RedStone NPC Pack v1.1 ~Angels & Demons Update

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Yoshi021
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RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby Yoshi021 » Sun Mar 29, 2020 7:29 pm

Hello everyone, today I present an NPC pack that attempts to replicate a Minecraft "Redstone" system!
This NPC pack includes a lot of NPCs; some from Minecraft and some made up NPCs!

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So what is this exactly about?
Besides the whole, "look guys Minecraft in SMBX", this NPC pack is meant to enhance puzzle levels (or possibly any kind of level). The focus of this NPC pack is to allow level creators to have some sort of basic logic system in-game. By logic system, I mean something like "I press a switch and it causes a door to open". I thought about it for a while and I got the idea of using a simplified Redstone system. You got sources, such as levers and buttons, and you transfer power vie wires into devices that do an action when powered.

I have put a lot of effort to make this system as intuitive as possible. You have a lot of options to do what you need to do. There are some NPCs that you must check out such as the control chip and command block that allow some extremely high possibilities setups. OR you can use something more basic and use a button and red-door to make a really simple door. It is all up to you!

What is included?
A LOT. At first, it might seem a bit overwhelming, but once you give it a chance, you will see it all begins to make sense :)

  • Redstone Dust
  • Repeaters
  • Alternators
  • Capacitors
  • Solid Block
  • Redstone Block (RedBlock, Cracked, Timed, P-block)
  • Redstone Torch
  • Control Chip
  • Button (Normal, Deteriorated)
  • Lever
  • Transmitters
  • Recievers
  • Dropper
  • Hopper
  • Chest (Chest, Barrel, Ender)
  • Observers
  • Spy Block (NPC, Player, Block)
  • Reaper Block
  • Operator Block
  • Piston (Piston, Sticky, Honey)
  • Broadaster
  • Sick Block (Sick, Masked, Asymptomatic, Angelic)
  • Note Block (STILL DOES NOT PLAY NOTE DUE TO LUNALUA CONSTRAINTS)
  • Sound Block
  • TNT
  • Flamethrower
  • Lectern
  • Amped Jewel
  • Red Door
  • Command Block (Pulse, Repeating)
I heard something about a redstone_ai.lua file. What is that?
The redstone_ai.lua file is a customizable file that contains definitions of certain behaviors of the Redstone Pack. You can customize what NPCs contain a soul by default (for the reaperblock) and what NPCs/players/blocks are considered to be intangible or immovable. The most important thing is the basegame AI. Using the broadcaster or control chip, you can give basegame NPCs power and you can make them react when being powered. Opening the file and scrolling down will show a list of NPCs that currently interact with Redstone. If you ever want to disable any of the behaviors, you look for the NPC ID and find "npcAI[YOUR_NPC_ID].enable = true". Simply change true to false and the file will do the rest for you.
List of default basegame AI: show
TO be added soon!


Are there any screenies I can take a look at?
Yes, here are a few gifs!
or check out this video! (This is a beta version of the level)

Anyway, here is the download:
>> Download v1.1 <<

Confused? Included in the download is a test level that explains what every component does! If you want a faster recap, you can check the tooltips, they give you plenty of information.

Credits: show
Creator and Programmer:
- SetaYoshi

Certain NPCs are possible thanks to:
- Mr.DoubleA
- The0x139

NPC Graphics:
- Greendan
- SetaYoshi
- Voider

Test Level:
- 8luestorm
- SetaYoshi

Test Level Graphics:
- Grass Extended tiles is by 8luestorm
- In-ground redstone is ripped from Minecraft and adapted to the image
- Ghost House tileset is by DanxInc
- Diagonal Ghost House Beams are Valtteri's, adapted by 8luestorm
- Waterfall is Valtteri's
- Casino Tileset is by 8luestorm
- Casino's Background is h2643's, fixed by 8luestorm
- Casino Flags are Red Yoshi's
- Factory tileset is by Linkstorm Z, recolored by 8luestorm
- Factory Background is by 8luestorm
- Pipes in the factory are by Valtteri, recolored by 8luestorm

Test Level Music:
- Dancing Line - The Storm (Blue Remix)
- SMW Custom Music - Track 374 (CUSTOM (Kc1336) - Mysterious Cave)
- Pokémon Super Mystery Dungeon OST - Lets Go to School
- Marshmallow Castle - Kirby Super Star
- Go with the Bros - Mario Luigi Dream Team Music
- Top Hat Tower (As Frog)- Super Mario Odyssey OST
- Dual Destinies OST 2-02 Yuri Cosmos Head of the Center of the Universe


V1.1 Changelog: show
These are the documented changes, I may or may have not forgotten some changes.


