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by JamesR624
Thu Jul 30, 2020 9:12 am
Forum: LunaLua
Topic: [NPC Pack] helmets.lua - Protect your head!
Replies: 16
Views: 1758

Re: [NPC Pack] helmets.lua - Protect your head!

I do not mean to be annoying but many of the offsets even for these costume are severely broken, particularly when small and riding yoshi or going through a clear pipe. Those have been already fixed in the recent patch. Unless I am missing something, not they're not. I have the latest version of bo...
by JamesR624
Wed Jul 29, 2020 7:49 pm
Forum: LunaLua
Topic: [NPC Pack] helmets.lua - Protect your head!
Replies: 16
Views: 1758

Re: [NPC Pack] helmets.lua - Protect your head!

This is awesome, but how would one go about adjusting the GFX offset for the helmets when worn. I have SMW style skins for the players and the helmets are just a little to low on the head. It's not the sprites themselves cause everything else works fine. Just wondering what to adjust in which lua f...
by JamesR624
Wed Jul 29, 2020 3:18 pm
Forum: LunaLua
Topic: playerphysicspatch.lua - smbx controls like gunk
Replies: 15
Views: 1554

Re: playerphysicspatch.lua - smbx controls like gunk

This is awesome but I do wanna mention that it seems to really mess up "slippery physics". Now anything with the slippery property is more like slime. It INCREASES friction with this patch on as opposed to decreasing which is what it's supposed to do.
by JamesR624
Tue Jul 28, 2020 2:58 pm
Forum: LunaLua
Topic: groundPound.lua
Replies: 32
Views: 3764

Re: groundPound.lua

Hey there. This is awesome and working great. I was just curious if there was any way to set a "custom block reaction"? I am using MrDoubleA's NPC Pack https://www.supermariobrosx.org/forums/viewtopic.php?t=25011 and their Large ! block that acts how it does in Super Mario 3D World. I was curious if...
by JamesR624
Mon Jul 27, 2020 3:30 pm
Forum: LunaLua
Topic: [NPC Pack] helmets.lua - Protect your head!
Replies: 16
Views: 1758

Re: [NPC Pack] helmets.lua - Protect your head!

This is awesome, but how would one go about adjusting the GFX offset for the helmets when worn. I have SMW style skins for the players and the helmets are just a little to low on the head. It's not the sprites themselves cause everything else works fine. Just wondering what to adjust in which lua fi...
by JamesR624
Sat Jul 25, 2020 10:51 am
Forum: LunaLua
Topic: warpTransition.lua (v1.1.2) - Spruce up your warps!
Replies: 34
Views: 2726

Re: warpTransition.lua (v1.1.1) - Spruce up your warps!

This still throws an error when using an SMB2 subcon door on any area that doesn't have a warp attached to it. If you throw a magic potion and then attempt to go through the resulting subcon door placed anywhere a warp doesn't exist exactly , this error occurs: ==> !Warp:entranceSection:9: Invalid W...
by JamesR624
Wed Jul 22, 2020 8:36 am
Forum: LunaLua
Topic: (V1.0 NOW OUT) lifeCountPlus.lua: Improved life counters
Replies: 23
Views: 3808

Re: (V1.0 NOW OUT) lifeCountPlus.lua: Improved life counters

I mean i kind of got it, but i dont know if posting a fix without permission is even allowed, i just removed everything related to imagic and pnpc, and then hid the life counter with hudoverride. How did you do that exactly? It seems imagic is a major part of the code. Did you replace all instances...
by JamesR624
Tue Jul 14, 2020 8:28 am
Forum: LunaLua Help
Topic: Auto-Walking
Replies: 17
Views: 782

Re: Auto-Walking

Ah... hm. In that case, that might be what stopped me from making a variable for it back in the day haha. Quickly asked Rednaxela about the matter and apparently that field is simply derived from the playerWalkingFrame variable, so if you set that to 0 or 1 you will get the desired effect. Try that...
by JamesR624
Sun Jul 12, 2020 3:20 pm
Forum: LunaLua
Topic: [NPC Pack] FFB.Lua
Replies: 6
Views: 1430

Re: [NPC Pack] FFB.Lua

Found a MAJOR bug. Upon exiting of game, the log produces this warning 0t - Warning: Improperly calling NPC.get before onStart stack traceback: scripts/base/engine/ffi_utils.lua:28: in function 'get' worlds/Maker Mario World/AI/FFB.lua:9: in function 'func' ...Beta 4/scripts/base/engine/require.lua:...
by JamesR624
Sun Jul 12, 2020 12:08 pm
Forum: LunaLua Help
Topic: Auto-Walking
Replies: 17
Views: 782

