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[NPC Pack] Pretty Scary Bosses Pack V2.2.0 (Aftermath of New Years)
Posted: Sun Jul 02, 2023 12:49 am
by DRACalgar Law
This is my secondary boss pack I thought I would wanna release. The SMBX Community is growing stronger with such LunaLua power. So, I thought I would share my LunaLua Bosses.
Screenshots:
Videos:
V1.0.0
V1.1.0
V1.2.0 - V2.0.0
V2.1.0
Download Version
Credits are in each of the bosses' files. Have fun!
I do have other members who are willing to have their bosses in my packs; so shout out to...:
- MegaDood - Some Kirby bosses & others. Cooperated together to make some bosses.
- Murphmario - WIP on Master Hand.
[NPC Pack] Pretty Scary Bosses Pack V1.0.1 Update (Configurations added)
Posted: Tue Jul 04, 2023 12:57 am
by DRACalgar Law
Version 1.0.1 has been updated with some update of configurations applied to Red Armor Lord and Firebrand. But Red Armor Lord has an additional attack that he'll create shockwaves or showers whenever he lands with his axe stuck to the ground while that option to do so is in the configs for it.
Re: [NPC Pack] Pretty Scary Bosses Pack V1.0.1
Posted: Sun Jul 09, 2023 12:26 am
by ANueUtsuho
Do I have permission to make a graphics edit of the Firebrand? I'm working on replacing his graphics with Utsuho Reiuji, though it seems to be getting stuck. Something to do with the increase in size, probably.

Re: [NPC Pack] Pretty Scary Bosses Pack V1.0.1
Posted: Mon Jul 10, 2023 7:43 pm
by DRACalgar Law
ANueUtsuho wrote: ↑Sun Jul 09, 2023 12:26 am
Do I have permission to make a graphics edit of the Firebrand? I'm working on replacing his graphics with Utsuho Reiuji, though it seems to be getting stuck. Something to do with the increase in size, probably.
Feel free to do so however you want with Firebrand. I'll try to fix Firebrand as possible. If you have some lunalua knowledge, can try adjusting the mathematics from this code at 208-211:
Code: Select all
data.dirVectr = vector.v2(
(v.spawnX + 32 + data.atX) - (v.x + v.width * 0.5),
(v.spawnY + 48) - (v.y + v.height * 0.5)
):normalize() * 7
I'd say tweak the speed that is multiplying the vector, the numbers adding to the spawnX and spawnY, or tweak the multiplication after the physical size if you can.

Re: [NPC Pack] Pretty Scary Bosses Pack V1.1.0
Posted: Wed Jul 12, 2023 1:01 am
by DRACalgar Law
Version 1.1.0 has been updated with new content and some tweaks!
Here are the following changes:
- The following are no longer grabbable by Klonoa: Undine, Priscilla, Giant Koopa Yellow, Frenzied Toroko, Firebrand, Red Armor Lord
- The following are added as new content: Undine, Priscilla, Giant Koopa Yellow, Frenzied Toroko
Re: [NPC Pack] Pretty Scary Bosses Pack V1.1.0
Posted: Thu Jul 13, 2023 12:50 am
by ANueUtsuho
Oh my god I absolutely love the Dark Lich! I'm a big fan of Trials of Mana and I thank Brutal Mario for getting me into it so this is awesome! Though I do have one bug to report: when "Spawn Mushroom" is enabled and his phase transition occurs with hammers or another "piercing" thrown object, he spawns way too many. (He's not moving because I set him to "Don't Move" that's not a glitch)
Added in 1 hour 5 minutes 55 seconds:
Re: [NPC Pack] Pretty Scary Bosses Pack V1.0.1
DRACalgar Law wrote: ↑Mon Jul 10, 2023 7:43 pm
ANueUtsuho wrote: ↑Sun Jul 09, 2023 12:26 am
Do I have permission to make a graphics edit of the Firebrand? I'm working on replacing his graphics with Utsuho Reiuji, though it seems to be getting stuck. Something to do with the increase in size, probably.
