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LunaDLL/LunaLUA help thread

The second SMBX collab!
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Kil
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Re: LunaDLL help thread

Post by Kil »

oh dear

I'm surprised the rinkas actually behave that way though. When they become rinkas I assumed they would immediately go into rinka homing mode, but they actually fly out and away for a bit. That actually reveals that there are unknown NPC memory locations that control this type of behavior...
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TiKi
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Re: LunaDLL help thread

Post by TiKi »

I've tested...
Hammer Bros throwing tweeters
Hammer Bros throwing Bullet Bills
Snifits shooting Bullet Bills
Birdo spitting Shy Guys
Wart spitting tweeters
THANK YOU KIL I HAVE THE POWER
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Mabel
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Re: LunaDLL help thread

Post by Mabel »

now if only we could change the firing rate of enemies...
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Kil
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Re: LunaDLL help thread

Post by Kil »

You can. Somehow. I saw timers in there somewhere.
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ztarwuff
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Re: LunaDLL help thread

Post by ztarwuff »

Kil is there a way of getting the music to stop when the music is paused? There's at least two levels in the current game that would work better with it: A World One level and EuroShell R&D. In the former, it would stop the music from de-syncing with the platforms. In the latter, the only reason I wanted a timer was to make sure the player got through the level before the music looped.

I think someone else has created a level that is also very dependent on the music being synced with the level action.
Kil
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Re: LunaDLL help thread

Post by Kil »

No that's like the most impossible thing ever for various reasons
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Zha Hong Lang
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Re: LunaDLL help thread

Post by Zha Hong Lang »

Kil wrote:oh dear

I'm surprised the rinkas actually behave that way though. When they become rinkas I assumed they would immediately go into rinka homing mode, but they actually fly out and away for a bit. That actually reveals that there are unknown NPC memory locations that control this type of behavior...
Rinkas are meant to have a brief stasis stage, which is the point when you see them on their spawn blocks. It seems like the video shows that they'll also keep moving with the vector they were initially shot with, (from the venus plant) due to the nature of that stasis stage.
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ztarwuff
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Re: LunaDLL help thread

Post by ztarwuff »

Kil wrote:No that's like the most impossible thing ever for various reasons
That's a shame. Well, thanks anyway. :D
TiKi
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Re: LunaDLL help thread

Post by TiKi »

Oh
It also happens if a Hammer Bro throws those Zelda blob things (I'd meant to make them throw reskinned Tweeters over fireballs, but I got the wrong number). They arc like hammers far and away.
Kil
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Re: LunaDLL help thread

Post by Kil »

That's pretty awesome

Does anyone actually make levels with any of this because it's pretty disappointing to only hear that it exists
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TiKi
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Re: LunaDLL help thread

Post by TiKi »

Bomb Mario
Ludwig firing Spiny Eggs
Wart spitting Rinkas
SMB3 Bowser firing Spiny Bros
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Kil
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Re: LunaDLL help thread

Post by Kil »

rinka wart sounds like a terrible idea Image
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Septentrion Pleiades
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Re: LunaDLL help thread

Post by Septentrion Pleiades »

Kil wrote:rinka wart sounds like a terrible idea
Oh gawd, the bosses the Talkhaus is going to create. I already had a lot planned using vanilla. It's probably possible to change which NPCMemSet is active so a variety of npcs can come from the same source.

I think we should also have a library of commands and working lunadll text files by the time we start the next episode. A list of common ammo NPC would be nice as well.
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TiKi
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Re: LunaDLL help thread

Post by TiKi »

I have a problem. I'm trying to make the boomerang like the Peach Bombs, but look... well just try it please.
How do I fix it?
Kil
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Re: LunaDLL help thread

Post by Kil »

I can't try it you'll have to show it
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TiKi
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Re: LunaDLL help thread

Post by TiKi »

They very very quickly go right. Sometimes they don't even hit things in their path, they move so fast. And they don't return. I think you can get a similar effect if you take the boomerang from the Lakitus! menu and place it in a level while you're testing it.
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Mabel
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Re: LunaDLL help thread

Post by Mabel »

one thing I noticed is if you try to turn a small projectile into a bigger one/or an NPC itll shrink and look wierd...
all you'd have to do is make an npc.txt with the same size properties as the npc youre changing the projectile into, otherwise...

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Voltgloss
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Re: LunaDLL help thread

Post by Voltgloss »

Septentrion Pleiades wrote:I think we should also have a library of commands and working lunadll text files by the time we start the next episode. A list of common ammo NPC would be nice as well.
Seconded.
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TiKi
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Re: LunaDLL help thread

Post by TiKi »

You know what I realized?
You could have a Mario that throws the random vegetable, and you could make the veggies turn into:
Hammers
Heart Bombs
Upside down round Goombas
Springs
Green P Switches
Toothys
Billy Guns
Propellor Block
Propellor Flamethrower
...Kil, could I please bear your children?
Septentrion Pleiades
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Re: LunaDLL help thread

Post by Septentrion Pleiades »

Septentrion Pleiades wrote:It's probably possible to change which NPCMemSet is active so a variety of npcs can come from the same source.
TiKi wrote:You know what I realized?
You could have a Mario that throws the random vegetable, and you could make the veggies turn into:
Hammers
Heart Bombs
Upside down round Goombas
Springs
Green P Switches
Toothys
Billy Guns
Propellor Block
Propellor Flamethrower
...Kil, could I please bear your children?
That seems so much simpler, although we could likely stacked those methods on top of each other.
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TiKi
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Re: LunaDLL help thread

Post by TiKi »

I finally figured out how to trigger a custom event.
I made "whereismysupersuit" trigger that smorgasbord hammer suit I mentioned.
But... how do I undo it? I've tried to type it again.
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Mabel
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Re: LunaDLL help thread

Post by Mabel »


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Kil
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Re: LunaDLL help thread

Post by Kil »

yeah I forgot to mention you could do that
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WestonSmith
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Re: LunaDLL help thread

Post by WestonSmith »

Out of curiosity, for those of us who are fairly inexperienced with LundaDLL (fairly being "totally" and inexperienced meaning "hopeless"), can LunaDLL be used in conjunction with the World Map? For instance, having the ability to prevent a player from entering a completed level, ala SMB3 or the Switch Palaces in SMW?
TiKi
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Re: LunaDLL help thread

Post by TiKi »

So I was thinking of making Larry's magic turn into chasing Paragoombas, but how would I set the spawned Paragoombas to "chase" mode?
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