zombie_infection_mod-1.6.0.jar
Curse Maven Snippet
What's new
默认关掉反伤
村民僵尸
新增带职业的僵尸村民会定期强化周围的僵尸(默认以自身为中心 16 格,每 5 秒扫描一次,30% 概率触发,触发后冷却 10 秒):
图书管理员:给附近僵尸的武器、盾牌或盔甲附魔(默认每次随机 1~3 个附魔,默认不添加宝藏/诅咒类附魔,采用「合并补缺」方式)。
武器匠:给附近僵尸配发随机主手武器(剑、斧、弓、弩、三叉戟等,默认包含远程武器,默认不替换已有武器,默认不附带工具)。
盔甲匠:给附近僵尸穿上随机盔甲(默认包含皮革到下界合金各材质,部位默认全开放)。
傻子:会不断给半径 8 格内的「非友方生物」叠加削弱效果(降低生命上限、攻击力、移动速度等)。离开范围后这些削弱会逐渐消退。
牧师:定期给半径 12 格内的僵尸同伴施加随机正面状态效果(如速度、力量、抗性提升、生命恢复等),让僵尸变得较难对付。
(以上都有可配置项)
僵尸可以使用弩,三叉戟,打火石,火把(点燃)来攻击,也可以使用末影珍珠来接近敌人。
优化感染效果兼容性,避免对第三方模组生物施加时发生崩溃。
僵尸配置项
新增僵尸击杀生物后获得生命值与攻击力的上限配置项。达到上限后,后续击杀不再获得属性提升;默认无上限。
新增僵尸不攻击名单配置项。在名单中填写生物 ID 后,僵尸不会将这些生物列为攻击目标。
生命恢复与死亡继承
调整僵尸击杀生物后的生命恢复方式:不再回满自身生命值,改为按被击杀生物最大生命值的 50% 进行恢复;新增对应配置项。
修改死亡继承机制:一只僵尸死亡后,改为按自身最大生命值为周围其中一只僵尸恢复生命值,而不再回满生命值。
僵尸机制继承条件更改(取消强制继承)
移除原有的,是有僵尸id就继承
新增一个可配置列表(支持填入生物ID或模组ID):
填入单个生物ID:仅该特定生物获得本模组的全套僵尸机制(如攻击附带感染效果)。
填入模组ID:该模组下所有生物将统一获得本模组的僵尸机制。
状态效果转移
机制优化:僵尸被施加状态时,若检测到其身上还存在黑名单效果及其他负面效果,这些效果也会一并转移。
僵尸可继承体型(有限制),优化配置项排列,削弱僵尸投掷三叉戟的速度
僵尸马可以攻击,并且击杀生物时获得攻击力与生命上限加成。
修复僵尸在水中被转化时修为尽失的bug(属性不继承)
修复当僵尸马被骑乘时移动速度还是闲逛速度的问题
单向联动模组:
莱特兰·恶意
僵尸会继承、掠夺、禁用和转移「词条」能力。
当带有词条的生物死亡时被转化成的僵尸会继承词条
僵尸被带词条生物击杀时,会随机禁用生物的一个词条 20 秒
当无感染能力的僵尸击杀带有词条的生物时会随机掠夺生物的一个词条(可配置)
(有感染能力的僵尸不会掠夺词条)
当僵尸带有词条时死亡会转移给附近的僵尸(可配置)
无尽贪婪:重生
僵尸可以使用无尽贪婪:重生的少部分物品,会用的有天堂陨落长弓,海渊裂空之脊
Reflection damage is disabled by default.
New zombie villagers with professions periodically strengthen nearby zombies (default: 16 blocks centered on themselves, scan every 5 seconds, 30% chance to trigger, 10-second cooldown after triggering):
· Librarian: Enchants nearby zombies' weapons, shields, or armor (default: 1–3 random enchantments each time, no treasure/curse enchantments by default, using a "merge and fill gaps" approach).
· Weaponsmith: Issues random main-hand weapons to nearby zombies (swords, axes, bows, crossbows, tridents, etc.; ranged weapons are included by default; does not replace existing weapons by default; does not include tools by default).
· Armorer: Puts random armor on nearby zombies (default includes all materials from leather to netherite; all armor slots are enabled by default).
· Nitwit: Continuously applies stacking weakening effects to "non-friendly mobs" within an 8-block radius (reduces max health, attack damage, movement speed, etc.). These weakening effects gradually fade after leaving the range.
· Cleric: Periodically applies random positive status effects to zombie allies within a 12-block radius (such as Speed, Strength, Resistance, Regeneration, etc.), making zombies harder to deal with.
(All of the above have configurable options.)
Zombies can use crossbows, tridents, flint and steel, and torches (to ignite) to attack, and can also use ender pearls to approach enemies.
Improved infection effect compatibility to avoid crashes when applying it to third-party modded mobs.
Zombie Config Options
Added config options for the maximum health and attack damage a zombie can gain after killing creatures. Once the cap is reached, subsequent kills no longer grant stat increases; no cap by default.
Added a zombie do-not-attack list config option. After entering entity IDs into the list, zombies will not target those creatures.
Health Regeneration and Death Inheritance
Adjusted the health regeneration method after a zombie kills a creature: it no longer fully restores its own health, but instead restores health equal to 50% of the killed creature's max health; added a corresponding config option.
Changed the death inheritance mechanic: when a zombie dies, it now restores health to one nearby zombie based on its own max health, instead of fully restoring health.
Changed Zombie Mechanic Inheritance Conditions (Forced Inheritance Removed)
Removed the original behavior where merely having a zombie ID granted inheritance.
Added a configurable list (supports entity IDs or mod IDs):
· Enter a single entity ID: only that specific creature gains the full set of this mod's zombie mechanics (such as attacks applying infection effects).
· Enter a mod ID: all creatures under that mod will uniformly gain this mod's zombie mechanics.
Status Effect Transfer
Mechanic optimization: When a status effect is applied to a zombie, if blacklisted effects and other negative effects are also detected on it, those effects will be transferred as well.
Zombies can inherit body size (with restrictions), optimized config option ordering, and reduced the speed at which zombies throw tridents.
Zombie horses can attack, and gain attack damage and max health bonuses when killing creatures.
Fixed the bug where a zombie lost all accumulated stat gains when converted in water (attributes were not inherited).
Fixed the issue where a ridden zombie horse still used wandering speed.
One-way Integration Mods:
Laitelan: Malice
Zombies can inherit, plunder, disable, and transfer "affix" abilities.
· When a creature with affixes dies and is converted into a zombie, the resulting zombie inherits the affixes.
· When a zombie is killed by a creature with affixes, it randomly disables one of the creature's affixes for 20 seconds.
· When a zombie without infection ability kills a creature with affixes, it randomly plunders one of the creature's affixes (configurable).
· (Zombies with infection ability will not plunder affixes.)
· When a zombie with affixes dies, the affixes are transferred to nearby zombies (configurable).
Avaritia: Reborn
Zombies can use a small number of items from Avaritia: Reborn. The ones they can use include the Heaven's Fall Longbow and the Abyssal Rift Halberd.
This mod has no additional files

