[Mod] Mobs Ghost Redo [0.7.0] [mobs_ghost_redo]

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Hamlet
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[Mod] Mobs Ghost Redo [0.7.0] [mobs_ghost_redo]

by Hamlet » Tue Apr 03, 2018 21:01

Image
Adds ghosts.

NOTE: This is Blockmen's CME Ghost mob ported to Mobs Redo, and tweaked.

Version: 0.7.0
Source code's license: EUPL v1.2 or later.
Media (Textures, Models, Sounds) license: CC-BY-SA 4.0 International.

Dependencies: default, bones (found in Minetest Game), mobs (Mobs redo)
Supported: mobs_humans, mobs_others, moreores

Advanced control: Settings -> All Settings -> Mods -> mobs_ghost_redo


Downloads
Archives: .zip .tar.gz
Source code: GitHub


Installation

Unzip the archive, rename the folder to mobs_ghost_redo 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/worlds/world_name/worldmods/

For further information or help see:
http://wiki.minetest.net/wiki/Installing_Mods
Attachments
mobs_ghost.png
(141.25 KiB) Not downloaded yet
Last edited by Hamlet on Fri Nov 08, 2019 14:09, edited 14 times in total.
 

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Re: [Mod] Mobs Ghost [0.1.0] [mobs_ghost]

by twoelk » Wed Apr 04, 2018 18:39

what is the difference to TenPlus1's version at https://forum.minetest.net/viewtopic.php?f=11&t=9917&start=275#p177456 ?

also please point to the official wiki entry at https://wiki.minetest.net/Help:Installing_Mods

note it is minetest.net in contrast to the outdated wiki at minetest.com.

anyways, added your mod to the list in the wiki (https://wiki.minetest.net/Mods:Mobs)
 

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Re: [Mod] Mobs Ghost [0.1.0] [mobs_ghost]

by Hamlet » Wed Apr 04, 2018 18:57

twoelk wrote:what is the difference to TenPlus1's version at https://forum.minetest.net/viewtopic.php?f=11&t=9917&start=275#p177456 ?

also please point to the official wiki entry at https://wiki.minetest.net/Help:Installing_Mods

note it is minetest.net in contrast to the outdated wiki at minetest.com.

anyways, added your mod to the list in the wiki (https://wiki.minetest.net/Mods:Mobs)


I didn't noticed that, I've deleted my version.
 

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Re: deleted

by twoelk » Wed Apr 04, 2018 18:59

argh!

why?

now I need to edit the wiki again :-(
 

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Re: [Mod] Mobs Ghost Redo [0.2.0] [mobs_ghost_redo]

by Hamlet » Thu Jun 07, 2018 12:16

Released v0.2.0

Sorry for the abrupt removal but I dislike making clones. :)
It differs from TenPlus1's version for these reasons:
- It only spawns from bones.
- It can't be damaged if bare-handed or by using any (default) weapon/tool which isn't at least made of iron.
- It choses between two meshes, having different animations; one makes the mob faint on death, the other doesn't.
 

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Re: [Mod] Mobs Ghost Redo [0.2.0] [mobs_ghost_redo]

by TenPlus1 » Thu Jun 07, 2018 17:51

Hamlet: Definitely add your ghost mod :) it's better than the quick version I uploaded ages ago :P
 

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Re: [Mod] Mobs Ghost Redo [0.3.0] [mobs_ghost_redo]

by Hamlet » Mon Jun 11, 2018 15:28

Released v0.3.0
- increased HP (min20, max30), reach(4), damage(4), etc.
- reduced walk chance (former: 50, actual: 25)
- now it can pass through any node/object
 

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Re: [Mod] Mobs Ghost Redo [0.3.0] [mobs_ghost_redo]

by Hamlet » Mon Jun 11, 2018 18:00

texmex wrote:What kills it? I figure swords shouldn’t work on ghosts…


Swords and tools made of iron or better; accordingly to ancient Romans' folklore to cast away a ghost you have to point a blade to it.

It must be noted that I've just made it immune to bare hands, default wooden and stone made weapons and tools, thus probably it can be damaged by non-default weapons.
 

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Re: [Mod] Mobs Ghost Redo [0.3.0] [mobs_ghost_redo]

by Stix » Mon Jun 11, 2018 18:46

Hamlet wrote:
texmex wrote:What kills it? I figure swords shouldn’t work on ghosts…


Swords and tools made of iron or better; accordingly to ancient Romans' folklore to cast away a ghost you have to point a blade to it.

It must be noted that I've just made it immune to bare hands, default wooden and stone made weapons and tools, thus probably it can be damaged by non-default weapons.

