Post here for help and support regarding LunaLua and SMBX2's libraries and features.
Moderator: Userbase Moderators
|
|
|
|
-
deice
- Rocky Wrench

- Posts: 603
- Joined: Fri Jul 23, 2021 7:35 am
Postby deice » Thu Jan 09, 2025 6:52 pm
Jokyaku wrote: ↑Thu Jan 09, 2025 4:58 pm
Hello! I'm currently just finishing a custom NPC and I was wondering if there was any way of using Extra Settings to alter an NPC Config such as nofireball or jumphurt.
extra settings are typically used for setting parameters on individual npc instances, whereas npc config (aside from some outliers like noblockcollision) have no way of being applied selectively. there are ways to emulate certain npc config flags (e.g. cancelling a harm event for a specific npc with a certain setting applied to make it immune to fireballs) but this depends heavily on the use case
could you elaborate on exactly what you're trying to do?
|
|
|
|
|
|
|
|
|
-
jokyaku
- Goomba

- Posts: 4
- Joined: Thu Jan 20, 2022 7:44 am
- Pronouns: he/him
Postby jokyaku » Fri Jan 10, 2025 6:07 am
deice wrote: ↑Thu Jan 09, 2025 6:52 pm
Jokyaku wrote: ↑Thu Jan 09, 2025 4:58 pm
Hello! I'm currently just finishing a custom NPC and I was wondering if there was any way of using Extra Settings to alter an NPC Config such as nofireball or jumphurt.
extra settings are typically used for setting parameters on individual npc instances, whereas npc config (aside from some outliers like noblockcollision) have no way of being applied selectively. there are ways to emulate certain npc config flags (e.g. cancelling a harm event for a specific npc with a certain setting applied to make it immune to fireballs) but this depends heavily on the use case
could you elaborate on exactly what you're trying to do?
I'm making a "Bro" NPC with way too many variants so I'm using Extra Settings to alter which variant I want instead of using a different NPC slot for each one, sorta like how the Paratroopa works but with more variants and also changing the sprite on each one.
I wanted to know if changing the config in a case by case basis was possible since it would be a lot easier to manage, but if it's not possible I'll just emulate the behavior like you mentioned, thanks for the help.

|
|
|
|
|
|
|
|
|
-
Muffler
- Cheep-Cheep

- Posts: 10
- Joined: Wed Jan 20, 2021 12:42 pm
- Pronouns: he/him
Postby Muffler » Mon Jan 13, 2025 3:08 pm
Is there a way to check if the player is riding a Yoshi?
|
|
|
|
|
|
|
|
|
-
Muffler
- Cheep-Cheep

- Posts: 10
- Joined: Wed Jan 20, 2021 12:42 pm
- Pronouns: he/him
Postby Muffler » Tue Jan 14, 2025 11:00 am
|
|
|
|
|
|
|
|
|
-
Muffler
- Cheep-Cheep

- Posts: 10
- Joined: Wed Jan 20, 2021 12:42 pm
- Pronouns: he/him
Postby Muffler » Thu Feb 06, 2025 9:55 am
Hello, I have two questions:
1. Does anyone have a script that changes how the camera behaves to make it more like the NSMB games? I really don't like how your character is always at the center and I would like to change that. I know about SMWCamera but it is very old and it's not compatible with warpTransitions.
2. Can you disable the flight ability of the Super Leaf and Tanooki Suit and how do you do that? I'd like it to be like in 3D Land where you can only attack and glide.
Thank you in advance!
|
|
|
|
|
|
|
|
|
-
mariobrigade2018
- Rocky Wrench

- Posts: 641
- Joined: Wed May 24, 2023 7:00 pm
- Flair: OK in coding who dreams of making a Mario game
- Pronouns: he/him
Postby mariobrigade2018 » Tue Feb 18, 2025 11:16 pm
Muffler wrote: ↑Thu Feb 06, 2025 9:55 am
Hello, I have two questions:
1. Does anyone have a script that changes how the camera behaves to make it more like the NSMB games? I really don't like how your character is always at the center and I would like to change that. I know about SMWCamera but it is very old and it's not compatible with warpTransitions.
2. Can you disable the flight ability of the Super Leaf and Tanooki Suit and how do you do that? I'd like it to be like in 3D Land where you can only attack and glide.
Thank you in advance!
1. Camera manipulation is kinda a pain to deal with, and I’d imagine that it would be a massive headache to make that in SMBX.
2. viewtopic.php?t=29298
|
|
|
|
|
|
|
|
|
-
arthur4272
- Cheep-Cheep

