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Anyone98
- Cheep-Cheep

- Posts: 10
- Joined: Mon Dec 29, 2014 10:25 am
Postby Anyone98 » Fri Jan 02, 2015 8:47 am
All that files must get?And how can I run this system.I made a level with lunadll coded NPC.I'm only putted the lunadll text file and npc but it's not working.And I'm downloaded all files...
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Fri Jan 02, 2015 8:57 am
Anyone98 wrote:
All that files must get?
No, you need only references, tutorial and build:
http://www.smbxgame.com/forums/v ... =69&t=6973
(LunaDLL and modded exe to get able run SMBX with LunaDLL)
Also you can try this expertmental thing which also add support of OGG, FLAC, MOD, XM, IT, etc. music's (and latest thing - solution of decimals bug, with this build you will never get type mismatch crash because used decimal value in the npc.txt)
http://www.smbxgame.com/forums/v ... =69&t=7427
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litchh
- Eerie

- Posts: 719
- Joined: Sun Dec 29, 2013 6:10 am
Postby litchh » Fri Jan 09, 2015 2:27 pm
When I try to use [img]ForceFacing[/img] command I have result only for NPCs I place while playing, but not placed before test. How it works?!
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DarkShadeX
- Volcano Lotus

- Posts: 535
- Joined: Sat Jan 18, 2014 11:34 am
Postby DarkShadeX » Fri Jan 09, 2015 2:29 pm
do you use #0 for that code?
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litchh
- Eerie

- Posts: 719
- Joined: Sun Dec 29, 2013 6:10 am
Postby litchh » Fri Jan 09, 2015 2:36 pm
DarkShadeX wrote:do you use #0 for that code?
Yes, I did.
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Fri Jan 09, 2015 4:25 pm
You need to set the x speed of the npc to 0 to see a effect in facing.
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litchh
- Eerie

- Posts: 719
- Joined: Sun Dec 29, 2013 6:10 am
Postby litchh » Sat Jan 10, 2015 2:00 am
Kevsoft wrote:You need to set the x speed of the npc to 0 to see a effect in facing.
It doesn't work
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lighthouse64
- Charged Spiny

- Posts: 1804
- Joined: Sat Apr 26, 2014 6:28 am
Postby lighthouse64 » Sun Jan 11, 2015 2:16 am
I've got a problem. So I just used this code and I was trying to play a wav file with this code:
Code: Select all function onLoad()
playSFX("../../../pixel/blip.wav")
end
but all smbx does is play the windows "ding".
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Sun Jan 11, 2015 2:21 am
This means that your soundfile is not found. Please check if your path is correct. The path starts from the custom folder dir.
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lighthouse64
- Charged Spiny

- Posts: 1804
- Joined: Sat Apr 26, 2014 6:28 am
Postby lighthouse64 » Mon Jan 12, 2015 12:16 am
Kevsoft wrote:This means that your soundfile is not found. Please check if your path is correct. The path starts from the custom folder dir.
Well, it is in the custom folder. Is it because it needs to go in the worlds folder?
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Mon Jan 12, 2015 11:34 am
When it is in the custom folder, why don't you use
Code: Select all function onLoad()
playSFX("blip.wav")
end
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lighthouse64
- Charged Spiny