Just fiddle with the fleshy groups so that you need a weapon of certain damage or higher to hurt it.
BTW love the mod.
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

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Re: [Mod] Mobs Ghost Redo [0.3.0] [mobs_ghost_redo]

by Hamlet » Tue Jun 12, 2018 18:22

Stix wrote:Just fiddle with the fleshy groups so that you need a weapon of certain damage or higher to hurt it.
BTW love the mod.


Thanks!
Yeah I was thinking about something like that, but I'm not sure that the API allows it; probably I'll achieve that making it immune to everything, save the default iron (or better) weapons and tools.
 

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Re: [Mod] Mobs Ghost Redo [0.3.0] [mobs_ghost_redo]

by Lord_Vlad » Wed Jun 13, 2018 17:54

It would be great if the silver ore from moreores (very well known I think) had a domage bonus against it.
 

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Re: [Mod] Mobs Ghost Redo [0.3.0] [mobs_ghost_redo]

by Hamlet » Wed Jun 13, 2018 19:24

Lord_Vlad wrote:It would be great if the silver ore from moreores (very well known I think) had a domage bonus against it.


This is a nice and lore-friendly idea, I've added it; a diamond sword deals 8hp, a silver sword 12.
I've worked some more on this mod, and I'm quite happy with it; the next version will be released in the next hours, it should be the final.

By the way, I am aware of the warning raised by Irrlicht when loading one of the two meshes - which seems to have a texture setting hardcoded - but since it doesn't cause troubles I'll ignore it. Even if it bugs me.
 

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Re: [Mod] Mobs Ghost Redo [0.5.0] [mobs_ghost_redo]

by Hamlet » Wed Jul 18, 2018 11:46

Released v0.5.0

- spawn on mobs_humans:human_bones
- damage from moreores:sword_mithril
 

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Re: [Mod] Mobs Ghost Redo [0.5.0] [mobs_ghost_redo]

by cHyper » Wed Jul 18, 2018 16:49

mobs_ghost_redo_egg_ghost.png is not shown in inventory (creative mode), by now you can only see a green block !!!
 

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Re: [Mod] Mobs Ghost Redo [0.5.0] [mobs_ghost_redo]

by Hamlet » Wed Jul 18, 2018 17:54

cHyper wrote:mobs_ghost_redo_egg_ghost.png is not shown in inventory (creative mode), by now you can only see a green block !!!


Fixed, thank you for reporting.
 

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Re: [Mod] Mobs Ghost Redo [0.6.0] [mobs_ghost_redo]

by Hamlet » Thu Oct 17, 2019 09:44

Released v0.6.0

Added:
- Support for translations.
- Option to toggle ghosts' spawning from bones only or from other nodes.

Changed:
- License changed to EUPL v1.2.
- mod.conf set to follow MT v5.x specifics.
- Textures have been optimized (with optipng).

Removed:
- Support for MT v0.4.x
 

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Re: [Mod] Mobs Ghost Redo [0.6.0] [mobs_ghost_redo]

by ThorfinnS » Wed Oct 30, 2019 00:55

IMO, way too tough for as early as you encounter it, particularly in a multi-player server. Single player who knows what he's doing, maybe. Multiplayer, there's maybe one player who has any idea what's afoot, and often he's flat-footed.

I don't know what you do, though. Maybe it's something about multidimensions or realms or whatever, so you don't encounter them about the time you are trying to figure out how to build a wooden pickaxe. But in the kind of server with which I'm familiar, I don't know how to make it anything other than an FU. Players quitting in frustration, never to play again.
 

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Re: [Mod] Mobs Ghost Redo [0.6.0] [mobs_ghost_redo]

by Hamlet » Wed Oct 30, 2019 18:17

ThorfinnS wrote:IMO, way too tough for as early as you encounter it, particularly in a multi-player server. [...] Players quitting in frustration, never to play again.


Thanks for your feedback, I will change it to allow the end user to choose:
default - 20 hp, can be damaged by anything like any other mob
hard - 20/30 hp, can be damaged only by swords (save wooden) - i.e. the way it is now
 

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Re: [Mod] Mobs Ghost Redo [0.7.0] [mobs_ghost_redo]

by Hamlet » Thu Oct 31, 2019 12:59

Released v0.7.0

Added:
- Option to choose if ghosts can be hurt only by metal or crystal swords (false by default).
- Drop gold lump, min 1, max 5, chance 1 on 100.

Modified:
- Default hit points range from 10 to 20, in harder mode from 20 to 30.
- By default no longer immune to anything but swords, save in harder mode.
 


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