1.7.2 1.7.10

The Twilight Forest (v2.2.3: Domain of the Alpha Yeti)

  • #5830
    Keep in mind who built this mod, and whose decision it is to make the mobs. For someone who put as much work into this as he did, it doesn't look like many people are appreciating his efforts.
    Take a moment to recognize what goes into making a fascinating and in-depth dimension mod such as this, and how the maker should be allowed to take creative liberties with what they're putting in.
  • #5831
    The update removed the tools and emeralds from chest underneath wells and half houses, but I'm okay with it. But I still have not found one Robust sapling ever...
    I think it's even rarer then dugeion golden apple.
  • #5832
    Ok, amazing, 10/10, just one thing, what the special trees are supposed to do?
    If you want me to read your answer quote my post.
  • #5833
    Quote from DragonSpitter

    Yeah, seriously. I mean, you coded a Naga, you coded a Litch, you coded a Centaur/Mooshroom thing, and you coded a GOD DAMN HYDRA!!!! (excuse my language), but you can't code a unique monster for the Dark Towers? Could you make it such that it's a Shadow Mage or something similar? That would work alongside your lore (The Shadow Mage was once a powerful Twilight Wizard, like the Twilight Litch, but the darkness of the Dark Forest twisted his mind and powers, causing him to become the Shadow Mage). Here are it's abilities:
    Unlike the Litch, he's more "Direct", so he'll assault you quickly and freakishly!
    1. He Turns invisible by using the Darkness, and fires Orbs of Evil that blind you!
    2. When his health is low, he spawns Ghasts that fight alongside him, you need to shoot them down, or you could use their fireballs to your advantage by reflecting them on the Shadow Mage.
    3. when he's out of Power, he'll pull the Dark Blade out :o and attack you. The Dark Blade should have the ability to either Blind you, or for more variety, give you Wither effect!

    When he dies, he will drop either the Evil Staff (fires orbs of evil), the Dark Blade, or the Ghast Sceptre.

    What do you think? It sounds like it would fit more into your mod's theme and fits more to the Dark Forest theme rather than a Giant Ghast.

    -DragonSpitter

    Well, Dark Mage? I think the idea's fine, but I think it would be great to actually have a FLYING boss, since all the others are land mobs. The Naga is land based, he constantly slithers around. The Lich is land based, he walks, although he could teleport :o . The Hydra is land based, he could only stay in one spot! Probably your " Dark Mage" boss will be the exact copy of the Lich (but will be a livng mob) when Ben programs it, since the Lich is an undead wizard. I would like a flying boss! Not teleporting, flying! The mage is a good idea, though. He should just be pushed into a new structure.
    Last edited by PCAwesomeness: 3/6/2013 11:54:50 AM
    My model page, still a WIP.

    Yes, this is T.rex vs Spinosaurus. Got a problem with that?
  • #5834
    Quote from PCAwesomeness

    Well, Dark Mage? I think the idea's fine, but I think it would be great to actually have a FLYING boss, since all the others are land mobs. The Naga is land based, he constantly slithers around. The Lich is land based, he walks, although he could teleport :o . The Hydra is land based, he could only stay in one spot! Probably your " Dark Mage" boss will be the exact copy of the Lich (but will be a livng mob) when Ben programs it, since the Lich is an undead wizard. I would like a flying boss! Not teleporting, flying! Ben, keep your Ghast boss!

    Actually, you should rename the Dark Mage to __________ Mage and use him as a boss for the next structure that Ben might be making.


    Yeah.... I should've realized that the boss I said felt like a copy of the Twilight Litch. Beni, if you read my previous post, please ignore it. The only reason why I asked you for someone like that is because after all the cool Bosses you made, why are you making a Giant Ghast as the next boss?? It doesn't look original, unlike your amazing other bosses. If you want to stick to my Idea of a Shadow (not Dark) Mage, then maybe you could give him Levitation abilities, or make him ride a Dark Ghast :D , that would compensate for the first flying boss in the Twilight Forest as well as keeping to my lore of Twilight Wizards

    P.S. I'm only suggesting my ideas for the boss,PCAwesomeness , you can do whatever you want, Beni, since it's YOUR mod, but please, if you're going to stick to a Giant Ghast, then at least re-model it to look more "Unique", Like maybe a Flying Gargoyle, or a Dark Griffin, or something.

