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PixelPest
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Postby PixelPest » Wed Aug 24, 2016 6:29 pm
It isn't, no. What are you trying to do?
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Nessquik
- Shy Guy

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Postby Nessquik » Wed Aug 24, 2016 6:34 pm
PixelPest wrote:It isn't, no. What are you trying to do?
I'm mostly experimenting with the OpenGL drawing functionality, as I recently discovered it in the documentation. I just want to use a capturebuffer as a texture, but that line right there causes an error, even if it's the only line in the whole lua file.
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PixelPest
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Postby PixelPest » Wed Aug 24, 2016 6:37 pm
Nessquik wrote:PixelPest wrote:It isn't, no. What are you trying to do?
I'm mostly experimenting with the OpenGL drawing functionality, as I recently discovered it in the documentation. I just want to use a capturebuffer as a texture, but that line right there causes an error, even if it's the only line in the whole lua file.
What do you mean a "capturebuffer"? Like, are you trying to get the screen as a Lua Image Resource or something?
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Nessquik
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Postby Nessquik » Wed Aug 24, 2016 6:39 pm
PixelPest wrote:Nessquik wrote:PixelPest wrote:It isn't, no. What are you trying to do?
I'm mostly experimenting with the OpenGL drawing functionality, as I recently discovered it in the documentation. I just want to use a capturebuffer as a texture, but that line right there causes an error, even if it's the only line in the whole lua file.
What do you mean a "capturebuffer"? Like, are you trying to get the screen as a Lua Image Resource or something?
Yes, but the constructor of the capturebuffer object, Graphics.CaptureBuffer(int width, int height), keeps throwing the error I posted.
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Emral
- Cute Yoshi Egg

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Postby Emral » Wed Aug 24, 2016 6:41 pm
Nessquik wrote:PixelPest wrote:It isn't, no. What are you trying to do?
I'm mostly experimenting with the OpenGL drawing functionality, as I recently discovered it in the documentation. I just want to use a capturebuffer as a texture, but that line right there causes an error, even if it's the only line in the whole lua file.
The version of lunalua you're using doesn't have the capture buffer yet. It was added recently, though I don't know if it's available to the public yet.
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Nessquik
- Shy Guy

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Postby Nessquik » Wed Aug 24, 2016 6:43 pm
Oh, okay then. Thanks for clearing that up for me.
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DeMuZ
- Fighter Fly

- Posts: 37
- Joined: Thu Aug 18, 2016 2:35 pm
Postby DeMuZ » Wed Aug 24, 2016 6:44 pm
<There was a post here. But it wants to be deleted. I don't know how to/can't delete it.>
Last edited by DeMuZ on Sat Aug 27, 2016 12:53 pm, edited 3 times in total.
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Emral
- Cute Yoshi Egg

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Postby Emral » Wed Aug 24, 2016 6:54 pm
Nessquik wrote:Oh, okay then. Thanks for clearing that up for me.
Just asked around. The Nightly Build actually does have the capture buffer: http://wohlsoft.ru/LunaLua/
You can initialise it like you did before and then do:
captureBuffer:captureAt(priority)
to capture the frame at the given priority and all priorities below that.
This can then be used in a draw call.
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DeMuZ
- Fighter Fly

