[Abandoned] [Mod] Mobs Balrog [0.4.0] [mobs_balrog]

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Hamlet
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[Abandoned] [Mod] Mobs Balrog [0.4.0] [mobs_balrog]

by Hamlet » Post

Image
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
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balrog.png
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Last edited by Hamlet on Fri Oct 02, 2020 17:07, edited 19 times in total.
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]

by azekill_DIABLO » Post

You shall not pass!

that surprising no one saw it. will probably add it to voxellar, i need a nether boss.

#voxellar
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]

by ManElevation » Post

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]

by BBmine » Post

ManElevation wrote:he looks like a nice guy :P
No way! He killed Gandalf!!

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]

by v-rob » Post

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]

by BBmine » Post

v-rob wrote:No, actually, Gandalf killed him... or did you not read the Two Towers?
I haven't read TTT yet, but in the movie, they killed each other.

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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]

by azekill_DIABLO » Post

but gandalf survives and beats him to become gandalf the white, thank me for spoilers.
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]

by v-rob » Post

azekill_DIABLO wrote:but gandalf survives and beats him to become gandalf the white, thank me for spoilers.
It isn't nice to tell spoilers, but...
Spoiler
If you're reading this, BBmine, then you have really weak willpower.

(Or you just don't care :P )
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Re: [Mod] Mobs Balrog [0.1.0] [mobs_balrog]

by BBmine » Post

v-rob wrote:
azekill_DIABLO wrote:but gandalf survives and beats him to become gandalf the white, thank me for spoilers.
It isn't nice to tell spoilers, but...
Spoiler
If you're reading this, BBmine, then you have really weak willpower.

(Or you just don't care :P )
I read it, but seriously, this is getting offtopic. Remember the topic name! [Mod] Mobs Balrog [0.1.0] [mobs_balrog]

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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]

by Hamlet » Post

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.
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]

by azekill_DIABLO » Post

"1 in half a million"

They I imagine that if I download this mod, 5 will spawn in my house, with my overall luck.
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]

by Hamlet » Post

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.
LOL, well, in that case I think you need an "exorcist" mod.
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]

by azekill_DIABLO » Post

Sure xD

Do you plan to add a gandalf?
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]

by Hamlet » Post

azekill_DIABLO wrote:Do you plan to add a gandalf?
:))) 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.
Speaking of a Gandalf mob, I wouldn't be surprised if they already have one in their subgame.
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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]

by Chem871 » Post

I don't think they do, yet.
What is SCP-055?

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Re: [Mod] Mobs Balrog [0.2.0] [mobs_balrog]

by azekill_DIABLO » Post

They need a saruman too and some Soron!
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Re: [Mod] Mobs Balrog [0.3.2] [mobs_balrog]

by Hamlet » Post

Released v0.3.2

- Balrog entity redefined from scratch.
- Now customizable through Settings/Advanced Settings/Mods/mobs_balrog

Image
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Re: [Mod] Mobs Balrog [0.3.3] [mobs_balrog]

by azekill_DIABLO » Post

Poor hero.
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Re: [Mod] Mobs Balrog [0.3.4] [mobs_balrog]

by Hamlet » Post

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
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Re: [Mod] Mobs Balrog [0.3.5] [mobs_balrog]

by Hamlet » Post

Released v0.3.5

- fixed deprecated lua api calls
- minor code improvements
- removed balrog_model.b3d (identical to mobs_balrog.b3d)
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Re: [Mod] Mobs Balrog [0.4.0] [mobs_balrog]

by Hamlet » Post

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
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Re: [Mod] Mobs Balrog [0.4.0] [mobs_balrog]

by ufa » Post

Thank you, I was looking after this Mod.

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Re: [Abandoned] [Mod] Mobs Balrog [0.4.0] [mobs_balrog]

by mcaygerhard » Post

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

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