Page 1 of 2

herobrine mod

Posted: Sun Apr 14, 2013 03:05
by xXfrancoXx
Description:
NPC is a peaceful, but if you hit and if you put many persige persigiran you all

actions:
-walks safflower
-jumps
He is watching you

download:
http://www.mediafire.com/?kkj0v1mbvu94dq2

Image

Posted: Sun Apr 14, 2013 03:46
by clarksallador
Any screenshots?

Posted: Sun Apr 14, 2013 03:48
by xXfrancoXx
clarksallador wrote:Any screenshots?
Nose like putting pictures even take pictures

Posted: Sun Apr 14, 2013 10:04
by PilzAdam
This is in the wrong section of the forum. It should be in "Modding General".

Posted: Sun Apr 14, 2013 14:33
by xXfrancoXx
PilzAdam wrote:This is in the wrong section of the forum. It should be in "Modding General".
esque I have no permission to post to releases mods: (

Posted: Sun Apr 14, 2013 23:29
by oxenfreedan
Cool but I won't download unless screen shots come out!

Posted: Sun Apr 14, 2013 23:56
by xXfrancoXx
oxenfreedan wrote:Cool but I won't download unless screen shots come out!
and put an image

Posted: Sun May 12, 2013 08:52
by lonely
I will use this for a horror map in minetest.

Posted: Fri May 17, 2013 01:34
by xXfrancoXx
lonely wrote:I will use this for a horror map in minetest.
okey, pass me the map when I test haci :)

Posted: Fri May 24, 2013 12:29
by cornellius
Noo Nooo No More Herobrine No More Herobrine!!!!

Posted: Thu May 30, 2013 06:30
by xXfrancoXx
cornellius wrote:Noo Nooo No More Herobrine No More Herobrine!!!!
xd

Posted: Thu May 30, 2013 09:59
by lonely
xXfrancoXx wrote:
lonely wrote:I will use this for a horror map in minetest.
okey, pass me the map when I test haci :)
oO Coming soon Oo

Posted: Wed Jun 05, 2013 16:38
by xXfrancoXx
lonely wrote:
xXfrancoXx wrote:
lonely wrote:I will use this for a horror map in minetest.
okey, pass me the map when I test haci :)
oO Coming soon Oo
okey xd

Posted: Fri Jun 07, 2013 18:32
by Yuser
Then it would be testobrine? herotest? (that sounds like a good guy) I don't know

Posted: Mon Jun 10, 2013 01:04
by xXfrancoXx
Hybrid Dog wrote:
Yuser wrote:Then it would be testobrine? herotest? (that sounds like a good guy) I don't know
maybe hesobsine
what?

Posted: Fri Jan 03, 2014 20:26
by 1704626
why are there no textures

Posted: Sat Jan 04, 2014 02:17
by hoodedice
1704626 wrote:why are there no textures
Whose textures are you talking about?

Posted: Tue Jan 28, 2014 04:37
by 1704626
IS THIS FOR PC PS IM ADDING SOMETHING LIKE THIS TO MY NEW MOD BUT I CAME UP WITH 3 NAMES I CANNOT CHOOSE ICOULD CALL HIM ENIBOREH 1704626 OR HAK WHITCH ONE IS BEST

Posted: Sat Mar 22, 2014 21:42
by 1704626
can someone upload a zip file

Posted: Mon Mar 24, 2014 08:55
by linushsao
screenshot seems interesting,but..

16:53:26: ERROR[main]: ========== ERROR FROM LUA ===========
16:53:26: ERROR[main]: Failed to load and run script from
16:53:26: ERROR[main]: /home/linus/.minetest/mods/herobrine/init.lua:
16:53:26: ERROR[main]: /usr/share/minetest/builtin/builtin.lua:16: Name npc:npc does not follow naming conventions: "modname:" or ":" prefix required
16:53:26: ERROR[main]: stack traceback:
16:53:26: ERROR[main]: [C]: in function 'errorfct'
16:53:26: ERROR[main]: /usr/share/minetest/builtin/builtin.lua:16: in function 'error'
16:53:26: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:60: in function 'check_modname_prefix'
16:53:26: ERROR[main]: /usr/share/minetest/builtin/misc_register.lua:82: in function 'register_entity'
16:53:26: ERROR[main]: /home/linus/.minetest/mods/herobrine/init.lua:407: in main chunk
16:53:26: ERROR[main]: ======= END OF ERROR FROM LUA ========
16:53:26: ERROR[main]: Server: Failed to load and run /home/linus/.minetest/mods/herobrine/init.lua
16:53:26: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /home/linus/.minetest/mods/herobrine/init.lua

Posted: Mon Mar 24, 2014 13:01
by linushsao
linushsao wrote:screenshot seems interesting,but..

