HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

This is the place for discussion and support for LunaLua and related modifications and libraries.
Forum rules
Before you make a topic/post, consider the following:
-Is there a topic for this already?
-Is your post on topic/appropriate?
-Are you posting in the right forum/following the forum rules?
User avatar
Willhart
Banned
Posts: 368
Joined: Thu Apr 10, 2014 2:18 am

HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby Willhart » Wed Mar 23, 2016 8:55 pm

INFORMATION

This api makes it easy to make neat bullet patterns on SMBX. It also allows you to customize the Volcano Lotus on the side.
This will get some added content and changes later, and it is still in BETA.
ESPECIALLY THE WAY THINGS ARE DRAWN WILL BE CHANGED LATER TO USE THE NEW NPC. Feel free to still play around with it though.
There are a lot of examples at the end of this post to make everything easier to use and understand. I hope the tutorials will help with that too.

Make sure to download this to your level folder, if you want to use the api. https://drive.google.com/file/d/0Bxij3Y ... mhtaVZqOWM
(Should have been with other graphics.)


SETTING EVERYTHING UP

Custom Lotus in a level
Spoiler: show
  • Open your level folder (where you normally put graphics) and create a file called lunadll.lua
  • Put the following code in the file:
    • local customLotus = API.load("NPCs\\customLotus");
  • Copy the files found in data\graphics\new_npcs\customLotus (it should contain files like "customLotusFire1.png" for example) and put them to your level folder too.
  • Add this file to the level folder too. It is needed for keeping track of the IDs. https://drive.google.com/file/d/0Bxij3Y ... mhtaVZqOWM
  • This should make it so that you can use the api on your level.
Custom Lotus in an Episode
Spoiler: show
-Open your episode folder (where the .wld file is) and create a file called lunaworld.lua
-Put the following code in the file:
  • local customLotus = API.load("customLotus");

-Copy the files found in data\graphics\new_npcs\customLotus (it contains files like "customLotusFire1.png" for example) and put them to your episode folder.
- Add this file to the folder too. It is needed for keeping track of the IDs. https://drive.google.com/file/d/0Bxij3Y ... mhtaVZqOWM
-This should make it so that you can use the api on your episode.

HOW TO PLACE A CUSTOM LOTUS

[list=1][*] Select a SMW volcano lotus (npc 275) on the level Editor.
[*] Write specific IDs into the NPC TALK MESSAGE FIELD to alter the way it shoots. You can find it from "Item Properties" window on PGE, and in the NPC tab on the SMBX editor. (It's where you place the words NPC talks when you speak to it).
[*] You need to give it one of the IDs written on the npcdata.json. For example "{id='Burst'}".
[*] When you place the Volcano Lotus to the level again, it will shoot differently.[/list]


INFORMATION REGARDING THE USE OF DIFFERENT ID
Spoiler: show
  • Each Lotus can have different ID, and thus its own bullet patterns.
  • Volcano Lotus that has no ID will act completely normal.
  • In the JSON FILE You can use words like...

    {
    "Example": {"customLotus": {"bullets": 5, "waves": 3, "rate": 2}}
    }

    This will make the lotus shoot 5 default bullets at the time, three times in a row. "bullets": 3 will make them shoot only 3.
  • You can call it later by writing its name to the NPC MESSAGE FIELD using...

    {id='Example'}

    ..Which makes the npc have the configuration defined for that ID on the JSON file.
  • Separate each word with a comma. For example {"bullets": 5, "waves": 5, "focus": 20, "rate": 2} will work.
  • The words can be placed in any order. Most of them have default values, which come to effect when the lotus has any code inside.
  • Decimals and negative values work with most words. You can write {"speed":0.5} for example, to make bullets move with that speed. {"spin":-10} will turn the aim counter clockwise by 10 decrees.
  • Make sure you write the letters with the correct size. {"delay": 100} will work, while {"Delay": 100} will not.
  • To write multiple IDs in the JSON FILE you can write them like this.

    {
    "Example": {"customLotus": {"bullets": 5, "waves": 3, "rate": 2}},
    "Example2": {"customLotus": {"bullets": 4, "waves": 1, "rate": 2}}
    }
ADDITIONAL FEATURES AND THINGS TO KNOW
Spoiler: show
  • When there is ID defined inside the TALK MESSAGE, placing the Lotus facing rightwards will turn it upside down. This lotus will have no gravity and it will shoot bullets to the opposite direction.
  • Some setting can either be true or false. {"invisible":true} makes the lotus invisible when used, and {"normal": true} makes the lotus act normally even with other commands used.
  • You can modify ID called "Regular Lotus" on the examples part, if you want to have custom SMW style lava lotus. I tried to make it as close to original Lotus as possible.
  • You can set one of the lotus invisible, and then place them on top of each other. This way you can make it look like one Volcano Lotus is firing two bullet patterns.
----------------------------

THE WAY GRAPHICS ARE DONE IS SUBJECT TO CHANGE AFTER THE NEXT BETA.

