human npc removed

master
daretmavi 2021-03-15 01:09:46 +01:00
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### Mobs Humans
![Mobs Humans' screenshot](screenshot.png)
**_Adds humans._**
**Version:** 0.3.0
**Source code's license:** [EUPL v1.2][1] or later.
**Textures' license:** [CC BY-SA v3.0][2], [CC BY-SA v4.0][3]
**Dependencies:** default (found in [Minetest Game][4]), mobs ([Mobs Redo][5])
### Installation
Unzip the archive, rename the folder to mobs_humans and place it in
../minetest/mods/
If you only want this to be used in a single world, place it in
../minetest/worlds/WORLD_NAME/worldmods/
GNU+Linux - If you use a system-wide installation place it in
~/.minetest/mods/
For further information or help see:
https://wiki.minetest.net/Help:Installing_Mods
[1]: https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
[2]: https://creativecommons.org/licenses/by-sa/3.0/
[3]: https://creativecommons.org/licenses/by-sa/4.0/
[4]: https://github.com/minetest/minetest_game
[5]: https://forum.minetest.net/viewtopic.php?t=9917

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a = Alfa
e = Echo
i = India
o = Oscar
u = bOOk
y = Yes / Yogurt
w = Word / Walk
m = Mike
n = November
b = Bravo
p = Papa
d = Delta
t = Tango
g = Golf
k = Kilo
l = Lima
r = Romeo
s = Sierra / Stop
z = Zulu / Zero
h = Hotel / Hope
ñ/Ñ = niÑo / coruÑa (Spanish) (nh)
v = Victor
f = Foxtrot
ð/Ð = THe / THese (dh)
þ = THing / THink (th)
ɣ = GiorGHos (Greek) / (like "BaCH" but using a "g") (gh)
ħ/Ħ = BaCH (German) loCH (Scottish) (ch)
ɫ/Ɫ = SeviLLa / vaniLLa (Spanish) (lh)
ʃ/Ʃ = SHow / SHopping (sh)
ʒ = Jacques / bon Jour (French) (zh)

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# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](https://semver.org/).
## [Unreleased]
- No further features planned.
## [0.3.0] - 2019-10-17
### Added
- Support for translations.
- Option to toggle hovering nametags.
### Changed
- License changed to EUPL v1.2.
- mod.conf set to follow MT v5.x specifics.
- Textures have been optimized (with optipng).
- Fixed collisionbox.
### Removed
- Support for MT v0.4.x
## [0.2.2] - 2018-07-27
### Changed
- Removed redundant conditional check.
## [0.2.1] - 2018-07-27
### Changed
- Thrown stones will despawn when hitting a node.
- Minor code improvements.
## [0.2.0] - 2018-07-16
### Added
- Stone throwing ability.
### Changed
- Active Objects Count decreased to 1 (was 2)
- Humans' bones remove timer increased to (min300, max600)secs (was 60, 300)
## [0.2.0-dev] - 2018-07-10
### Added
- changelog.md
### Changed
- Health recover function.
- Bones spawn chance increased to 6/12 (was 4/12)