    P.P.S. I know the Hydra is done with it's abilities, but I wanted to suggest 2 more abilities you could probably squeeze in, if you want:
    1. At random times, it spins in a 360 degree fashion, and swings it's tail at you, smashing you into a tree or out of it's Lair
    2. One mouth opens, and it shoots Water (It IS a Hydra), this does no damage, but pushes you HARD, so you could fall into a Lava pit, onto a Creeper, or onto a Fire Jet.
    Last edited by DragonSpitter: 3/6/2013 11:52:37 AM
  • #5835
    So Ben, I was wondering what you are planning for the Tree of Time, The Tree of Transformation, Miner's Tree, and the Sorting tree to do? Their names don't explain their intended function.
    Forever protecting Hyrule with the power of the Master Sword, DragonMaster16. I support the server whose Banner I have below so check it out if you're interested! I also support the mod under the Server Banner, and I recommend you check it out! Click a Banner to visit their Thread.
  • #5836
    Quote from DragonSpitter

    Yeah.... I should've realized that the boss I said felt like a copy of the Twilight Litch. Beni, if you read my previous post, please ignore it. The only reason why I asked you for someone like that is because after all the cool Bosses you made, why are you making a Giant Ghast as the next boss?? It doesn't look original, unlike your amazing other bosses. If you want to stick to my Idea of a Shadow (not Dark) Mage, then maybe you could give him Levitation abilities, or make him ride a Dark Ghast :D , that would compensate for the first flying boss in the Twilight Forest as well as keeping to my lore of Twilight Wizards

    P.S. I'm only suggesting my ideas for the boss,PCAwesomeness , you can do whatever you want, Beni, since it's YOUR mod, but please, if you're going to stick to a Giant Ghast, then at least re-model it to look more "Unique", Like maybe a Flying Gargoyle, or a Dark Griffin, or something.

    P.P.S. I know the Hydra is done with it's abilities, but I wanted to suggest 2 more abilities you could probably squeeze in, if you want:
    1. At random times, it spins in a 360 degree fashion, and swings it's tail at you, smashing you into a tree or out of it's Lair
    2. One mouth opens, and it shoots Water (It IS a Hydra), this does no damage, but pushes you HARD, so you could fall into a Lava pit, onto a Creeper, or onto a Fire Jet.


    Your mage is a good idea though. I like it really much, it's just that maybe it should be in a possible structure (Druid Tower). And yes, Ben was going to make the Hydra blast water, but that never happened :( .
    My model page, still a WIP.

    Yes, this is T.rex vs Spinosaurus. Got a problem with that?
  • #5837
    Quote from PCAwesomeness

    Your mage is a good idea though. I like it really much, it's just that maybe it should be in a possible structure (Druid Tower). And yes, Ben was going to make the Hydra blast water, but that never happened :( .


    I understand, maybe it could be for a Druid Castle, or StoneHedge. In truth, if that happens, then my Shadow Mage would turn into an ArchDruid, and it would have CRAZY summoning and nature related spells (spawn spiders, shoot trees out of the floors, fire poison seeds in 3 directions). And why did Beni scrap the idea of water? Maybe because it would make the Hydra more of a nuisance than a challenge, maybe.
  • #5838
    Quote from DragonSpitter

    I understand, maybe it could be for a Druid Castle, or StoneHedge. In truth, if that happens, then my Shadow Mage would turn into an ArchDruid, and it would have CRAZY summoning and nature related spells (spawn spiders, shoot trees out of the floors, fire poison seeds in 3 directions). And why did Beni scrap the idea of water? Maybe because it would make the Hydra more of a nuisance than a challenge, maybe.

