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PixelPest
- Link

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Postby PixelPest » Tue Jun 28, 2016 12:32 pm
Mario_and_Luigi_55 wrote:Would it be possible to make a health bar like on this picture:

for both player and a boss?
They both involve using a counter that decreases every time the boss or Mario is hurt and drawing images (Graphics.drawImageWP) to the screen of the counters. What I use to replicate Super Mario Galaxy's HUD in my Super Mario Galaxy Modder API is the same idea, if you want to check that out as an example
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Mario_and_Luigi_55
- Spike

- Posts: 270
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Postby Mario_and_Luigi_55 » Tue Jun 28, 2016 12:37 pm
PixelPest wrote:Mario_and_Luigi_55 wrote:Would it be possible to make a health bar like on this picture:

for both player and a boss?
They both involve using a counter that decreases every time the boss or Mario is hurt and drawing images (Graphics.drawImageWP) to the screen of the counters. What I use to replicate Super Mario Galaxy's HUD in my Super Mario Galaxy Modder API is the same idea, if you want to check that out as an example
OK. Thanks
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PixelPest
- Link

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Postby PixelPest » Tue Jun 28, 2016 3:42 pm
If I'm doing:
Is there any way to find out which row of the table satisfies table ? Been wondering this for a while but haven't asked and can't find it anywhere
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Emral
- Cute Yoshi Egg

- Posts: 9890
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Postby Emral » Tue Jun 28, 2016 3:56 pm
PixelPest wrote:If I'm doing:
Is there any way to find out which row of the table satisfies table ? Been wondering this for a while but haven't asked and can't find it anywhere
Row of the table? Your code is a loop which goes over each element in your table. Frame table[1] to table[#table]. What kind of rows are you talking about?
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Alagirez
- Ludwig von Koopa

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Contact:
Postby Alagirez » Tue Jun 28, 2016 8:29 pm
HenryRichard wrote:You have to put calledEvent between the first pair of parenthesis.
Like this?
Code: Select all function onEvent(calledEvent)
if calledEvent =="KILLPlayer" then
player:kill()
end
end
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HenryRichard
- Reznor

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Contact:
Postby HenryRichard » Tue Jun 28, 2016 8:30 pm
yes
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Reign
- Chain Chomp

- Posts: 327
- Joined: Tue Jan 21, 2014 4:22 am
Postby Reign » Wed Jun 29, 2016 2:44 am
Thank you so much, got it to work with Link! Probably not the most effective way of coding it but it works.
function onTick()
if player:mem(0x12,FIELD_WORD) < 0 then
key=1
end
if (player:mem(0x12,FIELD_WORD) == 0) and (key == 1) then
triggerEvent("Exit level")
key=2
end
end
In addition I noticed that for the other characters, throwing the key to lava or to a pit does not trigger the death-event, only using it on a door does. So I can use this code for the Link levels and the death-trigger for the other characters. 
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seiteom
- Goomba

- Posts: 4
- Joined: Mon Jun 27, 2016 5:59 pm
Postby seiteom » Fri Jul 01, 2016 8:59 am
S1eth wrote:seiteom wrote:
I wish S1eths code was still available. Anyway, if we look past the problem that all npcs are assigned 3 health points by default by the HealthPoint API, it is also true that setNPCHealth cannot be called within the onLoop function. If you call it in the onLoad function it works well however, and healthPoint.setNPCHealth(1, 1) will make Goombas die after only one hit.
Hope this helps someone!
https://www.mediafire.com/?ue6293oz6dm7id3
Thank you so much S1eth! I have now got it to work. It should be added though that the user still have to use HealthPoint.MakeNPCNormal(id) to return all npcs' health to normal. Now however, that function does not remove all the npcs from the array that HealthPoint uses to keep track of all modifications, but rather set them to nil. If I had any suggestion, it would be to call MakeNPCNormal from inside the HealthPoint itself, or simply set all npcs to nil initially.
Again, thank you S1eth!
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Quantumenace
- Chain Chomp

- Posts: 308
- Joined: Mon Dec 28, 2015 2:17 am
Postby Quantumenace » Mon Jul 11, 2016 3:26 pm
I tried updating Lunalua on my 2.0 beta version recently and I keep getting this annoying error every time I start a game, load a world in game (or sometimes a level), or load a level in the legacy editor:
Errors while loading sound files
Some audio files failed to load:
C:\...\SMBX2\sound\fireball.mp3
All those sound files are .ogg. I tried converting an mp3 of the fireball sound but it still gives the error. Everything in the game appears to work, it's just irritating.
I followed the instructions on the first post, are there other Lunalua files I need to replace?
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S1eth
- Bot