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--[[
Mobs Humans - Adds human mobs.
Copyright © 2018-2019 Hamlet <hamlatmesehub@riseup.net>
Licensed under the EUPL, Version 1.2 or as soon they will be
approved by the European Commission subsequent versions of the
EUPL (the "Licence");
You may not use this work except in compliance with the Licence.
You may obtain a copy of the Licence at:
https://joinup.ec.europa.eu/software/page/eupl
https://eur-lex.europa.eu/legal-content/EN/TXT/?uri=CELEX:32017D0863
Unless required by applicable law or agreed to in writing,
software distributed under the Licence is distributed on an
"AS IS" basis,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied.
See the Licence for the specific language governing permissions
and limitations under the Licence.
--]]
-- Used for localization
local S = minetest.get_translator("mobs_humans")
--
-- General variables
--
local mob_difficulty = tonumber(minetest.settings:get("mob_difficulty"))
if (mob_difficulty == nil) then
mob_difficulty = 1
end
local show_nametags = minetest.settings:get_bool("mobs_humans_use_nametags")
if (show_nametags == nil) then
show_nametags = true
end
--
-- Custom bones node
--
minetest.register_node("mobs_humans:human_bones", {
description = S("Human Bones"),
drawtype = "mesh",
mesh = "mobs_humans_bones_model.obj",
tiles = {"mobs_humans_bones.png"},
inventory_image = "mobs_humans_bones_inv.png",
wield_image = "mobs_humans_bones_inv.png",
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0.0, 0.5}
},
},
walkable = false,
pointable = true,
diggable = true,
buildable_to = true,
paramtype = "light",
paramtype2 = "facedir",
groups = {dig_immediate = 2, falling_node = 1},
sounds = default.node_sound_gravel_defaults(),
on_construct = function(pos)
minetest.check_single_for_falling(pos)
minetest.get_node_timer(pos):start(math.random(300, 600))
end,
on_timer = function(pos, elapsed)
minetest.get_node_timer(pos):stop()
minetest.swap_node(pos, {name = "air"})
end
})
--
-- Chat messages
--
local MESSAGE_1 = S("Saluton ")
local MESSAGE_2 = S(", mia nomo estas ")
--
-- Functions
--
local function boolean()
if (math.random(0, 1) == 0) then
return false
else
return true
end
end
local function attack_type()
local number = math.random(1, 3)
local attack_name = nil
if (number == 1) then
attack_name = "dogfight"
elseif (number == 2) then
attack_name = "shoot"
else
attack_name = "dogshoot"
end
return attack_name
end
local function dps(self, element)
local damage_speed = nil
local hit_points = nil
local time_speed = nil
local in_game_day_length = nil
local five_in_game_minutes = nil
local damage_per_second = nil
hit_points = self.health
time_speed = tonumber(minetest.settings:get("time_speed"))
if (time_speed == nil) then
time_speed = 72
elseif (time_speed == 0) then
time_speed = 1
end
if (element == "water") then
damage_speed = 300
elseif (element == "lava") then
damage_speed = 100
end
in_game_day_length = 86400 / time_speed
five_in_game_minutes = (in_game_day_length * damage_speed) / 86400
damage_per_second = hit_points / five_in_game_minutes
return damage_per_second
end
local function experience(self)
if (self.attack == nil) and (self.engaged ~= true) then
return
elseif (self.attack ~= nil) and (self.engaged ~= true) then
self.engaged = true
self.object:set_properties({engaged = self.engaged})
elseif (self.attack == nil) and (self.engaged == true) then
self.engaged = false
self.object:set_properties({engaged = self.engaged})
if (self.damage < (8 * mob_difficulty)) then
self.damage = self.damage + 1
self.object:set_properties({damage = self.damage})
end
if (self.armor > 10) then
self.armor = self.armor - 1
self.object:set_properties({armor = self.armor})
end
end
end
local function heal_over_time(self, dtime)
-- For backward compatibility
if (self.heal_counter == nil)
