[Mod] Mobs Humans [0.2.2] [mobs_humans]

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Hamlet
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[Mod] Mobs Humans [0.2.2] [mobs_humans]

by Hamlet » Sat May 26, 2018 20:40

Image
Adds humans.

Features:
+ Spoiler


Version: 0.2.2
Source code's license: GPL v3.0
Textures' license: CC BY-SA v3.0 / 4.0

Dependencies: default module (found in Minetest Game), mobs (Mobs redo)

Downloads:
Archives: .zip .tar.gz
Source code: https://notabug.org/Hamlet/mobs_humans

Installation

Unzip the archive, rename the folder to mobs_humans and place it in
../minetest/mods/

GNU+Linux: If you use a system-wide installation place it in
~/.minetest/mods/

If you only want this to be used in a single world, place the folder in
../minetest/worlds/world_name/worldmods/

For further information or help see:
http://wiki.minetest.net/wiki/Installing_Mods
Attachments
mobs_humans.png
(170.57 KiB) Not downloaded yet
Last edited by Hamlet on Fri Jul 27, 2018 20:59, edited 7 times in total.
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by LMD » Sun May 27, 2018 17:08

They look nice :) However, I suggest you to make them somewhat special, as NPCs are quite common in MT...
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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by Hamlet » Mon May 28, 2018 12:41

LMD wrote:They look nice :) However, I suggest you to make them somewhat special, as NPCs are quite common in MT...


What could I possibly add that has not been done already?
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by Hamlet » Mon May 28, 2018 12:42

StarNinjas wrote:Nice mod, this looks like TenPlus1's NPCs mod.


Thank you!
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by StarNinjas » Tue May 29, 2018 03:48

Hamlet wrote:
LMD wrote:They look nice :) However, I suggest you to make them somewhat special, as NPCs are quite common in MT...


What could I possibly add that has not been done already?

Maybe by somethings you do to trigger them to say stuff. like a real player would do. and it not loading on my world:(
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by StarNinjas » Tue May 29, 2018 22:03

This NPCs should not spawn. but instead have a spawn egg. here is the code for egg:
Code: Select all
mobs:register_egg("mobs_humans:male", ("Male NPC"), "default_sand.png", 1)
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by Hamlet » Sun Jun 17, 2018 22:44

O_o for some reason I missed your post StarNinjas.
Anyway, I will add the spawner egg in the next stable release.
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by Hamlet » Sun Jun 17, 2018 22:51

PREVIEW Release v0.2.0-dev

- added recover health over time
- added experience gain (if enemy is defeated or runs away they may gain 1damage point and/or 1armor point)
- they spawn a bones node (not every time they die) - this is because they are meant to be used with Ghost Redo and Banshee
- they despawn bones nodes (not every time, even players' bones) - this is because bones shouldn't litter the map
[EDIT]:
- they can be passive, neutral, hostile (animal, NPC, monster)
[/EDIT]

Unlike the stable release (v0.1.x) the spawn rate is a lot more frequent, this is because the preview is meant to be used for testing purposes; enjoy watching them battling, recovering health, gaining experience.

https://gitlab.com/h4mlet/mobs_humans/tree/development
https://gitlab.com/h4mlet/mobs_humans/- ... opment.zip
https://gitlab.com/h4mlet/mobs_humans/- ... ent.tar.gz
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by TumeniNodes » Sun Jun 17, 2018 23:00

I see no "smart"phones. Therefore, these cannot be "humans"

Nice work though. I will give it a run perhaps
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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by v-rob » Sun Jun 17, 2018 23:06

TumeniNodes wrote:I see no "smart"phones. Therefore, these cannot be "humans"


How unfortunately true.
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by StarNinjas » Sun Jun 17, 2018 23:23

Hamlet wrote:O_o for some reason I missed your post StarNinjas.
Anyway, I will add the spawner egg in the next stable release.

ok thanks
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by Hamlet » Mon Jun 18, 2018 16:46

TumeniNodes wrote:I see no "smart"phones. Therefore, these cannot be "humans"

Nice work though. I will give it a run perhaps


LOL! Thank you
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by Hamlet » Mon Jun 18, 2018 16:48

0.2.0-dev current features (development branch)
See the first post for the download links.

--- Added custom bones node, self removing after 1-5mins.
--- Added spawner egg.
* Thanks to Christian9 for his Bones Model [mod]
--- Mobs no longer despawn default bones.
--- Mobs no longer show their name/stats; right click one to get told.
* Stats are currently shown for testing purposes, this will be removed.
--- These stats are randomly chosen at mob spawn time:
* Given name
* Type (animal, NPC, monster)
* Armor (min 100, max 10)
* Passive (animals/NPCs)
* Walk chance
* Runaway (animals)
* View range
* Damage dealt
* Water damage taken
* Lava/fire damage taken
* Swimming ability (Float)
* Docile by day (monsters)
* Attack monsters (NPCs)
* Attack animals (monsters)
* Group attack (NPCs/monsters)
--- Health recovery over time.
--- Armor and/or damage dealt may increase by 1point if foes die or flee.

!!! Actually the spawn chance is high (3500) for testing purposes, it will be lowered (37500) in the stable release - this should grant having some mobs roaming around without cluttering the map.
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by TumeniNodes » Tue Jun 19, 2018 00:44

ManElevation wrote:+10

excellent, you exploited a loophole in the new +1 posting restrictions. what genius :D
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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by GamingAssociation39 » Wed Jun 20, 2018 02:05

@Hamlet maybe you can get the humans to do trading when a certain mod is enabled.
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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by StarNinjas » Wed Jun 20, 2018 21:35

GamingAssociation39 wrote:@Hamlet maybe you can get the humans to do trading when a certain mod is enabled.

Good idea.
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by Hamlet » Thu Jun 21, 2018 10:05

There is already a trader mob:
https://notabug.org/TenPlus1/mobs_npc <-- Simple NPC and Trader

I wouldn't want to clone already existing mods.
On the other hand I plan to allow users to hire them for a limited period of time - when asked they will tell users their (randomly chosen) offer, e.g. "I'll protect you for 7 days for a price of 1 gold ingot".
The price should increase depending on their armor and damage rating.
 

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Re: [Mod] Mobs Humans [0.1.1] [mobs_humans]

by StarNinjas » Sat Jun 23, 2018 21:43

Hamlet wrote:There is already a trader mob:
https://notabug.org/TenPlus1/mobs_npc <-- Simple NPC and Trader

I wouldn't want to clone already existing mods.
On the other hand I plan to allow users to hire them for a limited period of time - when asked they will tell users their (randomly chosen) offer, e.g. "I'll protect you for 7 days for a price of 1 gold ingot".
The price should increase depending on their armor and damage rating.

that would be coool! and i thought about that mod also.
 

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Re: [Mod] Mobs Humans [0.2.0] [mobs_humans]

by Hamlet » Mon Jul 16, 2018 20:22

Released v0.2.0

See "Features" list on the first post.

For those who were using the -dev branch:
- Added (random) stone throwing ability.
- Active Objects Count decreased to 1 (was 2)
- Humans' bones remove timer increased to (min300, max600)secs (was 60, 300)
 

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Re: [Mod] Mobs Humans [0.2.2] [mobs_humans]

by Hamlet » Fri Jul 27, 2018 21:00

Released v0.2.2

- Removed redundant conditional check.
- Thrown stones will despawn when hitting a node.
- Minor code improvements.
 


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