2017-01-16 16:40:08 +00:00
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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_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 = "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 = "throwing:bow",
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chance = 11,
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min = 1,
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max = 1,},
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{name = "bonemeal: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 = "mobs: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 = "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 = "throwing:bow",
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chance = 11,
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min = 1,
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max = 1,},
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{name = "bonemeal: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 = 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 = "mobs: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 THROWING_ARROW_ENTITY={
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physical = false,
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timer=0,
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visual = "wielditem",
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visual_size = {x=0.1, y=0.1},
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textures = {"mobs:arrow_box"},
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--textures = {"esmobs:arrow.png"},
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velocity = 10,
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lastpos={},
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collisionbox = {0,0,0,0,0,0},
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}
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--ARROW CODE
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THROWING_ARROW_ENTITY.on_step = function(self, dtime)
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self.timer=self.timer+dtime
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local pos = self.object:getpos()
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local node = minetest.get_node(pos)
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minetest.add_particle({
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pos = pos,
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vel = {x=0, y=0, z=0},
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acc = {x=0, y=0, z=0},
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expirationtime = .3,
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size = 1,
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collisiondetection = false,
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vertical = false,
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texture = "arrow_particle.png",
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})
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if self.timer>0.2 then
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local objs = minetest.get_objects_inside_radius({x=pos.x,y=pos.y,z=pos.z}, 1.5)
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for k, obj in pairs(objs) do
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if obj:get_luaentity() ~= nil then
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if obj:get_luaentity().name ~= "mobs:arrow_entity" and obj:get_luaentity().name ~= "__builtin:item" then
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local damage = 3
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minetest.sound_play("damage", {pos = pos})
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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}, nil)
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self.object:remove()
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end
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else
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local damage = 3
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minetest.sound_play("damage", {pos = pos})
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obj:punch(self.object, 1.0, {
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full_punch_interval=1.0,
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damage_groups={fleshy=damage},
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}, nil)
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self.object:remove()
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end
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end
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end
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if self.lastpos.x~=nil then
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if node.name ~= "air" then
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minetest.sound_play("bowhit1", {pos = pos})
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--minetest.punch_node(pos) --this crash game when bones for mobs used
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minetest.add_item(self.lastpos, 'mobs:arrow')
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self.object:remove()
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end
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end
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self.lastpos={x=pos.x, y=pos.y, z=pos.z}
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end
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arrows = {
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2017-01-16 16:44:59 +00:00
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{"throwing:arrow", "throwing:arrow_entity" },
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2017-01-16 16:40:08 +00:00
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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", "Skeleton", "spawn_egg_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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