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

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

by Hamlet » Post

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: Codeberg


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
mobs_ghost.png (141.25 KiB) Viewed 2078 times
Last edited by Hamlet on Fri Oct 02, 2020 17:05, edited 17 times in total.
My repositories: Codeberg.org | My ContentDB's page

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

by twoelk » Post

what is the difference to TenPlus1's version at 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note it is minetest.net in contrast to the outdated wiki at minetest.com.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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Hamlet
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Re: [Mod] Mobs Ghost [0.1.0] [mobs_ghost]

by Hamlet » Post

twoelk wrote:what is the difference to TenPlus1's version at 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note it is minetest.net in contrast to the outdated wiki at minetest.com.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.
My repositories: Codeberg.org | My ContentDB's page

twoelk
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Re: deleted

by twoelk » Post

argh!

why?

now I need to edit the wiki again :-(

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

by Hamlet » Post

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.
My repositories: Codeberg.org | My ContentDB's page

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

by texmex » Post

Nice. I’ve missed the BlockMen mobs ever since the glory days of Minetest TNG.

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

by TenPlus1 » Post

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 [0.2.0] [mobs_ghost_redo]

by Hamlet » Post

Thanks! I'm glad you like it :)
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Re: [Mod] Mobs Ghost Redo [0.2.0] [mobs_ghost_redo]

by StarNinjas » Post

Cool mod soon someone should just redo cme.
Don't go to bed tonight, without knowing what would happen if you died. https://thegospelfilm.org/

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

by Hamlet » Post

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

by texmex » Post

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

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

by Hamlet » Post

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 texmex » Post

Sounds good!

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

by Stix » Post

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.

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

by Hamlet » Post

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.
My repositories: Codeberg.org | My ContentDB's page

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

by Lord_Vlad » Post

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 » Post

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 [0.4.0] [mobs_ghost_redo]

by Hamlet » Post

Released v0.4.0
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Re: [Mod] Mobs Ghost Redo [0.5.0] [mobs_ghost_redo]

by Hamlet » Post

Released v0.5.0

- spawn on mobs_humans:human_bones
- damage from moreores:sword_mithril
My repositories: Codeberg.org | My ContentDB's page

u34

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

by u34 » Post

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 » Post

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 » Post

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
My repositories: Codeberg.org | My ContentDB's page

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

by ThorfinnS » Post

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 » Post

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 » Post

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.
My repositories: Codeberg.org | My ContentDB's page

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