.furthest_from_player (30) Maximum distance (blocks) zombies spawn from players

Blood Moon Events

Option Description
events.bloodmoon.default_spawn_multiplier (2.0) Spawn multiplier used by periodic and forced blood moons
events.bloodmoon.default_mutation_multiplier (10.0) Mutation chance multiplier during blood moons
events.bloodmoon.schedule_enabled (false) If true, use the schedule list instead of simple "every X days"
events.bloodmoon.schedule Cron-like entries with day patterns (*, */5, 3,7,12, 10-20), start/end world ticks (0-23999, wrap across midnight), spawn/mutation multipliers, and an id label

Mutation System

Option Description
mutation_system.show_mutation_names_above_zombies (true) Show each zombie's mutation type as a nameplate

Per-World Settings

Each world can override global behavior. If a world is not listed, defaults apply. Available options:

  • enabled (true) — Whether zombies spawn in this world
  • mutation_rate_multiplier (1.0) — Multiplies the base mutation rate
  • spawn_rate_multiplier (1.0) — Multiplies zombie spawn frequency
  • damage_multiplier (1.0) — Multiplies zombie damage
  • speed_multiplier (1.0) — Multiplies zombie speed
  • health_multiplier (1.0) — Multiplies zombie health
  • fire_immune (false) — Zombies take no fire damage
  • can_teleport (false) — Zombies can teleport like Endermen
  • teleport_chance (0.1) — Chance to teleport when damaged (if enabled)
  • teleport_range (8) — Maximum teleport distance
  • enabled_mutations / disabled_mutations (empty) — Restrict which mutations can spawn
  • custom_spawn_time_mode (null) — Override the global spawn time mode for this world
  • max_zombies_override (null) — Override the global worldwide zombie cap for this world

Safezones

Option Description
safezones.enabled (true) Enable or disable the safezone system
safezones.default_radius (10) Default radius (blocks) for new safezones
safezones.max_radius (50) Maximum radius a safezone can be expanded to
safezones.max_per_player (3) Maximum safezones a single player can own
safezones.remove_zombies_on_create (true) Teleport zombies out when a safezone is created
safezones.show_border_particles (true) Show particle effects at safezone borders
safezones.border_particle_interval (40) How often (ticks) border particles appear (20 ticks = 1 second)

Mutation Types

Each of the 11 mutations (tank, charger, assassin, blight, burster, spitter, frost, shrieker, cryo, inferno, leech) has its own block of settings:

  • spawn_chance — Relative weight for this mutation to be chosen (higher = more common)
  • health_multiplier / speed_multiplier / damage_multiplier — Stat modifiers
  • damage_bonus — Extra attack scaling for fast striker-type mutations
  • base_health — Direct base max health override for that mutation
  • extra_hearts (30) — Permanent extra hearts granted to a player when they become this mutation (capped by the master heart cap)
  • flash_freeze_chance — Chance (%) to apply a cryo freeze burst on hit
  • frozen_trail_duration / scorched_earth_duration — Seconds trail effects persist
  • shatter_damage — Damage dealt by cryo death shatter
  • fireball_cooldown — Seconds between inferno fireball attacks
  • meltdown_enabled — If true, inferno death can place lava
  • leech_aura_damage / leech_aura_radius — Passive life-steal aura values
  • leech_on_hit_heal_multiplier — Percent of dealt damage returned as healing on hit
  • death_heal_amount / death_heal_radius — Heal burst amount/radius on leech death
  • abilities — Toggle each individual ability on or off

Loot Drops

Each zombie type (normal, tank, charger, assassin, blight, burster, spitter, frost, shrieker, cryo, inferno, leech) has its own loot table:

  • enabled — Whether this zombie type drops loot
  • detailed_items — Each item entry has a material name and a drop_chance (%) for how often it drops

