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Emral
- Cute Yoshi Egg

- Posts: 9886
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu Jan 07, 2016 5:29 pm
Creasion wrote:
I dumped all the contents in the directory but now the HUD health won't show and Temmies shop isnt working...why is this stuff so complicated...[/color]
Step by step instructions on how to install Lunalua:
If you want a separate directory:
-go to http://engine.wohlnet.ru/LunaLua/
-select full installation
-vanilla + launcher
-include complete standalone game
-create a new folder on your pc
-dump the contents of the zip into the folder
-drag your lunalua episodes into the worlds folder
-maybe update your lua
-profit
If you don't want a separate directory:
-go to http://engine.wohlnet.ru/LunaLua/
-select full installation
-vanilla + launcher
-dump the contents of the zip into your smbx folder
-maybe update your lua
-profit
Instructions on how to install the SMBX 2.0 beta are in the first spoiler of this topic:
http://www.smbxgame.com/forums/v ... 69&t=12546
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Fri Jan 08, 2016 4:08 am
How do you set a bosses hit points? More specifically, i'm trying to set larry koopa's hit points to 5 instead of 3 but i can't figure out how to.
Could someone please help?
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Emral
- Cute Yoshi Egg

- Posts: 9886
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Fri Jan 08, 2016 5:27 am
MosaicMario wrote:How do you set a bosses hit points? More specifically, i'm trying to set larry koopa's hit points to 5 instead of 3 but i can't figure out how to.
Could someone please help?
Larry Koopa has 9 HP to begin with. Jumping takes 3, sword stab and fireballs take 1. Have you been to the NPC Offsets page on the wiki? It's one of the most important pages and has the field you're looking for.
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bossedit8
- Banned
- Posts: 6838
- Joined: Fri Dec 20, 2013 12:35 pm
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Contact:
Postby bossedit8 » Fri Jan 08, 2016 8:01 am
Enjl wrote:MosaicMario wrote:How do you set a bosses hit points? More specifically, i'm trying to set larry koopa's hit points to 5 instead of 3 but i can't figure out how to.
Could someone please help?
...sword stab and fireballs take 1.
Actually Link's Sword can take 2 damage on Larry Koopa and Ludwig von Koopa.
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PersonNamedUser
- Reznor

- Posts: 2882
- Joined: Fri Feb 27, 2015 8:07 pm
Postby PersonNamedUser » Sat Jan 09, 2016 11:40 pm
How do you add in multiple checkpoints?
I'm trying to add a checkpoint with this code:
Code: Select all function Onloop()
tableOfCheckPoints = multipoints.addLuaCheckpoint(-159601, -160208, 3,-159601, 160208);
for n=1, table.getn(tableOfCheckPoints) do
if (Checkpoint.collected(true) then
getCheckpoint(2)
getCheckpointID(2)
getCheckpointStatus(true, 2)
end
end
end
Can anyone tell what code to put in to add in another checkpoint?
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Contact:
Postby HenryRichard » Sat Jan 09, 2016 11:47 pm
I'm pretty sure it's onLoop(), not Onloop().
Also, it's absolutely nothing like what you have to do. You just put this somewhere in your code (not in a function or anything):
Code: Select all multipoints = loadAPI("multipoints");
--First Checkpoint
multipoints.addLuaCheckpoint(-150000, -150000, 0);
--Second Checkpoint
multipoints.addLuaCheckpoint(-100000, -100000, 0);
EDIT: I'm working on an inventory that lets you save multiple items with theoretically unlimited amounts of extra data saved directly to the item. I want it to all be saved as a string. Currently it works with a space as a separator:
Code: Select all local item = "itemId extra saved data"
local i = 0;
for w in string.gmatch(item, "%a+") do
Text.print(w, 0, 0 + 16 * i);
i = i + 1;
end
The problem is I don't want to use the spaces as the separator, I want to use the '|' character. Try as I might, I cannot figure out how to make it work like that. Any ideas?
EDIT 2: Solved it. I replaced the "%a+" with "[^|]+".
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litchh
- Eerie