or (self.initial_hp == nil)
or (self.injuried == nil)
then
self.heal_counter = 4.0
-- used for health recovery
self.initial_hp = math.random(self.hp_min, self.hp_max)
-- used as reference when recovering health
-- used to determine whether if in need of healing
if (self.health == self.initial_hp) then
self.injuried = false
else
self.injuried = true
end
self.object:set_properties({
heal_counter = self.heal_counter,
initial_hp = self.initial_hp,
injuried = self.injuried
})
end
if (self.injuried == true) then
if (self.state ~= "attack") and (self.state ~= "runaway") then
-- recover 1HP every 4 seconds
if (self.health < self.initial_hp) then
if (self.heal_counter > 0) then
self.heal_counter = self.heal_counter - dtime
self.object:set_properties({
heal_counter = self.heal_counter
})
else
self.heal_counter = 4.0
self.health = self.health + 1
self.object:set_hp(self.health)
self.object:set_properties({
heal_counter = self.heal_counter
})
end
elseif (self.health == self.initial_hp) then
self.injuried = false
self.object:set_properties({injuried = self.injuried})
end
end
end
end
local function random_string(length)
local letter = 0
local number = 0
local initial_letter = true
local string = ""
local exchanger = ""
local forced_choice = ""
local vowels = {"a", "e", "i", "o", "u"}
local semivowels = {"y", "w"}
local simple_consonants = {
"m", "n", "b", "p", "d", "t", "g", "k", "l", "r", "s", "z", "h"
}
local compound_consonants = {
"ñ", "v", "f", "ð", "þ", "ɣ", "ħ", "ɫ", "ʃ", "ʒ"
}
local compound_consonants_uppercase = {
"Ñ", "V", "F", "Ð", "Þ", "Ɣ", "Ħ", "", "Ʃ", "Ʒ"
}
local double_consonants = {
"mm", "mb", "mp", "mr", "ms", "mz", "mf",
"",
"nn", "nd", "nt", "ng", "nk", "nr", "ns", "nz",
"", "", "nɣ", "", "", "",
"bb", "bl", "br", "bz",
"",
"pp", "pl", "pr", "ps",
"",
"dd", "dl", "dr", "dz",
"",
"tt", "tl", "tr", "ts",
"",
"gg", "gl", "gr", "gz",
"",
"kk", "kl", "kr", "ks",
"",
"ll", "lm", "ln", "lb", "lp", "ld", "lt", "lg", "lk", "ls", "lz",
"", "lv", "lf", "", "", "lɣ", "", "", "",
"rr", "rm", "rn", "rb", "rp", "rd", "rt", "rg", "rk", "rs", "rz",
"", "rv", "rf", "", "", "rɣ", "", "", "",
"ss", "sp", "st", "sk",
"sf",
"zz", "zm", "zn", "zb", "zd", "zg", "zl", "zr",
"", "zv",
"vl", "vr",
"fl", "fr",
"ðl", "ðr",
"þl", "þr",
"ɣl", "ɣr",
"ħl", "ħr",
"ʃp", "ʃt", "ʃk",
"ʃf",
"ʒm", "ʒn", "ʒb", "ʒd", "ʒg", "ʒl", "ʒr",
"ʒv"
}
local double_consonants_uppercase = {
"Bl", "Br", "Bz",
"",
"Pl", "Pr", "Ps",
"",
"Dl", "Dr", "Dz",
"",
"Tl", "Tr", "Ts",
"",
"Gl", "Gr", "Gz",
"",
"Kl", "Kr", "Ks",
"",
"Sp", "St", "Sk",
"Sf",
"Zm", "Zn", "Zb", "Zd", "Zg", "Zl", "Zr",
"", "Zv",
"Vl", "Vr",
"Fl", "Fr",
"Ðl", "Ðr",
"Þl", "Þr",
"Ɣl", "Ɣr",
"Ħl", "Ħr",
"Ʃp", "Ʃt", "Ʃk",
"Ʃf",
"Ʒm", "Ʒn", "Ʒb", "Ʒd", "Ʒg", "Ʒl", "Ʒr",
"Ʒv"
}
local previous_letter = ""
for initial_value = 1, length do
letter = letter + 1
local chosen_group = math.random(1, 5)
if (exchanger == "vowel") then
chosen_group = math.random(3, 5)
elseif (exchanger == "semivowel") then
chosen_group = 1
elseif (exchanger == "simple consonant") then
if (letter < length) then
chosen_group = math.random(1, 2)
else
chosen_group = 1
end
elseif (exchanger == "compound consonant") then
chosen_group = 1
elseif (exchanger == "double consonant") then
chosen_group = 1
end
if (chosen_group == 1) then
if (initial_letter == true) then
initial_letter = false
number = math.random(1, 5)
previous_letter = string.upper(vowels[number])
string = string .. previous_letter
else
number = math.random(0, 1) -- single or double vowel
if (number == 0) then
number = math.random(1, 5)
previous_letter = vowels[number]
string = string .. previous_letter
else
number = math.random(1, 5)
previous_letter = vowels[number]
string = string .. previous_letter
number = math.random(1, 5)
previous_letter = vowels[number]
string = string .. previous_letter
end
end