- Posts: 12
- Joined: Sat Feb 19, 2022 2:51 am
- Pronouns: he/him
Postby arthur4272 » Sun Mar 02, 2025 2:47 pm

I'm having this problem with Dracula, what I can do about it?
|
|
|
|
|
|
|
|
|
-
Muffler
- Cheep-Cheep

- Posts: 10
- Joined: Wed Jan 20, 2021 12:42 pm
- Pronouns: he/him
Postby Muffler » Wed Mar 12, 2025 5:28 pm
Hello, is there a way to remove the hearts system for Toad and Peach, so that their health is based on powerup state instead like Mario and Luigi?
|
|
|
|
|
|
|
|
|
-
proCoder
- Shy Guy

- Posts: 5
- Joined: Sat Mar 15, 2025 7:28 pm
- Flair: The best coder (maybe)
- Pronouns: he/him
Postby proCoder » Sun Mar 16, 2025 2:02 pm
I've been trying to use capture buffers to capture the background of the level (for use in the lives screen)
but it just says "Invalid type for capture buffer."
I looked in the code and turns out my capture buffer apparently isn't a capture buffer, somehow.
How does this work?
Code: Select all local buffer = Graphics.CaptureBuffer() -- Realized that width and height defaults to main frame buffer size
buffer.captureAt(-100) -- Here is the error, Also -100 is the priority of the level background
Graphics.drawBox{
x = 0,
y = 0,
priority = priority - 2,
w = cam.width,
h = cam.height,
texture = buffer
}
|
|
|
|
|
|
|
|
|
-
DigitalDetective47
- Bot

- Posts: 51
- Joined: Fri Mar 27, 2020 10:12 pm
- Pronouns: they/them
-
Contact:
Postby DigitalDetective47 » Thu May 01, 2025 2:56 am
i am trying to make a library with the following structure:
library.lua
luna.lua
for some reason, the onStart function in the library isn't called. i've tested playing a sound effect in the global scope of library.lua and luna.lua, as well as within a new onStart function within luna.lua, and these all trigger. but if it's specifically within the onStart specified within a require, it doesn't work. why is this happening?
|
|
|
|
|
|
|
|
|
-
Emral
- Cute Yoshi Egg

- Posts: 9876
- Joined: Mon Jan 20, 2014 12:58 pm
- Flair: Phoenix
Postby Emral » Thu May 01, 2025 3:38 am
DigitalDetective47 wrote:
i am trying to make a library with the following structure:
library.lua
luna.lua
for some reason, the onStart function in the library isn't called. i've tested playing a sound effect in the global scope of library.lua and luna.lua, as well as within a new onStart function within luna.lua, and these all trigger. but if it's specifically within the onStart specified within a require, it doesn't work. why is this happening?
functions in libraries should be registered to the library table.
Code: Select all local myLib = {}
function myLib.onStart()
end
registerEvent(myLib, "onStart")
return myLib
If you simply have one onStart here, and another onStart in the script calling the library, then the script calling the library overwrites the onStart from the library.
|
|
|
|
|
|
|
|
|
-
DigitalDetective47
- Bot

- Posts: 51
- Joined: Fri Mar 27, 2020 10:12 pm
- Pronouns: they/them
-
Contact:
Postby DigitalDetective47 » Thu May 01, 2025 4:04 am
Emral wrote: ↑Thu May 01, 2025 3:38 am
DigitalDetective47 wrote:
i am trying to make a library with the following structure:
library.lua
luna.lua
for some reason, the onStart function in the library isn't called. i've tested playing a sound effect in the global scope of library.lua and luna.lua, as well as within a new onStart function within luna.lua, and these all trigger. but if it's specifically within the onStart specified within a require, it doesn't work. why is this happening?
functions in libraries should be registered to the library table.
Code: Select all local myLib = {}
function myLib.onStart()
end
registerEvent(myLib, "onStart")
return myLib
If you simply have one onStart here, and another onStart in the script calling the library, then the script calling the library overwrites the onStart from the library.
that works! for the record, the calling script does not have an onStart
|
|
|
|
|
Return to “LunaLua Help”
Users browsing this forum: No registered users and 0 guests
|