Re: Auto-Walking

I am curious, is there any way to modify this code so that upon reaching a stopping point, the player always faces "down", AKA, frontwards, to better mimic the SMW style instead of just sitting in the direction last traveled?
by JamesR624
Thu Jul 09, 2020 12:17 pm
Forum: LunaLua Help
Topic: Auto-Walking
Replies: 17
Views: 782

Re: Auto-Walking

Welp. I figured it out. It functions properly when adding require("tweaks/travL") to the VERY BEGINNING of map.lua . For anyone else who had the same issue, DO NOT add it into the -- Run code on first frame of the world map function onStart() --Your code here end section. This will break it. Add it ...
by JamesR624
Thu Jul 09, 2020 12:10 pm
Forum: LunaLua Help
Topic: Auto-Walking
Replies: 17
Views: 782

Re: Auto-Walking

<r><QUOTE author="thedarkcave215" post_id="374562" time="1594308122" user_id="19950"><s>[quote=thedarkcave215 post_id=374562 time=1594308122 user_id=19950]</s> <QUOTE author="JamesR624" post_id="374555" time="1594306050" user_id="14065"><s>[quote=JamesR624 post_id=374555 time=1594306050 user_id=1406...
by JamesR624
Thu Jul 09, 2020 10:47 am
Forum: LunaLua Help
Topic: Auto-Walking
Replies: 17
Views: 782

Re: Auto-Walking

Okay, what gives? I cannot seem to have the player stop when reaching a level on the map. The player will just keep waking in that direction. I have a start point, some paths going right to the first level and the level object. The player just keeps going over and past the level forever despite ther...
by JamesR624
Tue Jul 07, 2020 4:56 pm
Forum: LunaLua
Topic: [NPC Pack] SMM2 Rotten Mushroom + Devil Upgrade v.1.1.1
Replies: 30
Views: 5570

Re: [NPC Pack] SMM2 Rotten Mushroom + Devil Upgrade v.1.1.1

3rd quick update: I'm a moron and didn't realize the fix ONLY contained the fix files and not the rest of the NPC. I downloaded "the rest from the "previous versions" part in the original post and now it all works fine. Oops. Quick update: This error just now happens ANY time the mushroom "exists" i...
by JamesR624
Mon Jul 06, 2020 11:05 am
Forum: LunaLua
Topic: [NPC Pack] SMM2 Rotten Mushroom + Devil Upgrade v.1.1.1
Replies: 30
Views: 5570

Re: [NPC Pack] SMM2 Rotten Mushroom + Devil Upgrade v.1.1

No, it is still usable in Beta 4. Nope, upon the sprite spawning from a question block, this error code happens: ==> worlds/test/npc-841.lua:235: attempt to index field 'sprite' (a nil value) ============= stack traceback: scripts/base/game/npcEventManager.lua:153: in function 'event' scripts/base/...
by JamesR624
Mon Jul 06, 2020 10:39 am
Forum: LunaLua
Topic: [NPC Pack] Urchins
Replies: 9
Views: 1786

Re: [NPC Pack] Urchins

Okay, this is really strange. After being severely frustrated, I just re-installed the NPC completely, dumped my world and put in a backup I have from before the installation. Did the exact same procedure and it seems to work fine now. I am guessing I may have misclicked and added something. Quick d...
by JamesR624
Mon Jul 06, 2020 9:36 am
Forum: LunaLua
Topic: [NPC Pack] Urchins
Replies: 9
Views: 1786

Re: [NPC Pack] Urchins

Odd... ==> ...\Mario\SMBX2 Beta 4\data/scripts/base/engine/require.lua:146: Error: worlds/test/npc-840.lua:44: '}' expected (to close '{' at line 40) near '[' ============= stack traceback: ...\Mario\SMBX2 Beta 4\data/scripts/base/engine/require.lua:146: in function 'customNpcRequire' scripts/base/n...
by JamesR624
Wed Jul 01, 2020 5:12 pm
Forum: LunaLua
Topic: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!
Replies: 99
Views: 10969

Re: MrDoubleA's NPC Pack v1.2.1 - Seesaws, custom piranha plants, and one-way walls!

Seems there is a MAJOR error with the seesaws, making them throw an error when loading the game or level. It then continues loading the level as normal but any customizations to the seesaw's options are not read or used. They default to a certain length with the pivot on one end. Their physics seem ...

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