exchanger = "vowel"
elseif (chosen_group == 2) then
number = math.random(1, 2)
if (letter ~= 2) then
if (initial_letter == true) then
initial_letter = false
previous_letter = string.upper(semivowels[number])
string = string .. previous_letter
else
previous_letter = semivowels[number]
string = string .. previous_letter
end
exchanger = "semivowel"
elseif (letter == 2) then
if (previous_letter == "L") or (previous_letter == "R")
or (previous_letter == "") or (previous_letter == "Y")
or (previous_letter == "W") or (previous_letter == "H") then
if (number == 1) then
previous_letter = "i"
string = string .. previous_letter
elseif (number == 2) then
previous_letter = "u"
string = string .. previous_letter
end
end
exchanger = "vowel"
end
elseif (chosen_group == 3) then
number = math.random(1, 13)
if (initial_letter == true) then
initial_letter = false
previous_letter = string.upper(simple_consonants[number])
string = string .. previous_letter
else
previous_letter = simple_consonants[number]
string = string .. previous_letter
end
exchanger = "simple consonant"
elseif (chosen_group == 4) then
number = math.random(1, 10)
if (initial_letter == true) then
initial_letter = false
previous_letter = compound_consonants_uppercase[number]
string = string .. previous_letter
else
previous_letter = compound_consonants[number]
string = string .. previous_letter
end
exchanger = "compound consonant"
elseif (chosen_group == 5) then
if (initial_letter == true) then
initial_letter = false
number = math.random(1, 61)
previous_letter = double_consonants_uppercase[number]
string = string .. previous_letter
else
number = math.random(1, 131)
previous_letter = double_consonants[number]
string = string .. previous_letter
end
exchanger = "double consonant"
end
end
initial_letter = true
return string
end
local function random_type()
local type = "npc"
local number = math.random(1, 20)
if (number <= 10) then
type = "monster"
elseif (number >= 16) then
type = "animal"
end
return type
end
--
-- Entity definition
--
mobs:register_mob("mobs_humans:human", {
nametag = "",
given_name = nil,
type = nil,
hp_min = 15,
hp_max = 20,
initial_hp = nil,
armor = nil,
passive = nil,
walk_velocity = 4,
run_velocity = 4,
walk_chance = nil,
jump = false,
runaway = nil,
view_range = nil,
damage = nil,
fall_damage = true,
water_damage = nil,
lava_damage = nil,
suffocation = true,
floats = nil,
reach = 4,
docile_by_day = nil,
attacks_monsters = nil,
attack_animals = nil,
group_attack = nil,
attack_type = "dogfight",
arrow = "mobs_humans:stone",
shoot_interval = 2,
shoot_offset = 1.5,
runaway_from = {
"mobs_banshee:banshee",
"mobs_ghost_redo:ghost",
"mobs_others:snow_walker"
},
makes_footstep_sound = nil,
sounds = {
attack = "default_punch",
shoot_attack = "mobs_swing"
},
visual = "mesh",
visual_size = {x = 1, y = 1},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
textures = {
{"mobs_humans_female_01.png"},
{"mobs_humans_female_02.png"},
{"mobs_humans_male_01.png"},
{"mobs_humans_male_02.png"}
},
mesh = "character.b3d",
animation = {
stand_start = 0,
stand_end = 79,
stand_speed = 30,
walk_start = 168,
walk_end = 187,
walk_speed = 30,
run_start = 168,
run_end = 187,
run_speed = 30,
punch_start = 189,
punch_end = 198,
punch_speed = 30,
die_start = 162,
die_end = 166,
die_speed = 0.8
},
on_spawn = function(self, pos)
-- Random values chosen for any human type
self.given_name = random_string(math.random(2, 5))
self.type = random_type()
self.initial_hp = math.random(self.hp_min, self.hp_max)
self.heal_counter = 4.0
self.injuried = false
self.armor = math.random(10, 100)
self.walk_chance = math.random(10, 33)
self.view_range = math.random(7, 15)
self.damage = (math.random(1, 8) * mob_difficulty)
self.water_damage = dps(self, "water")
self.lava_damage = dps(self, "lava")
self.floats = boolean()
self.makes_footstep_sound = boolean()
