[Mod] Spider extracted from lottmobs [1.0] [spidermob]

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Minetestforfun
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[Mod] Spider extracted from lottmobs [1.0] [spidermob]

by Minetestforfun » Mon Sep 01, 2014 20:56

SPIDERMOB (lottmobs extracted)

Image

I've extracted the spider mob of LordofTheTested subgame (viewtopic.php?f=15&t=5578), and i hope it will give you fun ! :)
This mod is for server administrators who aren't programmers, or don't want to do the work themselves done in this mod.

So, it's a mod with just the spider, i've also make smalls modifications :
- updated the spider api.lua (better IA)
- adjusted her HP for a better average (now 15 to 30)
- her jump step (now can jump over 1 block)
- her drops for a better average and add raw_meat sometimes, much culture eats spiders after all (now 50% 1 to 3 string and 25% 1 to 2 meat_raw)
- add blood when hit
- add knock back when hit
- modified spawn, mostly in jungle. Be careful, they spawns in part on "jungle leaves" and "jungle trees" so, sometimes they falls in your head !

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
spidermob:register_mob("spidermob:spider", {
   type = "monster",
   hp_min = 15,
   hp_max = 30,
   collisionbox = {-0.9, -0.01, -0.7, 0.7, 0.6, 0.7},
   textures = {"spidermob_spider.png"},
   visual_size = {x=7,y=7},
   visual = "mesh",
   mesh = "spider_model.x",
   makes_footstep_sound = true,
   view_range = 15,
   walk_velocity = 1,
   run_velocity = 3,
    armor = 200,
   damage = 3,
   drops = {
      {name = "farming:string",
      chance = 2,
      min = 1,
      max = 3,},
      {name = "spidermob:meat_raw",
      chance = 4,
      min = 1,
      max = 2,},

   },
    light_resistant = true,
   drawtype = "front",
   water_damage = 5,
   lava_damage = 5,
   light_damage = 0,
   on_rightclick = nil,
   attack_type = "dogfight",
   animation = {
      speed_normal = 15,
      speed_run = 15,
      stand_start = 1,
      stand_end = 1,
      walk_start = 20,
      walk_end = 40,
      run_start = 20,
      run_end = 40,
      punch_start = 50,
      punch_end = 90,
   },
   jump = true,
   step = 1,
   blood_texture = "spidermob_blood.png",


(NOTE : Don't be affraid of this message http://imgur.com/6a8Uuja and just ignore it)

Dependencies : default

Recommends : throwing ? (because you can do something useful with strings)

Conflicts : no known conflicts yet

License : CC BY-SA 3.0 from the initial mod code of "lottmobs" and WTFPL for my modifications

Download : The latest version
(or the temporary link from SendSpace)

Brows the code : Github repository

Install : Unzip the distribution archive, rename the resultant "minetest-spidemob-v1" folder to just "spidermob", and move it into Minetest's mods directory. At last, Set to true the mod in the "world.mt".

Credits :
AspireMint (spider model & texture)
Pilzadam (Troll Model, farming, mobs, Bed code & texture, throwing)
BrandonReese(Sword wearing, chest contents, mobs behaviour)
Xanthin (the extract help)
And everybody from LordOfTheTest !
Last edited by Minetestforfun on Tue Oct 21, 2014 14:02, edited 4 times in total.
 

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balthazariv
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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by balthazariv » Wed Sep 03, 2014 20:59

When i want to download, Windows detect "This connection is not certified". Can you post your codes on Github please.

Thanks
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by Minetestforfun » Thu Sep 04, 2014 00:00

Don't worry about the warning message, it's normal, my SSL certificate isn't signed BUT my Pydio(FTP service used) is over SSL, it's a security protocol...
So, just ignore the warning, download the mod, and install it.

Indeed, you can see "Temporary link", i create a repository in Github when i can...
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by fishyWET » Thu Sep 04, 2014 10:08

Some things to note here; most important credits goes to AspireMint for the spider model & texture and Pilzadam & BrandonReese for the mob's api. All other credits are redundant.
LOTR Subgame
Some days you flip the table, (ノಥ益ಥ)ノ ︵┻━┻,
Other days, the table flip you, ┳━┳︵(ₒ⁻ₒ).
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by Minetestforfun » Thu Sep 04, 2014 10:25

Ok,
Credits edit to display only the most important people, a sentence of thanks anyway remain to thank the team of LOTT
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by Napiophelios » Mon Sep 15, 2014 02:26

wow she can really jump high!

I want to configure for my game built around Paramat's "Catacombs Mod",
I want the spider mob to appear mostly when exploring the sprawling catacombs
so I changed the init.lua to this:

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
spidermob:register_spawn("spidermob:spider", {"default:cobble", "default:stone", "catacomb:cobble"}, 20, -10, 7500, 3, 31000)


Since I changed it tho,I havent seen it around...do I need to change something else too?
(Also, I dont know what the numbers indicate)
Any help is appreciated.
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by Xanthin » Mon Sep 15, 2014 07:33

Hello Napiophelios,
in the api.lua you will find what the spawn values (and all the others) shall be:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
function spidermob:register_spawn(name, nodes, max_light, min_light, chance, active_object_count, max_height, spawn_func)

20 = max_light, -10 = min_light, 7500 = chance, 3 = active_object_count, 31000 = max_height

As you can see, the chance to spawn a spider is relative low with a value of 1/7500.
If you lower this value, like I did it for testing in the extraction guide for this mod here, you will see much more spiders spawning on the nodes you defined. Of course, 60 is good for testing, but maybe a bit too much for a game :) You can also adjust the light values, maybe you want to be safe with placing lightsources (so max light should be lower) or you dont want the spiders to be spawned on mountains (there is also stone at the surface), so you maybe want to lower the max height value (maybe something around -20).
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by Napiophelios » Tue Sep 16, 2014 21:38

Thank you Xanthin, I think this info will go a long way :)
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by deasanta » Sat Sep 27, 2014 13:52

Download : http://yourls.qbuissondebon.info/05k (temporary link)
or
Brows the code : XXX

any chance of updating these links ?
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by Minetestforfun » Sat Sep 27, 2014 14:41

i added a direct link from sendspace,
sorry, for the moment i use my free time for my server...
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by Wuzzy » Sat Sep 27, 2014 21:47

Thanks to you. I like it a LOTT! ;-)

I am happy about every mob added.
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by balthazariv » Sat Sep 27, 2014 21:52

Minetestforfun wrote:i added a direct link from sendspace,


Thanks, i like it
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by Minetestforfun » Tue Oct 21, 2014 14:05

I added the mod in a Github repository, sorry for the time it took :)

(I let the link from SendSpace alive for people don't want use Github...)
 

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Re: [Mod] Spider extracted from lottmobs [1.0] [spidermob]

by ABJ » Wed Apr 22, 2015 12:59

Hey man this mod is too.........
SCARY!!!!!!
I nearly died of fright once when I was on this server building my home on a nice little beach bordering a jungle, and all of a sudden....................
THAPALMARKXTHTRWERGDSXXTRTYREGDFHG!!!!!
Only luckily I had previously obtained /fly privilege from the server's owner (Username = Admin :D) on account of the trees being excruciatingly tall.
Never new how useful it was going to be.
The owner came to my place and took out the spider, but it still gives me the creepy crawls to even THINK of that.
 


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