[Mod] Mobs Balrog [0.3.4] [mobs_balrog]

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Hamlet
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[Mod] Mobs Balrog [0.3.4] [mobs_balrog]

by Hamlet » Tue Sep 12, 2017 22:46

Image
Adds a balrog mob.

Note: I haven't created this mob, I've just taken it from the Lord of The Rings game and reworked it a bit.

Version: 0.3.4
Source code's license: LGPLv2.1
Media (textures, sounds, models)'s license: CC-BY-SA 3.0 Unported and LGPLv2.1

Dependencies: default, tnt (found in Minetest Game), mobs (Mobs Redo)
Custom configuration: Settings/Advanced Settings/Mods/mobs_balrog

Archives: .zip .tar.gz
Source code: https://notabug.org/Hamlet/mobs_balrog

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
balrog.png
(225.73 KiB) Not downloaded yet
Last edited by Hamlet on Tue Jul 10, 2018 19:11, edited 11 times in total.
 

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

by azekill_DIABLO » Wed Oct 11, 2017 18:23

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 BBmine » Wed Oct 11, 2017 22:06

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 » Wed Oct 11, 2017 22:18

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 » Thu Oct 12, 2017 00:31

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 » Thu Oct 12, 2017 15:48

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 » Thu Oct 12, 2017 22:48

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...

+ Here's one anyway.
 

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

by BBmine » Fri Oct 13, 2017 03:22

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...

+ Here's one anyway.

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 » Thu Mar 01, 2018 13:00

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 » Thu Mar 01, 2018 17:22

"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 » Thu Mar 01, 2018 19:48

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 » Fri Mar 02, 2018 15:14

Sure xD

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

by Hamlet » Fri Mar 02, 2018 19:58

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 azekill_DIABLO » Sat Mar 03, 2018 11:12

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

by Hamlet » Thu May 17, 2018 22:41

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 [0.3.4] [mobs_balrog]

by Hamlet » Tue Jul 10, 2018 19:12

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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