- Posts: 1804
- Joined: Sat Apr 26, 2014 6:28 am
Postby lighthouse64 » Mon Jan 12, 2015 11:47 pm
Kevsoft wrote:When it is in the custom folder, why don't you use
Code: Select all function onLoad()
playSFX("blip.wav")
end
I've tried that too. I'll check again though.
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DiamondPhoenix
- Guest
Postby DiamondPhoenix » Thu Jan 29, 2015 2:13 am
Okay, see, this is what i don't get.
I have LunaRef with me, and it upsets me that there are more codes that are not seen in the document i have.
I have been linked there ( http://engine.wohlnet.ru/docs/Collected/LunaDLL/), and that lunaref is exactly the same!
http://www.smbxgame.com/forums/v ... =31&t=5449
Now i see things like "LoadImage", "PlaceSprite"... Even "ShowVar" isn't in my document! what else am i missing?
Please, if anyone has the TRUE COMPLETE list of the codes, i will be very happy!
Last edited by DiamondPhoenix on Thu Jan 29, 2015 3:52 pm, edited 1 time in total.
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Thu Jan 29, 2015 5:49 am
I have to dissapoint you, but the original developer of LunaDLL didn't document the latest version of Autocode.
This is the only thing I can provide:
Code: Select all enum AutocodeType {
AT_Invalid = 0,
AT_FilterToSmall, //1: 2: 3: 4: 5: Active time 6:
AT_FilterToBig, //1: 2: 3: 4: 5: Active time 6:
AT_FilterToFire, //1: 2: 3: 4: 5: Active time 6:
AT_FilterMount, //1: 2: 3: 4: 5: Active time 6:
AT_FilterReservePowerup, //1: 2: 3: 4: 5: Active time 6:
AT_FilterPlayer, //1: 2: Filter ID 3: Filter to 4: 5: Active time 6:
AT_InfiniteFlying, //1: 2: 3: 4: 5: Active time 6:
AT_HeartSystem, //1: X pos 2: Y pos 3: Max hearts 4: 5: Active time 6:
AT_ScreenEdgeBuffer, //1: NPC ID 2: UDLR Bordr 3: Buffer space 4: 5: Active time 6:
AT_ShowText, //1: 2: Xpos 3: Ypos 4: Font # 5: Active time 6: Text
AT_ShowNPCLifeLeft, //1: NpcID 2: Xpos 3: Ypos 4: Section 5: Active time 6: Base health
AT_Trigger, //1: Newsec 2: Event 3: 4: 5: Active time 6:
AT_Timer, //1: Target 2: Effect 3: Display Y/N 4: Repeat? 5: Active time 6:
AT_IfNPC, //1: NpcID 2: Condition 3: Argument 4: Event 5: Active time 6: Option
AT_BlockTrigger, //1: NpcID 2: Block Type 3: Argument 4: Event 5: Active time 6: Option
AT_TriggerRandom, //1: Event 2: Event 3: Event 4: Event 5: Active time 6:
AT_TriggerRandomRange, //1: StartEv2: EndEv 3: 4: 5: Active time 6:
AT_TriggerZone, //1: Event 2: Top 3: Bottom 4: Left 5: Right 6: Option
AT_ScreenBorderTrigger, //1: EventL 2: EventU 3: EventR 4: EventD 5: ActiveTime 6: Inward depth
AT_OnInput, //1: 2: Button 3: First frame? 4: Event 5: Active time 6:
AT_OnCustomCheat, //1: 2: 3: Only once? 4: Event 5: Active time 6: Cheat string
AT_OnPlayerMem, //1: Offset 2: Value 3: Comparison 4: Event 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_OnGlobalMem, //1: Addr 2: Value 3: Comparison 4: Event 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_SetVar, //1: 2: Op 3: Value 4: 5: Active time 6:
AT_LoadPlayerVar, //1: 2: Offset 3: Op 4: 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_LoadNPCVar, //1: Type 2: Offset 3: Op 4: Section 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_LoadGlobalVar, //1: Addr 2: Op 3: 4: 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_IfVar, //1: 2: CompareType 3: Value 4: Event 5: Active time 6:
AT_CompareVar, //$Var 1 1: 2:CompareType 3: 4: Event 5: ActiveTime 6: Var 2
AT_ShowVar, //1: 2: Xpos 3: Ypos 4: Font # 5: Active time 6: Base text
AT_BankVar, //1: 2: 3: 4: 5: Active time 6: Name of luna var
AT_WriteBank, //1: 2: 3: 4: 5: 6:
AT_LunaControl, //1: Action 2: Value 3: 4: 5: Active time 6:
AT_DeleteCommand, //1: 2: 3: 4: 5: Active time 6: Refernece to cmd
AT_ModParam, //1: To mod#2: Value 3: Operation 4: 5: Active time 6: Refernece to cmd
AT_ChangeTime, //1: 2: Value 3: Operation 4: 5: Active time 6: Refernece to cmd
AT_DeleteEventsFrom, //1: Section2: 3: 4: 5: Active time 6:
AT_ClearInputString, //1: 2: 3: 4: 5: Active time 6:
AT_LayerXSpeed, //1: Layer #2: Stop after? 3: 4: 5: Active time 6: Speed
AT_LayerYSpeed, //1: Layer #2: Stop after? 3: 4: 5: Active time 6: Speed
AT_AccelerateLayerX, //1: Layer #2: Max speed 3: 4: 5: Active time 6: Speed
AT_AccelerateLayerY, //1: Layer #2: Max speed 3: 4: 5: Active time 6: Speed
AT_DeccelerateLayerX, //1: Layer #2: Deccel to 3: 4: 5: Active time 6: Speed
AT_DeccelerateLayerY, //1: Layer #2: Deccel to 3: 4: 5: Active time 6: Speed
AT_SetAllBlocksID, //1: Type 2: Set to 3: 4: 5: Active time 6:
AT_SwapAllBlocks, //1: Type 1 2: Type 2 3: 4: 5: Active time 6:
AT_ShowAllBlocks, //1: Type 1 2: 3: 4: 5: Active time 6:
AT_HideAllBlocks, //1: Type 1 2: 3: 4: 5: Active time 6:
AT_PushScreenBoundary, //1: Section2: UDLR 3: 4: 5: Active time 6: Speed
AT_SnapSectionBounds, //1: Section2: Target X 3: Target Y 4: 5: Active time 6:
AT_CyclePlayerRight, //1: 2: 3: 4: 5: Active time 6:
AT_CyclePlayerLeft, //1: 2: 3: 4: 5: Active time 6:
AT_SetHearts, //1: 2: Hearts 3: 4: 5: Active time 6:
AT_SetHits, //1: NpcID 2: Section 3: Hits 4: 5: Active time 6:
AT_ForceFacing, //1: NpcID 2: Section 3: 4: 5: Active time 6:
AT_SFX, //1: 2: Index 3: 4: 5: Delay 6:
AT_SetMusic, //1: Section2: Music # 3: 4: 5: Active time 6: Optional file name
AT_PlayMusic, //1: 2: Section 3: 4: 5: Delay 6:
AT_TriggerSMBXEvent, //1: 2: Arg 3: 4: 5: Active time 6: Name of event
AT_Hurt, //1: Target 2: 3: 4: 5: Active time 6: Option
AT_Kill, //1: Target 2: 3: 4: 5: Active time 6: Option
AT_NPCMemSet, //1: Type 2: Offset 3: Value 4: Op 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_PlayerMemSet, //1: 2: Offset 3: Value 4: Op 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_MemAssign, //1: Addr 2: Value 3: Operation 4: 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_DebugPrint, //1: 2: 3: 4: 5: Active time 6:
AT_DebugWindow, //1: 2: 3: 4: 5: 6: Text
AT_CollisionScan, //1: 2: 3: 4: 5: Active time 6:
/// Sprite stuff ///
AT_LoadImage, //1: Code 2: TransColor 3: 4: 5: 6: File name
AT_SpriteBlueprint, //0: $RefName, others empty
AT_Attach, //0: $Target blueprint, 1: Attach type 2: 3: 4: 5: 6: Source component name
AT_PlaceSprite, //1: Type 2: ImgResource 3: Xpos 4: Ypos 5: Sprite time 6:
// Sprite components //
AT_OnPlayerCollide = 10000, //1: 2: Player small circle hitbox? 3: 4: Comp 5: Active time 6:
AT_OnPlayerDistance, //1: Dist 2: far/close 3: 4: Comp 5: Active time 6:
AT_WaitForPlayer, //1: Offset 2: Value 3: Comparison 4: Comp 5: Active time 6: Type (b, w, dw, f, qw/df)
AT_PlayerHoldingSprite, //1: Type 2: 3: 4: Comp 5: Active time 6:
AT_RandomComponent, //1: choice 2: choice 3: choice 4: choice 5: Active time 6:
AT_RandomComponentRange, //1: start 2: end 3: 4: 5: Active time 6:
AT_SetSpriteVar, //1: 2: Op 3: Value 4: 5: Active time 6:
AT_IfSpriteVar, //1: 2: CompareType 3: Value 4: Event 5: Active time 6:
AT_IfLunaVar, //1: 2: CompareType 3: Value 4: Event 5: Active time 6:
AT_Die, //1: 2: 3: 4: 5: Active time 6:
AT_Deccelerate, //1: X rate 2: Y rate 3: Minimum 4: 5: Active time 6:
//AT_Accelerate //1: X rate 2: Y rate 3: Maximum 4: 5: Active time 6: Option
AT_AccelToPlayer, //1: X rate 2: Y rate 3: Maximum 4: 5: Active time 6:
AT_ApplyVariableGravity, //1: 2: 0=x 1=y 3: 4: 5: Active time 6: Name of lunadll variable
AT_TeleportNearPlayer, //1: Radius 2: 3: 4: 5: Active time 6:
AT_TeleportTo, //1: x 2: y 3: 4: 5: Active time 6:
AT_PhaseMove, //1: 2: 3: 4: 5: Active time 6:
AT_BumpMove, //1: 2: NRGLoss% 3: 4: 5: Active time 6:
AT_CrashMove, //1: 2: 3: 4: 5: Active time 6:
AT_SetXSpeed, //1: Speed 2: 3: 4: 5: Active time 6:
AT_SetYSpeed, //1: Speed 2: 3: 4: 5: Active time 6:
AT_SetAlwaysProcess, //1: Off/On
AT_SetVisible, //1: Off/On
AT_SetHitbox, //1: LeftOff2: Top offset 3: Width 4: Height 5: Active time 6: option
AT_BasicAnimate, //1: Height 2: Speed
AT_Blink, //1: Speed 2: Reverse 3: 4: 5: Active time 6:
AT_AnimateFloat, //1: Speed 2: X magnitude 3: Y magnitude
AT_TriggerLunaEvent, //1: Event 2: 3: 4: 5: Active time 6:
AT_HarmPlayer, //1: 2: 3: 4: 5: Active time 6:
AT_GenerateInRadius, //1: 2: ImgResource 3: Radius 4: SprTime 5: Active time 6: Sprite blueprint name
AT_GenerateAtAngle, //1: 2: ImgResource 3: Speed 4: SprTime 5: Active time 6: Sprite blueprint name
AT_SpriteTimer, //1: 2: 3: Repeat 4: Comp 5: Active time 6:
AT_SpriteDebug, //1: 2: 3: Repeat 4: Comp 5: Active time 6:
AT_StaticDraw,
AT_RelativeDraw
};
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DiamondPhoenix
- Guest
Postby DiamondPhoenix » Thu Jan 29, 2015 3:54 pm
Awesome! Thanks!
Also, is the latest version of LunaDLL 2014/09/16? That's the one i have downloaded from wohlnet.
EDIT: Is it possible to use custom fonts using an image for printing text?
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Fri Jan 30, 2015 12:34 am
Please download LunaLua. The LunaLua-package also contains the latest version for Autocode.
If you want to do something like custom font, then you have to learn programming with LunaLua.
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Onule
- Spiny

