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PixelPest
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Postby PixelPest » Fri Jul 22, 2016 6:41 am
Mario_and_Luigi_55 wrote:Is there a way to make LunaLua count seconds?
For what purpose? There's multiple ways you can do it, but it depends on what you'll be doing with it
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Mario_and_Luigi_55
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Postby Mario_and_Luigi_55 » Fri Jul 22, 2016 6:43 am
PixelPest wrote:Mario_and_Luigi_55 wrote:Is there a way to make LunaLua count seconds?
For what purpose? There's multiple ways you can do it, but it depends on what you'll be doing with it
For making powerups disapper after few seconds
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PixelPest
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Postby PixelPest » Fri Jul 22, 2016 6:44 am
Mario_and_Luigi_55 wrote:PixelPest wrote:Mario_and_Luigi_55 wrote:Is there a way to make LunaLua count seconds?
For what purpose? There's multiple ways you can do it, but it depends on what you'll be doing with it
For making powerups disapper after few seconds
Then you should look at using eventu.lua, specifically, the eventu.setTimer() function
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Mario_and_Luigi_55
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Postby Mario_and_Luigi_55 » Fri Jul 22, 2016 6:53 am
Thanks. One more question
Why isn't this script working?
Code: Select all function onLoop()
if mem(0x00B251E0,FIELD_WORD)==1 then
mem(0x00B251E0,FIELD_WORD)=0
end
end
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PixelPest
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Postby PixelPest » Fri Jul 22, 2016 6:56 am
Mario_and_Luigi_55 wrote:Thanks. One more question
Why isn't this script working?
Code: Select all function onLoop()
if mem(0x00B251E0,FIELD_WORD)==1 then
mem(0x00B251E0,FIELD_WORD)=0
end
end
Read the documentation. That's not how you set mem values
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Mario_and_Luigi_55
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Postby Mario_and_Luigi_55 » Fri Jul 22, 2016 6:59 am
PixelPest wrote:Mario_and_Luigi_55 wrote:Thanks. One more question
Why isn't this script working?
Code: Select all function onLoop()
if mem(0x00B251E0,FIELD_WORD)==1 then
mem(0x00B251E0,FIELD_WORD)=0
end
end
Read the documentation. That's not how you set mem values
This:
Code: Select all function onLoop()
if mem(0x00B251E0,FIELD_WORD)==1 then
mem(0x00B251E0,FIELD_WORD,0)
end
end
didn't work as well though
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Emral
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Postby Emral » Fri Jul 22, 2016 7:05 am
Mario_and_Luigi_55 wrote:PixelPest wrote:Mario_and_Luigi_55 wrote:Thanks. One more question
Why isn't this script working?
Code: Select all function onLoop()
if mem(0x00B251E0,FIELD_WORD)==1 then
mem(0x00B251E0,FIELD_WORD)=0
end
end
Read the documentation. That's not how you set mem values
This:
Code: Select all function onLoop()
if mem(0x00B251E0,FIELD_WORD)==1 then
mem(0x00B251E0,FIELD_WORD,0)
end
end
didn't work as well though

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Yoshi021
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Postby Yoshi021 » Mon Jul 25, 2016 10:26 pm
How can I make the Player's fireballs go through floors and walls using Lunalua? I tried using NPC code:
noblockcollision=1
but it doesn't work for some reason.
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loop
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Postby loop » Tue Jul 26, 2016 3:33 am
Yoshi021 wrote:How can I make the Player's fireballs go through floors and walls using Lunalua? I tried using NPC code:
noblockcollision=1
but it doesn't work for some reason.
Edit: I guess that it doesn't work on player fireballs.
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Angelus
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Postby Angelus » Fri Jul 29, 2016 10:40 am
How do I change the hitbox of a character using LunaLua? I'm replacing Peach with a smaller character, so it feels weird when you hit a block or a ceiling with that.
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PixelPest
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Postby PixelPest » Fri Jul 29, 2016 10:51 am
Angelus wrote:How do I change the hitbox of a character using LunaLua? I'm replacing Peach with a smaller character, so it feels weird when you hit a block or a ceiling with that.