if (show_nametags == true) then
self.nametag = minetest.colorize("white", self.given_name ..
" (" .. S("NPC") .. ")")
else
self.nametag = ""
end
-- Random values chosen for specific human types
if (self.type == "animal") then
self.passive = boolean()
self.runaway = boolean()
elseif (self.type == "npc") then
self.passive = boolean()
self.attacks_monsters = boolean()
self.group_attack = boolean()
self.attack_type = attack_type()
elseif (self.type == "monster") then
self.docile_by_day = boolean()
self.attack_animals = boolean()
self.group_attack = boolean()
self.attack_type = attack_type()
end
-- Values applied to any human type
self.object:set_properties({
given_name = self.given_name,
type = self.type,
heal_counter = self.heal_counter,
initial_hp = self.initial_hp,
injuried = self.injuried,
walk_chance = self.walk_chance,
view_range = self.view_range,
damage = self.damage,
water_damage = self.water_damage,
lava_damage = self.lava_damage,
floats = self.floats,
makes_footstep_sound = self.makes_footstep_sound,
nametag = self.nametag
})
self.object:set_armor_groups({
immortal = 1,
fleshy = self.armor
})
self.object:set_hp(self.initial_hp)
-- Values applied to specific human types
if (self.type == "animal") then
self.object:set_properties({
passive = self.passive,
runaway = self.runaway
})
elseif (self.type == "npc") then
self.object:set_properties({
passive = self.passive,
attacks_monsters = self.attacks_monsters,
group_attack = self.group_attack,
attack_type = self.attack_type
})
elseif (self.type == "monster") then
self.object:set_properties({
docile_by_day = self.docile_by_day,
attack_animals = self.attack_animals,
group_attack = self.group_attack,
attack_type = self.attack_type
})
end
return true
end,
do_punch = function(self)
if (self.health < self.initial_hp) and (self.injuried == false) then
self.injuried = true
self.object:set_properties({injuried = self.injuried})
end
end,
-- Health recover and experience gain
do_custom = function(self, dtime)
heal_over_time(self, dtime)
if (self.type ~= "animal") then
experience(self)
end
end,
on_rightclick = function(self, clicker)
if (self.health > 0)
and (self.state ~= "attack")
and (self.state ~= "runaway")
then
local player_name = clicker:get_player_name()
local msg = MESSAGE_1 .. player_name .. MESSAGE_2
.. self.given_name .. ".\n"
minetest.chat_send_player(player_name, msg)
end
end,
-- Bones' random spawner
on_die = function(self, pos)
local drop_bones = math.random(1, 12)
if (drop_bones <= 6) then
local pos = {x = pos.x, y = (pos.y -1), z = pos.z}
local node_name = minetest.get_node(pos).name
if (node_name == "air") then
minetest.set_node(pos, {name="mobs_humans:human_bones"})
end
end
end
})
--
-- Arrow entity
--
mobs:register_arrow("mobs_humans:stone", {
visual = "sprite",
visual_size = {x = 0.1, y = 0.1},
textures = {"default_stone.png"},
velocity = 9,
hit_player = function(self, player)
player:punch(self.object, 1,
{
full_punch_interval = 0.1,
damage_groups = {fleshy = 6},
}
)
end,
hit_node = function(self, pos, node)
self.object:remove()
end
})
--
--
-- Entity spawner
--
mobs:spawn({
name = "mobs_humans:human",
nodes = {"group:crumbly"},
neighbors = {"air"},
max_light = 15,
min_light = 0,
interval = 60,
chance = 7500,
active_object_count = 2,
min_height = 1,
max_height = 240,
day_toggle = nil
})
-- Spawn Egg
mobs:register_egg("mobs_humans:human", S("Spawn Human"), "mobs_humans_icon.png")
--
-- Alias
--
mobs:alias_mob("mobs:human", "mobs_humans:human")
--
-- Minetest engine debug logging
--
if (minetest.settings:get("debug_log_level") == nil)
or (minetest.settings:get("debug_log_level") == "action")
or (minetest.settings:get("debug_log_level") == "info")
or (minetest.settings:get("debug_log_level") == "verbose")
then
minetest.log("action", "[Mod] Mobs Humans [v0.3.0] loaded.")
end

