TiKi wrote:if I show a boss on a layer (I'm doing a Yoshi's Island type deal where a POW Block "magic" kills an enemy, which shows the boss), do HP modifying codes not work? I'm trying it on Larry, maybe it jus doesn't work on him?
Also excuse me for asking but what did "that explains a lot" on the last page mean?
TiKi wrote:Okay!
Again, are enemies that aren't on the default layer and shown, not "counted" by LunaDLL?
Don't know. LunaDLL manually checks all of the NPCs in the NPC list according to the NPC count memory location. I think it's unlikely that SMBX would hide the true NPC count from itself. Maybe something else is going on like bosses have their health resorted to default when they appear. Maybe the NPC technically doesn't exist yet. You might need to figure out a way to run the health setting code once the boss appears.
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Uhhm, Again a question, how to i give smb3 bowser and boom boom more health? Boom boom 15 and Smb3 bowser 66? Also how to i get my timer to 500 seconds?
TiKi wrote:Okay!
Again, are enemies that aren't on the default layer and shown, not "counted" by LunaDLL?
Don't know. LunaDLL manually checks all of the NPCs in the NPC list according to the NPC count memory location. I think it's unlikely that SMBX would hide the true NPC count from itself. Maybe something else is going on like bosses have their health resorted to default when they appear. Maybe the NPC technically doesn't exist yet. You might need to figure out a way to run the health setting code once the boss appears.
Aha! So like I said once I kill an enemy in that section the boss appears. Would it be possible to trigger said SetHits after that npc (let's say 17) dies?
Yeah but I don't really like that method. I think I need to figure out once and for all how to make an SMBX event trigger a lunadll event for the next update
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Kil wrote:Yeah but I don't really like that method. I think I need to figure out once and for all how to make an SMBX event trigger a lunadll event for the next update
I've got an idea: once a specific SMBX event is triggered (you enter the name in the script), a custom event is also triggered. It's kind of like how the 21 sections' custom music slots are repurposed for multiple custom songs.
I noticed that Wohlstand's documentation of the save file format lists unused values like the health for Mario and Luigi and item slots for toad, Peach and Link.
I'm guessing 0x1E and 0x2A correspond to those things for Peach... so could they potentially be used to preserve persistent data like a counter for a secondary collectible?
Well, I'm thinking if we can shift the data between the memory and user variables at key times then they don't need to be 100% unused, just unused at the right times. Load it from the memory after the player loads the file (assuming you can use variables or something to pull off a first-time load event in the hub/overworld), then manipulate the variable as necessary over the course of the gameplay and constantly copy the data back to the memory so it'll have the right value when the game is saved again.
As for what this could be used for, at first I was thinking just keeping track of a renewable currency, like a coin counter that goes past 100 or a dragon coin wallet. There was going to be a dragon coin shop in A2MT and/or the Radish engine, right? But then it hit me -- this is a way to measure player progress outside of levels besides just beating levels or collecting stars. Someone could, in theory, use this memory piggybacking trick as a progressive event flag counter thing for story events. They could break the typical Mario "level-to-level" style progression and go for something more nonlinear.
Maybe we could also fake bitwise operations (i.e. assign each index a power of two and have a case for every value) to use them as boolean arrays. It'd be exponentially more work with each additional thing you index, but you could set up stuff like switch palaces or character/powerup/mount unlocks.
But I'm getting ahead of myself here, this is all just speculation based on what I've read in the documentation and what I assume LunaDLL is currently capable of and could be in the future.