Either use a .ini file if you have 2.0 or the PlayerSettings class which I would recommend to use either way. You first have to set a variable to PlayerSettings.get() function with the proper values inside which you can find here: http://wohlsoft.ru/pgewiki/LunaLua_global_functions, although for your purposes you'll probably want to use player.character and player.powerup as your arguments. Then refer here to change hitboxes: http://wohlsoft.ru/pgewiki/PlayerSettings_(class). Then you'd want to test for different frames of spritesheets, of different power-ups and different characters. You can use the memory offset 0x114 found here: http://wohlsoft.ru/pgewiki/SMBX_Player_Offsets to test for different frames. The issue with PlayerSettings class is that when it sets hitboxes, they don't revert back on their own, which is the toughest part to work around
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Hoeloe
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Postby Hoeloe » Fri Jul 29, 2016 11:58 am
PixelPest wrote:Angelus wrote:How do I change the hitbox of a character using LunaLua? I'm replacing Peach with a smaller character, so it feels weird when you hit a block or a ceiling with that.
Either use a .ini file if you have 2.0 or the PlayerSettings class which I would recommend to use either way. You first have to set a variable to PlayerSettings.get() function with the proper values inside which you can find here: http://wohlsoft.ru/pgewiki/LunaLua_global_functions, although for your purposes you'll probably want to use player.character and player.powerup as your arguments. Then refer here to change hitboxes: http://wohlsoft.ru/pgewiki/PlayerSettings_(class). Then you'd want to test for different frames of spritesheets, of different power-ups and different characters. You can use the memory offset 0x114 found here: http://wohlsoft.ru/pgewiki/SMBX_Player_Offsets to test for different frames. The issue with PlayerSettings class is that when it sets hitboxes, they don't revert back on their own, which is the toughest part to work around
Uh, I really wouldn't recommend using PlayerSettings if all you need to do is change the hitbox for a specific character. PlayerSettings is much more advanced and only recommended if you're working with a more dynamic setup.
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Angelus
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Postby Angelus » Fri Jul 29, 2016 12:33 pm
I appreciate your suggestion, PixelPest, but is there a simpler way of doing so? As Hoeloe said, I just need to adjust the hitbox to the character height. I've tried to use the PGE Calibrator, but I don't know how to implement it into the game using LunaLua.
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PixelPest
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Postby PixelPest » Fri Jul 29, 2016 1:13 pm
Angelus wrote:I appreciate your suggestion, PixelPest, but is there a simpler way of doing so? As Hoeloe said, I just need to adjust the hitbox to the character height. I've tried to use the PGE Calibrator, but I don't know how to implement it into the game using LunaLua.
Try using character .ini files. You can use them in 2.0 to change hitboxes. It probably takes the least amount of coding experience needed
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Reign
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Postby Reign » Wed Aug 03, 2016 1:04 pm
This must be the sillies question in history but for some reason I can't find the command on PGE wiki even when I'm sure I've seen it before. I want to print the amount of stars the player has on the screen. Which command returns the amount of stars?
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PixelPest
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Postby PixelPest » Wed Aug 03, 2016 1:16 pm
Reign wrote:This must be the sillies question in history but for some reason I can't find the command on PGE wiki even when I'm sure I've seen it before. I want to print the amount of stars the player has on the screen. Which command returns the amount of stars?
You can find it here: http://wohlsoft.ru/pgewiki/SMBX_Global_Memory
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Reign
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Postby Reign » Wed Aug 03, 2016 1:54 pm
Got it, thanks.
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Enchlore
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Postby Enchlore » Wed Aug 03, 2016 8:00 pm
When trying to start SMBX with LunaLua I get this error message:
Here are my computer specs:
I tried to search the forums if anyone provided a solution but didn't find anything.
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Mushroom King
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Postby Mushroom King » Sun Aug 07, 2016 4:23 pm
Please, can someone give me a way to use lua to make Boos' behavior acting the opposite, like the Mad Boos in Super Princess Peach?
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Emral
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Postby Emral » Sun Aug 07, 2016 4:35 pm
Right now the easiest way to do that is to make a boo from scratch, as smbx overrides ai1.
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