Share and discuss custom LunaLua code and content packs for SMBX2.
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marioSuper21
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Postby marioSuper21 » Fri Aug 01, 2025 3:51 pm
What i did was just combine the piranhaPlant.lua from MrDoubleA and the Grounded Piranha Plant.lua from MegaDood and add improvements to it.
Piranha Plant:
Grounded Piranha Plant:
Fire Piranha Plant:
Grounded Fire Piranha Plant:
Changelog:
[1.0] - Initial release.
[1.1] - Modified the rotation of the piranha's head to move towards the player smoothly, with the addition of a move function to control the speed of the piranha plant to be equal to the speed of the first piranha plant.
[1.3] - Add Horizontal Piranha Plant and Fire Piranha Plant.
Credits:
piranhaPlant.lua script by MrDoubleA in SMBX2b5
Grounded Piranha Plant.lua script by MegaDood
future:
Horizontal Piranha Plant -- done
Fire Piranha Plant -- done
Jumping Piranha Plant -- coming soon
Ice Piranha Plant -- coming soon
Thank for:
mariobrigade2018 for Fireballs Update.
MrDoubleA for piranhaPlant.lua in SMBX2b5.
MegaDood for Grounded Piranha Plant.lua.
Download
Last edited by marioSuper21 on Tue Aug 19, 2025 5:00 pm, edited 5 times in total.
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mariobrigade2018
- Eerie

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Postby mariobrigade2018 » Fri Aug 01, 2025 4:00 pm
Cool, but like, what’s the difference between this and the aforementioned stuff?
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marioSuper21
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Postby marioSuper21 » Fri Aug 01, 2025 4:17 pm
mariobrigade2018 wrote: ↑Fri Aug 01, 2025 4:00 pm
Cool, but like, what’s the difference between this and the aforementioned stuff?
Thank you!
Excellent question indeed!
The main difference is that the Piranha Plants Ultimate pack focuses on variety and expansion.
It currently includes the Normal and Grounded types, but I'll be working on adding Fire, Jumping, and others in the future—all with a unified and organized visual style.
The goal is for the pack to be comprehensive, cohesive, and easily expandable in the future.
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Shaktool
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Postby Shaktool » Sat Aug 02, 2025 6:09 am
mariobrigade2018 wrote: ↑Fri Aug 01, 2025 4:00 pm
Cool, but like, what’s the difference between this and the aforementioned stuff?
they're combined?
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marioSuper21
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Postby marioSuper21 » Sat Aug 02, 2025 7:15 am
Yes, that's one of the pack's goals: to bring together all Piranha Plant species into one organized project, unified in form, behavior, and aesthetics.
Instead of having them scattered across various sources, I've put them all in one place.
This isn't meant as an insult to other packs; without them, this pack wouldn't exist in the first place!
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ShineBlaster
- Buster Beetle