HOW TO CUSTOMIZE BULLET GRAPHICS/ANIMATION.
Spoiler: show
  1. Place the graphic you want to use to the level/episode folder.
  2. Name the graphic same way with the original ones. "customLotus9.png" for example. Only PNG graphics work for this.
  3. Replacement graphic can be of any size, but its hitbox will stay 16x16 pixels.
  4. Select the Lotus you want to fire the given bullet graphic and write {"range":"9-9"} inside it for example. Use the same value you used for the bullet graphic.
  5. Write {"frameN":X} and replace the "X" with the number of frames your bullet graphic has.
  6. You can use {"frameS":X} and give it a value for the animation speed for the bullet, if you so like.
  7. Place the lotus to the level, and you are done.

HOW TO REPLACE THE VOLCANO LOTUS GRAPHIC.
Spoiler: show
  1. This will effect all the Volcano Lotus on the level.
  2. Replace the sprite "customLotus.png" with the graphic you want to use in the level folder.
  3. Add the new size and other values to the npc text file of the lotus (npc-275.txt).
  4. This is done the same way as with any custom graphic. Here is a tutorial for setting up the txt file. http://www.rpgmaker.net/tutorials/381/
  5. You can use commands ""spawnx":" and ""spawny":" to offset the place the bullets spawn from for each lotus.
-----------------------------

THE BIG LIST OF WORDS
  • All words here are placed to the NPCDATA.JSON file. See the "INFORMATION REGARDING THE USE OF DIFFERENT ID" part above for more details.

    THE WAY THE BULLETS ARE SPAWNED by the lotus.
    Spoiler: show
    waves= The number of times the lotus shoots in a row. Very important for some special commands later. Default is 1.
    bullets= The number of bullets shot on each wave. Default = 4.
    rate= The number of waves shot per second. Default = 3.
    speed= The speed of the bullets shot. Default = 2.
    focus= How close together the bullets in the wave are. The value is in decrees. Default = 45.
    spin= Rotates the aim by given amount in decrees. Default = 0.

    delay= Time the bullet waits before moving. Default = 40.
    spawnx= Spawning X position offset. Default = 0.
    spawny= Spawning Y position offset. Default = 0.
    lineN= Spawns given amount of bullets next to each bullet (stands for Line Number). Default = 0.
    lineW= Distance between the bullets in each line. (stands for Line Width) Default = 10.

    flip= Mirrors the pattern horizontally when true. Default = false
    THE MOVEMENT OF THE BULLET after it has been spawned.
    Spoiler: show
    velX= Pushes the bullet away from the lotus Horizontally by 1/10 of given value during each frame. Default = 0.
    velY= Pushes the bullet away from the lotus Vertically by 1/10 of given value during on each frame. Default = 0.
    velMX= Multiplies the horizontal speed by given amount on each frame. Default = 1. (Use values like 1.01 and 0.98 for this)
    velMY= Multiplies the vertical speed by given amount on each frame. Default = 1. (Use values like 1.01 and 0.98 for this)

    THE BULLETS AIM AT THE PLAYER when spawned by the lotus.
    Spoiler: show
    aim=
    • When this is 0 the lotus does not aim at player. (default)
      When this is 1 the lotus will shoot all waves on the cycle to same location the player was.
      When this is 2 the waves will always be shot to the current location of the player.]

    KILL AND CONVERT THE LOTUS AND THE BULLETS with these commands
    Spoiler: show
    dieIn= The number of times the lotus repeats its pattern before it dies. Default is -2, which means it will not die from repetition.
    tilldeath= Time in ticks until the bullet dies. Default = nil
    clear= Will remove bullets that move slower than given value. Set to negative to prevent this from happening. Default=0.1
    turn= Lotus fire will turn into given NPC ID when bullet speed is less than "clear", or when "tilldeath" timer runs out.
    dEffect= The effect the bullet turns into upon death.
------------------------------
  • THE LOTUS ANIMATION and FIRING RATE.
    Spoiler: show
    state=
    • if 0 Starts idle (default).
      if 1 Starts flashing.
      if 2 Starts just after shooting.

    timer= Set the starting time for the lotus timer. If more than the current duration, then changes to next phase instantly. Default = 0.
    lo1= Idle animation duration. Default 170.
    lo2= Flashing animation duration. Default 70.
    lo3= Shooting animation duration. Default 50.
    BULLET GRAPHICS/ANIMATION.
    Spoiler: show
    • The bullets use graphics like customLotusFire1.png. You can add your own bullets after the default ones, if you name them "customLotus9.png" for example. Only change the number on the name, or else the code will not find the new graphic properly.
    • New replacements can be of any size. Make sure they are in PNG format. and have the the amount of frames set correctly. See "HOW TO CUSTOMIZE BULLET GRAPHICS/ANIMATION" above for more details. Command range="10-10" is the easiest way to get the lotus to shoot customLotus10.png graphic.

    range="1-7" Range of bullet graphics you can alternate/rotate. You can increase the range beyond 8, if you add more graphics to the folder. First number is lower limit and second is high. Default value is "1-7"
    sprite= First sprite used for the bullet. Use "2" for customLotusFire2.png example. Default is the lower range value, or 1 if that is not available.

    spriteD= Changes the sprite value for each wave by set amount.
    spriteLD= Changes the sprite value for each successive bullet on line by set amount. (You need "lineN" value to see these.)

    frameN= Number of frames on the bullet. Divided from the sprite height. All bullets shot by one lotus will have the same number of frames. Default = 4.
    frameS= Frame Speed for the bullets. Smaller is faster. All bullets shot by one lotus will have the same Frame Speed. Default=5.
------------------------------

Some words have SPECIAL VERSIONS of them.