Advanced AI

Option Description
ai.targeting.allow_creative / allow_spectator (false) Whether zombies target creative/spectator players
ai.memory_duration (5000) Milliseconds a zombie remembers a player after losing sight
ai.noise.sprint_range (20) Distance (blocks) sprinting attracts zombies
ai.noise.eating_range (12) Distance eating attracts zombies
ai.noise.bow_range (25) Distance shooting a bow attracts zombies
ai.noise.torch_range (30) Distance placing a torch attracts zombies
ai.group.leader_chance (0.3) Chance a spawned group has a leader
ai.group.radius (15) Radius used for pack aggro spread
ai.group.follow_radius (10) Distance followers keep from their leader
ai.breaking.enabled (true) Master toggle for zombie block-breaking AI
ai.breaking.radius (2) Max distance from which zombies consider blocks for breaking
ai.breaking.default_cooldown_ticks (60) Default break delay (ticks) for blocks without an override
ai.breaking.blocks Per-block cooldown overrides in ticks (doors, fences, chests)

Evolution

Option Description
evolution.enabled (true) Master toggle for zombie leveling/evolution
evolution.exp_per_passive_mob (1.0) Experience gained per passive mob kill
evolution.exp_per_player_kill (10.0) Experience gained per player kill
evolution.max_level (10) Maximum level a zombie can reach; at max level normal zombies may mutate

Infection System

Option Description
infection_system.enabled (true) Master toggle for infection mechanics
infection_system.chance_on_hit (5.0) Chance (%) per hit that a player becomes infected
infection_system.infection_increase (10.0) How much (%) infection increases per successful infection roll
infection_system.max_infection (100.0) Infection level that triggers full zombification
infection_system.show_infection_bar (true) Show a boss bar with the player's current infection level
infection_system.allow_golden_apple_cure (true) Whether golden apples can reduce infection
infection_system.golden_apple_cure_percent (20.0) How much (%) a golden apple reduces infection
infection_system.enchanted_golden_apple_cure_percent (50.0) How much (%) an enchanted golden apple reduces infection
infection_system.max_total_hearts (30) Master cap on the total hearts a player can have (base 10 + all extra hearts from Purified Zombie Hearts and mutations). Set to -1 for no cap

Custom Crafting

Option Description
custom_crafting.enabled (true) Enable or disable the crafting menu and recipes (Cure Potion and Purified Zombie Heart). Admins can still give Cure Potions with /za cure give when disabled

Custom Item Drops

Option Description
custom_drops.zombie_heart.enabled (true) Whether managed zombies drop Zombie Hearts
custom_drops.zombie_heart.drop_chance (5.0) Drop chance (%) for Zombie Hearts

Resource Pack

Option Description
resource_pack.enabled (true) Master toggle for the resource pack system
resource_pack.zombie_custom_textures (true) Whether zombies use custom textures from the pack
resource_pack.url Direct download URL (http/https) to the resource pack .zip
resource_pack.hash Optional SHA-1 hash of the .zip so clients can cache it
resource_pack.force (false) If true, players who decline/fail the download are kicked
resource_pack.prompt_message Message shown to players when the pack is offered

Persistent Data

Option Description
data.current_day Internal day counter used for scaling and event logic. Do not edit manually

Structures

Structure spawn chances, biome restrictions, and Y-ranges are configured separately per structure (Ruined House Small, Ruined House Large, Ruined Hospital).


Zombie Mutation Types

Available types for /za spawn: normal, tank, charger, assassin, blight, burster, spitter, frost, shrieker, cryo, inferno, leech


Experience a truly dynamic and evolving zombie apocalypse where every day brings new challenges and stronger threats!

All Versions

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Name Game version Platforms Published Downloads Actions
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur Spigot
14h ago 1
1.21.x
Bukkit Paper Purpur
14h ago 1
1.21.x
Bukkit Paper Purpur
14h ago 1
1.21.x
Bukkit Paper Purpur
14h ago 1
## New Features

  • Added: Master cap on the total number of hearts a player can have — extra hearts gained from Purified Zombie Hearts and from mutations are clamped so a player's total hearts (base 10 + extra) can never exceed the configured maximum (default 30)
  • Added: Per-mutation extra heart grants — each mutation type can be configured to grant a set number of permanent hearts when a player becomes it, capped by the master heart cap (default 30 per mutation)
## New Features

  • Added: A fully configurable custom texture pack system that sends the server's zombie pack to players when they join, with optional download prompts and caching so returning players only download it once
  • Added: Server owners can now enable or disable the custom crafting system entirely (Cure Potion and Purified Zombie Heart recipes)
  • Added: Zombie Hearts can now be enabled, disabled, and have their drop chance adjusted to fit the server's difficulty
  • Added: Zombies now randomly spawn as Zombie, Husk, or Drowned variants in any biome, each with its own custom texture
  • Added: Zombies spawned from dungeon spawners inside ruined structures also use the new random variants
  • Added: The custom texture pack is optional by default, so players who decline it are not removed from the server

