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Jujutsu craft Cursed Mobs

Makes any mob have cursed technique with a configurable chance

Any mob in the game can be born cursed. A cursed mob spawns with one of 42 sorcerer AIs — Gojo, Sukuna, Mahoraga, Toji, Mahito, Yuta and more — and fights you with that character's cursed technique, not with a bigger number attached to a zombie.

And the world gets harder the longer you survive.
Requires JujutsuCraft.

Natural Curses
Every newly spawned mob rolls for a cursed technique plus a combat AI. You decide who rolls, and what they can roll into.

chance — base probability per eligible mob, 0.0 to 1.0. Default 0.25. With dynamic difficulty on, it's scaled by the nearest player's score.
targetModeMONSTERS (default), NON_PASSIVE (monsters plus neutral mobs that fight back), or ALL (every mob, passive animals included).
entityList + listModeBLACKLIST excludes the listed entities, WHITELIST allows only them. Entries take full IDs (minecraft:zombie) or whole mods (iceandfire).
excludedNamespaces — mods whose mobs never roll. JujutsuCraft mobs and addon sorcerers already have their own kits, and cursing them would overwrite it.JujutsuCraft itself is excluded by default. If you run JujutsuCraft addons, add their namespaces here too — JJSK, for example, is jujutsucrafts. It takes ten seconds with Configured. Don't know an addon's namespace? Type /summon and look up one of its mobs — the part before the : is the namespace. In jujutsucrafts:cursed_spirit_fluke, the namespace is jujutsucrafts.
allowedAis — restrict the pool to the sorcerers you want. Empty means all 42.
Setting targetMode = ALL is allowed. A cursed chicken with a Domain Expansion is exactly as dangerous as it sounds.
fixedAssignments — force specific mobs, or a whole mod, to always spawn with a chosen technique instead of rolling at random. One rule per line, entity=technique:

minecraft:zombie=jogo — every vanilla zombie always gets Jogo's technique.

someaddon=mahitoevery mob from that namespace always gets Mahito.

someaddon:dragon=jogo — that mod's Dragon NPC always gets Jogo.

minecraft:zombie=jogo=0.3 — optional chance: a 30% shot at that technique, otherwise the mob spawns with none (never a random one).

A matched rule wins over the random roll: it ignores chance, excludedNamespaces and the list/whitelist, and works even with the random roll disabled — but it never overwrites an AI the mob already has. Full entity id beats a whole-namespace rule.

Dynamic Difficulty
Every player carries a score from 0 to 100, saved per world. Cursed Mobs reads it to decide how often curses appear and how strong they get.

+0.5 score per minute alive, -10 on death. Gains freeze on Peaceful; the death penalty never does.
Advancements grant one-time boosts, written as advancement_id=points. Out of the box: enter the Nether +10, summon the Wither +10, enter the End +20, kill the dragon +15, full netherite +10. Progress the game and the game notices.
Curse chance scales with score: effectiveChance = chance × lerp(minChanceMultiplier, maxChanceMultiplier, score/100). At score 0 curses are half as common. At 100, twice.
Sorcerer AIs are tiered. The 19 WEAK AIs — Itadori, Megumi, Nobara, Nanami, Maki, Panda — roll from the very start. MID unlocks at score 25: Jogo, Mahito, Geto, Choso, Toji, Todo, Higuruma, Hakari and more. STRONG unlocks at score 60: Gojo, Sukuna, Mahoraga, Yuta, Uraume, Kashimo, Yorozu, Agito.
Both tier lists are editable in game. Decide for yourself whether Gojo is a mid-game problem or an endgame one.
Score is read from the nearest player within 128 blocks of the spawn. No player nearby, no scaling.

Cursed Health
Cursed mobs get bonus max health as a MULTIPLY_TOTAL modifier that persists with the mob, and the bonus follows the same score curve.

baseHealthMultiplier at score 0 — default 1.5.
maxHealthMultiplier at score 100 — default 3.0.
Turn off scaleWithDifficulty for a flat multiplier instead.

healthOverrides — set the multiplier per mob or per mod, overriding the global values above. One rule per line:
minecraft:zombie=2.0 — a fixed 2.0x for that mob (ignores scaleWithDifficulty).
iceandfire=4.0 — a fixed 4.0x for every mob from that mod.
minecraft:zombie=1.5..3.0 — a range: lerp(1.5, 3.0, score/100) with that spawn's score, regardless of the global toggle.
iceandfire=2.0..5.0 — a whole-namespace range.