- Posts: 54
- Joined: Sat Apr 23, 2016 10:44 am
Postby S1eth » Wed Jul 13, 2016 5:53 am
Quantumenace wrote:I tried updating Lunalua on my 2.0 beta version recently and I keep getting this annoying error every time I start a game, load a world in game (or sometimes a level), or load a level in the legacy editor:
Errors while loading sound files
Some audio files failed to load:
C:\...\SMBX2\sound\fireball.mp3
All those sound files are .ogg. I tried converting an mp3 of the fireball sound but it still gives the error. Everything in the game appears to work, it's just irritating.
I followed the instructions on the first post, are there other Lunalua files I need to replace?
In your SMBX folder, open sounds.ini. Look for file="sound/fireball.mp3" and change that to ogg
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Emral
- Cute Yoshi Egg

- Posts: 9890
- Joined: Mon Jan 20, 2014 12:58 pm
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Postby Emral » Wed Jul 13, 2016 7:27 am
S1eth wrote:Quantumenace wrote:I tried updating Lunalua on my 2.0 beta version recently and I keep getting this annoying error every time I start a game, load a world in game (or sometimes a level), or load a level in the legacy editor:
Errors while loading sound files
Some audio files failed to load:
C:\...\SMBX2\sound\fireball.mp3
All those sound files are .ogg. I tried converting an mp3 of the fireball sound but it still gives the error. Everything in the game appears to work, it's just irritating.
I followed the instructions on the first post, are there other Lunalua files I need to replace?
In your SMBX folder, open sounds.ini. Look for file="sound/fireball.mp3" and change that to ogg
In the sounds.ini, the line already says .ogg. To fix the error specified, you'll have to uncomment the lines related to the fireball sound, because for whatever reason someone left semicolons in front of them.
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Reign
- Chain Chomp

- Posts: 327
- Joined: Tue Jan 21, 2014 4:22 am
Postby Reign » Fri Jul 15, 2016 12:09 pm
I'm trying to get CinematX to work.
According to this ( http://wohlsoft.ru/pgewiki/CinematX.lua - possibly outdated) article, you are supposed to just have these files installed
textblox.lua
GraphX.lua
Eventu.lua
Colliders.lua
Npcconfig.lua
Inputs.lua
And you are supposed to have this line in your lunalua.dll -file which I do.
cinematX = loadSharedAPI("cinematX")
And this happens, the default message UI is not replaced and instead there are two numbers displayed on top of the player and on top of an NPC that has a message. What could be causing this? I even reinstalled Lunalua to try to fix it. The graphic files are in the CinematX -folder.

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PixelPest
- Link

- Posts: 7111
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Contact:
Postby PixelPest » Fri Jul 15, 2016 5:53 pm
Reign wrote:I'm trying to get CinematX to work.
According to this ( http://wohlsoft.ru/pgewiki/CinematX.lua - possibly outdated) article, you are supposed to just have these files installed
textblox.lua
GraphX.lua
Eventu.lua
Colliders.lua
Npcconfig.lua
Inputs.lua
And you are supposed to have this line in your lunalua.dll -file which I do.
cinematX = loadSharedAPI("cinematX")
And this happens, the default message UI is not replaced and instead there are two numbers displayed on top of the player and on top of an NPC that has a message. What could be causing this? I even reinstalled Lunalua to try to fix it. The graphic files are in the CinematX -folder.

Please correct me if I'm wrong, but I'm pretty sure CinematX is (or was at the release of SMBX 2.0 Beta) really heavy WIP, so maybe some aspects of it won't work. You can always take a look at the example episode though
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Reign
- Chain Chomp

- Posts: 327
- Joined: Tue Jan 21, 2014 4:22 am
Postby Reign » Sat Jul 16, 2016 2:04 am
Yeah, that's possible.  I might just use the default message boxes instead, but which episode do you actually mean?
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MECHDRAGON777
- Pink Yoshi Egg

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Contact:
Postby MECHDRAGON777 » Sat Jul 16, 2016 3:04 am
Reign wrote:Yeah, that's possible.  I might just use the default message boxes instead, but which episode do you actually mean?
If you have 2.0, their is a little test episode that came with it...
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Reign
- Chain Chomp

- Posts: 327
- Joined: Tue Jan 21, 2014 4:22 am
Postby Reign » Sat Jul 16, 2016 5:14 am
I was using PGE+Luna-modified SMBX. Seems the fault might have been in that since I get the same error opening the example episode. I'll try to move on to SMBX 2 now then, however I already found some issues with that too... so moving on to complain in another thread.
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Quantix
- Chain Chomp

- Posts: 333
- Joined: Tue Jan 26, 2016 5:04 pm
Postby Quantix » Sat Jul 16, 2016 9:43 am
A question: is there a way to make all graphics of a certain type transparent with Lua?
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underFlo
- Wart

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Postby underFlo » Sat Jul 16, 2016 12:56 pm
Do you mean sprites you draw with Lua or built-in graphics like NPCs?
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Yoshi021
- Gold Yoshi Egg

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Postby Yoshi021 » Sat Jul 16, 2016 1:00 pm
Code: Select all function onKeyUp(KEY_SPINJUMP)
Counter = Counter + 1
end
I want to trigger an event, every time I press the "Spin Jump" button, but this script triggers the event everytime I press any button. How do I fix this?
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