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Appendix
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### MOBS MIME
![Mime's screenshot](screenshot.png)
**_Adds a monster mimicking its surrounding nodes._**
**Version:** 0.1.0
**Source code's license:** [EUPL v1.2][1] or later.
**Dependencies:** default (found in [Minetest Game][3]), mobs ([Mobs Redo][4])
__Advanced options:__
Settings -> All Settings -> Mods -> mobs_mime
### Installation
Unzip the archive, rename the folder to mobs_mime and place it in
../minetest/mods/
If you only want this to be used in a single world, place it in
../minetest/worlds/WORLD_NAME/worldmods/
GNU+Linux - If you use a system-wide installation place it in
~/.minetest/mods/
For further information or help see:
https://wiki.minetest.net/Help:Installing_Mods
[1]: https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
[2]: https://creativecommons.org/licenses/by-sa/4.0/
[3]: https://github.com/minetest/minetest_game
[4]: https://forum.minetest.net/viewtopic.php?t=9917

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# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](https://semver.org/).
## [Unreleased]
## [0.1.0] - 2020-07-12
### Added
- Initial release.

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--[[
Mobs Mime - Adds a monster mimicking its surrounding nodes.
Copyright © 2020 Hamlet <hamlatcodeberg@riseup.net> and contributors.
Licensed under the EUPL, Version 1.2 or as soon they will be
approved by the European Commission subsequent versions of the
EUPL (the "Licence");
You may not use this work except in compliance with the Licence.
You may obtain a copy of the Licence at:
https:--joinup.ec.europa.eu/software/page/eupl
https:--eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
Unless required by applicable law or agreed to in writing,
software distributed under the Licence is distributed on an
"AS IS" basis,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied.
See the Licence for the specific language governing permissions
and limitations under the Licence.
--]]
--
-- Global function
--
-- Used to detect the node upon wich the mob has been spawned
mobs_mime.fn_DetectNodeUnder = function(a_t_mobile, a_f_offset)
local v_position = a_t_mobile:get_pos()
local s_nodeName = ''
if (v_position ~= nil) then
v_position.y = (v_position.y - a_f_offset)
s_nodeName = minetest.get_node(v_position).name
end
return s_nodeName
end
-- Used to fetch the texture of the aforementioned node
mobs_mime.fn_DetectTexture = function(a_s_nodename)
local t_nodeTile = {}
local t_mobTextures = {}
if (a_s_nodename ~= nil) then
t_nodeTile = minetest.registered_nodes[a_s_nodename]
if (t_nodeTile ~= nil) then
local s_nodeTileTop = ''
local s_nodeTileBottom = ''
local s_nodeTileSides = ''
s_nodeTileTop = t_nodeTile["tiles"][1]
--print("Top: " .. s_nodeTileTop)
table.insert(t_mobTextures, s_nodeTileTop)
if (t_nodeTile["tiles"][2] ~= nil) then
s_nodeTileBottom = t_nodeTile["tiles"][2]
--print("Bottom: " .. s_nodeTileBottom)
table.insert(t_mobTextures, s_nodeTileBottom)
else
table.insert(t_mobTextures, s_nodeTileTop)
table.insert(t_mobTextures, s_nodeTileTop)
table.insert(t_mobTextures, s_nodeTileTop)
table.insert(t_mobTextures, s_nodeTileTop)
table.insert(t_mobTextures, s_nodeTileTop)
end
if (t_nodeTile["tiles"][3] ~= nil) then
if (t_nodeTile["tiles"][3].name ~= nil) then
s_nodeTileSides = t_nodeTile["tiles"][3].name
--print("Sides: " .. s_nodeTileSides)
table.insert(t_mobTextures, s_nodeTileSides)
table.insert(t_mobTextures, s_nodeTileSides)
table.insert(t_mobTextures, s_nodeTileSides)
table.insert(t_mobTextures, s_nodeTileSides)
else
s_nodeTileSides = t_nodeTile["tiles"][3]
--print("Sides: " .. s_nodeTileSides)
table.insert(t_mobTextures, s_nodeTileSides)
table.insert(t_mobTextures, s_nodeTileSides)
table.insert(t_mobTextures, s_nodeTileSides)
table.insert(t_mobTextures, s_nodeTileSides)
end
end
end
end
--print(dump(t_mobTextures))
return t_mobTextures
end

