Powerup Guard (Stay super!)

Share and discuss custom LunaLua code and content packs for SMBX2.
Dracyoshi
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Powerup Guard (Stay super!)

Postby Dracyoshi » Sun Jul 28, 2019 12:09 am

Image
In SMBX the player is downgraded to Small Mario when they take damage while under the effect of a Stage 3 power-up like the Fire Flower. Ever play some Mario Maker and get used to only being downgraded one stage when you take damage? That's what happened to me! Returning to SMBX and being one hit away from death after taking damage as Fire Mario was jarring. It's quite punishing!

Powerup Guard was made to bring the modern Mario series power-up regression to SMBX. If the player takes damage while under effect of the Fire Flower, Super Leaf or any other power-up with this script active then they'll only be downgraded to Super Mario, not Small Mario. This will effectively make damage less punishing and make it easier to return back to Mario's strongest forms; and it may even allow you more room to design more threatening obstacles in your levels without making it more difficult than intended! You may also find that this script pairs well with another script that disables or nerfs the Reserve Box.

Powerup Guard doesn't effect Peach, Toad and Link. They already have a similar mechanic, and I don't want to interfere with it. I also didn't test it with any of the custom characters added to SMBX2, so be wary of unintended behavior. It might work, but Maker discretion is advised.

A download link can be found here: https://mega.nz/#!FIMmUSZb!fueiw9pev5E8 ... gb9GZHWC7U
Powerup Guard runs under the internal name "powerupGuard". Load it through API.load and you're set! There are no parameters to configure.

IAmPlayer
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Re: Powerup Guard (Stay super!)

Postby IAmPlayer » Sun Jul 28, 2019 12:44 am

If I recall correctly, there's a similar system called "altpsystem.lua", but considering this one doesn't really need a configuration might be useful for just a quick setup.

Wiimeiser
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Re: Powerup Guard (Stay super!)

Postby Wiimeiser » Sun Jul 28, 2019 1:14 am

I tested the additional custom characters in SMBX2, and characters who use Mario's powerup-health system (Wario, Zelda, Rosalina, Uncle Broadsword, Ultimate Rinka, probably Snake) behave as though it isn't installed, but everyone else works as normal. Bowser always dies in one hit though, even without it, is that normal?

Enjl
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Re: Powerup Guard (Stay super!)

Postby Enjl » Sun Jul 28, 2019 4:32 am

I just looked in SMBX2 and I have NO clue why altpsystem is in the legacy folder lol.

Dracyoshi
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Re: Powerup Guard (Stay super!)

Postby Dracyoshi » Sun Jul 28, 2019 8:33 am

Oh... I wasn't even aware that altpsystem existed! Oops. Regardless, I've gave it a run and altpsystem lacks an accurate hurt animation; the normal animation of transforming into Small Mario is played, then once the animation is complete Mario is suddenly transformed back into Super Mario. It's a little jarring. And I understand why: There's an issue where the player's position and camera is offset if you manipulate their power-up during the hurt animation, which I had to spend most of my time patching out while making Powerup Guard. Gotta make the transformation look seamless!
Wiimeiser wrote: I tested the additional custom characters in SMBX2, and characters who use Mario's powerup-health system (Wario, Zelda, Rosalina, Uncle Broadsword, Ultimate Rinka, probably Snake) behave as though it isn't installed, but everyone else works as normal. Bowser always dies in one hit though, even without it, is that normal?
Got it! I looked into the issue and it appears that the SMBX2 characters have unique IDs when you retrieve their PlayerSettings, so I'll have to patch in support for them. I'll look into doing it soon; I wasn't initially planning on supporting them as it wasn't necessary for how I'm planning to personally use this script, but it'd be a shame if I left this feature incomplete now that I've posted it publicly.
Last edited by Dracyoshi on Mon Jul 29, 2019 3:31 am, edited 1 time in total.

Cedur
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Re: Powerup Guard (Stay super!)

Postby Cedur » Sun Jul 28, 2019 9:58 am

That animation inaccuracy was indeed confusing for me, so this marks an improvement, good job.

lan vuhoang
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Re: Powerup Guard (Stay super!)

Postby lan vuhoang » Tue Apr 28, 2020 5:36 am

Update this for Beta 4 and support for the new require() library.

Jumper
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Re: Powerup Guard (Stay super!)

