[NPC Pack] Custom Rexes (v2)

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MrDoubleA
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[NPC Pack] Custom Rexes (v2)

Postby MrDoubleA » Fri Nov 01, 2019 7:36 pm

Seems I'm making a lot of NPCs recently! This is just a pack of 7 custom rex NPCs:

- Pararex: Jumps around and turns into the vanilla Rex when stomped.

- Chasing Squashed Rex: Chases the nearest player.
- Chasing Rex: Chases the nearest player and turns into Chasing Squashed Rex when stomped.
- Chasing Pararex: Chases the nearest player, jumps around and turns into Chasing Rex when stomped.

- Dry Squashed Rex: When stomped on, they will stop moving and become harmless for a few seconds before turning into a Dry Rex.
- Dry Rex: Turns into Dry Squashed Rex when stomped.
- Dry Pararex: Jumps around and turns into Dry Rex when stomped.

(The chasing rexes are based off of enemies made by RussianMan on SMW Central)
(The concept and sprites of the Dry Rexes are by wuffaló#2540 on Discord)

Image

Download!
Please give credit!

Installation, probably unnecessary:
Spoiler: show
To install it, put the rex.lua file in your world/level folder and pop this bit of code into your luna.lua file:

Code: Select all

local rex = require("rex")
You can edit the "rex.ids" and "settings" tables at the top of the library.
There are also a few NPC codes for npc-n.txt files and the "settings" table:

- jumpheight: If this exists, then it'll jump up upon hitting the ground with the specified force.
- chasingAcceleration & chasingMaxSpeed: If these both exist, it'll chase the player and use these values as you may expect.
- turnTo: Upon being stomped, it'll turn into the value specified.
- stompEffect: Death effect ID to be used when stomped. This shouldn't be defined if turnTo also is.
- deathEffect: General death effect ID.
- recoverTime: For the Dry Squashed Rex. How long it takes to recover after being stomped on.
- recoverTurnTo: For the Dry Squashed Rex. What NPC ID it turns into after recovering.
Update 1:
Fixed a small issue and made it so chasing rexes bounce up a bit after hitting a wall.
Update 2:
Added Dry Rexes.

8luestorm also made some chasing rexes. I didn't use anything from it, I just thought I'd mention that. (:
Last edited by MrDoubleA on Sun Nov 03, 2019 8:53 am, edited 3 times in total.

mechamind
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Re: [NPC Pack] Custom Rexes

Postby mechamind » Sun Nov 03, 2019 1:24 am

3 hits to defeat certainly adds a challenge. This would be fun to play with.

Now if it was based off an SMW Central Rex sprite (was the SMW sprite a Rex?), it sounds like that's also where the common Paratroopa wings came from. Regardless of originality, the different color between those wings and the normal Rex wings may need to be acknowledged.

MrDoubleA
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Re: [NPC Pack] Custom Rexes

Postby MrDoubleA » Sun Nov 03, 2019 8:50 am

mechamind wrote:
Sun Nov 03, 2019 1:24 am
3 hits to defeat certainly adds a challenge. This would be fun to play with.

Now if it was based off an SMW Central Rex sprite (was the SMW sprite a Rex?), it sounds like that's also where the common Paratroopa wings came from. Regardless of originality, the different color between those wings and the normal Rex wings may need to be acknowledged.
The original SMW enemy can be found here. Also, the wings are used by pretty much every winged enemy in SMW.

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Re: [NPC Pack] Custom Rexes (v2)

Postby Hammerless Penguin » Tue Nov 26, 2019 6:38 am

They arent working for me. I placed the npc installation code in the rex.lua file and nothing happened. The rexes still act buggy when I start up a level. Im still new to this luna stuff so what am I doing wrong?

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Re: [NPC Pack] Custom Rexes (v2)

Postby MrDoubleA » Thu Dec 05, 2019 9:31 am

mariosonicgamer55677 wrote:
Tue Nov 26, 2019 6:38 am
They arent working for me. I placed the npc installation code in the rex.lua file and nothing happened. The rexes still act buggy when I start up a level. Im still new to this luna stuff so what am I doing wrong?
You don’t put that line in the rex.lua file, you have to load rex.lua in like an API/library (by putting that line in your level/world folder's luna.lua file).