Added new components!
  • Lectern
  • Amped Jewel
  • Control Chip
  • Reaper Block
  • Capacitor
  • Red Door
Existing NPC Changes
  • Repeaters can now be locked. Power a repeater in the side using another repeator to lock it.
  • Reworked the previously immune sickblock into the asymptomatic sick block. They are somewhat the same, except asymptomatic can carry the disease.
  • Sickblocks spread the sickness faster. Added an angelic mode to sickblocks. When an angelic sick block gets unpowered, it revives back into its alive form.
  • You can now set filters in the spyblocks.
  • Hoppers are faster now.
  • Droppers now have an autofire and overwrite mode. If autofire is on, it will immediately spawn the NPC as soon as possible. If overwrite mode is on, it will always accept inventory from hoppers, even when full.
  • Timed redblocks now have a progress bar above it when powered. You can now see how long the redblock has before depowering.
  • Rewored the TNT explosion, you now have the fun explosions with less jank.
  • Added new operations into the operator block. The operator block does no longer use a block to inverse power, use the reaperblock instead. Combining the operatorblock with an alternator now creates a turnout. Combining the operatorblock with the capacitor creates a filer. You can now place a block spyblock in the mouth, this combines the positive and negative differential.
  • Pulse command blocks now are wrapped in a routine. You can use Routine.wait(x) without having to do any kind of wrapping. Observers will detect when a command block is running, even while inside a coroutine. Reworked the command block environment. Check the editor tooltip for more info.
Reworked the redstone_AI.lua file. (remember you are allowed to customize this file). You can change some piston and reaperblock behavior. You can now change internal Redstone functions (not recommended). There is more flexibility when making AI for basegame NPCs. All NPCs can use these values inside their data table.
  • npc.data.power - The power level of the NPC
  • npc.data.observ - If set to true, an observer facing the NPC will get powered
  • npc.data.observpower - If observ is true, this value will determine the power output of the observer. (Default: 15)
  • npc.data.inv - The current item inside the inventory slot.
  • npc.data.invspace - If set to true, the NPC will accept inventory from hoppers.
You can access Redstone helper functions in this file too! You can make basegame NPCs power components, accept hopper items, and interact with observers just as a default component would.

Previous Versions: show
Last edited by Yoshi021 on Wed Oct 28, 2020 12:11 pm, edited 4 times in total.
"Going to University is FUN!"
CHECK OUT THE REDSTONE NPC PACK
CHECK OUT MY NPC PACK

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Re: RedStone NPC Pack

Postby MegaDood » Mon Mar 30, 2020 3:15 am

Amazing. I'm so glad I was able to help test this when was in its earlier developments, this pack is incredible with its interactions.
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Re: RedStone NPC Pack v1.1

Postby Yoshi021 » Sat Oct 17, 2020 5:17 pm

Finally released v1.1!!!!!

There is a new test level that explains much better how each component works! Huge thanks to 8luestorm for helping me get this level done!
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CHECK OUT THE REDSTONE NPC PACK
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Re: RedStone NPC Pack v1.1

Postby TheGameyFireBro105 » Sat Oct 17, 2020 6:00 pm

Hope you'll make the skulk sensors from the caves and cliffs update. they're sound based, so it'll probably take a bit to code, but you can definitely recreate it's paired boss(?) Jumps and attacks do in fact make sounds in both games so it will be pretty easy.
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Re: RedStone NPC Pack v1.1

