[Mod] Mobs Ghost Redo [0.4.0] [mobs_ghost_redo]

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Hamlet
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[Mod] Mobs Ghost Redo [0.4.0] [mobs_ghost_redo]

by Hamlet » Tue Apr 03, 2018 21:01

Image
Adds a ghost mob.

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

Version: 0.4.0
Source code's license: GPL v3.0
Media (Textures, Models, Sounds) license: CC-BY-SA 4.0 International.

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

Advanced control: Settings>Advanced Settings>Mods>mobs_ghost_redo


Downloads

Archives: .zip .tar.gz
Source code: https://gitlab.com/h4mlet/mobs_ghost_redo


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 Thu Jun 14, 2018 18:56, edited 6 times in total.
 

twoelk
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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note it is minetest.net in contrast to the outdated wiki at minetest.com.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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Hamlet
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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note it is minetest.net in contrast to the outdated wiki at minetest.com.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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Hamlet
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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 texmex » Thu Jun 07, 2018 13:15

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 » 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 [0.2.0] [mobs_ghost_redo]

by StarNinjas » Thu Jun 07, 2018 21:23

Cool mod soon someone should just redo cme.
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Hamlet
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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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texmex
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Hamlet
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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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texmex
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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.
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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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