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Postby ShineBlaster » Sat Aug 02, 2025 8:34 am
That's awesome my friend! I'm looking forward to the extra stuff you'll add in the future. Keep it up!
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marioSuper21
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Postby marioSuper21 » Mon Aug 04, 2025 6:57 am
In this version: The piranha's head rotation has been updated to smoothly move toward the player instead of jumping directly to the target angle.
And new move function has also been added to match the speed of the original piranha plant.
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marioSuper21
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Postby marioSuper21 » Wed Aug 06, 2025 7:40 pm
Get ready guys, Horizontal Piranha Plant and Fire Piranha Plant are coming soon!
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mariobrigade2018
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Postby mariobrigade2018 » Wed Aug 06, 2025 10:33 pm
marioSuper21 wrote: ↑Wed Aug 06, 2025 7:40 pm
Get ready guys, Horizontal Piranha Plant and Fire Piranha Plant are coming soon!
Yay
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marioSuper21
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Postby marioSuper21 » Sat Aug 09, 2025 3:39 pm
Horizontal Piranha Plant and Fire Piranha Plant are here in v1.3.
NOTE: There's a problem with the Fire Piranha Plant in the PiranhaPlant code. When standing next to or in the middle of an NPC in idle mode, it jumps directly to hide mode (try this and you'll see). Please have someone try to fix it. If you do, please write the corrected code in the comments. Thank you for your efforts.
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mariobrigade2018
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Postby mariobrigade2018 » Sun Aug 10, 2025 3:59 am
ok so I wasn't able to fix the plants, but I was able to improve the collision of the fireball. It'll be in the spoiler tab below:
Code: Select all local npcManager = require("npcManager")
local fireball = {}
local npcID = NPC_ID
local fireballSettings = {
id = npcID,
gfxwidth = 18,
gfxheight = 18,
gfxoffsetx = 0,
gfxoffsety = 0,
width = 18,
height = 18,
frames = 4,
framestyle = 0,
framespeed = 4,
speed = 1,
npcblock = false,
npcblocktop = false, --Misnomer, affects whether thrown NPCs bounce off the NPC.
playerblock = false,
playerblocktop = false, --Also handles other NPCs walking atop this NPC.
nohurt = false,
nogravity = true,
noblockcollision = false,
nofireball = false,
noiceball = false,
noyoshi = true,
nowaterphysics = false,
jumphurt = true,
spinjumpsafe = false,
harmlessgrab = false,
harmlessthrown = false,
ignorethrownnpcs = true,
linkshieldable = true,
lightradius=32,
lightbrightness=1,
lightcolor=Color.orange,
ishot = true,
durability = 2,
}
npcManager.setNpcSettings(fireballSettings)
npcManager.registerHarmTypes(npcID,{HARM_TYPE_OFFSCREEN},{[HARM_TYPE_OFFSCREEN] = 10})
local function overlappingsolid(v) -- code from the bomb cannonball
-- if there are no blocks overlapping
local blocks = Colliders.getColliding{a = v,b = Block.SOLID .. Block.PLAYER,btype = Colliders.BLOCK,collisionGroup = v.collisionGroup}
if #blocks == 0 then
-- check for npcs overlapping
for _, hit in ipairs(Colliders.getColliding{a = v, b = NPC.ALL, btype = Colliders.NPC,collisionGroup = v.collisionGroup}) do
-- only care about npcs flagged as npcblock
if NPC.config[hit.id].npcblock then
-- overlapping an npc
return true
end
end
else
-- overlapping a block
return true
end
-- overlapping nothing
return false
end
function fireball.onInitAPI()
npcManager.registerEvent(npcID, fireball, "onTickNPC")
end
function fireball.onTickNPC(v)
if Defines.levelFreeze then return end
local data = v.data
if v.despawnTimer <= 0 then
data.initialized = false
return
end
if not data.initialized then
data.initialized = true
data.inBlock = overlappingsolid(v)
data.originalSpeedX,data.originalSpeedY = v.speedX,v.speedY
if v.collisionGroup == "" then
v.collisionGroup = "npc-" .. npcID
end
end
if not overlappingsolid(v) and data.inBlock == true then
data.inBlock = false
end
if not data.inBlock then
v.noblockcollision = false
end
if lunatime.tick() % 3 == 0 then
local effect = Effect.spawn(265, math.random(v.x, v.x + v.width), math.random(v.y, v.y + v.height))
effect.x = effect.x - effect.width/2
effect.y = effect.y - effect.height/2
effect.priority = -44
end
if v.speedX ~= data.originalSpeedX then
v.speedX = data.originalSpeedX
end
if v.speedY ~= data.originalSpeedY then
v.speedY = data.originalSpeedY
end
if v:mem(0x120, FIELD_BOOL) then
v:mem(0x120, FIELD_BOOL, false)
end
if not data.inBlock and (v.collidesBlockBottom or v.collidesBlockRight or v.collidesBlockUp or v.collidesBlockLeft) then
v:kill(HARM_TYPE_OFFSCREEN)
end
end
return fireball
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marioSuper21
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Postby marioSuper21 » Sun Aug 10, 2025 11:02 am
Oh! Thanks so much for the fireball update and sorry for bothering you with this.
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dulushich_ViiU
- Koopa

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Postby dulushich_ViiU » Mon Aug 18, 2025 8:34 pm
how to fix it?
this happens when I level the piranha plant, but when I level the grounded piranha plant, everything is fine
(I'm sorry if you didn't understand me, I'm just sitting with a translator.)
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marioSuper21
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Postby marioSuper21 » Mon Aug 18, 2025 9:43 pm
Sorry for the problem, the mistake was my fault. I forgot to change config.isHorizontal to NPC.config[v.id].isHorizontal. Now change it or download the file again.
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mariobrigade2018
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Postby mariobrigade2018 » Mon Aug 18, 2025 10:24 pm
marioSuper21 wrote: ↑Mon Aug 18, 2025 9:43 pm
Sorry for the problem, the mistake was my fault. I forgot to change config.isHorizontal to NPC.config[v.id].isHorizontal. Now change it or download the file again.
Has the fire piranha plant not working while next to it has been fixed?
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Shaktool
- 2025 Egg Hunter

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Postby Shaktool » Tue Aug 19, 2025 1:36 pm
i wonder if Ice piranha plants can be implemented aswell, like Fire piranhas?
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marioSuper21
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Postby marioSuper21 » Tue Aug 19, 2025 4:57 pm
mariobrigade2018 wrote: ↑Mon Aug 18, 2025 10:24 pm
marioSuper21 wrote: ↑Mon Aug 18, 2025 9:43 pm
Sorry for the problem, the mistake was my fault. I forgot to change config.isHorizontal to NPC.config[v.id].isHorizontal. Now change it or download the file again.
Has the fire piranha plant not working while next to it has been fixed?
Not yet but I'm not sure if I can fix it
Shaktool wrote:
i wonder if Ice piranha plants can be implemented aswell, like Fire piranhas?
You know what, dude, you reminded me of that. I'm going to work on that in the future with the jumping piranha plant.
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