Postby Yoshi021 » Sat Oct 17, 2020 6:06 pm

TheGameyFireBro105 wrote:
Sat Oct 17, 2020 6:00 pm
Hope you'll make the skulk sensors from the caves and cliffs update. they're sound based, so it'll probably take a bit to code, but you can definitely recreate it's paired boss(?) Jumps and attacks do in fact make sounds in both games so it will be pretty easy.
Well, in Minecraft all sounds have a set position, while in SMBX basegame sounds do not have a concept of position. As far as I'm aware, there is no good way to detect if there is a sound effect playing at the moment. Once the skulk sensor is out and there is more known information, I would like to see if there is a way to adapt it into SMBX but as of now, it has a low probability.
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XYZ XYZ XYZ XYZ XYZ

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Re: RedStone NPC Pack v1.1

Postby MegaDood » Sun Oct 18, 2020 4:57 am

I really like these and can see that they've come a long way since they first came out, well done, it will be interesting to make a level replacing layers and events with redstone components.
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Re: RedStone NPC Pack v1.1

Postby Yoshi021 » Sun Oct 18, 2020 2:02 pm

MegaDood wrote:
Sun Oct 18, 2020 4:57 am
I really like these and can see that they've come a long way since they first came out, well done, it will be interesting to make a level replacing layers and events with redstone components.
It does not have to replace layers and events, a lot of these components are made with the intention of complementing these features!
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Re: RedStone NPC Pack v1.1

Postby TheGameyFireBro105 » Tue Oct 20, 2020 3:23 pm

Yoshi021 wrote:
Sat Oct 17, 2020 6:06 pm
TheGameyFireBro105 wrote:
Sat Oct 17, 2020 6:00 pm
Hope you'll make the skulk sensors from the caves and cliffs update. they're sound based, so it'll probably take a bit to code, but you can definitely recreate it's paired boss(?) Jumps and attacks do in fact make sounds in both games so it will be pretty easy.
Well, in Minecraft all sounds have a set position, while in SMBX basegame sounds do not have a concept of position. As far as I'm aware, there is no good way to detect if there is a sound effect playing at the moment. Once the skulk sensor is out and there is more known information, I would like to see if there is a way to adapt it into SMBX but as of now, it has a low probability.
Maybe you could make it so that whatever item that triggers the sound has a radius (enemy stomps; bigger the enemy, the bigger the radius. Blocks could have a 6 block radius.) it could detect for the sound triggers (the things that trigger the sounds).
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Re: RedStone NPC Pack v1.1

Postby Novarender » Mon Oct 26, 2020 8:29 pm

Idea -- boo blocks that detect which direction you're facing, perhaps another variant which determines their lateral or vertical distance from you
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Re: RedStone NPC Pack v1.1

Postby Yoshi021 » Tue Oct 27, 2020 6:04 pm

Novarender wrote:
Mon Oct 26, 2020 8:29 pm
Idea -- boo blocks that detect which direction you're facing, perhaps another variant which determines their lateral or vertical distance from you
I like this idea
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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby TheGameyFireBro105 » Wed Oct 28, 2020 9:35 pm

Can you do target blocks? They should work like they do in Minecraft; the more accurate you are, more redstone power.
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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby Yoshi021 » Thu Oct 29, 2020 12:49 pm

TheGameyFireBro105 wrote:
Wed Oct 28, 2020 9:35 pm
Can you do target blocks? They should work like they do in Minecraft; the more accurate you are, more redstone power.
How should they work? Like do I use player projectiles instead of arrows as the projectile to detect? I feel that being precise with those projectiles is just different than arrows in Minecraft, not sure if it will work.
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CHECK OUT THE REDSTONE NPC PACK
CHECK OUT MY NPC PACK

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Re: RedStone NPC Pack v1.1 ~Angels & Demons Update

Postby TheGameyFireBro105 » Thu Oct 29, 2020 3:36 pm

Yoshi021 wrote:
Thu Oct 29, 2020 12:49 pm
TheGameyFireBro105 wrote:
Wed Oct 28, 2020 9:35 pm
Can you do target blocks? They should work like they do in Minecraft; the more accurate you are, more redstone power.
How should they work? Like do I use player projectiles instead of arrows as the projectile to detect? I feel that being precise with those projectiles is just different than arrows in Minecraft, not sure if it will work.
They should be 1x3 blocks and rotatable to 3x1. That way, they'll be easier to code.
After all, it would be detecting hits from player projectiles (except hammers, as their only real use is as an offensive maneuver, while the boomerang and peach bomb have their own unique special features.)
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