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HeroLinik
- Larry Koopa

- Posts: 3464
- Joined: Fri Dec 20, 2013 1:28 pm
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Contact:
Postby HeroLinik » Sat Mar 18, 2017 11:05 am
Devan2002 wrote:HeroLinik wrote:Devan2002 wrote:Can someone use lua to replace a Super Metroid sound effect with the sound from Lttp (when a closed door opens because all of the enemies are defeated)?
You don't need LunaLua. Provided you have 2.0, all you can do is make a sounds.ini file and replace the sound effect through there.
I'm using 1.3.0.1. Btw, is it possible to change sound effects on 1.3.0.1?
No, it's not.
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Devan2002
- Chain Chomp

- Posts: 304
- Joined: Sun Oct 02, 2016 9:46 am
Postby Devan2002 » Sat Mar 18, 2017 7:27 pm
HeroLinik wrote:Devan2002 wrote:HeroLinik wrote:
You don't need LunaLua. Provided you have 2.0, all you can do is make a sounds.ini file and replace the sound effect through there.
I'm using 1.3.0.1. Btw, is it possible to change sound effects on 1.3.0.1?
No, it's not.
I don't know how even when replacing the sound effect and renaming it to what the replaced sound was, it's still the same sound effect...
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underFlo
- Wart

- Posts: 4456
- Joined: Mon Jul 14, 2014 10:44 am
- Flair: sup im lesbiab
- Pronouns: They/She
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Contact:
Postby underFlo » Sat Mar 18, 2017 8:23 pm
He literally just said it doesn't work with the version you're using so what exactly are you trying to say?
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Devan2002
- Chain Chomp

- Posts: 304
- Joined: Sun Oct 02, 2016 9:46 am
Postby Devan2002 » Sat Mar 18, 2017 8:43 pm
Spinda wrote:He literally just said it doesn't work with the version you're using so what exactly are you trying to say?
I'm trying to say, that if you replaced a sound effect with a different one, and renamed the different one to the one you just replaced, it will still play the original sound.
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PixelPest
- Link

- Posts: 7111
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Contact:
Postby PixelPest » Sun Mar 19, 2017 7:09 am
Devan2002 wrote:Spinda wrote:He literally just said it doesn't work with the version you're using so what exactly are you trying to say?
I'm trying to say, that if you replaced a sound effect with a different one, and renamed the different one to the one you just replaced, it will still play the original sound.
Where are you putting these new files?
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Sun Mar 19, 2017 6:08 pm
I think that what Devan2002 is saying is that replacing the game's sound files should work. It does work, but doing that replaces the sound in every level. HeroLinik means that in 1.3 you can't replace the sound on a per-level or per-episode basis.
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mariogeek2
- Rocky Wrench