View File

@ -1,14 +0,0 @@
# textdomain:mobs_humans
Human Bones=
# Hello<space>
Saluton =Hello
# , my name is<space>
, mia nomo estas =, my name is
# Non Playing Character
NPC=
Spawn Human=

View File

@ -1,10 +0,0 @@
# textdomain:mobs_humans
Human Bones=Ossa umane
Saluton =Salute
, mia nomo estas =, il mio nome è
# Non Playing Character = Personaggio Non Giocante
NPC=PNG
Spawn Human=Crea umano

View File

@ -1,14 +0,0 @@
# textdomain:mobs_humans
Human Bones=
# Hello<space>
Saluton =
# , my name is<space>
, mia nomo estas =
# Non Playing Character
NPC=
Spawn Human=

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@ -1,3 +0,0 @@
name = mobs_humans
description = Adds humans.
depends = default, mobs

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@ -1,3 +0,0 @@
mobs_humans_bones_model.obj
from Bones Model by Christian9
CC0

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@ -1,138 +0,0 @@
# Blender v2.72 (sub 0) OBJ File: 'character.blend'
# www.blender.org
mtllib bones_model_bones.mtl
o Player_Cube
v -0.234202 -0.450119 -0.219148
v -0.234202 -0.215918 -0.219148
v -0.234202 -0.450119 0.571282
v -0.234202 -0.215918 0.571282
v -0.450609 -0.215917 0.633336
v -0.450609 -0.450118 0.633336
v -0.251995 -0.450118 0.509228
v -0.251995 -0.215917 0.509228
v -0.869473 -0.215917 -0.036987
v -0.869473 -0.450118 -0.036987
v -0.670859 -0.450118 -0.161095
v -0.670859 -0.215917 -0.161095
v -0.275409 -0.450118 -1.002366
v -0.275409 -0.215918 -1.002366
v -0.234041 -0.450119 -0.213019
v -0.234041 -0.215918 -0.213019
v -0.313888 -0.438730 0.571282
v -0.105712 -0.019131 0.571282
v -0.313888 -0.438730 1.039685
v -0.105712 -0.019131 1.039685
v 0.234202 -0.215918 -0.219148
v 0.234202 -0.450119 -0.219148
v 0.234202 -0.215918 0.571282
v 0.234202 -0.450119 0.571282
v 0.456610 -0.215917 -0.220805
v 0.456610 -0.450118 -0.220805
v 0.681739 -0.450118 -0.156251
v 0.681739 -0.215917 -0.156251
v 0.238738 -0.215917 0.539005
v 0.238738 -0.450118 0.539005
v 0.463867 -0.450118 0.603560
v 0.463867 -0.215917 0.603560
v -0.041528 -0.215918 -1.014623
v -0.041528 -0.450118 -1.014623
v -0.000160 -0.450119 -0.225276
v -0.000160 -0.215918 -0.225276
v 0.313888 -0.227306 0.571282
v 0.105712 -0.646907 0.571282
v 0.313888 -0.227306 1.039685
v 0.105712 -0.646907 1.039685
v 0.234041 -0.215918 -0.213019
v 0.234041 -0.450119 -0.213019
v 0.275409 -0.215918 -1.002366
v 0.275409 -0.450118 -1.002366
v 0.041528 -0.215918 -1.014623
v 0.041528 -0.450118 -1.014623
v 0.000160 -0.450119 -0.225276
v 0.000160 -0.215918 -0.225276
vt 0.625000 0.375000
vt 0.500000 0.375000
vt 0.500000 0.000000
vt 0.625000 0.000000
vt 0.437500 0.375000
vt 0.437500 0.000000
vt 0.312500 0.375000
vt 0.312500 0.000000
vt 0.562500 0.375000
vt 0.562500 0.500000
vt 0.437500 0.500000
vt 0.312500 0.500000
vt 0.125000 0.375000
vt 0.125000 0.000000
vt 0.187500 0.000000
vt 0.187500 0.375000
vt 0.812500 0.375000
vt 0.875000 0.375000
vt 0.875000 0.000000
vt 0.812500 0.000000
vt 0.750000 0.375000
vt 0.750000 0.000000
vt 0.187500 0.500000
vt 0.125000 0.500000
vt 0.000000 0.375000
vt 0.062500 0.375000
vt 0.062500 0.000000
vt 0.000000 0.000000
vt 0.500000 0.750000
vt 0.375000 0.750000
vt 0.375000 0.500000
vt 0.500000 0.500000
vt 0.250000 0.750000
vt 0.250000 0.500000
vt 0.125000 0.750000
vt 0.375000 1.000000
vt 0.250000 1.000000
vt 0.125000 1.000000
vt 0.250000 0.375000
vt 0.250000 0.000000
vt 0.812500 0.500000
vt 0.750000 0.500000
vt 0.687500 0.375000
vt 0.687500 0.500000
vt 0.000000 0.750000
vt 0.000000 0.500000
vt 0.062500 0.500000
vt 0.687500 0.000000
usemtl Character
s off
f 24/1 3/2 1/3 22/4
f 3/2 4/5 2/6 1/3
f 4/5 23/7 21/8 2/6
f 21/9 22/10 1/11 2/5
f 4/5 3/11 24/12 23/7
f 48/13 45/14 46/15 47/16
f 7/17 6/18 10/19 11/20
f 8/21 7/17 11/20 12/22
f 33/16 34/23 13/24 14/13
f 15/25 16/26 14/27 13/28
f 40/29 19/30 17/31 38/32
f 19/30 20/33 18/34 17/31
f 20/33 39/35 37/24 18/34
f 37/30 38/36 17/37 18/33
f 20/33 19/37 40/38 39/35
f 35/16 15/39 13/40 34/15
f 41/26 43/27 45/14 48/13
f 16/26 36/13 33/14 14/27
f 25/21 28/17 27/41 26/42
f 32/43 29/21 30/42 31/44
f 47/16 46/15 44/40 42/39
f 36/13 35/16 34/15 33/14
f 42/25 44/28 43/27 41/26
f 24/39 22/40 21/8 23/7
f 40/45 38/46 37/24 39/35
f 16/13 15/24 35/47 36/26
f 5/43 8/21 12/22 9/48
f 6/1 5/43 9/48 10/4
f 31/1 27/4 28/48 32/43
f 5/43 6/44 7/42 8/21
f 32/43 28/48 25/22 29/21
f 45/16 43/13 44/24 46/23
f 29/21 25/22 26/20 30/17
f 12/21 11/42 10/41 9/17
f 30/17 26/20 27/19 31/18
f 41/13 48/26 47/47 42/24