- Posts: 37
- Joined: Thu Aug 18, 2016 2:35 pm
Postby DeMuZ » Sat Aug 27, 2016 12:55 pm
Hello, I need a little help again. My custom API always sets data to 1 at the start of levels. Help! ;-;
Code: Select all local demuz_hp_system = {}
local hurt = 0
local time = 100
local max_hp = 1000
local encrypt = loadSharedAPI("encrypt")
hpData = encrypt.Data(Data.DATA_WORLD,true)
---------------------------------------------------------------------------------
function demuz_hp_system.onInitAPI()
registerEvent(demuz_hp_system,"onStart","onStart")
registerEvent(demuz_hp_system,"onTick","showHP")
registerEvent(demuz_hp_system,"onNPCKill","onNPCKill")
registerEvent(demuz_hp_system,"onEvent","onEvent")
registerEvent(demuz_hp_system,"onExitLevel","onExitLevel")
end
---------------------------------------------------------------------------------
function demuz_hp_system.onEvent(name)
if name == "checkpoint" and hpData:get("hp") < max_hp and time == 0 then
hpData:set("hp",hpData:get("hp")+1)
hpData:save()
end
end
---------------------------------------------------------------------------------
function demuz_hp_system.setAmmount(value)
if value > 0 then
max_hp = value
end
end
function demuz_hp_system.onStart()
if hpData:get("hp") == nil or hpData:get("hp") == 0 then
hpData:set("hp",1)
hpData:save()
end
end
---------------------------------------------------------------------------------
function demuz_hp_system.onNPCKill(eventObj, npcObj, npcKillReason)
if hpData:get("hp") < max_hp and npcObj.id == 9 and npcKillReason == 9 then
hpData:set("hp", hpData:get("hp")+1)
hpData:save()
end
end
---------------------------------------------------------------------------------
function demuz_hp_system.showHP()
Text.print("HP:",0,48)
Text.print(hpData:get("hp"),64,48)
if time > 0 then
time = time - 1
end
if player.powerup == PLAYER_HAMMER then
player.powerup = PLAYER_BIG
end
if player:mem(0x158, FIELD_WORD) == 9 then
player:mem(0x158, FIELD_WORD,0)
end
if player:mem(0x13E, FIELD_WORD) > 0 and hurt == 0 then
hpData:set("hp",0)
hpData:save()
end
if hurt == 0 then
if player:mem(0x122, FIELD_WORD) == 2 then
hpData:set("hp", hpData:get("hp")-1)
hpData:save()
hurt = 1
end
end
if player:mem(0x122, FIELD_WORD) ~= 2 and hurt > 0 then
hurt = 0
end
if hpData:get("hp") > 1 and player.powerup == PLAYER_SMALL then
player.powerup = PLAYER_BIG
player:mem(0x122,FIELD_WORD,12)
end
end
---------------------------------------------------------------------------------
function demuz_hp_system.onExitLevel()
hpData:save()
end
---------------------------------------------------------------------------------
return demuz_hp_system
Problem solved. Yoshi021, thank you! 
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LM280
- Monty Mole

- Posts: 121
- Joined: Wed Jan 15, 2014 7:10 pm
Postby LM280 » Tue Aug 30, 2016 11:58 am
This was probably answered already, but is there some way to convert lunadll code you've already made to lunalua?
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LM280
- Monty Mole

- Posts: 121
- Joined: Wed Jan 15, 2014 7:10 pm
Postby LM280 » Thu Sep 01, 2016 10:16 pm
How can I trigger code to run when the player dies? When I tried it both player mem 0x13C and 0x13E didn't change from 0 when I died.
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PixelPest
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Postby PixelPest » Fri Sep 02, 2016 7:12 am
Luigimario280 wrote:How can I trigger code to run when the player dies? When I tried it both player mem 0x13C and 0x13E didn't change from 0 when I died.
0x13E counts up from 0 to 150 when the player dies. So you would check if player:mem(0x13E, FIELD_WORD) > 0
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World Star 9
- Swooper

- Posts: 63
- Joined: Wed Jun 29, 2016 12:52 am
Postby World Star 9 » Sun Sep 04, 2016 8:38 am
I finally got the software that everyone else seems to have! I have a problem though, whenever I click on "smbx" it says "Windows protected your PC". Is Lua dangerous? Please help!
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PixelPest
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Postby PixelPest » Sun Sep 04, 2016 8:42 am
It's not dangerous. I think AntiVirus scans just sometimes detect a few of the .dll files as suspicious. If your AntiVirus is acting over-protective just turn it down a bit, off, or if you can access advanced settings, you might be able to tell it for a bit to just not scan certain file types
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World Star 9
- Swooper

- Posts: 63
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Postby World Star 9 » Sun Sep 04, 2016 8:55 am
Thanks! I sadly don't know how to turn off AntiVirus
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World Star 9
- Swooper

- Posts: 63
- Joined: Wed Jun 29, 2016 12:52 am
Postby World Star 9 » Mon Sep 05, 2016 8:08 am
Turns out I have a different problem, it says something about Windows Smartscreen blocking the application.
Please help!
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PixelPest
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Postby PixelPest » Mon Sep 05, 2016 8:11 am
World Star 9 wrote:Turns out I have a different problem, it says something about Windows Smartscreen blocking the application.
Please help!
Why aren't you just doing a quick Internet search? I literally typed in "windows smartscreen" and this is the first thing that came up and it has your answer I'm pretty sure: https://support.microsoft.com/en-us/hel ... filter-faq
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World Star 9
- Swooper

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- Joined: Wed Jun 29, 2016 12:52 am
Postby World Star 9 » Mon Sep 05, 2016 8:34 am
Thank You! Although my computer says MSVCP140.dll and VCRUNTIME140.dll are missing in order to run the software.
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