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[Mod] PMobs (progress mobs) [pmobs]

Posted: Tue Oct 14, 2014 10:04
by CProgrammerRU
Added NPC and NPC Women (originally from SimpleMobs redo)
Added guard.
Added ninja (enemy)
Added yeti (enemy)
Added wolfes and dogs.
Added archer.
Added nurse.
Added bows and arrows.
Give npc a steel sword and he becomes to guard and will follow you. Right clicking on guard promt out dialog (formspec) which ask you what shoud the guard do: follow, stand, folow and protect, stand and protect, sethome, go home. He will kill all monsters in 15 block radius, if protect is choosen.
Archer needs a steel bow.
The same with wolfes. But to get a dog you must feed the wolf with raw meat (mobs:meat_raw).
Ninja shoots with shurikens and drops shurikens. You can also shoot and craft shurikens.
GIve npc (women) a diamond and she becomes to nurse and will follow you. Right clicking on nurse promt out dialog (formspec) which ask you waht shoud the guard do: follow, stand, heal, sethome, go home.
Yeti spawns on ice or on snow and shoot snowballs.

Future: Add villager (japanese, the village-generator will be a seperate mod), add nethermobs, as soon as we make a new nethermod.

This mod uses the SimpleMobs redo api (some edited) and is fully compatible with this mod.
Craft (16 shurikens):
' ' 'steel' ' '
'steel' ' ' 'steel'
' ' 'steel' ' '

depends: default, mobs
If you want to use this mod without mobs you should copy the api.lua from mobs to pmobs and delete "mobs" in depends.txt. But it's recommneded to use mobs mod too.

License: WTFPL

NPC:
Image

GUARD:
Image

ARCHER:
Image

NINJA:
Image

WOLF:
Image

DOG:
Image

YETI:
Image

Tested on minetest version 0.4.12
Depends: default, mobs
Mobs redo: viewtopic.php?f=9&t=9917

This mod is used in my subgame "Progress".
Progress on GitHub: https://github.com/CProgrammerRU/progress

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 10:05
by Joz
Cool. License? ;)

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 13:15
by twoelk
CProgrammerRU wrote:I have modified Simple mobs redo mod.
...
Hurray for wolves-dogs-wardogs

but does it have to use the codename [mobs]?
We have at least four mods that use that namespace now as can be studied here: "Mods that add mobs".

Can't it be something like mobsplus or mobsredo? I know they are all based on the same old "mobs" mod by PilzAdam but organizing this be it in game or elsewhere is getting unnecessarily difficult as an unique identifier seems to be avoided by all means.

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 13:21
by Esteban
Awesome!
I was looking for a mob mod that added mobs that followed without holding anything! :D
I wish somebody made a cat model for any of these mobs mod to use...

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 13:24
by napodan
A wild cat which can be tamed !!!

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 13:32
by ExeterDad
Nice, like a breath of fresh air.
Looking good :)

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 15:21
by 4aiman
I beg your pardon, but what was "redone"?
Don't get me wrong, new species are always welcome, it's just that I can see no new models or general AI changes.
My point is, this is definitely an improved version, but not "redone" one. :)

In case I'm being wrong, please, post a list of changes to the AI ;)

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 15:37
by CProgrammerRU
redone was following. New mob types: pet and warpet
following the player and attacking monsters.
Feeding the mob to make it as a pet and changing between pet and warpet.
pet doen't attack and follow you. Warpet attacks monsters.

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 15:38
by CProgrammerRU
twoelk wrote:
CProgrammerRU wrote:I have modified Simple mobs redo mod.
...
Hurray for wolves-dogs-wardogs

but does it have to use the codename [mobs]?
We have at least four mods that use that namespace now as can be studied here: "Mods that add mobs".

Can't it be something like mobsplus or mobsredo? I know they are all based on the same old "mobs" mod by PilzAdam but organizing this be it in game or elsewhere is getting unnecessarily difficult as an unique identifier seems to be avoided by all means.
Yes, the namespace is mobs.
For example: /spawnentity mobs:dog

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 15:38
by CProgrammerRU
4aiman wrote:I beg your pardon, but what was "redone"?
Don't get me wrong, new species are always welcome, it's just that I can see no new models or general AI changes.
My point is, this is definitely an improved version, but not "redone" one. :)

In case I'm being wrong, please, post a list of changes to the AI ;)
redone was following. New mob types: pet and warpet
following the player and attacking monsters.
Feeding the mob to make it as a pet and changing between pet and warpet.
pet doen't attack and follow you. Warpet attacks monsters.