- Posts: 697
- Joined: Tue Jan 28, 2014 5:46 pm
Postby mariogeek2 » Fri Mar 24, 2017 10:46 am
So, just curious, is it possible to adjust the player's hitbox using LunaLua? If so, how would you do that?
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Fri Mar 24, 2017 10:51 am
mariogeek2 wrote:So, just curious, is it possible to adjust the player's hitbox using LunaLua? If so, how would you do that?
Use the PGE Player calibrator tool.
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Tue Mar 28, 2017 11:42 am
Quick question, how to temporarily speed up music?
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Wed Mar 29, 2017 4:10 pm
I don't think there's currently a way to do that.
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Wed Mar 29, 2017 5:27 pm
Quantumenace wrote:I don't think there's currently a way to do that.
Oh, that's a shame.
At least I got a backup plan.
Also, how to make a mushroom have no effect?
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Wed Mar 29, 2017 6:30 pm
As in not do anything when the player touches it?
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Wed Mar 29, 2017 6:31 pm
PixelPest wrote:As in not do anything when the player touches it?
Yes.
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Thu Mar 30, 2017 5:36 pm
I guess that depends on what exactly you intend to do. Either set its "friendly" flag to true, or use the axe and make it look like a mushroom.
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Thu Mar 30, 2017 7:50 pm
I just want to change the effects of the mushroom.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Thu Mar 30, 2017 10:23 pm
You can just use the ? mushroom if you're not in 2 player, because it swaps player positions but does nothing in 1 player mode.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Sat Apr 01, 2017 9:02 pm
Okay, i wrote a new code for the boost dash ability, but i have a few questions
1. NOW is it almost correct?
2. How do you fix this error? I tried putting ends down in certain places but to no avail.
3. and pixelpest, don't be too blunt about me not know this
Code: Select all local dashsound = Audio.playSFX("dash.wav")
local haveBoosted = false;
local haveBoostedDown = false;
function onLoop()
if player:mem(0x146, FIELD_WORD) == 2 then
HaveBoosted = false;
HaveBoostedDown = false;
end
end
function onStart()
for i = 1, 7 do
Level.loadPlayerHitboxes(4, i, "toad-"..tostring(i)..".ini");
end
end
function OnLoop()
if player.jumpKeyPressing == true then
if (player:mem(0xF8, FIELD_WORD) == -1)then
if player.rightKeyPressing == true then
if haveBoosted == false then
player.speedX = -5
Audio.playSFX("dash.wav")
do haveBoosted = true;
end
elseif player.leftKeyPressing == true then
if haveBoosted == false then
player.speedX = 5
Audio.playSFX("dash.wav")
do haveBoosted = true;
end
elseif player.downKeyPressing == true then
if haveBoostedDown == false then
player.speedY = 5
Audio.playSFX("dash.wav")
do haveBoostedDown = true;
do haveBoosted = true;
end
end
end
end
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sun Apr 02, 2017 8:39 am
MosaicMario wrote:Okay, i wrote a new code for the boost dash ability, but i have a few questions
1. NOW is it almost correct?
2. How do you fix this error? I tried putting ends down in certain places but to no avail.
3. and pixelpest, don't be too blunt about me not know this
Code: Select all local dashsound = Audio.playSFX("dash.wav")
local haveBoosted = false;
local haveBoostedDown = false;
function onLoop()
if player:mem(0x146, FIELD_WORD) == 2 then
HaveBoosted = false;
HaveBoostedDown = false;
end
end
function onStart()
for i = 1, 7 do
Level.loadPlayerHitboxes(4, i, "toad-"..tostring(i)..".ini");
end
end
function OnLoop()
if player.jumpKeyPressing == true then
if (player:mem(0xF8, FIELD_WORD) == -1)then
if player.rightKeyPressing == true then
if haveBoosted == false then
player.speedX = -5
Audio.playSFX("dash.wav")
do haveBoosted = true;
end
elseif player.leftKeyPressing == true then
if haveBoosted == false then
player.speedX = 5
Audio.playSFX("dash.wav")
do haveBoosted = true;
end
elseif player.downKeyPressing == true then
if haveBoostedDown == false then
player.speedY = 5
Audio.playSFX("dash.wav")
do haveBoostedDown = true;
do haveBoosted = true;
end
end
end
end
You're missing a lot of ends. You need one for each if, elseif, etc. even if they're consecutive. Also, instead of dong something like this:
Code: Select all if a == 2 then
if b then
if c == "foo" then
end
end
end
Do this instead:
Code: Select all if (a == 2) and (b) and (c == "foo") then
end
I've mentioned this before too and also told you to use onTick()
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Devan2002
- Chain Chomp

- Posts: 304
- Joined: Sun Oct 02, 2016 9:46 am
Postby Devan2002 » Sun Apr 02, 2017 11:06 am
How would I make it so that if I wanted enemies to have a change of dropping a bomb or a key when Link kills it, how would you it?
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Sun Apr 02, 2017 10:45 pm
Of course when i fix one problem i run into another one.
Basically, no error message comes up when i run the level, but the code literally isn't doing crap, do you
know why?
This is it by the way:
Code: Select all local haveBoosted = false;
local haveBoostedDown = false;
function onTick()
if player:mem(0x146, FIELD_WORD) == 2 then
HaveBoosted = false;
HaveBoostedDown = false;
end
end
function onStart()
Level.loadPlayerHitBoxes(4, 1, "toad-1.ini")
Level.loadPlayerHitBoxes(4, 2, "toad-2.ini")
Level.loadPlayerHitBoxes(4, 3, "toad-3.ini")
Level.loadPlayerHitBoxes(4, 4, "toad-4.ini")
Level.loadPlayerHitBoxes(4, 5, "toad-5.ini")
Level.loadPlayerHitBoxes(4, 6, "toad-6.ini")
Level.loadPlayerHitBoxes(4, 7, "toad-7.ini")
end
function OnTick()
if player:mem(0x146, FIELD_WORD == 0) and (player:mem(0xF4, FIELD_WORD) == true) and player.rightKeyPressing then
if haveBoosted == false then
player.speedX = -5
Audio.playSFX("dash.wav")
do haveBoosted = true;
end
elseif player:mem(0x146, FIELD_WORD == 0) and (player:mem(0xF4, FIELD_WORD) == true) and player.leftKeyPressing then
if haveBoosted == false then
player.speedX = 5
Audio.playSFX("dash.wav")
do haveBoosted = true;
end
elseif player:mem(0x146, FIELD_WORD == 0) and (player:mem(0xF4, FIELD_WORD) == true) and player.downKeyPressing then
if haveBoostedDown == false then
player.speedY = 5
Audio.playSFX("dash.wav")
do haveBoostedDown = true;
do haveBoosted = true;
end
end
end
end
end
end
end
btw, i know i changed back the hitbox code, but the other didn't work for me for some reason.
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