The Disastrous NPC Pack - v1.3
Hello there, this is the Disastrous NPC pack! And it's time for a new update, so say hello to v1.3!
This update adds 5 new npcs - we're starting to gather a pretty nice selection here!
What's in this pack?
- NSMBU - Bone Blocks (v1.0)
- SMBW - Hanabihai (v1.0)
- SMBW - Long Donut Blocks (v1.0)
- SMBW - Shrodinger's Flip Block (v1.0)
- Original - Swinging Pole + Hanglerfish (v1.0)
- Original - Launchpad (v1.1)
- SMO - Packet (v1.1)
- SMW/NSMB - Roulette Block (v1.1)
- SMBW - Puffy Lifts (v1.1)
- NSMB - Spin Block (v1.2)
- M&L:SS - Shark Bones + Carcharodon Bones (v1.2)
- MvsDK - Flower Fans (v1.2)
- Original - Barrglar + Barrglarmite (v1.2)
- Original - Piston Pete (v1.3)
- NSMBW - Extendable Bill Blaster (v1.3)
- NSMBW - Limited Lift (v1.3)
- UCH - Mainframe Tiles (v1.3)
- Original - Fling Block (v1.3)
changelog:
v1.3:
- added Piston Pete
- added Extendable Bill Blasters
- added Limited Lifts
- added Mainframe Tiles
- added Fling Blocks
- updated the 1.0 intro level to use the updated versions of the npcs
v1.2:
- added Spin Blocks
- added Shark Bones
- added Flower Fans
- added the Barrglar
changes:
- Bone Blocks:
- added multiplayer compatibility
- Fixed an issue where you clip through lowering bone blocks.
- launchHeight and chainDelay are now block configs instead of episode spanning values.
- Hidden Bone blocks don't execute code anymore.
- Shroedinger's Flip Blocks:
- added multiplayer compatibility
- Long Donut Blocks:
- Updated donutblock2.lua to use the b5 version of donutblock.lua as a base
- Hanabihai:
- Changed visuals to be more faithful to SMBW (+ it looks better)
- Improved the npcsettings to make them useable
- Particles changes, most notably added an effect for the fuse
- Packets:
- added multiplayer compatibility
- Roulette Block:
- moved code into library
- improved powerup switching, so you aren't big for one frame + it's multiplayer compatible
- it takes the correct width and height from the block's content's npc config, if it exists
- added the big Roulette Block from NSMBWii, you can also now set the priority of the block's content via block configs.
- Swinging Poles:
- added multiplayer compatibility
- players with stars and I-frames render properly
- you leave the pole when too far away from it (so you can teleport the player that's on a pole)
- if there is no sprite sheet for a player/costume, it now uses default frames from the normal spritesheet
- you can now customize the acceleration on a pole
- the Hanglerfish won't despawn when the pole is onscreen, vice versa
- you can now hurt a Hanglerfish during it's hurt animation
- Launchpads:
- added multiplayer support
- fixed clipping through semisolids when ground pounding
- Puffy Lifts:
- added multiplayer support
- fixed clipping through semisolids when ground pounding
- if there are multiple npcs on a lift, their weight will now stack up properly
Showcase:
A short rundown of v1.0:
Bone Blocks! If they get hit, they unload a chain event (which results in a wave wooo), bouncing you back and hitting enemies!
And yes, it works with GroundPound.lua (funnily enough, through no extra work on my side)
And there's the
Hanabihai from Mario Wonder, aka the entire reason why I waited for New Year's Eve with this pack!
And best of all, you can give them a varying amount of segments and they come in red, yellow, blue and literally every other colour (via Hex Codes)!
The sprites are made by d3dot03 (aka hammerless penguin)
I'll just pretend that the
Long Donut Blocks are from Wonder since Wonder had them. I was not actively remaking that though.
You can change their width and if they hit a terminus, they turn gray and stop falling!
Does the Flip Block exist when no one looks at it?
Shrodinger's Flip Block from Mario Wonder sure doesn't!
It's a block that only exists when the player looks at it. There are also orange Anti-versions that only exist when you are not looking.
They will crush npcs by the way.
And this one is a fun one:
Swinging Poles! Jump on the pole, swing around to gain momentum and jump off at the right moment to get some distance!
When you are swinging so fast that there are afterimages, you just have to hold into the direction you want to jump in, otherwise you need to time your jump though!

And there is also a
Hanglerfish! Hit them to lower the lure, jump on the pole, get pulled up, bulid momentum and jump off in time! Otherwise you will see their teeth...
v1.1 added some more NPCs!
Starting off with
Launchpads! If they are pressured, they squish down. If you jump now, you release it's pressure, launching everything on top high into the air!
Because motivation is an enigma, I randomly wanted to make
Packets. Kick them, squish them, and see them fly around everywhere! They are even anotherwalljump.lua (granted, a special version that lets you walljump off of npcs) and GroundPound.lua compatible!
Roulette Blocks are a neat thing. You can put any npc into this and configure the time it takes to cycle through each "powerup". It will also release progressive powerups, even if you are small!
After making the launchpads, I figured that it wouldn't be too hard to make
Puffy Lifts as well. Boy was I wrong, but here we are! Squish them for long enough and they'll disappear! It's even compatible with GroundPound.lua! However I'd recommend using spawnzones.lua alongside these, because loading logic does not like custom width npcs.
And there are also the new additions for v1.2:
Featuring an original enemy, the
Barrglar!! (No this guy is not from DK Country I swear I am being original). They hide as a normal barrel, but when they notice you, they jump up and start barreling towards you! You can jump onto it, and balance on it. If you throw something at it or ground pound it, you can destroy it, releasing it's contents.
There's also a TNT version, the
Barrglarmite! Works just as the Barrglar, but you can't stand on it and it explodes on impact.
Next up, there are
Flower Fans from Mario vs DK (Switch). They move players and npcs that are caught in the gusts, and there are versions for ON-OFF (and potentially JOFF and uhh JON states), as well as Beat Block ones!
Watch out for the
Shark Bones! Originally, they appeared in Mario & Luigi Superstar Saga, but now they have been adapted into SMBX2! They try to bite anything that comes into their territory, and jump after their prey if it's too high up. They can't survive long outside of sand, and they will always try to return to their starting position (or the nearest anchor bgo, by default the Passthrough Toggler)
Say Hello to the
Carcharodon Bones! Few adventurers have escaped the wrath of this beast...
And there's also the
Spin Block from NSMB for good measure!
As you expect, v1.3 added more npcs!
Extendable Bill Blaster! In case you ever wanted your bullet bill blasters to periodically change height. You can make them grow/shrink/shoot via lua, but also by using special bgos.
Working together really well with Extendable Bill Blasters, allow me to introduce you to Piston Pete! The idea for this npc comes from HighClassPlant. Jump on it, and use it as a temporary platform.
This is a big one, the Limited Lift from NSMBWii! I've seen rafts with a better work ethic...
Wait what do you MEAN it goes backwards??
At least it doesn't bl-
And, last but not least: Fling Blocks!! Originally made for my nosoupCon level, these things are just too fun to not release them publically!
You know how it goes, just credit and you are good to go!
Speaking of good to go, here's the download:
https://www.dropbox.com/scl/fo/xlwgp7np ... tsmdy&dl=0