16:53:26: ERROR[main]: ========== ERROR FROM LUA ===========
16:53:26: ERROR[main]: Failed to load and run script from
16:53:26: ERROR[main]: /home/linus/.minetest/mods/herobrine/init.lua:
16:53:26: ERROR[main]: /usr/share/minetest/builtin/builtin.lua:16: Name npc:npc does not follow naming conventions: "modname:" or ":" prefix required
....
/home/linus/.minetest/mods/herobrine/init.lua
solved ...just rename the folder to "npc",as the error message. ...

Posted: Mon Mar 24, 2014 13:41
by linushsao
just finish testing this mod,small error about texture. just add folder "textures" in this mod's directory as regular mod's rule, than put all image files into "textures" folder just added.

it will work fine, i try to hit npc,make sure that npc is very angry...XD

Re: herobrine mod

Posted: Thu Sep 29, 2016 23:17
by ParaklataChotou
YOU NEED TO GO TO INT.LUA, AND CHANGE THIS NAME in all the lines.
characther.x
for
character.b3d
Here's the debuged code - just copy paste over int.lua:

Code: Select all

-- NPC max walk speed
walk_limit = 2

-- Player animation speed
animation_speed = 30

-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
animation_blend = 0

-- Default player appearance
default_model = "character.b3d"
available_npc_textures = {
	texture_1 = {"jordan4ibanez.png", },
	texture_2 = {"zombie.png", },
	texture_3 = {"celeron55.png", },
	texture_4 = {"steve.png", }
}


-- Frame ranges for each player model
function player_get_animations(model)
	if model == "character.b3d" then
		return {
		stand_START = 0,
		stand_END = 79,
		sit_START = 81,
		sit_END = 160,
		lay_START = 162,
		lay_END = 166,
		walk_START = 168,
		walk_END = 187,
		mine_START = 189,
		mine_END = 198,
		walk_mine_START = 200,
		walk_mine_END = 219
		}
	end
end

local player_model = {}
local player_anim = {}
local player_sneak = {}
local ANIM_STAND = 1
local ANIM_SIT = 2
local ANIM_LAY = 3
local ANIM_WALK  = 4
local ANIM_WALK_MINE = 5
local ANIM_MINE = 6

function player_update_visuals(self)
	--local name = get_player_name()

	visual = default_model
	player_anim = 0 -- Animation will be set further below immediately
	--player_sneak[name] = false
	prop = {
		mesh = default_model,
		textures = default_textures,
		textures = available_npc_textures["texture_"..math.random(1,4)],
		visual_size = {x=1, y=1},
	}
	self.object:set_properties(prop)
end

NPC_ENTITY = {
	physical = true,
	collisionbox = {-0.3,-1.0,-0.3, 0.3,0.8,0.3},
	visual = "mesh",
	mesh = "character.b3d",
	textures = {"character.png"},
	player_anim = 0,
	timer = 0,
	turn_timer = 0,
	vec = 0,
	yaw = 0,
	yawwer = 0,
	state = 1,
	jump_timer = 0,
	door_timer = 0,
	attacker = "",
	attacking_timer = 0,
}

NPC_ENTITY.on_activate = function(self)
	player_update_visuals(self)
	self.anim = player_get_animations(visual)
	self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
	self.player_anim = ANIM_STAND
	self.object:setacceleration({x=0,y=-10,z=0})
	self.state = 1
end

