Page 1 of 1
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

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:
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
-- 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?