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

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

Postby 1AmPlayer » Tue Jan 21, 2020 12:31 am

Chilly14 wrote:
Alucard648 wrote:
Mon Jan 20, 2020 8:53 pm
I wish that Devil rotten mushroom can insta-kill even starman powered Mario. Update AI accordingly.
Perhaps maybe have an option to set whenever the Devil Rotten Mushroom can or can not instantly kill Starman-powered characters?
Yeah, I'll make it an optional thing instead. An NPC property would do just fine, I think.

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

Postby TheGameyFireBro105 » Tue Jan 28, 2020 3:13 pm

Murphmario wrote:
Mon Jan 20, 2020 8:37 pm
TheGameyFireBro105 wrote:
Mon Jan 20, 2020 11:13 am
will u make smb1 and smb3 styled gfx for it?
I quickly whipped these up:
https://www.dropbox.com/s/8eacjgwqljmir ... s.zip?dl=0
THX!!! I love the smb3 version, but i'd be a bit better, if the smb1 version used the smbll poison mushroom pallete. Or does it already use it?
I love these episodes; Go and support:
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Re: [NPC Pack] SMM2 Rotten Mushroom + Devil Upgrade v.1.1

Postby Murphmario » Tue Jan 28, 2020 4:49 pm

TheGameyFireBro105 wrote:
Tue Jan 28, 2020 3:13 pm
Murphmario wrote:
Mon Jan 20, 2020 8:37 pm
TheGameyFireBro105 wrote:
Mon Jan 20, 2020 11:13 am
will u make smb1 and smb3 styled gfx for it?
I quickly whipped these up:
https://www.dropbox.com/s/8eacjgwqljmir ... s.zip?dl=0
THX!!! I love the smb3 version, but i'd be a bit better, if the smb1 version used the smbll poison mushroom pallete. Or does it already use it?
It does use the poison mushroom palette, yeah.
Now taking graphics requests:
https://docs.google.com/forms/d/1urWpFq ... #responses

My graphics pack:
http://www.supermariobrosx.org/forums/v ... t=1960/url

Really tempted to just make a general graphics thread for all of my graphics instead of just making individual threads for each of them.

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

Postby BroccoliRampage » Wed Feb 05, 2020 11:43 pm

Dunno if you've discovered this yet. Just FYI. The custom NPC slots you have used are 753 & 754 but these are coded to 758 and 759.

I saw that and made a quick fix in my game but thought you should be aware of it.

Otherwise, thank you these are beautiful! I will be using these & crediting them to you in my project.
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Re: [NPC Pack] SMM2 Rotten Mushroom + Devil Upgrade v.1.1

Postby 1AmPlayer » Thu Feb 06, 2020 5:29 am

BroccoliRampage wrote:
Wed Feb 05, 2020 11:43 pm
Dunno if you've discovered this yet. Just FYI. The custom NPC slots you have used are 753 & 754 but these are coded to 758 and 759.

I saw that and made a quick fix in my game but thought you should be aware of it.
Yes, I am aware of it. I changed it when I merged my test levels a while back.

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

Postby Enzo Ferracini » Wed Feb 12, 2020 4:56 pm

You Will Upgrade To Beta 4?

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

Postby 1AmPlayer » Thu Feb 13, 2020 4:27 am

Enzo Ferracini wrote:
Wed Feb 12, 2020 4:56 pm
You Will Upgrade To Beta 4?
No, it is still usable in Beta 4.

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

Postby JamesR624 » Mon Jul 06, 2020 11:05 am

No, it is still usable in Beta 4.
Nope, upon the sprite spawning from a question block, this error code happens:

Code: Select all

==> 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/game/npcEventManager.lua:175: in function <scripts/base/game/npcEventManager.lua:175>
	scripts/base/engine/main_events.lua:63: in function 'callApiListeners'
	scripts/base/engine/main_events.lua:184: in function 'callEventInternal'
	scripts/base/engine/main_events.lua:240: in function <scripts/base/engine/main_events.lua:218>
	[C]: in function '__xpcall'
	main.lua:770: in function <main.lua:769>
Seems to only happen when spawning, not when just placed in the level.

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

Postby 1AmPlayer » Mon Jul 06, 2020 1:55 pm

JamesR624 wrote:
Mon Jul 06, 2020 11:05 am
No, it is still usable in Beta 4.
Nope, upon the sprite spawning from a question block, this error code happens:

Code: Select all

==> 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/game/npcEventManager.lua:175: in function <scripts/base/game/npcEventManager.lua:175>
	scripts/base/engine/main_events.lua:63: in function 'callApiListeners'
	scripts/base/engine/main_events.lua:184: in function 'callEventInternal'
	scripts/base/engine/main_events.lua:240: in function <scripts/base/engine/main_events.lua:218>
	[C]: in function '__xpcall'
	main.lua:770: in function <main.lua:769>
Seems to only happen when spawning, not when just placed in the level.
Oh god this issue, I forgot to upload the fix to it.

EDIT: Alright, it's out y'all.

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

Postby JamesR624 » Tue Jul 07, 2020 4:56 pm

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" in any way, even when just placing it down by itself.
I do hate to be a bother but I figured since I was the one that alerted about the error, I tried the same thing; activating the sprite out of a question block and... well,

Code: Select all

==> scripts/base/particles.lua:677: attempt to index local 'path' (a nil value)
=============
stack traceback:
	scripts/base/particles.lua:700: in function 'parseFile'
	scripts/base/particles.lua:880: in function 'Emitter'
	worlds/test/npc-852.lua:109: in function <worlds/test/npc-852.lua:80>
	scripts/base/game/npcEventManager.lua:153: in function 'event'
	scripts/base/game/npcEventManager.lua:175: in function <scripts/base/game/npcEventManager.lua:175>
	scripts/base/engine/main_events.lua:63: in function 'callApiListeners'
	scripts/base/engine/main_events.lua:184: in function 'callEventInternal'
	scripts/base/engine/main_events.lua:240: in function <scripts/base/engine/main_events.lua:218>
	[C]: in function '__xpcall'
	main.lua:770: in function <main.lua:769>
Could it be because I am having to rename the NPC to a free slot?

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

Postby 1AmPlayer » Wed Jul 08, 2020 4:22 am

JamesR624 wrote:
Tue Jul 07, 2020 4:56 pm
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" in any way, even when just placing it down by itself.

Could it be because I am having to rename the NPC to a free slot?
I thought people already have the particle image files and the ini files, so I just placed the npcs in the zip file, but whatever I'll upload another fix just for this one miniscule problem.

And no, the NPC renamed has nothing to do with it.


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