NPC_ENTITY.on_punch = function(self, puncher)
	for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 5)) do
		if not object:is_player() then
			if object:get_luaentity().name == "npc:npc" then
				object:get_luaentity().state = 3
				object:get_luaentity().attacker = puncher:get_player_name()
			end
		end
	end
	if self.state ~= 3 then
		self.state = 3
		self.attacker = puncher:get_player_name()
	end
end

NPC_ENTITY.on_step = function(self, dtime)
	self.timer = self.timer + 0.01
	self.turn_timer = self.turn_timer + 0.01
	self.jump_timer = self.jump_timer + 0.01
	self.door_timer = self.door_timer + 0.01
	self.attacking_timer = self.attacking_timer + 0.01
	
	--collision detection prealpha
	--[[
	for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
		if object:is_player() then
			compare1 = object:getpos()
			compare2 = self.object:getpos()
			newx = compare2.x - compare1.x
			newz = compare2.z - compare1.z
			print(newx)
			print(newz)
			self.object:setacceleration({x=newx,y=self.object:getacceleration().y,z=newz})
		elseif not object:is_player() then
			if object:get_luaentity().name == "npc:npc" then
				print("moo")
			end
		end
	end
	]]--
	--set npc to hostile in night, and revert npc back to peaceful in daylight 
	if minetest.env:get_timeofday() >= 0 and minetest.env:get_timeofday() < 0.25 and self.state ~= 4 then
		self.state = 4
	elseif minetest.env:get_timeofday() > 0.25 and self.state == 4 then
		self.state = 1
	end
	--if mob is not in attack or hostile mode, set mob to walking or standing
	if self.state < 3 then
		if self.timer > math.random(1,20) then
			self.state = math.random(1,2)
			self.timer = 0
		end
	end
	--STANDING
	if self.state == 1 then
		self.yawwer = true
		for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 3)) do
			if object:is_player() then
				self.yawwer = false
				NPC = self.object:getpos()
				PLAYER = object:getpos()
				self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
				self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
				if PLAYER.x > NPC.x then
					self.yaw = self.yaw + math.pi
				end
				self.yaw = self.yaw - 2
				self.object:setyaw(self.yaw)
			end
		end
		