    I've got an idea! What if Ben made another version of the wizard tower? The main enemies would be zombies, skeletons, spiders, creepers, endermen, slimes, silverfish and swarm spiders. The dark mage could be on top!
    My model page, still a WIP.

    Yes, this is T.rex vs Spinosaurus. Got a problem with that?
  • #5839
    Hey guys,
    i really love this mod and i am using it on my server. I am currently working on a new server setup and want to include twilight forest to a multiworld setup. is there any chance to edit the portal destinations and the ability to build a portal? so i want to have 2 twilight forest worlds for one pve and one pvp world group (world and nether), and keep them seperated.

    In multiworld you can set the destinations of nether portals like netherportal: world_nether and back. would love to have something like forestportal: world.

    Thank you.
  • #5840
    I have two lore questions about the Twilight Forest. The first is; What is the lore? The second is whether or not the realm has any connection to the Aether, Betweenlands, Tropical Realm, or vanilla dimensions.
  • #5841
    Quote from PCAwesomeness

    I've got an idea! What if Ben made another version of the wizard tower? The main enemies would be zombies, skeletons, spiders, creepers, endermen, slimes, silverfish and swarm spiders. The dark mage could be on top!

    if you wanted to fly the boss here are a few options: Griffin, a siren, a harpy.
  • #5842
    Quote from Zepanv

    v1.15.4

    Upon creating a twilight portal and entering, it spawned a nether portal nearby. An additional one was spawned in the overworld near the twilight portal also.

    http://i.imgur.com/rk7bogy.jpg

    That's interesting. I haven't seen that one before. I'm not quite sure what could be causing that.

    Quote from Hell_Ryder

    o damm i was going to repair my diamond sword in my uncrafting table and BANG! crash

    Oops, well that's fixed for the next version. Thanks for the report. I apparently didn't think to test an unenchanted item.

    Quote from PCAwesomeness

    So far, so good with the Dark Tower! Are you gonna make the Tower Boss come out of a spawner (like the Naga, Lich, and Hydra)? I would like it if you did! Also, is it a bug that Iron Golems don't attack Hydras or is it intended? Along with that, I have some bugs to report...

    TF-8: Carminite Reactor typo (spelled Carminie Reactor, as AlexTheDragonBorn says)
    TF-9: Fire Beetles don't retaliate against Snow Golem attacks
    TF-10: Pinch Beetles don't retaliate against Iron Golem attacks
    TF-11: Hydra occasionally shakes his head when about to bite (possibly not a bug)
    TF-12: You could walk through the Hydra, but mobs can't
    TF-13: Dark Tower Ghasts only react to melee attacks from other mobs

    That's it! Good luck!

    Yes, the tower boss will probably come out of a spawner block. I like doing that so that the bosses don't wander off, and don't waste CPU power with their usually complicated AI if the player isn't anywhere near them yet.

    And it's a bug, I guess, that iron golems don't attack the hydra. The hydra is made out of 5 or 6 separate entities and I never did get pets or other helper mobs properly attacking it.

    And your TF-11 is a bug too. It's only the left head, isn't it? I have to restrict the head's turning radius when it's going to bite the player, and there's a bug with something about that particular angle that causes the the head to twitch sometimes.

    I'm surprised the hydra moves at all sometimes. I'm not particularly gifted with geometry and there is a lot of it.

    Quote from Croaker

    Hey man I love this mod and for some reason it does not work in my server....but in single player it is perfectly fine with every other mod i have do you know why that is?
    ---- Minecraft Crash Report ----
    // Hey, that tickles! Hehehe!