Feel free to do so however you want with Firebrand. I'll try to fix Firebrand as possible. If you have some lunalua knowledge, can try adjusting the mathematics from this code at 208-211:
Code: Select all
data.dirVectr = vector.v2(
(v.spawnX + 32 + data.atX) - (v.x + v.width * 0.5),
(v.spawnY + 48) - (v.y + v.height * 0.5)
):normalize() * 7
I'd say tweak the speed that is multiplying the vector, the numbers adding to the spawnX and spawnY, or tweak the multiplication after the physical size if you can.
Okay, I did this and it seems to be working now. Thank you so much.
Code: Select all
--Thing that takes Firebrand back to its original position
data.dirVectr = vector.v2(
(v.spawnX + 48 + data.atX) - (v.x + v.width * 0.5),
(v.spawnY + 96) - (v.y + v.height * 0.5)
):normalize() * 7
Pretty Scary Bosses Pack V1.2.0 (Castlevania Update)
Posted: Thu Jul 27, 2023 10:36 pm
by DRACalgar Law
Version 1.2.0 has been updated featuring 3 new Castlevania bosses: Count Dracula, Cyclops, and Death. Me and MegaDood had worked together make Count Dracula and Death.
[NPC Pack] Pretty Scary Bosses Pack V2.0.0 (Kirby & Silly Update))
Posted: Sun Aug 13, 2023 12:42 am
by DRACalgar Law
Version 2.0.0 has been updated with 8 bosses added to the roster, mostly Kirby bosses and others, and many tweaks.
Content Added List:
- Grand Wheelie & Grand Wheelie DX
- King Doo & King Doo EX (The King Doo from the pack for itself is declared deprecated)
Tweak List:
- Just slapping some "Prevent boss from turning around when they hit NPCs because they make them get stuck" patch codes to several of my bosses that feel necessary to do so. So, pretty much most bosses except a part of Frenzied Toroko somehow is fixed.
Pretty Scary Bosses Pack V2.1.0 (Awesome Update) Announcement
Posted: Thu Sep 28, 2023 9:41 pm
by DRACalgar Law
Version 2.1.0 has been updated with a library bossBros.lua bosses, an improved Koopato Sentinel Anterior from tempest, and 5 other bosses including SMW Bowser, Gremory, and Bathin.
Content Added List:
- Koopato Sentinel Anterior (Improved)
Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Fri Sep 29, 2023 5:33 am
by DeviousQuacks23
Finally, we have SMW Bowser!

Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Fri Sep 29, 2023 9:13 am
by DRACalgar Law
Is the SMW Bowser deploying MDA's Mechakoopas? Because they're supposed to be thrown the way they're supposed in SMW.
Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Fri Sep 29, 2023 9:35 am
by mariobrigade2018
DRACalgar Law wrote: ↑Fri Sep 29, 2023 9:13 am
Is the SMW Bowser deploying MDA's Mechakoopas? Because they're supposed to be thrown the way they're supposed in SMW.
Yes. Bowser is in fact deploying the Mechakoopa that (I think) should be basegame. Here:
If anything looks different, its because I got a new PC a while ago, and I am currently transporting everything from my old one to this one.
Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Fri Sep 29, 2023 2:13 pm
by DRACalgar Law
mariobrigade2018 wrote: ↑Fri Sep 29, 2023 9:35 am
DRACalgar Law wrote: ↑Fri Sep 29, 2023 9:13 am
Is the SMW Bowser deploying MDA's Mechakoopas? Because they're supposed to be thrown the way they're supposed in SMW.
Yes. Bowser is in fact deploying the Mechakoopa that (I think) should be basegame. Here:
If anything looks different, its because I got a new PC a while ago, and I am currently transporting everything from my old one to this one.
It might've been downloaded from discord since I did have some people try mine. My friend just tested it for me and the file coming from this thread is fine.
Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Fri Sep 29, 2023 11:18 pm
by mariobrigade2018
Can you give the army hammer bro custom graphics? I tried to give it this:
…but it won't spawn in.
Does anyone know why this happens?
Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Fri Sep 29, 2023 11:36 pm
by DeviousQuacks23
DRACalgar Law wrote: ↑Fri Sep 29, 2023 9:13 am
Is the SMW Bowser deploying MDA's Mechakoopas? Because they're supposed to be thrown the way they're supposed in SMW.
I edited Bowser so he throws the basegame mechakoopas.
Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Fri Oct 06, 2023 8:03 pm
by mariobrigade2018
DeviousQuacks23 wrote: ↑Fri Sep 29, 2023 11:36 pm
DRACalgar Law wrote: ↑Fri Sep 29, 2023 9:13 am
Is the SMW Bowser deploying MDA's Mechakoopas? Because they're supposed to be thrown the way they're supposed in SMW.
I edited Bowser so he throws the basegame mechakoopas.

Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Sat Dec 02, 2023 4:45 pm
by ANueUtsuho
Hello, every time I try to open up Gremory. this error pops up.
Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Sun Dec 03, 2023 12:30 pm
by DRACalgar Law
ANueUtsuho wrote: ↑Sat Dec 02, 2023 4:45 pm
Hello, every time I try to open up Gremory. this error pops up.
That's a file typo I made somehow, make sure to delete the respawnRooms.lua and / or luna.lua in there if possible.
Re: [NPC Pack] Pretty Scary Bosses Pack V2.1.0 (Awesome Update))
Posted: Sat Dec 16, 2023 7:17 am
by Thundaga_T2
SMW Bowser will glitch out and appear at his original spawn position completely stuck and uninteractable if he spawns mechakoopas or the bowling ball while offscreen, this is easier to do during the second phase since he follows the player.
Re: [NPC Pack] Pretty Scary Bosses Pack V1.1.0
Posted: Sat Apr 20, 2024 12:26 am
by ANueUtsuho
ANueUtsuho wrote: ↑Thu Jul 13, 2023 1:56 am
Oh my god I absolutely love the Dark Lich! I'm a big fan of Trials of Mana and I thank Brutal Mario for getting me into it so this is awesome! Though I do have one bug to report: when "Spawn Mushroom" is enabled and his phase transition occurs with hammers or another "piercing" thrown object, he spawns way too many. (He's not moving because I set him to "Don't Move" that's not a glitch)
Added in 1 hour 5 minutes 55 seconds:
Re: [NPC Pack] Pretty Scary Bosses Pack V1.0.1
DRACalgar Law wrote: ↑Mon Jul 10, 2023 7:43 pm
ANueUtsuho wrote: ↑Sun Jul 09, 2023 12:26 am
Do I have permission to make a graphics edit of the Firebrand? I'm working on replacing his graphics with Utsuho Reiuji, though it seems to be getting stuck. Something to do with the increase in size, probably.
Feel free to do so however you want with Firebrand. I'll try to fix Firebrand as possible. If you have some lunalua knowledge, can try adjusting the mathematics from this code at 208-211:
Code: Select all
data.dirVectr = vector.v2(
(v.spawnX + 32 + data.atX) - (v.x + v.width * 0.5),
(v.spawnY + 48) - (v.y + v.height * 0.5)
):normalize() * 7
I'd say tweak the speed that is multiplying the vector, the numbers adding to the spawnX and spawnY, or tweak the multiplication after the physical size if you can.
Okay, I did this and it seems to be working now. Thank you so much.
Code: Select all
--Thing that takes Firebrand back to its original position
data.dirVectr = vector.v2(
(v.spawnX + 48 + data.atX) - (v.x + v.width * 0.5),
(v.spawnY + 96) - (v.y + v.height * 0.5)
):normalize() * 7
Alright, I solved the Dark Lich Mushroom problem by copy-pasting the post-damage invulnerability code from Dracula. Looks nicer that way, too.