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--[[
Mobs Mime - Adds a monster mimicking its surrounding nodes.
Copyright © 2020 Hamlet <hamlatcodeberg@riseup.net> and contributors.
Licensed under the EUPL, Version 1.2 or as soon they will be
approved by the European Commission subsequent versions of the
EUPL (the "Licence");
You may not use this work except in compliance with the Licence.
You may obtain a copy of the Licence at:
https:--joinup.ec.europa.eu/software/page/eupl
https:--eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
Unless required by applicable law or agreed to in writing,
software distributed under the Licence is distributed on an
"AS IS" basis,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied.
See the Licence for the specific language governing permissions
and limitations under the Licence.
--]]
--
-- Mob's character sheet
--
mobs:register_mob('mobs_mime:mime', {
--nametag = mobs_mime.l10n('Mime'),
type = 'monster',
hp_min = (minetest.PLAYER_MAX_HP_DEFAULT - 5),
hp_max = minetest.PLAYER_MAX_HP_DEFAULT, -- Same as player
armor = 100, -- Same as player
walk_velocity = 1, -- Nodes per second
run_velocity = 5, -- Nodes per second
stand_chance = mobs_mime.stopChance,
walk_chance = mobs_mime.moveChance,
jump = true, -- Required in orded to turn when there's an obstacle
jump_height = 0.01, -- Barely noticeable
stepheight = 1.1, -- It can walk onto 1 node
pushable = false, -- It can't be moved by pushing
view_range = 14, -- Active node
damage = 4, -- 1/5 of 20HP, that is 20 hearts
knock_back = true, -- It can be knocked back by hits
fear_height = 3, -- It won't fall if the height is too steep
water_damage = 0, -- Doesn't take damage from water
lava_damage = 20, -- It dies if it wals into lava
light_damage = 0, -- Doesn't take damage from light
light_damage_min = (minetest.LIGHT_MAX / 2),
light_damage_max = minetest.LIGHT_MAX, -- Sunlight
suffocation = 0, -- Doesn't drown
floats = 0, -- Doesn't swim
reach = 4, -- Same as player
docile_by_day = false, -- Attacks regardless of daytime or nighttime
attack_chance = 75, -- 75% chance it will attack
attack_monsters = false,
attack_animals = true,
attack_npcs = true,
attack_players = true,
group_attack = false, -- If a mime gets attacked, other mimes won't help
attack_type = 'dogshoot', -- If in view range, shoot glue, then melee
arrow = 'mobs_mime:glue_arrow', -- Glue shot
dogshoot_switch = 1, -- Switch to dogfight after shooting
dogshoot_count_max = 3, -- 3secs for shooting
dogshoot_count2_max = 2, -- 2secs for melee attacking
pathfinding = 1,
shoot_interval = 1.5,
shoot_offset = 1.5,
makes_footstep_sound = true, -- It may give away the mob's presence
drops = { -- Just for example
{name = 'default:gold', chance = 4, min = 1, max = 2},
{name = 'default:iron', chance = 3, min = 1, max = 3},
},
visual = 'cube',
visual_size = {x = 1, y = 1, z = 1},
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
textures = { -- Just for example
{
'default_chest_top.png', -- +Y
'default_chest_top.png', -- -Y
'default_chest_side.png', -- +X
'default_chest_side.png', -- -X
'default_chest_front.png', -- +Z
'default_chest_side.png' -- -Z
}
},
on_die = function(self, pos)
end,
on_rightclick = function(name, entity_definition)
end,
on_spawn = function(self)
--local s_position = self.object:get_pos()
--s_position = minetest.pos_to_string(s_position, 2)
--print("Mime spawned at: " .. s_position)
math.randomseed(os.time())
local i_dice = math.random(mobs_mime.chestChance);
if (i_dice ~= 1) then
minetest.after(5.0, mobs_mime.pr_SetTexture, self.object)
end
end,
do_custom = function(self)
-- Used to keep the mob aligned
mobs_mime.pr_SetYaw(self, 0.0)
end
})