- Posts: 719
- Joined: Sun Dec 29, 2013 6:10 am
Postby litchh » Thu Jan 14, 2016 11:49 am
Created custom hud
But something gets wrong & I get the following message while launching level with it:
lunadll.lua:9: 'end' expected (to close 'function' at line 6) near '<eof>'
Here is code:
Code: Select all local coin = Graphics.loadImage("../hud/coin.png")
local xxx = Graphics.loadImage("../hud/xxx.png")
local lives = Graphics.loadImage("../hud/1up.png")
local heart = Graphics.loadImage("../hud/heart.png")
local HP0 = Graphics.loadImage("../hud/HP0.png")
local HP1 = Graphics.loadImage("../hud/HP1.png")
Graphics.activateHud(false)
function onHUDDraw()
Graphics.drawImageWP(lives, 250, 26, 3)
Graphics.drawImageWP(xxx, 274, 27, 3)
Graphics.drawImageWP(xxx, 512, 27, 3)
Graphics.drawImageWP(coin, 488, 26, 3)
Text.printWP(mem(0x00B2C5AC, FIELD_FLOAT), 298, 26, 3)
Text.printWP(mem(0x00B2C5A8, FIELD_WORD), 536, 26, 3)
Text.printWP(mem(0x00B2C8E4, FIELD_WORD), 536, 46, 3)
if(health == 0) then
Graphics.drawImageWP(HP0, 361, 18, 3)
Graphics.drawImageWP(HP0, 393, 18, 3)
Graphics.drawImageWP(HP0, 425, 18, 3)
elseif(health == 1) then
Graphics.drawImageWP(HP1, 361, 18, 3)
Graphics.drawImageWP(HP0, 393, 18, 3)
Graphics.drawImageWP(HP0, 425, 18, 3)
elseif(health == 2) then
Graphics.drawImageWP(HP1, 361, 18, 3)
Graphics.drawImageWP(HP1, 393, 18, 3)
Graphics.drawImageWP(HP0, 425, 18, 3)
elseif(health == 3) then
Graphics.drawImageWP(HP1, 361, 18, 3)
Graphics.drawImageWP(HP1, 393, 18, 3)
Graphics.drawImageWP(HP1, 425, 18, 3)
end
if(mem(0x00B251E0, FIELD_WORD) >= 1) then
Graphics.drawImageWP(heart, 250, 46, 3)
Graphics.drawImageWP(xxx, 274, 47, 3)
Text.printWP(mem(0x00B251E0, FIELD_WORD), 298, 46, 3)
end
end
function onLoop()
health = player:mem(0x16, FIELD_WORD)
end
What i'm doing wrong?
UPD: nevermind, I fixed it.
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TDK
- Phanto

- Posts: 1440
- Joined: Wed Nov 11, 2015 12:26 pm
- Flair: Retired
Postby TDK » Sat Jan 16, 2016 9:52 am
1. How do you use the SpriteOverride class? Everytime I use it I get "attempt to index field 'sprites' (a nil value)" error.
2. How I make upside-down venus fire trap, and is it possible to put normal and upside-down venus fire trap in the same level?
3. How do I make hammer bro throw more hammers?
4. How to make a section autoscroll in the middle of the level?
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Imaynotbehere4long
- Boomerang Bro