		if self.turn_timer > math.random(1,4) and yawwer == true then
			self.yaw = 360 * math.random()
			self.object:setyaw(self.yaw)
			self.turn_timer = 0
		end
		self.object:setvelocity({x=0,y=self.object:getvelocity().y,z=0})
		if self.player_anim ~= ANIM_STAND then
			self.anim = player_get_animations(visual)
			self.object:set_animation({x=self.anim.stand_START,y=self.anim.stand_END}, animation_speed_mod, animation_blend)
			self.player_anim = ANIM_STAND
		end
	end
	--WALKING
	if self.state == 2 then
		if self.direction ~= nil then
			self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
		end
		if self.turn_timer > math.random(1,4) then
			self.yaw = 360 * math.random()
			self.object:setyaw(self.yaw)
			self.turn_timer = 0
			self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
			--self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=direction.z})
			--self.object:setacceleration(self.direction)
		end
		if self.player_anim ~= ANIM_WALK then
			self.anim = player_get_animations(visual)
			self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
			self.player_anim = ANIM_WALK
		end
		--open a door [alpha]
		if self.direction ~= nil then
			if self.door_timer > 2 then
				local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
				if is_a_door == "doors:door_wood_t_1" then
					minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
					self.door_timer = 0
				end
				local is_in_door = minetest.env:get_node(self.object:getpos()).name
				if is_in_door == "doors:door_wood_t_1" then
					minetest.env:punch_node(self.object:getpos())
				end
			end
		end
		--jump
		if self.direction ~= nil then
			if self.jump_timer > 0.3 then
				if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
					self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
					self.jump_timer = 0
				end
			end
		end
	end
	--ATTACKING
	if self.state == 3 then
		if self.attacking_timer > 0.25 then
			for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
				if object:is_player() then
					if object:get_player_name() == self.attacker then
						if object:get_hp() > 0 then					
							object:punch(object, 1.0, {
								full_punch_interval=1.0,
								groupcaps={
									fleshy={times={[1]=1, [2]=1, [3]=1}},
									snappy={times={[1]=1, [2]=1, [3]=1}},
								}
							}, nil)
							self.attacking_timer = 0
						elseif object:get_hp() <= 0 then
							self.state = 1
							self.attacker = ""
						end
					end
				end
			end
		end
		for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 10)) do
			if object:is_player() then
				if object:get_player_name() == self.attacker then
					if self.player_anim ~= ANIM_WALK then
						self.anim = player_get_animations(visual)
						self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
						self.player_anim = ANIM_WALK
					end
					NPC = self.object:getpos()
					PLAYER = object:getpos()
					self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
					self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
					if PLAYER.x > NPC.x then
						self.yaw = self.yaw + math.pi
					end
					self.yaw = self.yaw - 2
					self.object:setyaw(self.yaw)
					self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
					if self.direction ~= nil then
						self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
					end
					--jump over obstacles
					if self.jump_timer > 0.3 then
						if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
							self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
							self.jump_timer = 0
						end
					end
					if self.direction ~= nil then
						if self.door_timer > 2 then
							local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
							if is_a_door == "doors:door_wood_t_1" then
								minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
								self.door_timer = 0
							end
							local is_in_door = minetest.env:get_node(self.object:getpos()).name
							if is_in_door == "doors:door_wood_t_1" then
								minetest.env:punch_node(self.object:getpos())
							end
						end
					end
					return
				elseif object:get_player_name() ~= self.attacker then
					self.state = 1
					self.attacker = ""
					return
				end
			elseif not object:is_player() then
				self.state = 1
				self.attacker = ""
			end
		end
	end
	--WANDERING CONSTANTLY AT NIGHT
	if self.state == 4 then
		if self.player_anim ~= ANIM_WALK then
			self.anim = player_get_animations(visual)
			self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
			self.player_anim = ANIM_WALK
		end
		if self.attacking_timer > 0.25 then
			for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 2)) do
				if object:is_player() then
					if object:get_hp() > 0 then					
						object:punch(object, 1.0, {
							full_punch_interval=1.0,
							groupcaps={
								fleshy={times={[1]=1, [2]=1, [3]=1}},
								snappy={times={[1]=1, [2]=1, [3]=1}},
							}
						}, nil)
						self.attacking_timer = 0
					elseif object:get_hp() <= 0 then
						self.state = 1
						self.attacker = ""
					end
				end
			end
		end
		for  _,object in ipairs(minetest.env:get_objects_inside_radius(self.object:getpos(), 12)) do
			if object:is_player() then
				if object:get_hp() > 0 then
					NPC = self.object:getpos()
					PLAYER = object:getpos()
					self.vec = {x=PLAYER.x-NPC.x, y=PLAYER.y-NPC.y, z=PLAYER.z-NPC.z}
					self.yaw = math.atan(self.vec.z/self.vec.x)+math.pi^2
					if PLAYER.x > NPC.x then
						self.yaw = self.yaw + math.pi
					end
					self.yaw = self.yaw - 2
					self.object:setyaw(self.yaw)
					self.direction = {x = math.sin(self.yaw)*-1, y = 0, z = math.cos(self.yaw)}
					if self.direction ~= nil then
						self.object:setvelocity({x=self.direction.x*2.5,y=self.object:getvelocity().y,z=self.direction.z*2.5})
					end
					--jump over obstacles
					if self.jump_timer > 0.3 then
						if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
							self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
							self.jump_timer = 0
						end
					end
					if self.direction ~= nil then
						if self.door_timer > 2 then
							local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
							if is_a_door == "doors:door_wood_t_1" then
								minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
								self.door_timer = 0
							end
							local is_in_door = minetest.env:get_node(self.object:getpos()).name
							if is_in_door == "doors:door_wood_t_1" then
								minetest.env:punch_node(self.object:getpos())
							end
						end
					end
				--return
				end
			elseif not object:is_player() then
				self.state = 1
				self.attacker = ""
			end
		end
		if self.direction ~= nil then
			self.object:setvelocity({x=self.direction.x,y=self.object:getvelocity().y,z=self.direction.z})
		end
		if self.turn_timer > math.random(1,4) then
			self.yaw = 360 * math.random()
			self.object:setyaw(self.yaw)
			self.turn_timer = 0
			self.direction = {x = math.sin(self.yaw)*-1, y = -10, z = math.cos(self.yaw)}
		end
		if self.player_anim ~= ANIM_WALK then
			self.anim = player_get_animations(visual)
			self.object:set_animation({x=self.anim.walk_START,y=self.anim.walk_END}, animation_speed_mod, animation_blend)
			self.player_anim = ANIM_WALK
		end
		--open a door [alpha]
		if self.direction ~= nil then
			if self.door_timer > 2 then
				local is_a_door = minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y,z=self.object:getpos().z + self.direction.z}).name
				if is_a_door == "doors:door_wood_t_1" then
					--print("door")
					minetest.env:punch_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})
					self.door_timer = 0
				end
				local is_in_door = minetest.env:get_node(self.object:getpos()).name
				--print(dump(is_in_door))
				if is_in_door == "doors:door_wood_t_1" then
					minetest.env:punch_node(self.object:getpos())
				end
			end
		end
		--jump
		if self.direction ~= nil then
			if self.jump_timer > 0.3 then
				--print(dump(minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z})))
				if minetest.env:get_node({x=self.object:getpos().x + self.direction.x,y=self.object:getpos().y-1,z=self.object:getpos().z + self.direction.z}).name ~= "air" then
					self.object:setvelocity({x=self.object:getvelocity().x,y=5,z=self.object:getvelocity().z})
					self.jump_timer = 0
				end
			end
		end
	end
end