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--[[
Mobs Mime - Adds a monster mimicking its surrounding nodes.
Copyright © 2020 Hamlet <hamlatcodeberg@riseup.net> and contributors.
Licensed under the EUPL, Version 1.2 or as soon they will be
approved by the European Commission subsequent versions of the
EUPL (the "Licence");
You may not use this work except in compliance with the Licence.
You may obtain a copy of the Licence at:
https:--joinup.ec.europa.eu/software/page/eupl
https:--eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
Unless required by applicable law or agreed to in writing,
software distributed under the Licence is distributed on an
"AS IS" basis,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied.
See the Licence for the specific language governing permissions
and limitations under the Licence.
--]]
--
-- Mime's sticky node
--
-- Source
minetest.register_node('mobs_mime:glue', {
description = mobs_mime.l10n('Mime glue'),
groups = {liquid = 1, falling_node = 1},
drawtype = 'liquid',
tiles = {
{
name = 'default_water_source_animated.png',
backface_culling = false,
animation = {
type = 'vertical_frames',
aspect_w = 16,
aspect_h = 16,
length = 3.0,
},
},
{
name = 'default_water_source_animated.png',
backface_culling = true,
animation = {
type = 'vertical_frames',
aspect_w = 16,
aspect_h = 16,
length = 3.0,
},
},
},
alpha = 191,
color = '#ff0000',
post_effect_color = {a=191, r=60, g=40, b=80},
paramtype = 'light',
is_ground_content = false,
walkable = false,
pointable = false,
buildable_to = true,
liquidtype = 'source',
liquid_alternative_flowing = 'mobs_mime:glue_flowing',
drowning = 1,
liquid_viscosity = 7,
liquid_renewable = false,
on_construct = function(pos)
minetest.get_node_timer(pos):start(mobs_mime.glueNodeTimeout)
end,
on_timer = function(pos, elapsed)
minetest.set_node(pos, {name = 'air'})
return true
end
})
-- Flowing glue
minetest.register_node('mobs_mime:glue_flowing', {
description = mobs_mime.l10n('Mime glue flowing'),
groups = {liquid = 1, falling_node = 1},
drawtype = 'flowingliquid',
tiles = {'default_water_source_animated.png'},
special_tiles = {
{
name = 'default_water_source_animated.png',
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0,
},
},
{
name = 'default_water_source_animated.png',
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0,
},
},
},
alpha = 191,
color = '#ff0000',
post_effect_color = {a=191, r=60, g=40, b=80},
paramtype = 'light',
paramtype2 = 'flowingliquid',
is_ground_content = false,
walkable = false,
pointable = false,
buildable_to = true,
liquidtype = 'flowing',
liquid_alternative_flowing = 'mobs_mime:glue_flowing',
liquid_alternative_source = 'mobs_mime:glue',
liquid_range = 4,
drowning = 1,
liquid_viscosity = 7,
liquid_renewable = false,
on_construct = function(pos)
minetest.get_node_timer(pos):start(mobs_mime.glueNodeTimeout)
end,
on_timer = function(pos, elapsed)
minetest.set_node(pos, {name = 'air'})
return true
end
})

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--[[
Mobs Mime - Adds a monster mimicking its surrounding nodes.
Copyright © 2020 Hamlet <hamlatcodeberg@riseup.net> and contributors.
Licensed under the EUPL, Version 1.2 or as soon they will be
approved by the European Commission subsequent versions of the
EUPL (the "Licence");
You may not use this work except in compliance with the Licence.
You may obtain a copy of the Licence at:
https:--joinup.ec.europa.eu/software/page/eupl
https:--eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
Unless required by applicable law or agreed to in writing,
software distributed under the Licence is distributed on an
"AS IS" basis,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied.
See the Licence for the specific language governing permissions
and limitations under the Licence.
--]]
--
-- Global procedure
--
-- Used to keep the mob's rotation aligned when passive
mobs_mime.pr_SetYaw = function(a_t_mobile, a_f_yaw)
if (a_t_mobile.state ~= 'attack') then
a_t_mobile.object:set_yaw(a_f_yaw);
end
end
-- Used to apply a texture to the mob
mobs_mime.pr_SetTexture = function(self)
local s_nodeName = mobs_mime.fn_DetectNodeUnder(self, 1.0)
--print("pr nodename: " .. s_nodeName)
local t_nodeTexture = mobs_mime.fn_DetectTexture(s_nodeName)
self:set_properties({
textures = t_nodeTexture,
base_texture = t_nodeTexture
})
end
-- Check for free space and place a new node
mobs_mime.pr_PlaceNode = function(pos)
local s_oldNodeName = minetest.get_node(pos).name
if (s_oldNodeName == 'air') then
minetest.set_node(pos, {name = 'mobs_mime:glue'})
end
end
-- Used to place glue around the target
mobs_mime.pr_GlueRing = function(a_v_position, a_i_offset)
local v_coordinates = {y = a_v_position.y, x = 0.0, z = 0.0}
for i_value = -a_i_offset, a_i_offset do
v_coordinates.x = (a_v_position.x + i_value)
for i_value = -a_i_offset, a_i_offset do
v_coordinates.z = (a_v_position.z + i_value)
mobs_mime.pr_PlaceNode(v_coordinates)
end
end
end