## Bug Fixes

  • Fixed: Zombie Heart drop chance was not being respected, causing hearts to always drop at a fixed rate regardless of the configured chance
  • Fixed a bug where zombies would target spectator and creativemode players
## New Features

  • Ruined Hospital Structure** — A new 2-story white concrete hospital that generates naturally in the world
  • Features a "HOSPIT L" sign on the front with a missing letter and a red cross symbol
  • Contains multiple patient rooms across both floors, each with a bed and a loot barrel
  • Two storage rooms on the first floor with higher-value loot barrels
  • Redstone dust scattered on floors throughout the building to simulate blood
  • Vines growing on the exterior walls for an abandoned look
  • Cobwebs in corners and ceilings
  • Random structural damage — missing blocks in walls, floors, and ceilings
  • Two zombie spawners hidden underground beneath the first floor
  • Staircase connecting the first and second floors
  • Configurable spawn chance, biome restrictions, and Y-range in structures.yml

### Hospital Loot

  • Patient Room Barrels** — Each contains a random amount of: Rotten Flesh (0-4), Cobwebs (0-5), Redstone (0-3). Each possible amount has an equal chance of being selected, including 0
  • Storage Room Barrels** — Each contains a random amount of: Iron Ingots (0-8), Diamonds (0-3), Mending Book (0-1), Cobwebs (0-8). Same equal-chance system for all amounts
  • All loot is scattered randomly across barrel slots rather than stacked in order
## New Features

  • Crafting Menu GUI** — New /zombieapocalypse999 crafting command (aliases: /za crafting, /za999 crafting) opens a crafting menu with two recipe buttons and a close button
  • Zombie Heart Drop** — All managed zombies now have a 5% chance to drop a custom "Zombie Heart" item (rotten flesh with custom NBT, stacks to 64)
  • Purified Zombie Heart** — New craftable item made from 8 Zombie Hearts and 1 Cure Potion in a crafting GUI. Eating it permanently grants +2 extra hearts
  • Permanent Extra Hearts** — Extra hearts from Purified Zombie Hearts persist through infection, mutation, curing, and all gameplay events
  • Zombie Heart drop chance** is configurable in config.yml under custom_drops.zombie_heart

## Changes

  • Removed the standalone /cure command — the Cure Potion recipe is now accessed through the Crafting Menu GUI
  • Added /zombieapocalypse999 command with alias /za999 as an additional way to access plugin commands
  • Updated help menu to include the new crafting command


## Bug Fixes

  • Fixed hearts not restoring after curing infection** — Players who were fully infected and used a Cure Potion would remain at reduced max health because the infection was cleared before checking if the player needed full restoration. Hearts, potion effects, and metadata are now properly restored


### New Features
  • Added /za cure give <player> <amount> so admins can directly distribute cure potions.
  • Added per-world mutation allow/deny behavior using enabled_mutations and disabled_mutations.
  • Added scheduled blood moon windows with day-pattern matching and configurable spawn/mutation multipliers.
  • Added a new world structure: RuinedHouse2 (two floors, ruined oak style, vines, cobwebs, top-floor bed, underground zombie spawner).

### Changes
  • Blood moon behavior now supports configurable multipliers for spawn pressure and mutation rate.
  • Blood moon scheduling can run independently from simple periodic intervals when enabled.
  • Spawned mutation selection now consistently follows per-world mutation restrictions.

### Bug Fixes
  • Zombified piglins are no longer affected by zombie-specific apocalypse systems and keep vanilla aggro behavior.

