Make blazes glow in the dark

This commit is contained in:
Wuzzy 2019-03-08 03:40:46 +01:00
parent fed10e688e
commit f7d9aea529
4 changed files with 4 additions and 1 deletions

View file

@ -3087,6 +3087,7 @@ minetest.register_entity(name, {
-- MCL2 extensions -- MCL2 extensions
ignores_nametag = def.ignores_nametag or false, ignores_nametag = def.ignores_nametag or false,
rain_damage = def.rain_damage or 0, rain_damage = def.rain_damage or 0,
glow = def.glow,
can_despawn = can_despawn, can_despawn = can_despawn,
on_spawn = def.on_spawn, on_spawn = def.on_spawn,

View file

@ -215,6 +215,7 @@ functions needed for the mob to work properly which contains the following:
are in direct sunlight are in direct sunlight
'spawn_small_alternative': name of a smaller mob to use as replacement if 'spawn_small_alternative': name of a smaller mob to use as replacement if
spawning fails due to space requirements spawning fails due to space requirements
'glow' same as in entity definition
Node Replacement Node Replacement
---------------- ----------------

View file

@ -67,6 +67,7 @@ mobs:register_mob("mobs_mc:blaze", {
jump_chance = 98, jump_chance = 98,
fear_height = 120, fear_height = 120,
blood_amount = 0, blood_amount = 0,
glow = 14,
}) })
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) 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)

View file

@ -32,7 +32,7 @@ local function do_tnt_physics(tnt_np,tntr)
local damage = (4 / dist) * tntr local damage = (4 / dist) * tntr
if obj:is_player() == true then if obj:is_player() == true then
if mod_death_messages then if mod_death_messages then
mcl_death_messages.player_damage(obj, string.format("%s was caught in an explosion.", obj:get_player_name())) mcl_death_messages.player_damage(obj, S("@1 was caught in an explosion.", obj:get_player_name()))
end end
end end
obj:set_hp(obj:get_hp() - damage) obj:set_hp(obj:get_hp() - damage)