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Re: [NPC Pack] Custom Rexes (v2)

Postby Hammerless Penguin » Sat Dec 14, 2019 6:11 pm

MrDoubleA wrote:
Thu Dec 05, 2019 9:31 am
mariosonicgamer55677 wrote:
Tue Nov 26, 2019 6:38 am
They arent working for me. I placed the npc installation code in the rex.lua file and nothing happened. The rexes still act buggy when I start up a level. Im still new to this luna stuff so what am I doing wrong?
You don’t put that line in the rex.lua file, you have to load rex.lua in like an API/library (by putting that line in your level/world folder's luna.lua file).
Thanks Its working perfectly fine now.

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Re: [NPC Pack] Custom Rexes (v2)

Postby Blake Izayoi » Tue Jan 21, 2020 1:13 pm

These look awesome! I'm an avid fan of Super Mario World, so I'm sure I'll use this NPC Pack at some point. Great work!

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Re: [NPC Pack] Custom Rexes (v2)

Postby LGLMAKING » Sun May 10, 2020 10:07 am

GIVE THIS MUNCHER A MEDAL
(a.k.a. great work on these npc's! This rex variety turned out to be quite useful so far)

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Re: [NPC Pack] Custom Rexes (v2)

Postby Eri7 » Sun May 10, 2020 10:12 am

I like the dry bones variation, are you planning on doing more type of rexes?

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Re: [NPC Pack] Custom Rexes (v2)

Postby TheGameyFireBro105 » Sun May 10, 2020 1:52 pm

I'd love an ice variant that freezes the player and friendly npcs not set as friendly on contact. I'd also love sad rexes from SPP.


It'd also be cool if you did this: It's extremely similar to rexes, design-wise.

Image

the mariowiki page even agrees:

"Draglets are enemies appearing in Super Mario 3D Land. They are small, blue dragons with small purple bat-like wings and pink spikes attached to their back. Draglets have two fangs and their eyes have dash-like pupils instead of circular ones. They bear a slight resemblance to Eeries, Rexes, and Dino-Torches."

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Re: [NPC Pack] Custom Rexes (v2)

Postby MrDoubleA » Wed May 13, 2020 4:04 pm

TheGameyFireBro105 wrote:
Sun May 10, 2020 1:52 pm
I'd love an ice variant that freezes the player and friendly npcs not set as friendly on contact. I'd also love sad rexes from SPP.


It'd also be cool if you did this: It's extremely similar to rexes, design-wise.

Image

the mariowiki page even agrees:

"Draglets are enemies appearing in Super Mario 3D Land. They are small, blue dragons with small purple bat-like wings and pink spikes attached to their back. Draglets have two fangs and their eyes have dash-like pupils instead of circular ones. They bear a slight resemblance to Eeries, Rexes, and Dino-Torches."
Design wise, yes, but not in terms of behaviour.

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Re: [NPC Pack] Custom Rexes (v2)

Postby TheGameyFireBro105 » Thu May 14, 2020 8:28 am

What i mean is that they'll be easy to make, sprite wise.

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Re: [NPC Pack] Custom Rexes (v2)

Postby MrDoubleA » Fri May 15, 2020 6:55 am

People have already made custom graphics for that. Plus, I'm pretty much done with this pack, though I plan to redo it for my main NPC pack at some point.

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Re: [NPC Pack] Custom Rexes (v2)

Postby TheGameyFireBro105 » Fri May 15, 2020 2:53 pm

MrDoubleA wrote:
Fri May 15, 2020 6:55 am
People have already made custom graphics for that. Plus, I'm pretty much done with this pack, though I plan to redo it for my main NPC pack at some point.
Why dont you do fire and ice ones. They match with the SMW Fire and Ice blocks, so they have a purpose (the fire one would be able to stand on lava, and burn ice, while the ice one would cool off fire blocks, destroy fireballs, and fire snakes.) If you're ok with it i'm good. If you aren't ok with it, i'm also good.


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