minetest.register_entity("npc:npc", NPC_ENTITY)

minetest.register_node("npc:spawnegg", {
	description = "spawnegg",
	image = "mobspawnegg.png",
	inventory_image = "mobspawnegg.png",
	wield_image = "mobspawnegg.png",
	paramtype = "light",
	tiles = {"spawnegg.png"},
	is_ground_content = true,
	drawtype = "glasslike",
	groups = {crumbly=3},
	selection_box = {
		type = "fixed",
		fixed = {0,0,0,0,0,0}
	},
	sounds = default.node_sound_dirt_defaults(),
	on_place = function(itemstack, placer, pointed)
		pos = pointed.above
		pos.y = pos.y + 1
		minetest.env:add_entity(pointed.above,"npc:npc")
	end
})
--[[
This causes mobs to cluster together DONTA JLAFGJKAS USE IRT
--use pilzadam's spawning algo
npcs = {}
npcs.spawning_mobs = {}
	function npcs:register_spawn(name, nodes, max_light, min_light, chance, mobs_per_30_block_radius, max_height)
		npcs.spawning_mobs[name] = true
		minetest.register_abm({
		nodenames = nodes,
		neighbors = nodes,
		interval = 30,
		chance = chance,
		action = function(pos, node)
			if not npcs.spawning_mobs[name] then
				return
			end
			pos.y = pos.y+1
			if not minetest.env:get_node_light(pos) then
				return
			end
			if minetest.env:get_node_light(pos) > max_light then
				return
			end
			if minetest.env:get_node_light(pos) < min_light then
				return
			end
			if pos.y > max_height then
				return
			end
			if minetest.env:get_node(pos).name ~= "air" then
				return
			end
			pos.y = pos.y+1
			if minetest.env:get_node(pos).name ~= "air" then
				return
			end

			local count = 0
			for _,obj in pairs(minetest.env:get_objects_inside_radius(pos, 30)) do
				if obj:is_player() then
					return
				elseif obj:get_luaentity() and obj:get_luaentity().name == name then
					count = count+1
				end
			end
			if count > mobs_per_30_block_radius then
				return
			end

			if minetest.setting_getbool("display_mob_spawn") then
				minetest.chat_send_all("[NPCs] Add "..name.." at "..minetest.pos_to_string(pos))
			end
			minetest.env:add_entity(pos, name)
		end
	})
end

npcs:register_spawn("npc:npc", {"default:dirt_with_grass"}, 16, -1, 500, 10, 31000)
]]--

Re: herobrine mod

Posted: Fri Oct 07, 2016 07:58
by amadin
Maybe somebody can add npc teleporting to player which was deal damage to npc and trying to run away?

Re: herobrine mod

Posted: Sun May 28, 2017 23:53
by AntumDeluge