[NPC Pack] SMW Pokey

Share and discuss custom LunaLua code and content packs for SMBX2.
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Chilly14
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Re: [NPC Pack] SMW Pokey

Postby Chilly14 » Sat Mar 07, 2020 10:31 am

Enjl wrote:
Sat Mar 07, 2020 4:07 am
Chilly14 wrote:
Fri Mar 06, 2020 9:22 pm
Don't forget v.data._basegame.
What do you mean?
You can't use it in your NPC packs anymore.
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Enjl
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Re: [NPC Pack] SMW Pokey

Postby Enjl » Sat Mar 07, 2020 11:02 am

Chilly14 wrote:
Sat Mar 07, 2020 10:31 am
Enjl wrote:
Sat Mar 07, 2020 4:07 am
Chilly14 wrote:
Fri Mar 06, 2020 9:22 pm
Don't forget v.data._basegame.
What do you mean?
You can't use it in your NPC packs anymore.
You were never supposed to use it in NPC packs. You're supposed to use v.data. Looks like I typo'd ._basegame at the end out of habit in this case. Removing it should be simple enough. Though I don't know what would've changed that explicitly makes it so that subtable cannot be used for npc packs anymore at all.
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TheGameyFireBro105
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Re: [NPC Pack] SMW Pokey

Postby TheGameyFireBro105 » Thu Mar 12, 2020 4:31 pm

Why not do Snow Boiz, too?
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Re: [NPC Pack] SMW Pokey

Postby Hammerless Penguin » Sat Mar 21, 2020 4:25 am

TheGameyFireBro105 wrote:
Thu Mar 12, 2020 4:31 pm
Why not do Snow Boiz, too?
You can simply find a sprite sheet for the snow pokey npc and reskin it over the npc already made....
Check out this big neat project coming soon to smbx2 beta4!
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TheGameyFireBro105
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Re: [NPC Pack] SMW Pokey

Postby TheGameyFireBro105 » Mon May 11, 2020 1:02 pm

Maybe if I learn about in what way it currently does not work well with beta 4.
Here's an example of it not cooperating with b4

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It's upside-down (segment-wise) and graphically inverted (aka it looks like an upside-down pokey with head segments where body segments should be and vice-versa)
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