Share and discuss custom LunaLua code and content packs for SMBX2.
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IAmPlayer
- Volcano Lotus

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Postby IAmPlayer » Thu Dec 19, 2019 2:45 am
So, I made a bunch of NPCs from Super Mario Maker recently. This pack includes Icicles from Super Mario Maker 2, carriable Stone blocks from the story mode of Super Mario Maker 2, Burners from Super Mario Maker 1 and 2 with an additional variant for upwards facing Burners and with a whole new Rotating Burner NPC as well, and also "Convenient Firebars", a much more configurable firebar than the vanilla firebar, such as starting angle, firebar's movement direction, and orbit amount for easier ways to create two-way, four-way, or eight-way Firebars, but with a limit of 18 fireballs of length just like in Super Mario Maker 2 (might be changed if people wanted bigger length).
Version v.1.2 Update adds the menacing threat that is the Angry Sun! It spins in the air, then does a dive to attack you. There's also another variant in the form of the Moon, that can be touched by the player to kill all enemies on screen.
SHOWCASE:
Download Link
Download the Prior Versions:
Download Link (v.1.2.0.1)
Download Link (v.1.2)
Download Link (v.1.1) ( Effect Fix Link) - Download Link (v.1.1.1)
Download Link (v.1.0)
Installation Instructions: Handbook, Enjl's Thread
Custom Properties/NPC Settings available:
Icicles:
- Type (NPC Settings): Determines what type of Icicles it will be. The types can be "Fragile and Falling", "Persistent and Falling", and "Stick to Ceiling".
- Respawnable (NPC Settings): Determines if the icicle can respawn or not. Defaults to true.
- Respawn Timer (Custom Properties as "respawntimer"): The time it takes for the icicle to respawn. Defaults to 1 second.
- Effect ID (Custom Properties as "effectID"): The effect ID used for the icicles. Defaults to 751.
Convinient Firebar:
- Length (NPC Settings): The amount of fireballs used for the firebar. Defaults to 6.
- Starting Angle (NPC Settings): Initial angle of the firebar. Defaults to 0 degrees.
- Orbit Amount (NPC Settings): Amount of fireball lines orbiting the block. Defaults to 1.
Burners:
- Fire ID (Custom Properties as "fireID"): NPC ID for the Burner Fire.
- Fire Direction (Custom Properties as "fireDirection"): Direction for the fire.
- Cooldown (Custom Properties as "cooldown"): Cooldown for the burner before releasing and after releasing. Defaults to 256.
- Activate on Walk? (NPC Settings): Exclusive for upwards facing burner, to make the burner be activated when stepped on by the player. Defaults to false.
- Rotation State (NPC Settings for Rotating Burner): Starting rotation for the Rotating Burner. It can start on 0 degrees, 90 degrees, 180 degrees, and 270 degrees. Defaults to 0.
Burner Fire:
- Duration (Custom Properties as "duration"): Duration the Burner Fire lasts. Defaults to 256.
Changelogs:
- Tweaked some things about the Convenient Firebar.
- Sound Effects for Icicles have been added from Mario Maker 2.
- Burner Fires' register function now no longer need a duration value, instead it purely uses the NPC config for the duration. (i kinda messed up back then lol)
- Added "Blockless" Convenient Firebar, which allows you to either fill in the middle block with a graphic without collision or place it on top of another block, or none of those two.
- Minor changes to the Convenient Firebar.
- Added Angry Sun and the Moon.
- All NPC that uses Extra Settings are now usable without any issues in Beta 4.
v.1.1.1/January 3rd Fix: show
- Icicle's missing effect files are fixed.
- Link for v.1.1 now has the effect zip file next to the main download link.
- Firebars and Burners can now be moved via event and Attach to NPCs.
- Firebars and Burners now no longer falls when there's a block on top.
- Icicles now grow from the middle.
- Rotating Burner is added, alongside one new NPC Setting to the Burner family.
- Burner Fire's duration now can be changed.
Feel free to use it, but a credit is required. Modifications, adaptation, and optimization is allowed as well.
Last edited by IAmPlayer on Fri Apr 02, 2021 6:26 am, edited 12 times in total.
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DrMekar
- Eerie

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Postby DrMekar » Thu Dec 19, 2019 3:35 am
Wow, this looks really neat. I'll defenitly use something of that. I do have a Question: Can the Firebar be moved via an Event? The Orginal can't and that always bothered me.
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PROX
- Van De Graf