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 15:44
by CProgrammerRU
New version 0.2

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 15:54
by CProgrammerRU
Esteban wrote:Awesome!
I was looking for a mob mod that added mobs that followed without holding anything! :D
I wish somebody made a cat model for any of these mobs mod to use...
I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 15:56
by twoelk
CProgrammerRU wrote:New version 0.2
uh?
Rats just downloaded and it gets updated
grumblegrumble
/me is downloading again

Re: [Mod] SimpleMobs++

Posted: Tue Oct 14, 2014 15:58
by Esteban
CProgrammerRU wrote:
Esteban wrote:Awesome!
I was looking for a mob mod that added mobs that followed without holding anything! :D
I wish somebody made a cat model for any of these mobs mod to use...
I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?
Well, my irl cat does not like to be alone and always follows me xD
You can make it similar to the dog, in this case, right-click cat to turn it into "attack tiger/jaguar".
To turn a wild jaguar/tiger into a pet, give it raw meat/fist, etc... I like the different colored spiders! :)

EDIT: 500th post! :3

Re: [Mod] SimpleMobs++

Posted: Wed Oct 15, 2014 15:08
by CProgrammerRU
New version 0.3

Re: [Mod] SimpleMobs++

Posted: Wed Oct 15, 2014 15:30
by TenPlus1
What's new in 0.3 ??

Taming wolves was quite fun, and he'd protect me from monsters although the tamed spider didn't really do much...

Re: [Mod] SimpleMobs++

Posted: Wed Oct 15, 2014 18:59
by napodan
CProgrammerRU wrote:New version 0.3
You may modify the file api.lua, line 361 :

Code: Select all

						if self.monsterdetect == false then
							self.following = player
						else
							self.following = nil
						end
by

Code: Select all

						if self.monsterdetect == true then
							self.following = nil
						else
							self.following = player
						end
If monsterdetect is not defined you must keep the old framework. With the actual code, sheeps don't follow player carrying wheat.

Re: [Mod] SimpleMobs++

Posted: Wed Oct 15, 2014 19:15
by CProgrammerRU
napodan wrote:
CProgrammerRU wrote:New version 0.3
You may modify the file api.lua, line 361 :

Code: Select all

						if self.monsterdetect == false then
							self.following = player
						else
							self.following = nil
						end
by

Code: Select all

						if self.monsterdetect == true then
							self.following = nil
						else
							self.following = player
						end
If monsterdetect is not defined you must keep the old framework. With the actual code, sheeps don't follow player carrying wheat.
Oh. I will fix this. Thanks =)

Re: [Mod] SimpleMobs++

Posted: Wed Oct 15, 2014 19:20
by CProgrammerRU
TenPlus1 wrote:What's new in 0.3 ??

Taming wolves was quite fun, and he'd protect me from monsters although the tamed spider didn't really do much...
There is only 1 dog (wardog but whith texture of normal dog). He follows you. Right clicking on him - he will attack monsters in his view range and go back to you. The same with spider. If the monster altitude < dog/spider altitude, dog/spider won't attack. So they won't fall in the dubgeons and try to kill monster which is underground.

Re: [Mod] SimpleMobs++

Posted: Wed Oct 15, 2014 22:26
by CProgrammerRU
napodan wrote:
CProgrammerRU wrote:New version 0.3
You may modify the file api.lua, line 361 :

Code: Select all

						if self.monsterdetect == false then
							self.following = player
						else
							self.following = nil
						end
by

Code: Select all

						if self.monsterdetect == true then
							self.following = nil
						else
							self.following = player
						end
If monsterdetect is not defined you must keep the old framework. With the actual code, sheeps don't follow player carrying wheat.
Fixed =)

Re: [Mod] SimpleMobs++

Posted: Thu Oct 16, 2014 13:18
by 4aiman
Thanks for clarification, CProgrammerRU!
CProgrammerRU wrote:If the monster altitude < dog/spider altitude, dog/spider won't attack. So they won't fall in the dungeons and try to kill monster which is underground.
So, am I right, supposing that if there's no dungeon, but a monster.pos.y< dog.pos.y it'll ignore the monster even if it's shooting fireballs at the master?

Re: [Mod] SimpleMobs++

Posted: Thu Oct 16, 2014 13:53
by Sol
CProgrammerRU wrote:I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?
Please, cats. A lot of people on our server asked for them.

Re: [Mod] SimpleMobs++

Posted: Tue Oct 21, 2014 12:05
by CProgrammerRU
Sol wrote:
CProgrammerRU wrote:I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?
Please, cats. A lot of people on our server asked for them.
i am working on that. The mod is not completed yet. I have not much time. Sorry.

Re: [Mod] SimpleMobs++

Posted: Tue Oct 21, 2014 12:07
by Sol
Nice to know that it's in dev. No hurry at all. (:
Btw, logic is not necessary, I'd appreciate a model with textures.

Re: [Mod] SimpleMobs++

Posted: Tue Oct 21, 2014 13:09
by CProgrammerRU
4aiman wrote:Thanks for clarification, CProgrammerRU!
CProgrammerRU wrote:If the monster altitude < dog/spider altitude, dog/spider won't attack. So they won't fall in the dungeons and try to kill monster which is underground.
So, am I right, supposing that if there's no dungeon, but a monster.pos.y< dog.pos.y it'll ignore the monster even if it's shooting fireballs at the master?
Fixed and new version 0.4