  • Added one custom structure with configurable generation options in structures.yml
  • Added per-world settings support
  • Forgot everything else I added sorry
### New Features
  • Added /cure command that opens a custom GUI for crafting Cure potions
  • Implemented Cure potion recipe system with custom crafting interface
  • Added Cure potion item that can cure infection and revert zombies back to players
  • Created GUI interface showing the recipe: water bottle in center, rotten flesh on sides, diamond blocks above and below
  • Added crafting functionality that checks for required materials (1 water bottle, 2 rotten flesh, 2 diamond blocks)
  • Implemented infection reset functionality that sets infection level to 0 when using Cure potion
  • Added system to revert fully infected players (zombies) back to normal players when using Cure potion
  • Integrated Cure potion with existing infection system for proper functionality
### New Features
  • Added configurable zombie sunlight burning behavior (burn_in_sunlight: true/false)
  • Added configurable drop chances for all zombie types (normal, tank, charger, assassin, etc.)
  • Added loot drops for normal zombies with configurable drop chance
  • Added support for individual item drop chances within each zombie type
  • Added protection to prevent custom zombies from transforming into drowned when underwater

### Changes
  • All zombie types now support configurable drop chances in the configuration file
  • Normal zombies can now drop items based on the new loot drop system
  • Sunlight burning behavior can now be toggled via configuration
  • Loot drops now support both simple format (common chance) and detailed format (individual chances)

### Configuration Updates
  • Added zombies.burn_in_sunlight option to control if zombies burn in sunlight
  • Added item_drop_chance option for common chance across all items in a type
  • Added detailed_items option for individual item drop chances
  • Added normal zombie type to the loot_drops configuration
### Added
  • Added configurable zombie spawn distances with closest_to_player and furthest_from_player options
  • Added explanatory comments for the new spawn distance configuration options

### Changed
  • Zombies now spawn within a configurable distance range from players instead of a fixed range
  • Default closest spawn distance is set to 2 blocks from player
  • Default furthest spawn distance is set to 30 blocks from player
### New Features
  • Dynamic Zombie Evolution System**: Zombies now gain experience from kills and level up to become stronger
  • Zombies gain 1 EXP per passive mob killed, 10 EXP per player killed
  • Each level provides 1% more speed, HP, and damage
  • Zombies display their level as "LV(number)" when nameplates are enabled
  • Max level is 10, where normal zombies gain a mutation and mutated zombies gain a second mutation
  • Experience required per level: 10 × level (e.g., 10 EXP for level 1→2, 20 EXP for level 2→3)

  • New Commands**:
  • /za clearzombies <radius> - Removes all custom zombie mutations within a specified radius around the player
  • /za event <start/stop> <bloodmoon> - Manually trigger or stop special events like blood moons

  • Enhanced Event System**:
  • Blood moon events can now be manually controlled

  • Configurable Evolution System**:
  • Enable/disable evolution system entirely
  • Configure EXP rewards for different kill types
  • Set maximum level cap
  • All settings reloadable at runtime



  • Fixed A Bug That Was Causing All Config Changes To Be Overwritten
  • Fixed More Minors Bugs
  • Fixed Minor Bug For Task Exception #10
  • Added World-Whitelist Configuration Option
  • Fixed issue where it wasn't working on multiple worlds
  • Added /za forcestopbloodmoon command to stop bloodmoons
  • Fixed issue where config values were missing
  • Added a /za killzombies command
  • Added a config option in the config.yml for you to enable/disable the Bloodmoon
#### New Mutation: The Leech
  • A new zombie mutation, "The Leech," has been added.
  • The Leech has a chance to spawn based on the spawn_chance setting in the config.yml file.
  • Abilities:**
  • Leeching Aura:** The Leech has a passive aura that drains health from nearby players and zombies, healing itself in the process.
  • On-Hit Heal:** When The Leech damages a player, it heals for a portion of the damage dealt.
  • Death Heal:** When The Leech dies, it releases a burst of healing energy that heals other nearby zombies.

#### Bug Fixes
  • Fixed a bug where the day cycle and mutation rate would increase even when no players were online.
#### New Mutations
  • Added Cryo Zombie:** A frost-based zombie with abilities focused on slowing and freezing players.
  • Added Inferno Zombie:** A fire-based zombie that creates environmental hazards and attacks from a distance.

#### Configuration Rework
  • Modular Mutations:** The config.yml file has been restructured to make all mutations modular. Each mutation type now has its own subsection for easier management.
  • Customizable Abilities:** All abilities for the new Cryo and Inferno zombies (e.g., freeze chance, fireball cooldown) are now fully customizable in the config.
  • Simplified Disabling:** Mutations can now be disabled by setting their spawn_chance to 0. The separate enabled flag has been removed.
  • Configuration Warning:** The server console will now display a warning message on startup for each mutation that has a spawn chance of 0, to alert server owners of intentionally or accidentally disabled mutations.

