Make blazes glow in the dark
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@ -3087,6 +3087,7 @@ minetest.register_entity(name, {
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-- MCL2 extensions
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ignores_nametag = def.ignores_nametag or false,
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rain_damage = def.rain_damage or 0,
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glow = def.glow,
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can_despawn = can_despawn,
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on_spawn = def.on_spawn,
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@ -215,6 +215,7 @@ functions needed for the mob to work properly which contains the following:
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are in direct sunlight
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'spawn_small_alternative': name of a smaller mob to use as replacement if
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spawning fails due to space requirements
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'glow' same as in entity definition
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Node Replacement
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----------------
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@ -67,6 +67,7 @@ mobs:register_mob("mobs_mc:blaze", {
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jump_chance = 98,
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fear_height = 120,
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blood_amount = 0,
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glow = 14,
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})
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mobs:spawn_specific("mobs_mc:blaze", mobs_mc.spawn.nether_fortress, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 5000, 3, mobs_mc.spawn_height.nether_min, mobs_mc.spawn_height.nether_max)
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@ -32,7 +32,7 @@ local function do_tnt_physics(tnt_np,tntr)
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local damage = (4 / dist) * tntr
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if obj:is_player() == true then
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if mod_death_messages then
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mcl_death_messages.player_damage(obj, string.format("%s was caught in an explosion.", obj:get_player_name()))
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mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name()))
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end
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end
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obj:set_hp(obj:get_hp() - damage)
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