[Abandoned] [Mod] Mobs Balrog [0.4.0] [mobs_balrog]
- Hamlet
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[Abandoned] [Mod] Mobs Balrog [0.4.0] [mobs_balrog]
Adds balrogs.
Note: I haven't created this mob, I've just taken it from the Lord of The Rings game and reworked it a bit.
Source code's license: LGPLv2.1
Media (textures, sounds, models)'s license: CC BY-SA v3.0 and LGPLv2.1
Dependencies: default, tnt (found in Minetest Game), mobs (Mobs Redo)
Custom configuration: Settings/Advanced Settings/Mods/mobs_balrog
Downloads:
Archives: .zip .tar.gz
Source code: Codeberg
Installation
Unzip the archive, rename the folder to mobs_balrog and place it in
../minetest/mods/
GNU+Linux: If you use a system-wide installation place it in
~/.minetest/mods/
If you only want this to be used in a single world, place the folder in
../minetest/world_name/worldmods/
For further information or help see:
http://wiki.minetest.net/wiki/Installing_Mods
- Attachments
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- balrog.png (225.73 KiB) Viewed 2215 times
Last edited by Hamlet on Fri Oct 02, 2020 17:07, edited 19 times in total.
My repositories: Codeberg.org | My ContentDB's page
- azekill_DIABLO
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]
You shall not pass!
that surprising no one saw it. will probably add it to voxellar, i need a nether boss.
#voxellar
that surprising no one saw it. will probably add it to voxellar, i need a nether boss.
#voxellar
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
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- ManElevation
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]
he looks like a nice guy :P
My Public Mods! Discord: Rottweiler Games#3368
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]
No way! He killed Gandalf!!ManElevation wrote:he looks like a nice guy :P
I didn't know this was even IN LOTT! and I've played LOTT before. Maybe it's something new....
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]
No, actually, Gandalf killed him... or did you not read the Two Towers?
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]
I haven't read TTT yet, but in the movie, they killed each other.v-rob wrote:No, actually, Gandalf killed him... or did you not read the Two Towers?
- azekill_DIABLO
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]
but gandalf survives and beats him to become gandalf the white, thank me for spoilers.
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- v-rob
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]
It isn't nice to tell spoilers, but...azekill_DIABLO wrote:but gandalf survives and beats him to become gandalf the white, thank me for spoilers.
Spoiler
If you're reading this, BBmine, then you have really weak willpower.
(Or you just don't care :P )
(Or you just don't care :P )
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]
I read it, but seriously, this is getting offtopic. Remember the topic name! [Mod] Mobs Balrog [0.1.0] [mobs_balrog]v-rob wrote:It isn't nice to tell spoilers, but...azekill_DIABLO wrote:but gandalf survives and beats him to become gandalf the white, thank me for spoilers.
Spoiler
If you're reading this, BBmine, then you have really weak willpower.
(Or you just don't care :P )
- Hamlet
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]
Release v0.2.0
- Mob's stats tweaked to more realistic values
- On-die effect changed to a burst of flames (shamelessly ripped off from tnt's init.lua)
To sum up:
Spawn chance: 1 in half a million (twice the chance of being struck by a lightning in real life)
Lowered stats: HP range to a min of 200 to a max of 600; if you are alone then you are dead, if you are in a party you might defeat it. Maybe. It's a deity after all.
- Mob's stats tweaked to more realistic values
- On-die effect changed to a burst of flames (shamelessly ripped off from tnt's init.lua)
To sum up:
Spawn chance: 1 in half a million (twice the chance of being struck by a lightning in real life)
Lowered stats: HP range to a min of 200 to a max of 600; if you are alone then you are dead, if you are in a party you might defeat it. Maybe. It's a deity after all.
My repositories: Codeberg.org | My ContentDB's page
- azekill_DIABLO
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]
"1 in half a million"
They I imagine that if I download this mod, 5 will spawn in my house, with my overall luck.
They I imagine that if I download this mod, 5 will spawn in my house, with my overall luck.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
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- Hamlet
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]
LOL, well, in that case I think you need an "exorcist" mod.azekill_DIABLO wrote:"1 in half a million"
They I imagine that if I download this mod, 5 will spawn in my house, with my overall luck.
My repositories: Codeberg.org | My ContentDB's page
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]
Sure xD
Do you plan to add a gandalf?
Do you plan to add a gandalf?
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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- Hamlet
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]
:))) no: the balrog is meant to be the ultimate evil creature in my subgame, this is why I've taken it from Lord of The Test.azekill_DIABLO wrote:Do you plan to add a gandalf?
Speaking of a Gandalf mob, I wouldn't be surprised if they already have one in their subgame.
My repositories: Codeberg.org | My ContentDB's page
- azekill_DIABLO
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]
They need a saruman too and some Soron!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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- Hamlet
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Re: [Mod] Mobs Balrog [0.3.2] [mobs_balrog]
Released v0.3.2
- Balrog entity redefined from scratch.
- Now customizable through Settings/Advanced Settings/Mods/mobs_balrog
- Balrog entity redefined from scratch.
- Now customizable through Settings/Advanced Settings/Mods/mobs_balrog
- Attachments
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- balrog_slayer.png (468.27 KiB) Viewed 2215 times
My repositories: Codeberg.org | My ContentDB's page
- azekill_DIABLO
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Re: [Mod] Mobs Balrog [0.3.3] [mobs_balrog]
Poor hero.
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
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- Hamlet
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Re: [Mod] Mobs Balrog [0.3.4] [mobs_balrog]
Released v0.3.4
- fixed the knock_back bug
- increased the jump height to 16 nodes (was 4)
- moved constant values into entity's definition/spawner function
- README.txt -> README.md
- fixed the knock_back bug
- increased the jump height to 16 nodes (was 4)
- moved constant values into entity's definition/spawner function
- README.txt -> README.md
My repositories: Codeberg.org | My ContentDB's page
- Hamlet
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Re: [Mod] Mobs Balrog [0.3.5] [mobs_balrog]
Released v0.3.5
- fixed deprecated lua api calls
- minor code improvements
- removed balrog_model.b3d (identical to mobs_balrog.b3d)
- fixed deprecated lua api calls
- minor code improvements
- removed balrog_model.b3d (identical to mobs_balrog.b3d)
My repositories: Codeberg.org | My ContentDB's page
- Hamlet
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Re: [Mod] Mobs Balrog [0.4.0] [mobs_balrog]
Released v0.4.0
Added:
- Support for localization.
Changed:
- mod.conf to follow MT v5.x specifics.
- Textures have been optimized (with optipng).
Removed:
- Support for MT v4.x
Added:
- Support for localization.
Changed:
- mod.conf to follow MT v5.x specifics.
- Textures have been optimized (with optipng).
Removed:
- Support for MT v4.x
My repositories: Codeberg.org | My ContentDB's page
Re: [Mod] Mobs Balrog [0.4.0] [mobs_balrog]
Thank you, I was looking after this Mod.
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Re: [Abandoned] [Mod] Mobs Balrog [0.4.0] [mobs_balrog]
i get back this for minetest 0.4 and 5.2 cos those servers are more full of players.. rather than the 5.plus crap
also fixed some bugs happened due missing checks
https://t.me/s/venenux_games/31 also you can post there for upgrades and issues
also fixed some bugs happened due missing checks
https://t.me/s/venenux_games/31 also you can post there for upgrades and issues
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