#### Command Updates
  • The /za spawn command has been updated to allow for manual spawning of cryo and inferno zombies.
  • The help message for the command now lists the new zombie types.

#### Zombie Population Control
  • Worldwide Zombie Limit:** Added a configurable max_worldwide option (default: 100) to limit the total number of special zombies allowed to exist in the world at one time.
  • Per-Chunk Zombie Limit:** Added a configurable max_per_chunk option (default: 20) to prevent too many zombies from spawning in a single chunk.
  • Dynamic Spawning:** The zombie spawning system now respects both the worldwide and per-chunk limits, preventing new spawns if either cap is reached.

### Gameplay and Feature Additions

  • New Zombie Mutation: Shrieker:**
  • A new, fast, non-attacking zombie that shrieks to attract other zombies to the player's location.
  • Configurable spawn chance (default 10%).
  • Drops an Echo Shard on death.
  • Configurable Stat Caps:**
  • Added max_speed and max_damage options to the config.yml to prevent zombies from becoming infinitely powerful.

### Configuration Changes

  • The spawn chances for all existing zombie mutations have been adjusted to accommodate the new Shrieker zombie.
  • Added a new shrieker section to the loot_drops config.

### Bug Fixes

  • Resolved an issue that caused the plugin to fail to load if the config.yml file was missing.

fixed the issue where mostly Frost Zombies spawned and didn't follow config laws
Added / Updated Values:

Breaking Enabled — Option to turn zombies’ block-breaking behavior on or off.

Breaking Radius — Sets how far zombies can reach to break blocks around their target.

Default Cooldown — The general cooldown between block-breaking attempts for all blocks.

Per-Block Cooldowns — Specific cooldowns for individual blocks, so some blocks can take longer or shorter to break than others.

Behavior Changes:

Zombies will now follow the configured rules instead of hardcoded values.

Any block not listed under per-block cooldowns will use the default cooldown.
Block Breaking System

Zombies can now break blocks in their way.

Config-controlled with block_breaking.enabled, radius, cooldown_ticks, breakable_blocks.

Noise & Light Awareness (Aggro Triggers)

Zombies aggro when players:

Sprint

Eat food

Shoot bows

Place torches/light blocks

Smarter Targeting (Memory System)

Zombies remember their last seen target for a few seconds instead of instantly dropping aggro.

Nearby zombies aggro when one spots a player.

Leader/Follow Behavior

Each group has a leader

Followers move toward their leader when idle.

Blood Moon Enhancements

Doubles zombie spawn counts.

Applies strength buffs.

Adds sounds & particles when triggered.

Smarter safe spawn location checks.

Integrated with time-of-day config (day, night, both).
Fixed a bug caused more bugs fixed them and then my computer blew up (Jk I'm will be busy soon and will make better changlog later)
1. Priority Targeting of Players

Zombies constantly scan for nearby players within a 50-block radius.

They calculate distance to each player and target the closest uninfected player.

Fully infected players are ignored, effectively removing them from the zombie’s threat list.

If no uninfected players are nearby, the zombie stops targeting anyone.

Every 10 ticks, the plugin loops through all zombies in all worlds to refresh AI targets and abilities.

Zombies check if their current target is still valid, updating movement, potion attacks, or burster effects.

This ensures the AI remains responsive and adaptive in real-time.

If no valid target exists, zombies reset their target to null, preventing wandering aimlessly or attacking fully infected players.

This keeps AI efficient and purposeful, ensuring they always prioritize threats.

Infection System & Mutations

Added infection system with configurable infection chance, max infection, and increase per zombie hit.

Players now have infection percentage tracked persistently (players.yml).

Infection can be visualized with a boss bar showing current infection percentage.

Players can be cured partially by consuming golden apples or enchanted golden apples.

Infection spreads when infected players kill other players or are killed by zombies.

Fully infected players transform into mutated zombies with one of several mutation types: tank, charger, assassin, blight, burster, spitter, frost.

Mutations provide unique attributes: max health, potion effects, and visual indicators.

Fully infected players display custom name (Infected <player>).

Infection persists across player disconnects and server restarts.

Added support for sunlight protection on zombies (prevent natural burning).

Infection system and mutation features are fully configurable in config.yml.



Added /zombieapocalypse and /za command handler.

