[Mod] Advanced Guards [advanced_guards]

zorman2000
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[Mod] Advanced Guards [advanced_guards]

by zorman2000 » Thu Jun 08, 2017 03:16

This mod is almost entirely based on the original Guards mod (see: https://forum.minetest.net/viewtopic.php?f=9&t=17483)

This mod adds guards! Guards that are your personal soldiers and you can control.
These guards are not crafted, but they are created. To create guards, you need to put two blocks in vertical fashion of one of the supported materials:

  • Tin
  • Steel
  • Copper
  • Bronze
  • Gold
  • Obsidian
  • Mese
  • Diamond

Once you have placed the blocks, use a finalization staff to bring them to life! After that, they will follow your orders, which you can give using a war horn. You can order the guards to stand ground, regroup and follow you, or follow and attack enemies. You can also tell guards to not attack certain players with a manifesto document.

Screenshot:
Image
guards_mod.png
(187.94 KiB) Not downloaded yet


Download: https://github.com/hkzorman/advanced_guards/archive/master.zip
Browse the code (Github): https://github.com/hkzorman/advanced_guards

License: LGPL v2.1

Dependencies: default

Credits:
Special thanks to KGM for the original Guards mod. This mod is entirely based on that mod, doing modifications to the original code. However, the largest part of the code is still his, and full credits go to him.
See the original mod here: viewtopic.php?f=9&t=17483

Note: This is the first mod I publish (while certainly is not the first I make!) so please, comments, bug-reports, ideas, etc. all are welcome and appreciated!
Last edited by zorman2000 on Thu Jun 08, 2017 03:25, edited 1 time in total.
 

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Re: [Mod] Advanced Guards [advanced_guards]

by TumeniNodes » Thu Jun 08, 2017 03:23

heh, tin soldiers... I like it!
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zorman2000
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Re: [Mod] Advanced Guards [advanced_guards]

by zorman2000 » Thu Jun 08, 2017 16:29

TumeniNodes wrote:heh, tin soldiers... I like it!


Yes, I tried to balance each soldier depending on the material. Tin are the weakest, in terms of HP and damage they can do, but as tin is light, they are very fast, attack quickly and walk fast. So the strategy for tin soldiers are like light infantry, they need to be many to be able to overwhelm!
 

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Re: [Mod] Advanced Guards [advanced_guards]

by v-rob » Mon Jun 12, 2017 03:45

Could you add a stand ground, but when they see an enemy, they go and kill them, and then regroup?
 

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Re: [Mod] Advanced Guards [advanced_guards]

by zorman2000 » Wed Jun 14, 2017 22:05

v-rob wrote:Could you add a stand ground, but when they see an enemy, they go and kill them, and then regroup?


Yes, I believe I can do that. That would be kind of "watchful" mode. I also intend to add "defensive mode", where they stand ground and only attack back if attacked first.

Thanks for the idea!
 

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Re: [Mod] Advanced Guards [advanced_guards]

by sparky » Wed Sep 06, 2017 16:26

Trying it on an server, I get this after a guard is loaded.

Code: Select all
ServerError: Lua: Runtime error from mod 'advanced_guards' in callback luaentity_Step(): ...etest/games/promo_game/mods/advanced_guards/init.lua:249: attempt to call method 'get_attribute' (a nil value
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zorman2000
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Re: [Mod] Advanced Guards [advanced_guards]

by zorman2000 » Fri Sep 08, 2017 01:49

sparky wrote:Trying it on an server, I get this after a guard is loaded.

Code: Select all
ServerError: Lua: Runtime error from mod 'advanced_guards' in callback luaentity_Step(): ...etest/games/promo_game/mods/advanced_guards/init.lua:249: attempt to call method 'get_attribute' (a nil value


Hi sparky! The issue should be fixed. Please download latest version in Github repo.

Thanks!
 

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Re: [Mod] Advanced Guards [advanced_guards]

by zorman2000 » Fri Sep 08, 2017 02:06

Chem871 wrote:Could you make guards for materials in other mods?


I could, yes. Which other materials do you have in mind?
 

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Re: [Mod] Advanced Guards [advanced_guards]

by twoelk » Fri Sep 08, 2017 09:52

zorman2000 wrote:
Chem871 wrote:Could you make guards for materials in other mods?


I could, yes. Which other materials do you have in mind?



how about cactus guards?
they could be useless on attack but harm the the hitter if attacked
so less soldier but more guard
sort of purely defensive
 

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Re: [Mod] Advanced Guards [advanced_guards]

by zorman2000 » Fri Sep 08, 2017 13:00

twoelk wrote:how about cactus guards?
they could be useless on attack but harm the the hitter if attacked
so less soldier but more guard
sort of purely defensive


Sounds like a great idea! I will try to implement this!
 

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Re: [Mod] Advanced Guards [advanced_guards]

by LMD » Thu Mar 22, 2018 21:11

Maybe you could tweak more values ? Punching range, reload, damage, hp/damage quotient(for instance, I expect diamond to be killed easily, but strike very hard)
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