Share and discuss custom LunaLua code and content packs for SMBX2.
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Emral
- Cute Yoshi Egg
- Posts: 9737
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Wed Sep 25, 2019 9:14 pm
After posting here I begun communicating with Ivy, who made the other Pokey script I was aware of, and asked for their permission to continue their work to address some common issues with existing Pokey scripts.
Took about half an hour to get it all up and running. Should be stable. There might be an error I missed somewhere though. It's 3am.
Here's the download link:
https://drive.google.com/file/d/1eFrYYX ... sp=sharing
And a demo:
This NPC uses 2 IDs. The one that has an INI file is the "body" segment, and the only one you need to place in the editor.
NPC config:
walkspeed /default 1) - walk speed of the body segment (only needed on the body segment, 999 by default)
pokeybody (default 999) - id of the body segment (needed on both IDs)
pokeyhead (default 1000) - id of the head segment (needed on both IDs)
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PROX
- Banned
- Posts: 1953
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Thu Sep 26, 2019 12:14 am
Awesome! Thanks so much!
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TheTrueMarioMaster
- Blooper
- Posts: 199
- Joined: Mon Mar 19, 2018 11:58 pm
Postby TheTrueMarioMaster » Thu Sep 26, 2019 12:47 am
Ironic how I bring up SMW Pokeys the previous day in a discord chat then suddenly I see them as an NPC pack today.
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PROX
- Banned
- Posts: 1953
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Thu Sep 26, 2019 1:02 am
TheTrueMarioMaster wrote: ↑Thu Sep 26, 2019 12:47 am
Ironic how I bring up SMW Pokeys the previous day in a discord chat then suddenly I see them as an NPC pack today.
I made a request earlier
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Mushroom King
- Blooper
- Posts: 175
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Thu Sep 26, 2019 4:16 am
This look nice but why the body part had the head effect when hit?
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Emral
- Cute Yoshi Egg
- Posts: 9737
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Sep 26, 2019 4:36 am
Mushroom King wrote: ↑Thu Sep 26, 2019 4:16 am
This look nice but why the body part had the head effect when hit?
Not.. quite sure why that's a problem....
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PROX
- Banned
- Posts: 1953
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Thu Sep 26, 2019 5:22 am
I love that you can do this now!
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Mushroom King
- Blooper
- Posts: 175
- Joined: Sun May 25, 2014 5:09 am
Postby Mushroom King » Thu Sep 26, 2019 3:36 pm
Are they instantly defeated if hit in the head or having Yoshi eat the head? I don't have access to the game so I can't test it by myself.
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Emral
- Cute Yoshi Egg
- Posts: 9737
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Sep 26, 2019 3:39 pm
Mushroom King wrote: ↑Thu Sep 26, 2019 3:36 pm
Are they instantly defeated if hit in the head or having Yoshi eat the head? I don't have access to the game so I can't test it by myself.
No.
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Abrahamsitokun2004
- Bob-Omb
- Posts: 23
- Joined: Fri Jul 26, 2019 3:41 am
- Flair: Play smbx, it's the best, and there will be more!
Postby Abrahamsitokun2004 » Sat Sep 28, 2019 3:05 am
Enji, Could you create one of these npcs?
Double cherry
Fire clow car
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Teemster2
- Rocky Wrench
- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Tue Oct 08, 2019 9:18 pm
Enjl wrote: ↑Wed Sep 25, 2019 9:14 pm
After posting here I begun communicating with Ivy, who made the other Pokey script I was aware of, and asked for their permission to continue their work to address some common issues with existing Pokey scripts.
Took about half an hour to get it all up and running. Should be stable. There might be an error I missed somewhere though. It's 3am.
Here's the download link:
https://drive.google.com/file/d/1eFrYYX ... sp=sharing
And a demo:
This NPC uses 2 IDs. The one that has an INI file is the "body" segment, and the only one you need to place in the editor.