- Posts: 1389
- Joined: Thu Jan 23, 2014 3:00 pm
Postby Imaynotbehere4long » Sat Jan 16, 2016 10:51 am
I was wondering if anyone has coded Mario-Maker-exclusive features yet, specifically using mushrooms on enemies to make them giant, Buzzy Beetle shell helmets, and Spiny helmets, or if it would even be possible to do so (and if so, how).
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Contact:
Postby HenryRichard » Sat Jan 16, 2016 11:34 am
TheDinoKing432 wrote:1. How do you use the SpriteOverride class? Everytime I use it I get "attempt to index field 'sprites' (a nil value)" error.
2. How I make upside-down venus fire trap, and is it possible to put normal and upside-down venus fire trap in the same level?
3. How do I make hammer bro throw more hammers?
4. How to make a section autoscroll in the middle of the level?
1. Not implemented yet, we have to wait for the update. If you want you can try the dev-build (available on the LunaLua download page), but there are often errors in it.
2. I'm not entirely sure, but with a bit of trigonometry and NPC.spawn() you could probably turn an upside down piranha plant into one.
3. ai3
4. use this and add/subtract to the x and y. There's probably a slightly better way that I don't know about.
Imaynotbehere4long wrote:I was wondering if anyone has coded Mario-Maker-exclusive features yet, specifically using mushrooms on enemies to make them giant, Buzzy Beetle shell helmets, and Spiny helmets, or if it would even be possible to do so (and if so, how).
Funny, I'm working on an API to add helmets. Mushrooms making enemies giant would be pretty easy, I'd suggest looking at the example here and see if you can turn it into a thing that makes goombas bigger when they touch mushrooms.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sat Jan 16, 2016 5:08 pm
Can someone please help? What code do I need to make it so that the player cannot crouch?
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Contact:
Postby HenryRichard » Sat Jan 16, 2016 5:16 pm
Code: Select all function onInputUpdate()
for playerIndex, thePlayer in pairs(Player.get()) do
thePlayer.downKeyPressing = false;
end
end
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
-
Contact:
Postby PixelPest » Sat Jan 16, 2016 5:23 pm
HenryRichard wrote:Code: Select all function onInputUpdate()
for playerIndex, thePlayer in pairs(Player.get()) do
thePlayer.downKeyPressing = false;
end
end
Thank you. That worked perfectly.
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aero
- Palom

- Posts: 4787
- Joined: Fri Mar 28, 2014 2:51 pm
Postby aero » Sat Jan 16, 2016 5:42 pm
Forgive me if this sounds like a dumb question, but is any modding of netplay possible?
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sat Jan 16, 2016 6:28 pm
How can I constantly give Peach the Tanooki power-up without increasing her # of lives.
I have:
Code: Select all function onTick()
player.powerup = 5
end
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Contact:
Postby HenryRichard » Sat Jan 16, 2016 6:38 pm
You could try doing something with player.Hearts. Also, it's onLoop() and not onTick().
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sat Jan 16, 2016 6:49 pm
HenryRichard wrote:You could do something with player.Hearts. Also, it's onLoop() and not onTick().
I thought onTick() was the new thing?
So like:
Code: Select all function onLoop()
if player.powerup == 1 then
player.powerup = 5
player.hearts = 1
end
if player.powerup == 2, 3, 4, 6, 7 then
player.powerup = 5
player.hearts = 2
end
end
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Contact:
Postby HenryRichard » Sat Jan 16, 2016 6:55 pm
TIL onTick() exists
Unfortunately, I don't think it's going to be that simple. You may need to remake the health to get it to work.
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PixelPest
- Link

- Posts: 7111
- Joined: Sun Jul 12, 2015 5:38 pm
- Flair: Tamer of Boom Booms
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Contact:
Postby PixelPest » Sat Jan 16, 2016 6:55 pm
HenryRichard wrote:TIL onTick() exists
Unfortunately, I don't think it's going to be that simple. You may need to remake the health to get it to work.
What do you mean by "remake" the health?
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HenryRichard
- Reznor

- Posts: 2843
- Joined: Mon Dec 23, 2013 12:09 pm
- Flair: Is this where I type my password?
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Contact:
Postby HenryRichard » Sat Jan 16, 2016 6:58 pm
Like, make a new variable for health and update it based on the player's conditions so you can make the powerup whatever you want. I'm working on a HUD that has the health redone, so when I'm done with it I'll let you know and you can look at it.
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