    Time: 3/5/13 10:39 PM
    Description: Exception in server tick loop

    java.lang.NoSuchMethodError: ModLoader.getMinecraftInstance()Lnet/minecraft/client/Minecraft;
    at BlockTimberTree.a(BlockTimberTree.java:20)
    at zz.a(Chunk.java:721)
    at zz.a(Chunk.java:663)
    at yc.b(World.java:591)
    at abu.a(SourceFile:79)
    at abb.a(ChunkProviderGenerate.java:548)
    at im.a(ChunkProviderServer.java:258)
    at zz.a(Chunk.java:1266)
    at im.c(ChunkProviderServer.java:153)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:310)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:284)
    at ho.c(DedicatedServer.java:180)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:458)
    at fy.run(SourceFile:849)


    A detailed walkthrough of the error, its code path and all known details is as follows:
    ---------------------------------------------------------------------------------------

    -- System Details --
    Details:
    Minecraft Version: 1.4.7
    Operating System: Windows 7 (amd64) version 6.1
    Java Version: 1.7.0_11, Oracle Corporation
    Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 304696808 bytes (290 MB) / 371589120 bytes (354 MB) up to 1431699456 bytes (1365 MB)
    JVM Flags: 0 total;
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
    FML: MCP v7.26a FML v4.7.35.556 Minecraft Forge 6.6.2.534 22 mods loaded, 22 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    Familiars_API [Familiars API] (Familiars_API_1.4.6a(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    mod_Freezer [Eternal Frost] (minecraft_server.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    AsgardShield_Core [AsgardShield] (1.4.7AsgardShield_Core_v1.1.4Forge.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    mod_AnimalBikes [mod_AnimalBikes] (AnimalBikes_Modloader_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    Backpack [Backpack] (backpack-1.6.8-1.4.7.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    BattleTowers [Battle Towers] (BattleTowers_1.4.6.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    Familiars_DefaultMobPack [DefaultMobPack] (Familiars_DefaultMobPack_1.4.6a(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    Familiars_ExtendedFamPack [ExtendedFamPack] (Familiars_ExtendedFamPack_1.4.6a(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    InfernalMobs [Infernal Mobs] (InfernalMobs_1.4.6(2).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    mozombies [Mo' Zombies Mod] (Mo' Zombies 1.41.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    More Bows [More Bows mod] (More bows 1.4.7 Forge.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    darkhax_msm [MoreSwordMod] (More Swords Mod 2.3.5 For 1.4.7.jar) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    LegendGear [LegendGear] (NMcCoy-LegendGear-1.4.1.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    PetBat [Pet Bat] (PetBat_1.4.6(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    pitman-87_TF2_Dispenser [TF2 Dispenser] (TF2_Dispenser_1.4.6a(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    pitman-87_TF2_Teleporter [TF2 Teleporter] (TF2_Teleporter_1.4.6a(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    mod_Timber [Timber!] (Timber! (1.4.6)(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    TwilightForest [The Twilight Forest] (twilightforest-1.15.4.zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    weaponmod [Balkon's WeaponMod] (WeaponMod(1).zip) Unloaded->Constructed->Pre-initialized->Initialized->Post-initialized->Available->Available
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Player Count: 0 / 20; []
    Is Modded: Definitely; Server brand changed to 'forge,fml'
    Type: Dedicated Server (map_server.txt)

    No I don't. Does that BlockTimberTree have something to do with the timber mod? In any case, it's not an error from my code or any I'm familiar with.

    Quote from foshka

    I got tired of waiting for magic world to update, so forced 1.15.4 in, and yay canopy is back!

    I'm glad that's working!
  • #5843
    Quote from HinataStar

    The update removed the tools and emeralds from chest underneath wells and half houses, but I'm okay with it. But I still have not found one Robust sapling ever...
    I think it's even rarer then dugeion golden apple.

    That was a typo that had them appearing there. The robust sapling should be in about 1/20 basement type chests. If I find a good place I will add more ways to get them.