NPC config:
walkspeed /default 1) - walk speed of the body segment (only needed on the body segment, 999 by default)
pokeybody (default 999) - id of the body segment (needed on both IDs)
pokeyhead (default 1000) - id of the head segment (needed on both IDs)
You are one of the last people keeping smbx 2.0 alive and active through new content.
Thanks for your hard work enjl. We have lost some great members but knowing your still strongly supporting the project makes me happy.
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Cedur
- Raccoon Mario
- Posts: 7073
- Joined: Tue Jun 28, 2016 10:14 am
- Flair: I'm gone, for chess and minesweeper
- Pronouns: he/him
Postby Cedur » Wed Oct 09, 2019 4:45 am
Teemster2 wrote:You are one of the last people keeping smbx 2.0 alive and active through new content.
This is surely an exaggeration, stemming from the fact that you're not part of any chats. The currently active SMBX2 devs also shouldn't be called "the last of the devs".
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Teemster2
- Rocky Wrench
- Posts: 622
- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Wed Oct 09, 2019 11:23 pm
Cedur wrote: ↑Wed Oct 09, 2019 4:45 am
Teemster2 wrote:You are one of the last people keeping smbx 2.0 alive and active through new content.
This is surely an exaggeration, stemming from the fact that you're not part of any chats. The currently active SMBX2 devs also shouldn't be called "the last of the devs".
I understand. I did not mean to imply the dev team is dying out. I was just pointing out enjl is contributing a lot of content and is very active at the moment.
Back on topic. Pokey looks very nice. Thanks to both people who worked on it.
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PROX
- Banned
- Posts: 1953
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Fri Mar 06, 2020 3:38 am
So will this be converted to work well with beta 4?
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Emral
- Cute Yoshi Egg
- Posts: 9737
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Fri Mar 06, 2020 6:09 am
PROX wrote: ↑Fri Mar 06, 2020 3:38 am
So will this be converted to work well with beta 4?
Maybe if I learn about in what way it currently does not work well with beta 4.
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Murphmario
- Chargin' Chuck
- Posts: 2382
- Joined: Fri Dec 20, 2013 7:07 pm
- Pronouns: he/him
Postby Murphmario » Fri Mar 06, 2020 10:09 am
Enjl wrote: ↑Fri Mar 06, 2020 6:09 am
PROX wrote: ↑Fri Mar 06, 2020 3:38 am
So will this be converted to work well with beta 4?
Maybe if I learn about in what way it currently does not work well with beta 4.
It's still using pNPC.
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Emral
- Cute Yoshi Egg
- Posts: 9737
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Fri Mar 06, 2020 11:36 am
Murphmario wrote: ↑Fri Mar 06, 2020 10:09 am
Enjl wrote: ↑Fri Mar 06, 2020 6:09 am
PROX wrote: ↑Fri Mar 06, 2020 3:38 am
So will this be converted to work well with beta 4?
Maybe if I learn about in what way it currently does not work well with beta 4.
It's still using pNPC.
Just remove the line that loads pnpc and all instances of pnpc.wrap. The warning only ever appears in the editor, too, so it bears no impact on playing a level outside of the editor.
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Chilly14
- Snifit
- Posts: 235
- Joined: Thu Jul 18, 2019 10:28 pm
- Flair: wash your hands and stay at home
- Pronouns: he/him
Postby Chilly14 » Fri Mar 06, 2020 9:22 pm
Enjl wrote: ↑Fri Mar 06, 2020 11:36 am
Murphmario wrote: ↑Fri Mar 06, 2020 10:09 am
Enjl wrote: ↑Fri Mar 06, 2020 6:09 am
Maybe if I learn about in what way it currently does not work well with beta 4.
It's still using pNPC.
Just remove the line that loads pnpc and all instances of pnpc.wrap. The warning only ever appears in the editor, too, so it bears no impact on playing a level outside of the editor.
Don't forget v.data._basegame.
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Emral
- Cute Yoshi Egg
- Posts: 9737
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Sat Mar 07, 2020 4:07 am
Chilly14 wrote: ↑Fri Mar 06, 2020 9:22 pm
Don't forget v.data._basegame.
What do you mean?
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