- Posts: 27
- Joined: Tue Mar 18, 2014 11:54 pm
Postby Onule » Sat Jan 31, 2015 5:43 pm
How does one make it so that killing a specific NPC would create and store a variable into LunaSavedVars, then read said variable in another level? Using LunaLua.
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Sun Feb 01, 2015 5:51 am
For saving in the userbank see: LunaLua global functions (scroll down for the UserData API).
It only works for a specific type of npc:
Code: Select all --Whatever type you want
killedAllGoombas = false
function countNPCID(id)
local npcs = findnpcs(id, -1)
local count = 0
for k,v in pairs(npcs) do
count = count + 1
end
return count
end
function onLoop()
-- only execute when goombas not already killed
if not killedAllGoombas then
local goombasCount = countNPCID(1)
if goombasCount == 0 then
killedAllGoombas = true --To prevent to execute multiple times
--Here you code what to do
end
end
end
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Onule
- Spiny

- Posts: 27
- Joined: Tue Mar 18, 2014 11:54 pm
Postby Onule » Sat Feb 07, 2015 1:14 pm
Works perfectly, thanks.
One other thing, is it possible to do the ScreenEdgeBuffer with LunaLua?
EDIT: And I think onLoad() isn't working on my end.
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Kevsoft
- Ripper II

- Posts: 375
- Joined: Sun Jul 27, 2014 8:03 am
Postby Kevsoft » Sun Feb 08, 2015 1:22 am
onLoad has been fixed in the latest version.
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