- Posts: 1963
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Thu Dec 19, 2019 4:09 am
Yay! It's finally out! I will definitely be putting these to good use! Well.....except for the heavy stone since victory conditions aren't a thing, and there's no real way to force the player to grab it.
Last edited by PROX on Thu Dec 19, 2019 4:52 am, edited 2 times in total.
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IAmPlayer
- Volcano Lotus

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Postby IAmPlayer » Thu Dec 19, 2019 4:13 am
DrMekar wrote: ↑Thu Dec 19, 2019 3:35 am
Wow, this looks really neat. I'll defenitly use something of that. I do have a Question: Can the Firebar be moved via an Event? The Orginal can't and that always bothered me.
Unfortunately, it can't. But I will try to get it to be able to work.
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LGLMAKING
- Chain Chomp

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Postby LGLMAKING » Thu Dec 19, 2019 9:09 am
Woop woop, it is finally out! Might use it for my Nocavers level. Glad to have helped you with the burners 
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MarioLover64
- Spike

- Posts: 259
- Joined: Fri Apr 26, 2019 6:09 pm
Postby MarioLover64 » Thu Dec 19, 2019 9:42 am
Can burners use line guides like in nsmb2 bowsers castle?
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IAmPlayer
- Volcano Lotus

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Postby IAmPlayer » Thu Dec 19, 2019 9:51 am
MarioLover64 wrote: ↑Thu Dec 19, 2019 9:42 am
Can burners use line guides like in nsmb2 bowsers castle?
It can, it's just not normally intended. You can still register it yourself though.
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Locus
- Fighter Fly

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Postby Locus » Thu Dec 19, 2019 11:15 am
https://i.imgur.com/IetYn6t.gif
I discovered a bug that upon jumping the firebar block moves down a bit. Don't know if you were already aware. Just wanted to point this out.
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Murphmario
- 2025 Egg Hunter

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Postby Murphmario » Thu Dec 19, 2019 11:29 am
Assuming the firebar comes with the block, would it be possible to add an option to make it not have a block?
Edit: I realized that you can just edit the code of the NPC and make it's graphics invisible to achieve exactly that. So for anyone wanting a convenient firebar without the block, here you go.
Last edited by Murphmario on Fri Dec 20, 2019 3:26 pm, edited 1 time in total.
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Emral
- Cute Yoshi Egg

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Postby Emral » Thu Dec 19, 2019 1:45 pm
Locus wrote: ↑Thu Dec 19, 2019 11:15 am
https://i.imgur.com/IetYn6t.gif
I discovered a bug that upon jumping the firebar block moves down a bit. Don't know if you were already aware. Just wanted to point this out.
Completely unrelated to jumping. The issue is that all npcs with nogravity still collide with the ceiling. The bump event that occurs will give the npc minimal speedY. To fix it, block collision should be disabled for the NPC.
Also another thing: The icicles grow from the top left corner. Consider offsetting the x coordinate for the draw call so that x + 0.5 * currentwidth = center of the fully spawned icicle
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Teemster2
- Rocky Wrench

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- Joined: Sat Jan 18, 2014 11:56 am
Postby Teemster2 » Thu Dec 19, 2019 11:38 pm
These look amazing. Good job.
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IAmPlayer
- Volcano Lotus

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Postby IAmPlayer » Fri Dec 20, 2019 1:23 am
Enjl wrote: ↑Thu Dec 19, 2019 1:45 pm
Locus wrote: ↑Thu Dec 19, 2019 11:15 am
https://i.imgur.com/IetYn6t.gif
I discovered a bug that upon jumping the firebar block moves down a bit. Don't know if you were already aware. Just wanted to point this out.
Completely unrelated to jumping. The issue is that all npcs with nogravity still collide with the ceiling. The bump event that occurs will give the npc minimal speedY. To fix it, block collision should be disabled for the NPC.
Also another thing: The icicles grow from the top left corner. Consider offsetting the x coordinate for the draw call so that x + 0.5 * currentwidth = center of the fully spawned icicle
Ah. Thanks for noting that. I will also fix the firebar and burner block moving down as well.
Unrelated, but thank you for everyone who have been posting issues with this pack! I will get them fixed as soon as possible and release the fix once it's done.
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PROX
- Van De Graf