Postby Jumper » Thu Sep 17, 2020 5:52 pm

lan vuhoang wrote:
Tue Apr 28, 2020 5:36 am
Update this for Beta 4 and support for the new require() library.
I tested it in the latest version of SMBX 2.0, and it works pretty well.

lan vuhoang
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Re: Powerup Guard (Stay super!)

Postby lan vuhoang » Sun Sep 20, 2020 3:39 am

Jumper wrote:
Thu Sep 17, 2020 5:52 pm
lan vuhoang wrote:
Tue Apr 28, 2020 5:36 am
Update this for Beta 4 and support for the new require() library.
I tested it in the latest version of SMBX 2.0, and it works pretty well.
What version do you tested it on? And how?

Jumper
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Re: Powerup Guard (Stay super!)

Postby Jumper » Sun Sep 20, 2020 5:00 am

lan vuhoang wrote:
Sun Sep 20, 2020 3:39 am
Jumper wrote:
Thu Sep 17, 2020 5:52 pm
lan vuhoang wrote:
Tue Apr 28, 2020 5:36 am
Update this for Beta 4 and support for the new require() library.
I tested it in the latest version of SMBX 2.0, and it works pretty well.
What version do you tested it on? And how?
I tested it with SMBX 2.0 Beta 4 Patch 3 Hotfix, and I used in the luna.lua file:

Code: Select all

require("powerupGuard")

gohkenytp
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Re: Powerup Guard (Stay super!)

Postby gohkenytp » Wed Dec 09, 2020 4:42 pm

Dracyoshi wrote:
Sun Jul 28, 2019 12:09 am
In SMBX the player is downgraded to Small Mario when they take damage while under the effect of a Stage 3 power-up like the Fire Flower. Ever play some Mario Maker and get used to only being downgraded one stage when you take damage? That's what happened to me! Returning to SMBX and being one hit away from death after taking damage as Fire Mario was jarring. It's quite punishing!
Yeah true. It also happened in the SNES version of Super Mario World too. Like why would Nintendo do this?

Jumper
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Re: Powerup Guard (Stay super!)

Postby Jumper » Wed Dec 09, 2020 6:27 pm

gohkenytp wrote:
Wed Dec 09, 2020 4:42 pm
Dracyoshi wrote:
Sun Jul 28, 2019 12:09 am
In SMBX the player is downgraded to Small Mario when they take damage while under the effect of a Stage 3 power-up like the Fire Flower. Ever play some Mario Maker and get used to only being downgraded one stage when you take damage? That's what happened to me! Returning to SMBX and being one hit away from death after taking damage as Fire Mario was jarring. It's quite punishing!
Yeah true. It also happened in the SNES version of Super Mario World too. Like why would Nintendo do this?
No clue, but if that does annoy you enough, there is a patch available that makes it so you don't revert back to Small Mario when hit with a Stage 3 Power-Up.

While we're on topic, there's also a patch that makes it so you don't accidentally replace your Cape Feather with a Super Mushroom.


But yeah, both of those things are one of the more annoying things about Super Mario World.

SPEEDIE
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Re: Powerup Guard (Stay super!)

Postby SPEEDIE » Wed Dec 23, 2020 10:41 am

1AmPlayer wrote:
Sun Jul 28, 2019 12:44 am
If I recall correctly, there's a similar system called "altpsystem.lua", but considering this one doesn't really need a configuration might be useful for just a quick setup.
Yep, in fact I'm using it for my project. Anyways, if this is better, I will switch to it. If I remember correctly, altpsystem was made by PixelPest. Could be wrong though.

The Handwoven Box
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Re: Powerup Guard (Stay super!)

Postby The Handwoven Box » Mon Apr 26, 2021 3:01 pm

Is there a way to get this to work with Wario?
Last edited by The Handwoven Box on Mon Apr 26, 2021 6:49 pm, edited 1 time in total.

MrDoubleA
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Re: Powerup Guard (Stay super!)

Postby MrDoubleA » Mon Apr 26, 2021 4:46 pm

The Handwoven Box wrote:
Mon Apr 26, 2021 3:01 pm
Is there a way to get this to work with Wario?
Never used it, personally, but maybe this'll do the trick?

The Handwoven Box
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Re: Powerup Guard (Stay super!)

Postby The Handwoven Box » Mon Apr 26, 2021 6:50 pm

MrDoubleA wrote:
Mon Apr 26, 2021 4:46 pm
The Handwoven Box wrote:
Mon Apr 26, 2021 3:01 pm
Is there a way to get this to work with Wario?
Never used it, personally, but maybe this'll do the trick?
Worked just fine, thank you!


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