MF Fire Piranha Plants?

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loop
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MF Fire Piranha Plants?

Postby loop » Sat Jan 21, 2017 12:05 am

I want to make it to where certain Piranha Plants spit a certain amount of fireballs like in Mario Forever using NPCparse, but I really don't know how to code it. :?

RhysOwens
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Re: MF Fire Piranha Plants?

Postby RhysOwens » Sun Jan 22, 2017 10:42 am

They also spit multiple fireballs in 1.4.2/3 via changing things up with the Advanced option.

loop
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Re: MF Fire Piranha Plants?

Postby loop » Sun Jan 22, 2017 11:56 am

RhysOwens wrote:They also spit multiple fireballs in 1.4.2/3 via changing things up with the Advanced option.
Yeah, but I use 2.0, as 1.4.x is a little unstable sort of. I am hoping I can code it with NPCParse so I can assign each and every piranha plant with different amounts of fireballs (and other NPCs of course). I just need help coding.

timocomsmbx2345
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Re: MF Fire Piranha Plants?

Postby timocomsmbx2345 » Sun Jan 22, 2017 2:29 pm

RhysOwens wrote:They also spit multiple fireballs in 1.4.2/3 via changing things up with the Advanced option.
if only that was possible in 2.0, as well as every other feature. . . . .

Hoeloe
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Re: MF Fire Piranha Plants?

Postby Hoeloe » Sun Jan 22, 2017 3:49 pm

timocomsmbx2345 wrote:
RhysOwens wrote:They also spit multiple fireballs in 1.4.2/3 via changing things up with the Advanced option.
if only that was possible in 2.0, as well as every other feature. . . . .
Guess what? It is.

I believe the fire piranha plants use one of the AI-values as a timer for their bullets. If you manipulate that using LunaLua, you can adjust how frequently it fires, and in what timing pattern.

ivanmegafanboy
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Re: MF Fire Piranha Plants?

Postby ivanmegafanboy » Sun Jan 22, 2017 4:06 pm

This is something I made for my level, this piranha shoots a series of hammers before hiding, in fact, you can see them on my signature. There is comments, but if you want a better explanation, I will try to give it
Spoiler: show

Code: Select all

local pnpc = API.load("pnpc") --loads an API that....just works. (Sorry, its a black box for me but its used for the new piranha enemies)
function onTick()
	for _,piraice in ipairs(NPC.get(246,-1)) do --table for piranha's fireballs
		piraice.id = 30 --replaces piranha fire with a hammer
	end
	for _,piranha in ipairs(NPC.get(245,-1)) do --table for piranha
		snowpiranha = pnpc.wrap(piranha) --here we use pncp to wrap the piranha npc
		if snowpiranha.data.shooting == nil then --this variable doesn't exist, so it will be equal to nil
			snowpiranha.data.shooting = 0 --if this variable is equal to nil, it will be set to 0
		end
		if piranha.ai2 == 2 then --when the piranha has risen and prepares to shoot, its ai2 is 2
			if piranha.ai1 > 43 and piranha.ai1 < 51 then --when ai1 reaches 50, the piranha shoots
				snowpiranha.data.shooting = snowpiranha.data.shooting + 1 --if ai1 is beetween 43 and 51, the counter will have 1 added every frame
			end
			if snowpiranha.data.shooting < 71 then --if the counter is smaller han 71
				if piranha.ai1 == 50 then --if ai1 of piranha reaches 50
					piranha.ai1 = 44 --it will get back to 44, so it shoots again when it reaches 50 again
				end
			end
			if snowpiranha.data.shooting == 71 then --if the counter reaches 71
				piranha.ai1 = 51 --ai1 is set to 51, so it can finish properly and go back to hide
				snowpiranha.data.shooting = 0 --the counter restarts
			end
		end
	end
end

loop
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Re: MF Fire Piranha Plants?

Postby loop » Sun Jan 22, 2017 9:31 pm

ivanmegafanboy wrote:This is something I made for my level, this piranha shoots a series of hammers before hiding, in fact, you can see them on my signature. There is comments, but if you want a better explanation, I will try to give it
Spoiler: show

Code: Select all

local pnpc = API.load("pnpc") --loads an API that....just works. (Sorry, its a black box for me but its used for the new piranha enemies)
function onTick()
	for _,piraice in ipairs(NPC.get(246,-1)) do --table for piranha's fireballs
		piraice.id = 30 --replaces piranha fire with a hammer
	end
	for _,piranha in ipairs(NPC.get(245,-1)) do --table for piranha
		snowpiranha = pnpc.wrap(piranha) --here we use pncp to wrap the piranha npc
		if snowpiranha.data.shooting == nil then --this variable doesn't exist, so it will be equal to nil
			snowpiranha.data.shooting = 0 --if this variable is equal to nil, it will be set to 0
		end
		if piranha.ai2 == 2 then --when the piranha has risen and prepares to shoot, its ai2 is 2
			if piranha.ai1 > 43 and piranha.ai1 < 51 then --when ai1 reaches 50, the piranha shoots
				snowpiranha.data.shooting = snowpiranha.data.shooting + 1 --if ai1 is beetween 43 and 51, the counter will have 1 added every frame
			end
			if snowpiranha.data.shooting < 71 then --if the counter is smaller han 71
				if piranha.ai1 == 50 then --if ai1 of piranha reaches 50
					piranha.ai1 = 44 --it will get back to 44, so it shoots again when it reaches 50 again
				end
			end
			if snowpiranha.data.shooting == 71 then --if the counter reaches 71
				piranha.ai1 = 51 --ai1 is set to 51, so it can finish properly and go back to hide
				snowpiranha.data.shooting = 0 --the counter restarts
			end
		end
	end
end
Thanks. I'll try it, of course I'll give credit. Maybe I'll also try making my own, or wait until it is added to 2.0.

ivanmegafanboy
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Re: MF Fire Piranha Plants?

Postby ivanmegafanboy » Sun Jan 22, 2017 11:43 pm

Jayce 777 wrote:Thanks. I'll try it, of course I'll give credit. Maybe I'll also try making my own, or wait until it is added to 2.0.
Of course that you should try to make your own, that's the spirit. I hope this is useful for you.


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