[mod] Nodebox Mob API [nmobs]

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Re: [mod] Nodebox Mob API [nmobs]

by azekill_DIABLO » Sat Feb 18, 2017 11:49

would they only move during the jump? or they would move and jump?
 

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Re: [mod] Nodebox Mob API [nmobs]

by burli » Sat Feb 18, 2017 16:09

duane wrote:Dem bones, dem bones...

Still working on this.

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@duane: found this. Maybe an inspiration

viewtopic.php?p=83407#p83407
 

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Re: [mod] Nodebox Mob API [nmobs]

by Sokomine » Tue Apr 04, 2017 21:50

Nice nodebox-models, especially for those wanting more cubic animals. The sand creature could work fine in other mob mods as well as it seems rather small. There'd be no need for such a small creature to have animations.
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Mon Oct 16, 2017 00:51

I've added the Otik, based on the Otesánek or "Greedy Guts", a Czechoslovakian fable in which a child-like stump adopted by a childless couple comes to life and devours them and their neighbors. Another classic children's story. : )

Not only does it mindlessly attack you, it will also wander around eating all your flowers, plants, and wooden structures.

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Thu Oct 19, 2017 01:32

I've added the bee, chicken, and elephant from mobs_animals and dmobs. Chickens will tend to run away from you, whether you attack them or not.
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Thu Oct 19, 2017 09:15

Can you spot the deadly vipers? If not, you may find yourself slowly dying of their venom. Armor won't help once you've been bitten.

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See the original post for a reference to my status mod, which is necessary for the viper poison.
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Re: [mod] Nodebox Mob API [nmobs]

by azekill_DIABLO » Thu Oct 19, 2017 16:51

That living trunk is cute. And those snakes are well hidden.
 

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Mon Oct 23, 2017 00:26

azekill_DIABLO wrote:That living trunk is cute. And those snakes are well hidden.


The snakes keep kicking my butt.


-----------------------------------

Mobs are now tougher, the farther they spawn from the center of the world. Mobs at the edges will have about five times the normal hit points and damage, and about 2.5 times the normal run speed.

I've also added terrain damage for those who (like me) love to kill things with fire.
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Re: [mod] Nodebox Mob API [nmobs]

by azekill_DIABLO » Fri Oct 27, 2017 12:35

duane wrote:The snakes keep kicking my butt.

You mean biting it :D

I've also added terrain damage for those who (like me) love to kill things with fire.

Today is not my birthday, but... Thanks!
 

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Re: [mod] Nodebox Mob API [nmobs]

by Lone_Wolf » Sun Oct 29, 2017 14:04

I can't kill a chicken or pig in survival mode. They don't die at zero health. I only enabled nmobs for my world. It was in survival
 

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Mon Oct 30, 2017 01:17

Lone_Wolf wrote:I can't kill a chicken or pig in survival mode. They don't die at zero health. I only enabled nmobs for my world. It was in survival


I can kill both of them with a wooden sword and no other mods. You won't be able to harm them in any game where damage is turned off, and they'll run away if they can't hit you even when it's turned on. Also, any mod that makes weapons specifically for mobs_redo may have issues, since nmobs doesn't have a "health" parameter. There might also be some issue with using the stable server, since I always use the most recent github code.

Offhand, I can't think of anything else that could be causing that. The worst problem I've had recently was the game resetting all their hit points to two. I had to add code to ignore anything that directly sets their hit points to two with set_hp(), but weapons should be using the punch functions, not setting hit points.
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Re: [mod] Nodebox Mob API [nmobs]

by Lone_Wolf » Mon Oct 30, 2017 01:33

duane wrote:
Lone_Wolf wrote:I can't kill a chicken or pig in survival mode. They don't die at zero health. I only enabled nmobs for my world. It was in survival


I can kill both of them with a wooden sword and no other mods. You won't be able to harm them in any game where damage is turned off, and they'll run away if they can't hit you even when it's turned on. Also, any mod that makes weapons specifically for mobs_redo may have issues, since nmobs doesn't have a "health" parameter. There might also be some issue with using the stable server, since I always use the most recent github code.

Offhand, I can't think of anything else that could be causing that. The worst problem I've had recently was the game resetting all their hit points to two. I had to add code to ignore anything that directly sets their hit points to two with set_hp(), but weapons should be using the punch functions, not setting hit points.

I tried again. You can't kill tamed pigs. Which are tamed by just right-clicking them?
 

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Mon Oct 30, 2017 05:30

Lone_Wolf wrote:I tried again. You can't kill tamed pigs. Which are tamed by just right-clicking them?


Yes, that's true. I'm going to make the mobs use their tame tables at some point, but at the moment only a few are tameable and all you have to do is right-click them.
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Thu Nov 09, 2017 05:21

Added glowing slime monsters and small cave bears with glowing eyes. These require the latest git version of minetest 0.5.

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Re: [mod] Nodebox Mob API [nmobs]

by azekill_DIABLO » Thu Nov 09, 2017 15:24

Is the slime monster the green thing on the grond :?
 

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Fri Nov 10, 2017 03:28

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Last edited by duane on Sat Nov 18, 2017 07:59, edited 6 times in total.
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Tue Nov 14, 2017 08:37

I've added sharks (and more support for aquatic mobs).

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Fri Nov 17, 2017 04:06

I've replaced the elephant with a lion. Elephants are way too tough for newbie zones.

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Fri Nov 17, 2017 06:56

I've added a demon as well.

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Sat Nov 18, 2017 07:54

I've added apes in the jungle.

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Re: [mod] Nodebox Mob API [nmobs]

by duane » Sun Nov 19, 2017 03:01

azekill_DIABLO wrote:baby gorilla. Still awaiting king kong.


That's easy. Here's kong.

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Here's the mess he makes out of your jungle.

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Any questions?
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Re: [mod] Nodebox Mob API [nmobs]

by duane » Sun Nov 19, 2017 08:07

Added kangaroos and lizards.

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