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Hoeloe
- Phanto

- Posts: 1465
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Postby Hoeloe » Sat Jan 16, 2016 6:59 pm
HenryRichard wrote:Like, make a new variable for health and update it based on the player's conditions so you can make the powerup whatever you want. I'm working on a HUD that has the health redone, so when I'm done with it I'll let you know and you can look at it.
*cough* http://engine.wohlnet.ru/pgewiki/HUDofTime.lua
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HenryRichard
- Reznor

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Postby HenryRichard » Sat Jan 16, 2016 8:42 pm
Hoeloe wrote:HenryRichard wrote:Like, make a new variable for health and update it based on the player's conditions so you can make the powerup whatever you want. I'm working on a HUD that has the health redone, so when I'm done with it I'll let you know and you can look at it.
*cough* http://engine.wohlnet.ru/pgewiki/HUDofTime.lua
...forgot about that.
Is it possible for us to get some image manipulation functions in a later version? Not in 0.7.3, but maybe in 0.7.4 or 0.8, or dare I say 1.0?
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Sun Jan 17, 2016 2:13 am
AeroMatter wrote:Forgive me if this sounds like a dumb question, but is any modding of netplay possible?
Nope, the built-in netplay system is unstable anyway.
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Sun Jan 17, 2016 4:43 am
@Kevsoft
I tried "Misc.pause()" and I have a bug when I do this the game make disappearing the hud but certain "palcesprite"
stay and some "Graphics.drawImage" is not showing, and that why I cant do unpause game , I think the input for drawimage is locked too 
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Sun Jan 17, 2016 6:55 am
You have to use the event "onDraw". This event is not affected by Misc.pause
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Sun Jan 17, 2016 7:24 am
thnx I will check this soon 
but how work "onDraw" and "onThick" and "onStart"
I'm little confused about those one :S
but onLoop and onLoad its ok i understand better now those one since i tried to do my inventory mod since a month
thanks
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PixelPest
- Link

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Contact:
Postby PixelPest » Sun Jan 17, 2016 8:50 am
Could somebody please explain whats wrong with this code and how to fix it? I can't for the life of me figure out what's wrong with it.
Code: Select all function onTick()
tableOfShiny = NPC.get(10, -1); --get all smb3 coins in level
if (table.getn(tableOfShiny) > 1) then
for i=1,table.getn(tableOfShiny) do
table.getn(tableOfShiny).id = 210; --change all smb3 coins into rinkas
end
end
end
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Sun Jan 17, 2016 9:26 am
try this :
Code: Select all MyNpcTest = 10
for k, v in pairs(NPC.get(MyNpcTest, -1)) do
v.id = 210; --change all smb3 coins into rinkas
end
thanks to you hehe I just learn this my self
I didnt know this one can change the things already in game
I wanna think only thing we spawn in game
But I tested this onLoop section for now
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Sun Jan 17, 2016 9:48 am
PixelPest wrote:Could somebody please explain whats wrong with this code and how to fix it? I can't for the life of me figure out what's wrong with it.
Code: Select all function onTick()
tableOfShiny = NPC.get(10, -1); --get all smb3 coins in level
if (table.getn(tableOfShiny) > 1) then
for i=1,table.getn(tableOfShiny) do
table.getn(tableOfShiny).id = 210; --change all smb3 coins into rinkas
end
end
end
The onTick function only works with v.0.7.3 (the nightly/dev build).
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PixelPest
- Link