Precedence: full entity id > namespace > the global settings. Resolved multipliers are clamped to 1.020.0.

Technique Gear

Some JujutsuCraft AIs need equipment to work — the Mahoraga AI only acts while the Eight-Handled Wheel is on its head. Cursed Mobs equips the right items automatically when it applies those techniques.

Toggle the whole feature with enabled.

One rule per line, technique=slot=item_id. Valid slots: mainhand, offhand, head, chest, legs, feet. Add a fourth value for a chance to equip: technique=slot=item_id=0.5 (50%).

Defaults: mahoraga=head=jujutsucraft:mahoraga_wheel_helmet (required by JujutsuCraft's own Mahoraga AI, which checks the head slot before acting) and a 50% chance of jujutsucraft:sword_of_extermination in the main hand.

Equipped items get drop chance 0, so cursed mobs never hand you their gear.

Spawn Control

Stop specific mobs — or every mob from a whole mod — from spawning naturally. This is separate from the curse system: it decides what is allowed to appear, not what gets cursed. A common use is to keep the sorcerer AIs rolling on normal mobs while stopping JujutsuCraft's own cursed spirits from spawning all over the world.

blockNaturalSpawns — master switch for the list below. Default false, so updating never changes your world. Turning the feature off later doesn't mean emptying the list — just flip this back to false.

blockedNaturalSpawns — the mobs to block. Default ["jujutsucraft"]. Same format as entityList: a full id (jujutsucraft:cursed_spirit_grade_16), a whole mod (jujutsucraft) or a wildcard (jujutsucraft:*). Add your addon namespaces too — JJSK is jujutsucrafts, JJPR is jjkprisonrealmmodrework.

Only spawns the world creates on its own are blocked — natural, spawner, chunk generation and patrol. Spawn eggs, /summon, mob summoning (so Geto's re-summoned curses still work), breeding and structure/boss spawns are always allowed.

Addon Techniques

Bring techniques from other JujutsuCraft addons into the roll, without a hard dependency on any of them. Everything is wired by reflection: if an addon isn't installed, the technique still exists as a name (so nothing breaks) and its AI simply does nothing.

customTechniques — register extra AI types backed by an addon's AI procedure. One rule per line:

ranta=net.mcreator.jujutsucrafts.procedures.AIChosoProcedure=46 — movement/combat AI and the technique (PlayerCurseTechnique=46), so the mob can actually cast it.

someone=net.mcreator.jujutsualm.procedures.AISomeoneProcedure — AI only, no technique id.

Meant for advanced users — or for addon developers, who can pre-fill this and ship it so the integration works out of the box for their players.

jjskAutoTechniques — when JJSK is installed, automatically add 5 characters, no setup needed: Dabura, Itadori Modulo (both castable), Gakuganji (spawns with his guitar, which his AI needs), Kaori Kenjaku and Tsurugi Okkotsu, each with its own difficulty tier. Default true.

Compatibility with difficulty and leveling mods
Cursed Mobs doesn't fight other difficulty systems for control — it reads them. Everything is read through reflection, NBT and attributes, so there is no hard dependency: each integration simply does nothing when the mod isn't installed.

Majrusz's Progressive Difficulty — Expert and Master game stages add score.
L2 Hostility — the player's hostility level adds score, with a configurable factor and cap.
Mob leveling mods (AutoLeveling, RPG Mob Leveling System, Ascendant Mobs, L2 Hostility) — a mob that spawns with a level gets that level added to the score used for its own roll. Higher-level mobs are more likely to be cursed, and with stronger techniques. The roll is delayed by one tick so the leveling mod can go first.

Commands
/cursedmobs set curses a mob on demand. applyOnCommand decides whether it grants the health bonus too.

Configuration
Every option above lives in cursedmobs-server.toml, and every one of them — the tier lists, the AI pool, the advancement boosts — can be edited from inside Minecraft with Configured. No file editing required. Adding a mod to the exclusion list is Add…, type the mod's namespace, Apply.
It's a server config, so it's stored per world and changes apply when you rejoin. If you reopen the config screen before rejoining, it will still show the old values — nothing was lost, the world just hasn't reloaded the file yet. Rejoin and everything you added is there.

Bug reports and feature requests are welcome in the comments.

The Jujutsu craft Cursed Mobs Team

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