- Posts: 1963
- Joined: Sun Jul 06, 2014 8:50 pm
Postby PROX » Fri Dec 20, 2019 3:21 pm
Do you have any way of forcing the player to grab the heavy stone?
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Emral
- Cute Yoshi Egg

- Posts: 9865
- Joined: Mon Jan 20, 2014 12:58 pm
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Postby Emral » Fri Dec 20, 2019 3:35 pm
You can use player.holdingNPC ~= nil and player.holdingNPC.id == ROCK_ID (whatever that is) in onTick to detect when the first player is or is not carrying it.
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IAmPlayer
- Volcano Lotus

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Postby IAmPlayer » Fri Dec 20, 2019 8:36 pm
Yeah, that code might do it. I don't have any Clear Conditions type of code.
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MECHDRAGON777
- Pink Yoshi Egg

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Postby MECHDRAGON777 » Fri Dec 20, 2019 10:01 pm
One can also make it so you need to solve a puzzle with said stone. (If they want to use it currently.)
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IAmPlayer
- Volcano Lotus

- Posts: 560
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Postby IAmPlayer » Sat Dec 21, 2019 10:40 pm
Murphmario wrote: ↑Thu Dec 19, 2019 11:29 am
Assuming the firebar comes with the block, would it be possible to add an option to make it not have a block?
Edit: I realized that you can just edit the code of the NPC and make it's graphics invisible to achieve exactly that. So for anyone wanting a convenient firebar without the block, here you go.
The collision would still be there though, so setting playerblock and playerblocktop to false helps as well.
Sidenote, a new Update is out! This update fixes issues listed on this thread, and also adding Rotating Burners and also allows customization for Burner Fire, enjoy and keep on creating levels!
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Murphmario
- 2025 Egg Hunter

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- Joined: Fri Dec 20, 2013 7:07 pm
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Postby Murphmario » Sun Dec 22, 2019 3:56 pm
So I'm trying to modify the graphics of the burner fire, and now the game crashed.
== Stack Trace ==
0: 660CE246 (MSVBVM60): rtcDoEvents
1: 660E009B (MSVBVM60): rtcErrObj
2: 660E536F (MSVBVM60): _vbaR8Var
3: 00B21793 (smbx): loadNPCConfiguration
4: 00B21183 (smbx): loadNPCConfigurations
5: c:\github_new\lunalua\lunadll\filemanager\loadfile_level.cpp (95): LunaLua_loadLevelFile
6: c:\github_new\lunalua\lunadll\filemanager\smbxfilemanager.cpp (122): SMBXLevelFileBase::ReadFileMem
7: c:\github_new\lunalua\lunadll\misc\testmode.cpp (282): testModeLoadLevelHook
8: c:\github_new\lunalua\lunadll\misc\runtimehookcomponents\runtimehookhooks.cpp (1342): runtimeHookLoadLevel
9: 008C14E5 (smbx): Sub_Main
10: 6600A048 (MSVBVM60): EbLoadRunTime
11: 66007B3E (MSVBVM60): BASIC_CLASS_QueryInterface
12: 66003981 (MSVBVM60): ThunRTMain
13: 660036FA (MSVBVM60): ThunRTMain
14: 66003600 (MSVBVM60): ThunRTMain
15: 0040BDE2 (smbx): start
16: 77A87B74 (ntdll): RtlGetAppContainerNamedObjectPath
17: 77A87B44 (ntdll): RtlGetAppContainerNamedObjectPath
And here's the warning:
0t - Warning: Invalid line was passed to config file npc-765.txt: gfxheight=
stack traceback:
scripts/base/configFileReader.lua:75: in function 'parseTxt'
scripts/base/engine/npcconfig_core.lua:327: in function 'loadAllTxt'
scripts/base/game/lunabase.lua:170: in function 'codeFile'
main.lua:469: in function 'loadCodeFile'
main.lua:593: in function <main.lua:519>
[C]: in function '__xpcall'
main.lua:519: in function <main.lua:518>
Edit: I resolved the issue by just copypasting the graphics again.
Last edited by Murphmario on Sun Dec 22, 2019 4:07 pm, edited 1 time in total.
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Chilly14
- Snifit

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Postby Chilly14 » Sun Dec 22, 2019 4:00 pm
The game spams errors when an icicle hits the ground:

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Emral
- Cute Yoshi Egg

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Postby Emral » Sun Dec 22, 2019 5:43 pm
Sounds like it cannot find an effect of the corresponding ID. Did you rename any files?
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