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Contact:
Postby PixelPest » Sun Jan 17, 2016 9:51 am
lotus006 wrote:try this :
Code: Select all MyNpcTest = 10
for k, v in pairs(NPC.get(MyNpcTest, -1)) do
v.id = 210; --change all smb3 coins into rinkas
end
thanks to you hehe I just learn this my self
I didnt know this one can change the things already in game
I wanna think only thing we spawn in game
But I tested this onLoop section for now
Thanks for trying to help but that code doesn't seem to work and it's a mess. There's really no reason to have
MyNpcTest = 10 when inside the brackets you can just write (10, -1). The form of the code itself is also a mess. It should be formatted as:
Code: Select all function onTick()
for k, v in pairs(NPC.get(10, -1)) do
v.id = 210; --change all smb3 coins into rinkas
end
end
TheDinoKing432 wrote:The onTick function only works with v.0.7.3 (the nightly/dev build).
Which I have.
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Sun Jan 17, 2016 9:55 am
PixelPest wrote:lotus006 wrote:try this :
Code: Select all MyNpcTest = 10
for k, v in pairs(NPC.get(MyNpcTest, -1)) do
v.id = 210; --change all smb3 coins into rinkas
end
thanks to you hehe I just learn this my self
I didnt know this one can change the things already in game
I wanna think only thing we spawn in game
But I tested this onLoop section for now
Thanks for trying to help but that code doesn't seem to work and it's a mess. There's really no reason to have
MyNpcTest = 10 when inside the brackets you can just write (10, -1). The form of the code itself is also a mess. It should be formatted as:
Code: Select all function onTick()
for k, v in pairs(NPC.get(10, -1)) do
v.id = 210; --change all smb3 coins into rinkas
end
end
I dont know why is not working on your side, on my is work well but I think the way you put the Id. 10 could work too 
did you put it on onLoop section ?
and
I have the 0.7.3 , and I got this error index on the first code of PixelPest
table.getn(tableOfShiny).id = 210; --change all smb3 coins into rinkas
attempt to index a number value
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PixelPest
- Link

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Contact:
Postby PixelPest » Sun Jan 17, 2016 9:59 am
Lotus, could you please post exactly what you tested with the function and everything?
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Sun Jan 17, 2016 10:02 am
PixelPest wrote:Lotus, could you please post exactly what you tested with the function and everything?
try this in your lunaworld.lua it should work too, just for testing:
Code: Select all function onLoop()
for k, v in pairs(NPC.get(10, -1)) do
v.id = 210; --change all smb3 coins into rinkas
end
end
Edit : it work also with (NPC.get(10, -1)) see above instead of MyNPCTest
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Sun Jan 17, 2016 12:50 pm
lotus006 wrote:thnx I will check this soon 
but how work "onDraw" and "onThick" and "onStart"
I'm little confused about those one :S
but onLoop and onLoad its ok i understand better now those one since i tried to do my inventory mod since a month
thanks
Basically:
... is called before SMBX draws anything.
The new "onLoop", just with another name
Is the first frame of SMBX running. The advantage over onLoad, is that it is guranteed that everything is initialized.
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Sun Jan 17, 2016 5:52 pm
so can i play the sims in smbx yet
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jamai3636
- Shy Guy

- Posts: 7
- Joined: Sun Jan 17, 2016 12:47 pm
Postby jamai3636 » Wed Jan 20, 2016 3:49 pm
Having worked on software for a large retail chain I feel I could pick this up very easily - however - whether or not I will use for my next level depends on whether or not there is an event that triggers on death.
That means if there is a way to have something trigger when you die. It would also have to be death from a specific enemy/projectile from the enemy. I guess something like the onNPCKill event but for the player instead.
I looked around but didn't see anything of the sort, maybe I just missed it? Maybe it is also a little too niche to have been implemented. Hopefully not :<
Thanks~
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lotus006
- Spike

- Posts: 284
- Joined: Thu Sep 24, 2015 12:59 am
Postby lotus006 » Wed Jan 20, 2016 7:27 pm
I found a way to see if we alive and it's look working well for now maybe need to verify with all way when the player die because i dont know if all stuff who hurt
is the same for all things :S
for debuging
Code: Select all Text.print( "isAlive:" .. player:mem(0x13E, FIELD_WORD) , 100, 100)
and the code to use
Code: Select all player:mem(0x13E, FIELD_WORD) -- Player death animation timer
just put condition bigger than 1 and you will see when the player is dead
enjoy 
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Axiom
- Phanto

- Posts: 1471
- Joined: Tue Dec 24, 2013 2:23 pm
Postby Axiom » Fri Jan 22, 2016 8:45 pm
lotus006 wrote:I found a way to see if we alive and it's look working well for now maybe need to verify with all way when the player die because i dont know if all stuff who hurt
is the same for all things :S
for debuging
Code: Select all Text.print( "isAlive:" .. player:mem(0x13E, FIELD_WORD) , 100, 100)
and the code to use
Code: Select all player:mem(0x13E, FIELD_WORD) -- Player death animation timer
just put condition bigger than 1 and you will see when the player is dead
enjoy 
yup, these fields are how i made my death counter.
https://github.com/Luigifan/lunaluascri ... er.lua#L29
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HenryRichard
- Reznor

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Contact:
Postby HenryRichard » Fri Jan 22, 2016 9:25 pm
You can also just use player.DeathTimer
I prefer to use these fields when I can instead of player:mem.
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