anotherpowerup.lua - and another one

Share and discuss custom LunaLua code and content packs for SMBX2.
RadMetalMarioSMIX
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Re: anotherpowerup.lua - and another one

Postby RadMetalMarioSMIX » Thu Mar 10, 2022 3:44 pm

Enjl wrote:
Fri May 08, 2020 12:35 pm
Well, they're incompatible. I didn't optimize for those, because I figured an episode using this would hardly employ characters that don't work with it.
Wario has Power-Ups that aren't in SMBX2 (Ex: Zombie Wario), It would be nice if Wario was compatible.

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Re: anotherpowerup.lua - and another one

Postby Master of Disaster » Sun Mar 13, 2022 9:26 am

It may be that it only happens when in editor but if you enter a new level via warp exit, the player powerup gets reset to the ice flower powerup. I have no idea why this happens though, probably an issue or oversight with saving the custom powerup data of the player...?

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Re: anotherpowerup.lua - and another one

Postby KBM-Quine » Mon Mar 21, 2022 2:39 pm

someone mentioned on discord that the reserve box was being filled when you get hurt and grab a dropped reserve power up, so i made a small edit. here's it is.

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Re: anotherpowerup.lua - and another one

Postby Suckerman7 GM » Wed Mar 08, 2023 3:58 pm

KBM-Quine wrote:
Mon Mar 21, 2022 2:39 pm
someone mentioned on discord that the reserve box was being filled when you get hurt and grab a dropped reserve power up, so i made a small edit. here's it is.
Is this fix also applied to a bug that I was going to report?

I was gonna report a bug where anotherpowerup causes some problems. Basically, when I collect a powerup as Big Mario/Luigi, the Mushroom appears like normal. But when I drop the reserved Mushroom, for some reason, it becomes a Fire Flower, when I get the Fire Flower, I somehow transform to Fire Mario/Luigi again despite I'm already in the same powerup state. The gif below shows what I'm talking about.

(Oh btw, this still happens after replacing the anotherpowerup.lua file you posted here with the one I have jsyk)

Image

KBM-Quine
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Re: anotherpowerup.lua - and another one

Postby KBM-Quine » Thu Mar 09, 2023 2:38 am

honestly it's been a year and i forgot entirely what it was my fix did. (i don't use this myself lol) i've heard my fix is also outdated with other fixes. so i wouldn't be surprised if it is now broken.

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Re: anotherpowerup.lua - and another one

Postby Marioman2007 » Fri Sep 08, 2023 11:47 pm

So I messed around with the script a bit and I think I was able to fix the reserve powerup bug.
Not sure how good is this for a fix but it works for me so I think it is good enough.

https://drive.google.com/file/d/1D4Vkpn ... sp=sharing

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Re: anotherpowerup.lua - and another one

Postby mariobrigade2018 » Sun Nov 26, 2023 12:15 am

Marioman2007 wrote:
Fri Sep 08, 2023 11:47 pm
So I messed around with the script a bit and I think I was able to fix the reserve powerup bug.
Not sure how good is this for a fix but it works for me so I think it is good enough.

https://drive.google.com/file/d/1D4Vkpn ... sp=sharing
Didn't work.

Image

Used MDA's Cape Feather and replaced the og anotherpowerup script with that one.

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Re: anotherpowerup.lua - and another one

Postby $h31d0nc00p3rfan » Wed Nov 29, 2023 9:55 am

I'll definitely need this to implement Cape Feather power-up.

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Re: anotherpowerup.lua - and another one

Postby mariobrigade2018 » Wed Nov 29, 2023 10:55 am

$h31d0nc00p3rfan wrote:
Wed Nov 29, 2023 9:55 am
I'll definitely need this to implement Cape Feather power-up.
Do note that and anotherpowerup is ridiculously buggy, specifically with the item box and Link. It will also revert to the ice flower when a level is complete.

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Re: anotherpowerup.lua - and another one

Postby $h31d0nc00p3rfan » Thu Jan 04, 2024 8:58 pm

how about for the cape feather? I want to be able to import it into Moondust so I can actually USE it for my level. Is there a step-by-step rundown of how to do it?

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Re: anotherpowerup.lua - and another one

Postby Just_Thomas » Sat Jan 06, 2024 8:24 am

$h31d0nc00p3rfan wrote:
Thu Jan 04, 2024 8:58 pm
how about for the cape feather? I want to be able to import it into Moondust so I can actually USE it for my level. Is there a step-by-step rundown of how to do it?
Hey there,
I was about to give you a small tutorial, until I noticed just by placing that NPC in a level it causes just a bunch of errors.
The feather would even kill you ingame. Looks like unusable, as it seems.

Considering is has not been fixed yet, makes me somehow guess, it is a problem in the main code of SMBX and it worked in a previous build.
But I might be 100 % wrong here as well.

Edit:
Silly me, I forgot you had to add these lines to your luna lua project file (either within your level or world / episode file)

local ap = require("anotherpowerup")
ap.registerItemTier(851, true)
ap.registerPowerup("ap_cape")

Why these lines? First one should be clear, it is the basic script, second one add the npc number of the cape and third one does add the cape power up filename itself, if I understand it correctly.
So, besides that: Simply extract the files of BOTH AnotherPowerup.7z and Cape_Feather.zip into your project.
To create a script you can do it via the editor

Script -> LunaLua Scripts
(level local -> creates the file into your level folder)
(level global -> creates the file into your world / episode folder)

If you want to have the item in your tileset editor, follow these steps:

1. Go to Tileset Editor
2. Pick a Tileset name of your choice.
3. Choose "NPC" as Type from the drop down list.
4. Go to that black wrench symbol and choose "Search by ID" (works best for me in most cases)
5. Enter "851" into the text field on the left (titled with "Items")
6. The Cape Feather Item should appear now. Drag and Drop in one of these white squares and SAVE.

This way you can also find it if you want to place that item in a ?-block.

However be warned: The item will most likely revert back to an ice flower if carried over to an other level.

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Re: anotherpowerup.lua - and another one

Postby $h31d0nc00p3rfan » Wed Jan 10, 2024 1:51 pm

I was able to make the Cape Feather work, finally :) Thank you

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Re: anotherpowerup.lua - and another one

Postby Marioman2007 » Wed Jan 10, 2024 11:14 pm

Just_Thomas wrote:
Sat Jan 06, 2024 8:24 am
Edit:
Silly me, I forgot you had to add these lines to your luna lua project file (either within your level or world / episode file)

local ap = require("anotherpowerup")
ap.registerItemTier(851, true)
ap.registerPowerup("ap_cape")

You don't need to do this, the cape feather npc already does the registration in its npc-851.lua.

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Re: anotherpowerup.lua - and another one

Postby Just_Thomas » Thu Jan 11, 2024 3:14 am

Marioman2007 wrote:
Wed Jan 10, 2024 11:14 pm
Just_Thomas wrote:
Sat Jan 06, 2024 8:24 am
Edit:
Silly me, I forgot you had to add these lines to your luna lua project file (either within your level or world / episode file)

local ap = require("anotherpowerup")
ap.registerItemTier(851, true)
ap.registerPowerup("ap_cape")

You don't need to do this, the cape feather npc already does the registration in its npc-851.lua.
This is odd, because first I only had bugs like I mentioned (simply extracted the files into the project folder). Only after I added these lines it worked.


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