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	Add Slimes mobs
- Lava Slimes spawn in Lava sources - Green Slimes spawn in Acid sources - Big Slimes splits into Medium Slimes who splits in small Slimes
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		@@ -1 +1,2 @@
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default
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mesecons_materials?
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@@ -22,10 +22,26 @@ dofile(minetest.get_modpath("mobs").."/sandmonster.lua") -- PilzAdam
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dofile(minetest.get_modpath("mobs").."/stonemonster.lua") -- PilzAdam
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dofile(minetest.get_modpath("mobs").."/treemonster.lua") -- PilzAdam
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dofile(minetest.get_modpath("mobs").."/wolf.lua") -- PilzAdam
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dofile(minetest.get_modpath("mobs").."/lava_flan.lua") -- Zeg9
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--dofile(minetest.get_modpath("mobs").."/lava_flan.lua") -- Zeg9 --Remplaced by Lava Slime
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dofile(minetest.get_modpath("mobs").."/mese_monster.lua") -- Zeg9
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dofile(minetest.get_modpath("mobs").."/spider.lua") -- AspireMint
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-- Migration to Mobs Redo API by TenPlus1
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-- load mod files
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dofile(minetest.get_modpath("slimes").."/greenslimes.lua") -- davedevils/TomasJLuis/TenPlus1
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dofile(minetest.get_modpath("slimes").."/lavaslimes.lua") -- davedevils/TomasJLuis/TenPlus1
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-- cannot find mesecons?, craft glue instead
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if not minetest.get_modpath("mesecons_materials") then
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	minetest.register_craftitem(":mesecons_materials:glue", {
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		image = "jeija_glue.png",
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		description = "Glue",
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	})
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end
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if minetest.setting_get("log_mods") then minetest.log("action", "Slimes loaded") end
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-- NPC
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dofile(minetest.get_modpath("mobs").."/npc.lua") -- TenPlus1
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@@ -33,7 +33,7 @@ mobs:register_mob("mobs:lava_flan", {
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	jump = true,
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	-- step = 2, (c'était pas mal, voir comment faire pour le remettre comme ça ?) 
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	view_range = 16,
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	floats = 0,
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	floats = 1,
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	-- chance of dropping lava orb when dead
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	drops = {
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		{name = "mobs:lava_orb",
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@@ -51,6 +51,7 @@ mobs:register_mob("mobs:lava_flan", {
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		run_start = 20,			run_end = 28,
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		punch_start = 20,		punch_end = 28,
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	},
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	-- do things when die
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	on_die = function(self, pos)
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		minetest.set_node(pos, {name="fire:basic_flame"})
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	end,
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@@ -46,7 +46,7 @@ mobs:register_mob("mobs:stone_monster", {
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	},
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	-- damaged by
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	water_damage = 0,
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	lava_damage = 0,
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	lava_damage = 0
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	light_damage = 0,
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	-- model animation
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	animation = {
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