Organize mods into modpacks for better overview
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156
mods/ENTITIES/mobs_mc/skeleton.lua
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156
mods/ENTITIES/mobs_mc/skeleton.lua
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--MCmobs v0.2
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--maikerumine
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--made for MC like Survival game
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--License for code WTFPL and otherwise stated in readmes
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--dofile(minetest.get_modpath("mobs").."/api.lua")
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mobs:register_mob("mobs_mc:skeleton", {
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type = "monster",
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hp_min = 30,
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hp_max = 30,
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
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pathfinding = true,
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group_attack = true,
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visual = "mesh",
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mesh = "mobs_skeleton.x",
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textures = {
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{"mobs_skeleton.png"}
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},
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makes_footstep_sound = true,
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sounds = {
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random = "skeleton1",
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death = "skeletondeath",
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damage = "skeletonhurt1",
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},
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walk_velocity = 1.2,
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run_velocity = 2.4,
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damage = 1,
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armor = 200,
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drops = {
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{name = "mcl_throwing:arrow",
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chance = 1,
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min = 0,
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max = 2,},
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{name = "mcl_mobitems:bone",
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chance = 1,
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min = 0,
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max = 2,},
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},
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animation = {
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speed_normal = 30,
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speed_run = 60,
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stand_start = 0,
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stand_end = 23,
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walk_start = 24,
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walk_end = 49,
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run_start = 24,
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run_end = 49,
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hurt_start = 85,
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hurt_end = 115,
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death_start = 117,
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death_end = 145,
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shoot_start = 50,
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shoot_end = 82,
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},
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drawtype = "front",
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water_damage = 1,
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lava_damage = 5,
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light_damage = 1,
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view_range = 16,
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attack_type = "dogshoot",
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arrow = "mcl_throwing:arrow_entity",
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shoot_interval = 2.5,
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shoot_offset = 1,
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--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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--'dogshoot_count_max' number of seconds before switching above modes.
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dogshoot_switch = 1,
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dogshoot_count_max =3,
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})
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mobs:register_spawn("mobs_mc:skeleton", {"group:crumbly", "group:cracky", "group:choppy", "group:snappy"}, 7, -1, 5000, 4, 31000)
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mobs:register_mob("mobs_mc:skeleton2", {
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type = "monster",
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hp_max = 60,
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collisionbox = {-0.4, -0.01, -0.4, 0.4, 1.9, 0.4},
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pathfinding = true,
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group_attack = true,
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visual = "mesh",
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mesh = "mobs_skeleton.x",
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textures = {
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{"mobs_skeleton2.png"}
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},
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makes_footstep_sound = true,
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sounds = {
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random = "skeleton1",
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death = "skeletondeath",
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damage = "skeletonhurt1",
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},
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walk_velocity = 1.2,
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run_velocity = 2.4,
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damage = 3,
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armor = 200,
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drops = {
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{name = "mcl_core:coal_lump",
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chance = 1,
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min = 0,
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max = 1,},
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{name = "mcl_mobitems:bone",
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chance = 1,
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min = 0,
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max = 2,},
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{name = "mcl_heads:wither_skeleton",
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chance = 40,
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min = 1,
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max = 1,},
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},
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animation = {
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speed_normal = 30,
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speed_run = 60,
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stand_start = 0,
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stand_end = 23,
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walk_start = 24,
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walk_end = 49,
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run_start = 24,
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run_end = 49,
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hurt_start = 85,
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hurt_end = 115,
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death_start = 117,
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death_end = 145,
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shoot_start = 50,
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shoot_end = 82,
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},
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drawtype = "front",
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water_damage = 1,
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lava_damage = 0,
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light_damage = 0,
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view_range = 16,
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attack_type = "dogshoot",
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arrow = "mcl_throwing:arrow_entity",
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shoot_interval = 0.5,
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shoot_offset = 1,
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--'dogshoot_switch' allows switching between shoot and dogfight modes inside dogshoot using timer (1 = shoot, 2 = dogfight)
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--'dogshoot_count_max' number of seconds before switching above modes.
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dogshoot_switch = 1,
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dogshoot_count_max =6,
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})
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mobs:register_spawn("mobs_mc:skeleton2", {"group:crumbly", "group:cracky", "group:choppy", "group:snappy"}, 7, -1, 5000, 4, -3000)
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local arrows = {
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{"mcl_throwing:arrow", "mcl_throwing:arrow_entity" },
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}
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-- compatibility
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mobs:alias_mob("mobs:skeleton", "mobs_mc:skeleton")
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-- spawn eggs
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mobs:register_egg("mobs_mc:skeleton", "Spawn Skeleton", "spawn_egg_skeleton.png")
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mobs:register_egg("mobs_mc:skeleton2", "Spawn Wither Skeleton", "spawn_egg_wither_skeleton.png")
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if minetest.setting_get("log_mods") then
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minetest.log("action", "MC Skeleton loaded")
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end
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