Seems like this ai-field gets overwritten...SAJewers wrote:Any idea why this doesn't work/seem to do anything?Code: Select all
for k,v in pairs(NPC.get(38, -1)) do if (v.ai1 == 0) then v.ai1 = 1 end end
Search found 320 matches
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 287118
Re: LunaDLL/LunaLUA help thread
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 287118
Re: LunaDLL/LunaLUA help thread
Is there any way to disable the Grinder's (npc-179) tick sound? Maybe throught sounds.ini and replace it with an slient sound? If you need the sound otherwise, then I need to find something else. Also is there a way to draw an image like a background object (like it goes behind blocks)? Nope, Rende...
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 287118
Re: LunaDLL/LunaLUA help thread
Try with: local overlay = Graphics.loadImage(Misc.resolveFile("HUB/Olimar.png")); function onLoop() if (player.x > -119306 and player.x < -119262 and player.y > -119974 and player.y <-119682) then Text.print("Olimaaaaaar",12,12) Graphics.placeSprite(1, overlay, 100, 100) end end
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 287118
Re: LunaDLL/LunaLUA help thread
Direct draw, no on-screen check.Ignoritus wrote:Does this force the draw call even if the destination isn't currently on-screen, or does it perform a check beforehand?Kevsoft wrote:If you want to draw images relative to the level-scene then you can use Graphics.drawImageToScene.
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 287118
Re: LunaDLL/LunaLUA help thread
Uhm, what do you need again from the P-Switch mechanism?SAJewers wrote:any updates on the ticking P-switch thingy?
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 287118
Re: LunaDLL/LunaLUA help thread
You can draw images relative to the screen by using Graphics.drawImage. If you want to draw images relative to the level-scene then you can use Graphics.drawImageToScene.
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
A Hotfix which fixes the Autocode Module has just been uploaded!
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
Goddamit how....? I did even test the module and it worked fine by me.SAJewers wrote:Um, I think you might have broke Autocode.
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 287118
Re: LunaDLL/LunaLUA help thread
LunaLua v0.7.2.1 has just been released. This is an important update because it fixes an exploit which manages to run assembler code on your computer throught lunadll.txt due to an exploit in the Autocode module. Additional changes are: * Extended NPC class * Added cheat values. Some cheat can now b...
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 287118
Re: LunaDLL/LunaLUA help thread
Do sprite-swaps take the same amount of time to load as graphics loaded with Graphics.loadAnimatedImage? It's a difficult because the loading code for loadAnimatedImage is similar to SMBX's one. Here is how SMBX does it: 1.) Call the VB6 LoadImage function (probably big overhead here, because it is...
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
For those who downloaded LunaLua and missing "FreeImage.dll", I did update the package. I apologize for that!
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
* Added printTextWP, drawImageWP, drawImageToSceneWP which enables rendering with priority settings (also known as Z-Index) Wouldn't it have been better to add an argument onto the end of the existing functions that could be nil? That way existing code wouldn't break and it wouldn't require these w...
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
After much wait it is finally here: LunaLua v0.7.2 This version is a big milestone because it fixed some major bugs. Here is the changelog: * Extended Level class and World class (Overworld) * Extended Player class * Extended Section Class * Extended Graphics Namespace * Extended Block class * Exten...
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
Well I have to think something out for this. But I will note it.
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
You probably mean something like Misc.resolveFile / Misc.resolveDir which lookup a file first in the custom folder, then in the episode folder and then in LuaScriptsLib.
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
It was disabled.JVyrn wrote:I thought I read that that was disabled for Luna?Hoeloe wrote:Using Lua standard stuff you can read and write files pretty easily
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
Giving access to HTTP requests is a bit dangerous. I do have the power to add that but I will add limits to that. Mainly to protect the abuse of this function. IO-access is limited, I want to give access to it, but limit it to the SMBX folder. HTTP access is given by the HTTP library provided by win...
- 8 years ago
- Forum: let's play
- Topic: MaGL X2 - Cat Planet × Pokemon OTP
- Replies: 9294
- Views: 1607695
Re: MaGL X2 - SMB2 x MaGL X2 otp
The default kill value is still 1. (First/Simple kill animation)Lejes wrote:It's too bad the kill() function apparently changed in future versions of Luna Lua, too.
- 8 years ago
- Forum: A2XT
- Topic: SMBX Tileset Compiler and Separator
- Replies: 11
- Views: 9273
Re: SMBX Tileset Compiler and Separator
Looks pretty neat. Actually we should start some sort of a SMBX tools list and bundle them up to a package.
Btw, could you modify the links so they have "dl=1" at the end? Because then we skip that dumb dropbox website.
Btw, could you modify the links so they have "dl=1" at the end? Because then we skip that dumb dropbox website.
- 8 years ago
- Forum: the gazebo
- Topic: --[[if (butts) then codehaus(); end--]]
- Replies: 7
- Views: 1979
Re: --[[if (butts) then codehaus(); end--]]
Well there is #platgenwohl on irc.freenode.org, where Rednaxela, Horikawa, me and some other peeps are in. However, the skype-group is way more active.
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
Hey guys, there is a bug with 4-channels BMP pictures. Colors are mixed up and I am still investingating the cause. This color bug appeared with one, created with GIMP. If someone has a 4-channel BMP picture which was not created with GIMP I would appreciate if someone would send it to me, so I can ...
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
It's just a png with alpha channel in it. You can put those then in the episode folder (for overworld and global levels) or the custom level folder.
The advantage of this method is, that you can have partially transparany.
The advantage of this method is, that you can have partially transparany.
- 8 years ago
- Forum: A2XT
- Topic: LunaLua Offical Thread
- Replies: 1245
- Views: 263437
Re: LunaLua Offical Thread
LunaLua v0.7.1.1 is out with following changes: * Added comparing operator for some LunaLua classes. * Added PlayerSettings-Class * Added PNG support for custom level items (i.e. npc-1.png) * Fixed screenshot-function (With changes: PNG-Format and filename is now date + time) * Added experimental gi...
- 8 years ago
- Forum: A2XT
- Topic: Submission Guidelines (READ FIRST)
- Replies: 193
- Views: 76806
Re: Level Submission FAQ/Notes (Download Devkit Here)
I would generally suggest using link file and modifying the startup commands. In addition you can set the icon and everything is fine. I could do that via config, but this would be one file more anyway.
- 8 years ago
- Forum: A2XT
- Topic: LunaDLL/LunaLUA help thread
- Replies: 1467
- Views: 287118
Re: LunaDLL/LunLUA help thread
Red and me is working on that.SAJewers wrote:Any Luck with this?
Horikawa made a demo counter in lua, might ask her.SAJewers wrote:Also, while I'm posting, is it possible to increase the Demo counter in Lua?