    Quote from DragonSpitter

    Yeah.... I should've realized that the boss I said felt like a copy of the Twilight Litch. Beni, if you read my previous post, please ignore it. The only reason why I asked you for someone like that is because after all the cool Bosses you made, why are you making a Giant Ghast as the next boss?? It doesn't look original, unlike your amazing other bosses. If you want to stick to my Idea of a Shadow (not Dark) Mage, then maybe you could give him Levitation abilities, or make him ride a Dark Ghast :D , that would compensate for the first flying boss in the Twilight Forest as well as keeping to my lore of Twilight Wizards

    P.S. I'm only suggesting my ideas for the boss,PCAwesomeness , you can do whatever you want, Beni, since it's YOUR mod, but please, if you're going to stick to a Giant Ghast, then at least re-model it to look more "Unique", Like maybe a Flying Gargoyle, or a Dark Griffin, or something.

    P.P.S. I know the Hydra is done with it's abilities, but I wanted to suggest 2 more abilities you could probably squeeze in, if you want:
    1. At random times, it spins in a 360 degree fashion, and swings it's tail at you, smashing you into a tree or out of it's Lair
    2. One mouth opens, and it shoots Water (It IS a Hydra), this does no damage, but pushes you HARD, so you could fall into a Lava pit, onto a Creeper, or onto a Fire Jet.

    I appreciate all the discussion about the dark tower boss. When I first started on the dark towers, I sort of intended them to be not that much different from the existing lich towers. Just some different decorations, different monsters, and a different lich-like boss at the top. But as I began changing the architecture, I began to have a bunch of different ideas, as you've seen.

    I realize that the towers have become more "minecraft-themed-fantasy" than "fantasy-themed-minecraft", but I think that's fine. I have plans for future dungeons and adventure areas that have more traditional fantasy or mythology influences.

    As for the hydra, I had ideas extremely similar to your two suggestions. Being a game designer, though, is as much about subtracting unnecessary things as it is about adding neat things. Both of those abilities are about pushing the player away, but in my testing, I thought it was better if the player is tempted to stay close to the hydra.

    Quote from DragonMaster16

    So Ben, I was wondering what you are planning for the Tree of Time, The Tree of Transformation, Miner's Tree, and the Sorting tree to do? Their names don't explain their intended function.

    You plant them and they do things related to their names in a small area nearby. You can try them out now in single player, but there's still a few bugs in multiplayer, so don't do it there.
    Last edited by Benimatic: 3/6/2013 11:39:34 PM
  • #5844
    Quote from Firefly86

    Hey guys,
    i really love this mod and i am using it on my server. I am currently working on a new server setup and want to include twilight forest to a multiworld setup. is there any chance to edit the portal destinations and the ability to build a portal? so i want to have 2 twilight forest worlds for one pve and one pvp world group (world and nether), and keep them seperated.

    In multiworld you can set the destinations of nether portals like netherportal: world_nether and back. would love to have something like forestportal: world.

    Thank you.

    I will probably add an option to disable creating new portals, but I'm not sure of an easy way to set up the different portal destinations.

    Quote from I_Am_Potartz

    I have two lore questions about the Twilight Forest. The first is; What is the lore? The second is whether or not the realm has any connection to the Aether, Betweenlands, Tropical Realm, or vanilla dimensions.

    I appreciate your interest, but one of the design decisions I made when I first started the mod was not to tell the story using words. Essentially not to have written lore in the mod.

    I have some ideas and stories I tell myself about the world and the creatures and structures in it, but I don't think they're worth sharing at this point. Besides, I'm not finished with everything I want to add, and I don't want to restrict myself from using any new great ideas I may have.
  • #5845
    I've noticed that when using this mod in conjunction with the Biomes 'O Plenty mod, that mod pulls the Twilight Forest biomes and generates them in the overworld. Is there a fix for this or possible a work in progress?
  • #5846
    Quote from Benimatic

    I will probably add an option to disable creating new portals, but I'm not sure of an easy way to set up the different portal destinations.