Commands implemented:

/za reload – reloads config and infection settings.

/za info – shows current day, mutation rate, blood moon status, and active zombies per type.

/za spawn <type> – spawn custom zombies (normal, tank, charger, assassin, blight, burster, spitter, frost) near player.

/za forcebloodmoon – triggers blood moon event immediately.

Command permissions:

zombieapocalypse.admin for reload and force blood moon.

zombieapocalypse.spawn for spawning zombies.

Spawned zombies now scale base speed and damage with current day (speed and damage multipliers applied).


Added Burster ability: gains speed boost when near a player (<5 blocks).

Modified AI for creatures to run from fully infected players (similar to running from zombies).

Blight and Frost zombie attacks now apply unique potion effects on players:

blight → poison effect.

frost → slowness effect.

Zombies spawned via commands now fully support mutation-based attributes and visual setup.

Boss bar dynamically updates infection progress and changes color when fully infected.
Version 1.0.4 - Major Overhaul Release
🐛 Bug Fixes
Mutation System

✅ Fixed mutation percentage normalization - Now properly handles config values that sum to 100% or less
✅ Fixed fallback behavior - When total mutation chance < 100%, remaining percentage becomes normal zombies
✅ Added config validation - Plugin now validates mutation chances and warns if they exceed 100%
AI & Pathfinding

✅ Fixed AI targeting conflicts - Removed excessive zombie.setTarget() calls that interfered with Bukkit's pathfinding
✅ Fixed erratic movement - Replaced velocity-based hacks with proper pathfinding approaches
✅ Improved obstacle avoidance - Enhanced navigation without causing erratic zombie motion
Spawning System

✅ Fixed spawn location validation - Improved spawn point checking to prevent zombies spawning in invalid locations
✅ Fixed chunk density tracking - Properly handles zombie counts per chunk for mutation surge warnings
✨ New Features
New Mutation Types

🧪 Blight Zombie - Inflicts Poison II on hit with green particle aura (-20% health, normal speed)
💥 Burster - Explodes in poison cloud on death with green swirl particles (0.5x health, 1.2x speed)
🧪 Spitter - Ranged attacker that throws harming and poison potions (2x health, 0.5x speed)
❄️ Frost Zombie - Applies Slowness II and Mining Fatigue on hit with snowflake particles (normal stats)
Enhanced Game Systems

🎯 Improved AI Targeting - Better player detection and priority targeting
🧭 Advanced Navigation - Zombies can now navigate obstacles more effectively
💧 Water Navigation - Zombies get Dolphin's Grace in water and can swim toward targets
🪜 Ladder Climbing - Zombies can now climb ladders to reach players
New Abilities & Effects

🧪 Spitter Projectiles - Throws harming + poison potions at players within 15 blocks
💥 Burster Death Explosion - Creates poison cloud explosion affecting nearby entities
❄️ Frost Debuffs - Applies slowness and mining fatigue on hit
🧪 Blight Infection - Poisons players on successful attacks
Command System Enhancements

📊 /za info - Now shows detailed zombie counts by type
🎮 /za spawn - Supports all new mutation types (blight, burster, spitter, frost)
🌕 /za forcebloodmoon - New admin command to manually trigger blood moon
📝 Enhanced help - Better command descriptions and usage examples
Performance Optimizations

🚀 Chunk-based AI processing - Distributed AI updates across loaded chunks
📊 Reduced entity scanning - More efficient zombie processing
🎯 Optimized targeting - Better performance for player detection
🔧 Technical Improvements
Configuration System

📋 Complete config.yml - Full configuration with all mutation types and settings
🔍 Config validation - Automatic validation of mutation percentages
📊 Config documentation - Comprehensive comments explaining all settings
Event Handling

🧟 Enhanced death events - Proper handling of burster explosions
⚔️ Improved combat events - Special effects for all mutation types on hit
☀️ Sunlight protection - Fixed zombie combustion prevention
Persistence & Data

💾 Proper data saving - Current day and game state persistence
🏷️ Enhanced metadata - Better zombie type tracking and identification
📈 Statistics tracking - Zombie counts and type distribution
Visual & Audio Effects

✨ Particle systems - Unique visual effects for each mutation type
🔊 Sound effects - Appropriate sounds for abilities and events
🎨 Custom names - Colored names showing zombie types and health
🛡️ Balance & Gameplay
Progression System