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--[[
Mobs Mime - Adds a monster mimicking its surrounding nodes.
Copyright © 2020 Hamlet <hamlatcodeberg@riseup.net> and contributors.
Licensed under the EUPL, Version 1.2 or as soon they will be
approved by the European Commission subsequent versions of the
EUPL (the "Licence");
You may not use this work except in compliance with the Licence.
You may obtain a copy of the Licence at:
https:--joinup.ec.europa.eu/software/page/eupl
https:--eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
Unless required by applicable law or agreed to in writing,
software distributed under the Licence is distributed on an
"AS IS" basis,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied.
See the Licence for the specific language governing permissions
and limitations under the Licence.
--]]
--
-- Mob's projectile
--
mobs:register_arrow('mobs_mime:glue_arrow', {
visual = 'sprite',
visual_size = {x = 0.5, y = 0.5},
textures = {'mobs_mime_projectile.png'},
velocity = 18, -- Nodes per second
tail = 1,
tail_texture = 'mobs_mime_projectile.png',
tail_size = 1.25,
expire = 0.125,
hit_player = function(self, player)
local v_position = player:get_pos()
mobs_mime.pr_GlueRing(v_position, 1) -- 1 node around
end,
hit_mob = function(self, player)
local v_position = player:get_pos()
mobs_mime.pr_GlueRing(v_position, 1) -- 1 node around
end,
hit_object = function(self, player)
local v_position = player:get_pos()
mobs_mime.pr_GlueRing(v_position, 1) -- 1 node around
end,
hit_node = function(self, pos, node)
mobs_mime.pr_GlueRing(pos, 1) -- 1 node around
end,
})

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--[[
Mobs Mime - Adds a monster mimicking its surrounding nodes.
Copyright © 2020 Hamlet <hamlatcodeberg@riseup.net> and contributors.
Licensed under the EUPL, Version 1.2 or as soon they will be
approved by the European Commission subsequent versions of the
EUPL (the "Licence");
You may not use this work except in compliance with the Licence.
You may obtain a copy of the Licence at:
https:--joinup.ec.europa.eu/software/page/eupl
https:--eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
Unless required by applicable law or agreed to in writing,
software distributed under the Licence is distributed on an
"AS IS" basis,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied.
See the Licence for the specific language governing permissions
and limitations under the Licence.
--]]
--
-- Mob's spawner
--
mobs:spawn({
name = 'mobs_mime:mime',
nodes = {
'group:crumbly',
'group:cracky',
'group:stone',
'group:tree',
'group:wood',
'group:leaves'
},
interval = mobs_mime.spawnInterval, -- Seconds
chance = mobs_mime.spawnChance, -- Chance: 1 = always, 2 = 50%, etc.
min_light = 0,
max_light = 5, -- Dim light and below
min_height = mobs_mime.minHeight, -- World's bottom
max_height = mobs_mime.maxHeight, -- World's top
active_object_count = mobs_mime.AOC, -- 1 mob per active map area
day_toggle = false, -- Spawn regardless of nighttime or nighttime
on_spawn = function(self, pos) -- Custom function
--local s_position = minetest.pos_to_string(pos, 2)
--print("Mime spawned at: " .. s_position)
math.randomseed(os.time())
local i_dice = math.random(mobs_mime.chestChance);
if (i_dice ~= 1) then
minetest.after(5.0, mobs_mime.pr_SetTexture, self.object)
end
end
})
-- Spawn Egg
mobs:register_egg('mobs_mime:mime', mobs_mime.l10n('Mime'), 'default_dirt.png')
--
-- Alias
--
mobs:alias_mob('mobs:mime', 'mobs_mime:mime')

