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	add Land Guards
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										127
									
								
								land_guard.lua
									
									
									
									
									
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										127
									
								
								land_guard.lua
									
									
									
									
									
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local S = mobs.intllib
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local guard_types = {
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	{	nodes = {
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			"default:snow", "default:snowblock", "default:ice",
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			"default:dirt_with_snow"
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		},
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		skins = {"mobs_land_guard6.png", "mobs_land_guard7.png", "mobs_land_guard8.png"},
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		drops = {
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			{name = "default:ice", chance = 1, min = 1, max = 4},
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			{name = "mobs:leather", chance = 2, min = 0, max = 2},
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			{name = "default:diamond", chance = 4, min = 0, max = 2},
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		},
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	},
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	{	nodes = {
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			"ethereal:dry_dirt", "default:sand", "default:desert_sand",
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			"default:dry_dirt_with_dry_grass", "default:dry_dirt"
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		},
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		skins = {"mobs_land_guard4.png", "mobs_land_guard5.png"},
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		drops = {
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			{name = "default:sandstone", chance = 1, min = 1, max = 4},
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			{name = "mobs:leather", chance = 2, min = 0, max = 2},
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			{name = "default:mese_crystal", chance = 4, min = 0, max = 2},
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		},
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	}
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}
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-- Land Guard
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mobs:register_mob("mobs_monster:land_guard", {
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	type = "monster",
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	passive = false,
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	attack_type = "dogfight",
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	group_attack = true,
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	reach = 3,
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	damage = 15,
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	hp_min = 30,
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	hp_max = 65,
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	armor = 50,
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	collisionbox = {-0.5, -1.01, -0.5, 0.5, 1.6, 0.5},
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	visual_size = {x = 1, y = 1},
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	visual = "mesh",
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	mesh = "mobs_dungeon_master.b3d",
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	textures = {
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		{"mobs_land_guard.png"},
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		{"mobs_land_guard2.png"},
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		{"mobs_land_guard3.png"}
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	},
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	makes_footstep_sound = true,
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	sounds = {
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		random = "mobs_dungeonmaster",
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	},
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	walk_velocity = 1.5,
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	run_velocity = 3.4,
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	jump = true,
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	jump_height = 2.0,
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	floats = 0,
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	view_range = 15,
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	drops = {
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		{name = "mobs:leather", chance = 2, min = 0, max = 2},
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		{name = "default:mese_crystal", chance = 3, min = 0, max = 2},
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		{name = "default:diamond", chance = 4, min = 0, max = 1},
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	},
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	water_damage = 0,
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	lava_damage = 6,
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	light_damage = 0,
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	fear_height = 8,
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	animation = {
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		stand_start = 0,
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		stand_end = 19,
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		walk_start = 20,
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		walk_end = 35,
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		punch_start = 36,
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		punch_end = 48,
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		speed_normal = 15,
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		speed_run = 20,
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	},
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	-- check surrounding nodes and spawn a specific guard
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	on_spawn = function(self)
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		local pos = self.object:get_pos() ; pos.y = pos.y - 1
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		local tmp
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		for n = 1, #guard_types do
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			tmp = guard_types[n]
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			if minetest.find_node_near(pos, 1, tmp.nodes) then
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				self.base_texture = { tmp.skins[math.random(#tmp.skins)] }
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				self.object:set_properties({textures = self.base_texture})
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				self.docile_by_day = tmp.docile
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				if tmp.drops then
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					self.drops = tmp.drops
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				end
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				return true
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			end
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		end
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		return true -- run only once, false/nil runs every activation
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	end,
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})
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if not mobs.custom_spawn_monster then
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mobs:spawn({
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	name = "mobs_monster:land_guard",
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	nodes = {
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		"default:snow", "default:ice", "default:stone",
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		"default:dry_dirt_with_dry_grass", "ethereal:dry_dirt"
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	},
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	max_light = 7,
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	chance = 25000,
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	min_height = 0,
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	active_object_count = 1,
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})
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end
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mobs:register_egg("mobs_monster:land_guard", S("Land Guard"), "default_ice.png", 1)
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