[NPC PACK] Mario Forever NPCs!

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9thCore
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[NPC PACK] Mario Forever NPCs!

Postby 9thCore » Fri Feb 18, 2022 9:32 am

wow i really shouldve released this sooner hhh


Hey so wouldn't it be funny if someone remade some of the Mario Forever NPCs


I already made and released a MF Bowser script so if you want to use that uhh here


Currently has the Spikeball Launchers, Falling Slab and Flame Throwers.


How to install:
1) Download one of the NPCs
2) Extract it in your level
3) If applicable, change the NPCs' ids. If the pack has multiple NPCs (example, Flame Throwers and the Flames themselves) just make sure you change every id by the same amount (example, you increase the Flame Throwers' id by 4 so you also increase the Flames' ids by 4). This is to ensure that the correct npc will be spawned. Of course, you can always just look in the .lua files to change the ids manually if you feel like it.
4) Place the NPC
5) You're done!

Gifs: show
Image
Image
Image
Download links: show
Spikeballs: show
V1
Flame Throwers: show
Falling Slab: show
V1

Changelog: show
Spikeballs: show
V1: show
- Released!
Flame Throwers: show
V2.1: show
- fixed an override which caused errors with extraNPCProperties, oops
V2: show
- Added more extra settings for a bit more customizability.
- Renamed the extra setting files to try to avoid compatibility issues with other scripts.
V1: show
- Released!
Falling Slab: show
V1: show
- Released!

Report any bugs in this thread!
Last edited by 9thCore on Fri Sep 23, 2022 11:04 am, edited 1 time in total.

9thCore
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Re: [NPC PACK] Mario Forever NPCs!

Postby 9thCore » Sat Feb 19, 2022 3:20 am

updated the flame throwers with more extra settings, you can now let the game choose a random frame or rotation for your flames, whether to rotate at all, rotation speed and whether or not they should rotate/animate while the game is paused bcuz it could look cool

MegaDood
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Re: [NPC PACK] Mario Forever NPCs!

Postby MegaDood » Sun Feb 20, 2022 7:02 am

These are incredibly awesome, I can imagine the flamethrower being used for "pwnhammer" levels

Sux
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Re: [NPC PACK] Mario Forever NPCs!

Postby Sux » Sun Jul 03, 2022 12:04 am

I downloaded this to test, and the flame throwers didn't work
Image

Axl Gallais3
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Re: [NPC PACK] Mario Forever NPCs!

Postby Axl Gallais3 » Tue Feb 13, 2024 9:42 am

I have a bug when it comes to the pipe spike balls. For some reason, when you try to put the pipes on layers and making it move (like moving the layers to the left for example), if you take damage or get a power up (where normally if it happens, everything freezes including moving layers), the pipe will still move on its own.

mariobrigade2018
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Re: [NPC PACK] Mario Forever NPCs!

Postby mariobrigade2018 » Tue Feb 13, 2024 10:57 am

Axl Gallais3 wrote:
Tue Feb 13, 2024 9:42 am
I have a bug when it comes to the pipe spike balls. For some reason, when you try to put the pipes on layers and make it move (like moving the layers to the left for example), if you take damage or get a power-up (where normally if it happens, everything freezes including moving layers), the pipe will still move on its own.
Just checked it out and found the solution. You need to open both pipes lua file and load this:

Code: Select all

local npcutils = require("npcs/npcutils")
...at the top of the file, and put this on somewhere in the npc's ontick function:

Code: Select all

npcutils.applyLayerMovement(v)

Alucard648
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Re: [NPC PACK] Mario Forever NPCs!

Postby Alucard648 » Tue Feb 13, 2024 3:37 pm

In Mario Forever those spikeballs shoot even if Mario stands on launcher, often resulting on unfair hits.


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