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--[[
Mobs Mime - Adds a monster mimicking its surrounding nodes.
Copyright © 2020 Hamlet <hamlatcodeberg@riseup.net> and contributors.
Licensed under the EUPL, Version 1.2 or as soon they will be
approved by the European Commission subsequent versions of the
EUPL (the "Licence");
You may not use this work except in compliance with the Licence.
You may obtain a copy of the Licence at:
https:--joinup.ec.europa.eu/software/page/eupl
https:--eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
Unless required by applicable law or agreed to in writing,
software distributed under the Licence is distributed on an
"AS IS" basis,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied.
See the Licence for the specific language governing permissions
and limitations under the Licence.
--]]
--
-- Global mod's namespace
--
mobs_mime = {}
--
-- Constants
--
-- Used for localization
mobs_mime.l10n = minetest.get_translator('mobs_mime')
-- Spawner frequency, stated in seconds.
mobs_mime.spawnInterval =
tonumber(minetest.settings:get('mobs_mime_spawn_interval')) or 60
-- Spawning chance; 1 = always, 2 = 50%, etc.
mobs_mime.spawnChance =
tonumber(minetest.settings:get('mobs_mime_spawn_chance')) or 7500
-- Number of mimes per active mapchunk.
mobs_mime.AOC = tonumber(minetest.settings:get('mobs_mime_aoc')) or 1
-- Min spawn height, stated in nodes.
mobs_mime.minHeight =
tonumber(minetest.settings:get('mobs_mime_min_height')) or -30912
-- Max spawn height, stated in nodes.
mobs_mime.maxHeight =
tonumber(minetest.settings:get('mobs_mime_max_height')) or 31000
-- Chance that the mob will move if standing; 0 to 100
mobs_mime.moveChance =
tonumber(minetest.settings:get('mobs_mime_move_chance')) or 5
-- Chance that the mob will stop if moving; 0 to 100
mobs_mime.stopChance =
tonumber(minetest.settings:get('mobs_mime_stop_chance')) or 95
-- Chance that the mob will seem a chest
mobs_mime.chestChance =
tonumber(minetest.settings:get('mobs_mime_chest_chance')) or 20
-- Time after which the mime's glue will fade away
mobs_mime.glueNodeTimeout =
tonumber(minetest.settings:get('mobs_mime_glue_timeout')) or 7
--
-- Procedures
--
-- Minetest logger
local pr_LogMessage = function()
-- Constant
local s_LOG_LEVEL = minetest.settings:get('debug_log_level')
-- Body
if (s_LOG_LEVEL == nil)
or (s_LOG_LEVEL == 'action')
or (s_LOG_LEVEL == 'info')
or (s_LOG_LEVEL == 'verbose')
then
minetest.log('action', '[Mod] Mobs mime [v0.1.0] loaded.')
end
end
-- Subfiles loader
local pr_LoadSubFiles = function()
-- Constant
local s_MOD_PATH = minetest.get_modpath('mobs_mime')
-- Body
dofile(s_MOD_PATH .. '/core/functions.lua')
dofile(s_MOD_PATH .. '/core/procedures.lua')
--dofile(s_MOD_PATH .. '/core/craft_item.lua')
dofile(s_MOD_PATH .. '/core/nodes.lua')
dofile(s_MOD_PATH .. '/core/projectile.lua')
dofile(s_MOD_PATH .. '/core/mob.lua')
dofile(s_MOD_PATH .. '/core/spawning.lua')
end
--
-- Main body
--
pr_LoadSubFiles()
pr_LogMessage()

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# textdomain:mobs_mime
Mime=Mimo
Mime glue=Colla del mimo
Mime flowing glue=Colla corrente del mimo

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# textdomain:mobs_mime
Mime=
Mime glue=
Mime flowing glue=

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name = mobs_mime
description = Adds a monster mimicking its surrounding nodes.
depends = default, mobs

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# ENG: Spawner frequency, stated in seconds.
# Default: 60
#
# ITA: Frequenza del generatore, espressa in secondi.
# Predefinito: 60
mobs_mime_spawn_interval (Spawn interval) int 60
# ENG: Spawning chance; 1 = always, 2 = 50%, etc.
# Default: 7500
#
# ITA: Probabilità di generazione; 1 = sempre, 2 = 50%, ecc.
# Predefinito: 7500
mobs_mime_spawn_chance (Spawn chance) int 7500
# ENG: Number of mimes per active mapchunk.
# Default: 1
#
# ITA: Numero di mimi per pezzo di mappa attivo.
# Predefinito: 1
mobs_mime_aoc (Active Object Count) int 1
# ENG: Min spawn height, stated in nodes.
# Default: -30912
#
# ITA: Altitudine minima di generazione, espressa in nodi.
# Predefinito: -30912
mobs_mime_min_height (Min height) int -30912
# ENG: Max spawn height, stated in nodes.
# Default: 31000
#
# ITA: Altitudine massima di generazione, espressa in nodi.
# Predefinito: 31000
mobs_mime_max_height (Max height) int 31000
# ENG: Chance that the mob will move if standing; 0 to 100
#
# ITA: probabilità che il mob si muova se fermo; 0 a 100
mobs_mime_move_chance (Move chance) int 5
# ENG: Chance that the mob will stop if moving; 0 to 100
#
# ITA: probabilità che il mob si fermi se in movimento; 0 a 100
mobs_mime_stop_chance (Stop chance) int 95
# ENG: Chance that the mob will seem a chest; 1 in N
#
# ITA: probabilità che il mob sembri un baule; 1 su N
mobs_mime_chest_chance (Chest chance) int 20
# ENG: Time after which the mime's glue will fade away
#
# ITA: tempo dopo cui svanirà la colla del mimo
mobs_mime_glue_timeout (Glue timeout) int 7

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Copyright © 2020 Hamlet
mobs_mime_projectile.png
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