[Mod] PMobs (progress mobs) [pmobs]
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
[Mod] PMobs (progress mobs) [pmobs]
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:
GUARD:
ARCHER:
NINJA:
WOLF:
DOG:
YETI:
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
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:
GUARD:
ARCHER:
NINJA:
WOLF:
DOG:
YETI:
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
- Attachments
-
- pmobs.zip
- PMobs 3.7
- (137.67 KiB) Downloaded 1388 times
Last edited by CProgrammerRU on Fri Jul 24, 2015 16:36, edited 44 times in total.
Re: [Mod] SimpleMobs++
Cool. License? ;)
-
- Member
- Posts: 1482
- Joined: Fri Apr 19, 2013 16:19
- GitHub: twoelk
- IRC: twoelk
- In-game: twoelk
- Location: northern Germany
Re: [Mod] SimpleMobs++
Hurray for wolves-dogs-wardogsCProgrammerRU wrote:I have modified Simple mobs redo mod.
...
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++
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 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...
Scan avatar or click here to read a Message of Hope (PDF)
- ExeterDad
- Member
- Posts: 1717
- Joined: Sun Jun 01, 2014 20:00
- In-game: ExeterDad
- Location: New Hampshire U.S.A
Re: [Mod] SimpleMobs++
Nice, like a breath of fresh air.
Looking good :)
Looking good :)
HOMETOWN -Our little server. Keep the HOMETOWN chatter @ http://hometownserver.com - Our server map: http://media.hometownserver.com
Re: [Mod] SimpleMobs++
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 ;)
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 ;)
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
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.
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.
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
Yes, the namespace is mobs.twoelk wrote:Hurray for wolves-dogs-wardogsCProgrammerRU wrote:I have modified Simple mobs redo mod.
...
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.
For example: /spawnentity mobs:dog
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
redone was following. New mob types: pet and warpet4aiman 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 ;)
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.
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
New version 0.2
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?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...
-
- Member
- Posts: 1482
- Joined: Fri Apr 19, 2013 16:19
- GitHub: twoelk
- IRC: twoelk
- In-game: twoelk
- Location: northern Germany
Re: [Mod] SimpleMobs++
uh?CProgrammerRU wrote:New version 0.2
Rats just downloaded and it gets updated
grumblegrumble
/me is downloading again
Re: [Mod] SimpleMobs++
Well, my irl cat does not like to be alone and always follows me xDCProgrammerRU wrote:I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?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...
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
Scan avatar or click here to read a Message of Hope (PDF)
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
New version 0.3
Re: [Mod] SimpleMobs++
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...
Taming wolves was quite fun, and he'd protect me from monsters although the tamed spider didn't really do much...
Re: [Mod] SimpleMobs++
You may modify the file api.lua, line 361 :CProgrammerRU wrote:New version 0.3
Code: Select all
if self.monsterdetect == false then
self.following = player
else
self.following = nil
end
Code: Select all
if self.monsterdetect == true then
self.following = nil
else
self.following = player
end
My build : viewtopic.php?f=42&t=10554
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
Oh. I will fix this. Thanks =)napodan wrote:You may modify the file api.lua, line 361 :CProgrammerRU wrote:New version 0.3byCode: Select all
if self.monsterdetect == false then self.following = player else self.following = nil end
If monsterdetect is not defined you must keep the old framework. With the actual code, sheeps don't follow player carrying wheat.Code: Select all
if self.monsterdetect == true then self.following = nil else self.following = player end
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
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.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...
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
Fixed =)napodan wrote:You may modify the file api.lua, line 361 :CProgrammerRU wrote:New version 0.3byCode: Select all
if self.monsterdetect == false then self.following = player else self.following = nil end
If monsterdetect is not defined you must keep the old framework. With the actual code, sheeps don't follow player carrying wheat.Code: Select all
if self.monsterdetect == true then self.following = nil else self.following = player end
Re: [Mod] SimpleMobs++
Thanks for clarification, CProgrammerRU!
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?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.
Re: [Mod] SimpleMobs++
Please, cats. A lot of people on our server asked for them.CProgrammerRU wrote:I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?
There is no such thing as duty. If you know that a thing is right, you want to do it. If you don't want to do it—it isn't right. If it's right and you don't want to do it—you don't know what right is and you're not a man. -- Ayn Rand
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
i am working on that. The mod is not completed yet. I have not much time. Sorry.Sol wrote:Please, cats. A lot of people on our server asked for them.CProgrammerRU wrote:I will maybe make a cat in the future. But I don't know for what. Maybe you have an idea?
Re: [Mod] SimpleMobs++
Nice to know that it's in dev. No hurry at all. (:
Btw, logic is not necessary, I'd appreciate a model with textures.
Btw, logic is not necessary, I'd appreciate a model with textures.
There is no such thing as duty. If you know that a thing is right, you want to do it. If you don't want to do it—it isn't right. If it's right and you don't want to do it—you don't know what right is and you're not a man. -- Ayn Rand
- CProgrammerRU
- Member
- Posts: 31
- Joined: Tue Oct 14, 2014 09:52
- In-game: CProgrammerRU
Re: [Mod] SimpleMobs++
Fixed and new version 0.44aiman wrote:Thanks for clarification, CProgrammerRU!
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?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.
Who is online
Users browsing this forum: Ahrefs [Bot], Bing [Bot] and 47 guests