Binary file not shown.

Before

Width:  |  Height:  |  Size: 37 KiB

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@ -1,4 +0,0 @@
# Display hovering nametags on humans
#
# Mostrare targhette fluttuanti sugli umani
mobs_humans_use_nametags (Humans use name tags) bool true

View File

@ -1,54 +0,0 @@
mobs_humans_female_01.png
"Emma"
by nelly
CC BY-SA 3.0
mobs_humans_female_02.png
"Female"
by TenPlus1
CC BY-SA 3.0
mobs_humans_male_01.png
"Red-brown-shirt-dude"
by Krock
CC BY-SA 4.0
mobs_humans_male_02.png
"Normalo"
by Krock
CC BY-SA 3.0
mobs_human_bones.png
mobs_human_bones_inv.png
from Bones Model by Christian9
CC0
mobs_humans_icon.png
obtained from character.png from Minetest Game
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2010-2017:
celeron55, Perttu Ahola <celeron55@gmail.com>
Cisoun
G4JC
VanessaE
RealBadAngel
Calinou
MirceaKitsune
Jordach
PilzAdam
jojoa1997
InfinityProject
Splizard
Zeg9
paramat
BlockMen
sofar
Neuromancer
Gambit
asl97
KevDoy
Mito551
GreenXenith
kaeza
kilbith
CloudyProton

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@ -1,428 +0,0 @@
Attribution-ShareAlike 4.0 International
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