📈 Daily scaling - Zombie stats increase by 5% per day
🌕 Blood moon events - Every 5 days, mutation rate becomes 100%
🎯 Group spawning - Zombies spawn in groups that grow with each day
Difficulty Tuning

⚖️ Configurable stats - All zombie attributes adjustable via config
🎚️ Mutation tuning - Individual mutation chances configurable
📊 Density limits - Prevents excessive zombie clustering
📋 Admin & Utility Features
Debug Tools

🔍 Mutation distribution logging - Shows current mutation chances
🧹 Cleanup command - Emergency zombie removal utility
📊 Status reporting - Detailed game state information
Permission System

🔐 Enhanced permissions - Separate permissions for admin and spawn commands
👥 OP defaults - Appropriate default permission settings
🚀 Performance & Stability
Memory Optimization

📉 Reduced entity scanning - More efficient world entity processing
🎯 Targeted updates - Only process zombies that need AI updates
🗺️ Chunk-based processing - Distributed workload across loaded chunks
Error Handling

🛡️ Exception handling - Better error recovery and logging
📝 Debug logging - Comprehensive debug information
🔄 State recovery - Proper plugin disable/enable handling
🔧 New Features & Improvements
Group Spawning System

Now spawns zombies in groups of 2-6 initially.
Group size increases by +1 per day (Day 1: 2-6, Day 2: 2-7, etc.).
Blood Moon effect: Doubles spawn group size for extra difficulty.
Uses optimized spawn attempts to reduce failed spawns.
Enhanced Sensing & Tracking

Zombies detect players within 50 blocks, ignoring walls.
Prioritizes nearest player efficiently (squared distance checks).
During Blood Moons, zombies have permanent Night Vision.
Improved Pathfinding

Obstacle avoidance (zombies path around blocks better).
Auto-jump when stuck.
Sideways path correction if blocked.
Ladder/Vine climbing support.
Swimming & Water Navigation

Zombies now swim with Dolphin's Grace effect.
Move faster toward players in water.
Optimized Performance

AI updates run every 10 ticks (0.5s) instead of every tick, reducing lag.
Efficient group spawn checker (reduces chunk load).
Cracks down on unnecessary calculations (distance checks).
Bug Fixes & Enhancements

Fixed zombies getting stuck easily on blocks.
Better collision handling during movement.
More consistent Blood Moon effects (applies to all zombies).
Bug Fixes and Improvements
Removed the non-existent method setCanBurnInDay(boolean) from zombie creation methods.
Ensured that the MobBurnPreventionListener effectively cancels the combustion event for zombies exposed to sunlight.
Improved logging for better debugging and tracking of events.
Enhanced configuration file (config.yml) to include detailed settings for mutation rates and zombie stats.
Configuration Changes
config.yml
Added sections for mutation_rates and zombie_stats to allow for easy customization of zombie behaviors and attributes.
Included a data section to track the current day in the game.
🛠️ Bug Fixes
Zombie Spawn Locations

Fixed floating/buried zombies by using getHighestBlockYAt() for Y-coordinate calculation.
Old: player.getLocation().add(x, 0, z)
New: Proper ground-level spawning
Null Attribute Checks

Added null checks for zombie attributes (MOVEMENT_SPEED, ATTACK_DAMAGE).
Assassin Zombie Glow

Replaced deprecated Particle.SPELL with SPELL_WITCH.
✨ New Features
Blood Moon Event

Every 5 days:
Sets mutation rate to 100%
Broadcasts warning message (ChatColor.DARK_RED)
Zombie Whispers

Random creepy messages with ENTITY_ILLUSIONER_PREPARE_MIRROR sound.
Chunk Mutation Tracking

Chunks with 20+ zombie spawns get 100% mutation rate.
Persists via HashMap<Location, Integer>.
New Commands

/zombieapocalypse info - Shows day/mutation rate.
/zombieapocalypse spawn <type> - Admin-only mutant spawning.
⚙️ Config Changes
yaml

Run
Copy code
zombie_stats:
base_speed: 0.23
base_damage: 2.0
tank_health_multiplier: 3.0

mutation_rates:
base: 10.0
daily_increase: 1.0
🔐 Permissions
yaml


permissions:
zombieapocalypse.info: true
zombieapocalypse.spawn: op
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