    You may contact the guys of multiworld and multiverse. I think this would be a great improvement to your awesome plugin as multiworldserver and cloudserver become more spreaded. On my server i enabled the twilight forest portals for admins only and created several hidden portals bei "transporter" to the twilight forest, so now someone who discovered the portal may enter twilight forest. keeping it a ittle special.
  • #5847
    Hello everybody....

    could someone please give me a list of

    Entities ID list of Twilight Forest!

    Thank you in advance.
  • #5848
    Hey Benimatic, thank you for making such an awesome mod. I like almost everything in the mod. I am currently creating textures for your mod to be used with Dokucraft. The terrain is 50% done and items are 20%. I would like to point out that the newer mobs that you added like the tower golem are not that appealing mainly due to the similarity with vanilla mobs. I have created a quick drawing of how i would like to see the tower golem. Also I drew the beetles and how their body layout should be. Just check the image and see if there's anything to your liking. I know you have already created the mobs but, see what you can do.

    Awaiting your reply.
    Last edited by Reubenx: 3/7/2013 5:22:31 AM
  • #5849
    Quote from frostfire007

    I've noticed that when using this mod in conjunction with the Biomes 'O Plenty mod, that mod pulls the Twilight Forest biomes and generates them in the overworld. Is there a fix for this or possible a work in progress?

    It seems like I have to answer this question on every page of this thread. What you're experiencing is a result of a biome ID conflict. You can change the biome IDs this mod uses in the config file. More recent versions will print a list of conflicted IDs in the log file when they are detected.

    Quote from Firefly86

    You may contact the guys of multiworld and multiverse. I think this would be a great improvement to your awesome plugin as multiworldserver and cloudserver become more spreaded. On my server i enabled the twilight forest portals for admins only and created several hidden portals bei "transporter" to the twilight forest, so now someone who discovered the portal may enter twilight forest. keeping it a ittle special.

    Am I correct in assuming that multiworld is the Bukkit plugin and that you're running this mod via MCPC? I haven't fully investigated, but I'm not sure the Forge-to-Bukkit interface is that sophisticated yet. Forge assigns dimensions only via numbers. I'm not quite sure how to access multiworld named dimensions, or the functions for them.

    Quote from Ludy

    Hello everybody....

    could someone please give me a list of

    Entities ID list of Twilight Forest!

    Thank you in advance.

    All of the entities for this mod are registered as mod-specific and not global. There's no way for the entity IDs to conflict with anything. So I don't think the list will be useful, but here it is.


    idMobWildBoar = 177;
    idMobBighornSheep = 178;
    idMobWildDeer = 179;
    idMobRedcap = 180;
    idMobSwarmSpider = 181;
    idMobNaga = 182;
    idMobNagaSegment = 183;
    idMobSkeletonDruid = 184;
    idMobHostileWolf = 185;
    idMobTwilightWraith = 186;
    idMobHedgeSpider = 187;
    idMobHydra = 189;
    idMobLich = 190;
    idMobPenguin = 191;
    idMobLichMinion = 192;
    idMobLoyalZombie = 193;
    idMobTinyBird = 194;
    idMobSquirrel = 195;
    idMobBunny = 196;
    idMobRaven = 197;
    idMobQuestRam = 198;
    idMobKobold = 199;
    idMobBoggard = 201;
    idMobMosquitoSwarm = 202;
    idMobDeathTome = 203;
    idMobMinotaur = 204;
    idMobMinoshroom = 205;
    idMobFireBeetle = 206;
    idMobSlimeBeetle = 207;
    idMobPinchBeetle = 208;
    idMobMazeSlime = 209;
    idMobRedcapSapper = 210;
    idMobMistWolf = 211;
    idMobKingSpider = 212;
    idMobFirefly = 213;
    idMobMiniGhast = 214;
    idMobTowerGhast = 215;
    idMobTowerGolem = 216;
    idMobTowerTermite = 218;
    idMobTowerBroodling = 219;
    idMobTowerBoss = 217;
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