You will need to have more than one WAVE on your pattern to use these. Add ""waves"":5" for example so that you can see the effects.
Tiny values like 0.2 and -0.02 are usually recommended while using these.
  • ADDITIVE VALUES. They will increase/decrease the value of the word by given amount FOR EACH SUCCESSIVE WAVE spawned on a cycle. D stands for Delta which means the amount changed.
    Spoiler: show
    bulletsD= Changes the number of bullets shot on each wave by given amount.
    rateD= Changes the firing rate of the bullets between each wave.
    speedD= Changes the speed of the bullets shot on each wave by given amount.
    focusD= Changes the focus of the pattern shot on each wave by given amount.
    spinD= Increases/decreases the rotation for each wave by given amount.

    delayD= Changes the time each wave waits before moving by given amount.
    spawnxD= Changes the starting position of each wave.
    spawnyD= Changes the starting position of each wave.
    lineND= Changes the number of bullets on the lines on each wave
    lineWD= Changes the distance of bullets on the lines on each wave

    velXD= Increases/decreases the horizontal speed for each wave.
    velYD= Increases/decreases the vertical speed for each wave.
    velMXD= Increases/decreases the horizontal speed multiplier for each wave. (Use values like -0.02 and 0.01)
    velMYD= Increases/decreases the vertical speed multiplier for each wave. (Use values like -0.02 and 0.01)

    MODIFY THE ADDITIVE VALUES on each successive wave. It can be used to make the base values change EXPONENTIALLY.
    Spoiler: show
    bulletsDD= Modify the amount of bullet increase by given amount for each wave.
    rateDD= Modify the amount of fire rate increase by given amount for each wave.
    speedDD= Modify the speed increase of the bullet spawned by given amount for each wave.
    focusDD= Modify the focus increase by given amount for each wave.
    spinDD= Modify the rotation amount increase by given amount for each wave.

    delayDD= Modify the waiting amount increase by given amount for each wave.
    spawnxDD= Modify spawn position change by given amount for each wave.
    spawnyDD= Modify spawn position change by given amount for each wave.
    lineNDD= Modify the change of the number of the bullets in line by given amount for each wave.
    lineWDD= modify the change of the distance of the bullets in line by given amount for each wave.
    SINE OFFSETS FOR WAVY SPAWNING:
    Spoiler: show
    • These are advanced stuff. I recommend playing around with the "spinA" value for example to see what each thing does.
    • A is the WIDTH of the wiggle, B is the LENGTH of each wiggle, C is the POSITION the value starts on the wiggle.
    • B is default to 0.5, while others are default to 0. (This is so that you only need to set A on the text file for it to work.)

    You can use following commands. They are organized like this to make them easier to read.
    bulletsA= bulletsB= bulletsC=
    spinA= spinB= spinC=
    focusA= focusB= focusC=
    rateA= rateB= rateC=
    speedA= speedB= speedC=
    spawnxA= spawnxB= spawnxC=
    spawnyA= spawnyB= spawnyC=

    MODIFY THE SINE OFFSETS FOR WAVY SPAWNING.
    Spoiler: show
    • You can have ...AD":1 at the end of the command for example to increment A by 1 for each wave. All default to 0.
    • These are advanced stuff. I recommend playing around with the "spinAD" value for first example to see what each thing does.
    • AD at the end increases the maximum distance the value can alter.
    • BD at the end changes the amount of waves needed to get between maximum distances.
    • CD at the end makes the next value be further in the wiggle.
    You can use following commands. D means additive growth. DD means exponential growth.
    spinAD= spinBD= spinCD=
    focusAD= focusBD= focusCD=
    rateAD= rateBD= rateCD=
    speedAD= speedBD= speedCD=
    spawnxAD= spawnxBD= spawnxCD=
    spawnyAD= spawnyBD= spawnyCD=
    spinADD= spinBDD= spinCDD=
    focusADD= focusBDD= focusCDD=
    rateADD= rateBDD= rateCDD=
    speedADD= speedBDD= speedCDD=
    spawnxADD= spawnxBDD= spawnxCDD=
    spawnyADD= spawnyBDD= spawnyCDD=


--------------------------------------

MANY EXAMPLE PATTERNS

Here are some ID for you to try and play around with. Place the ID to the TALK MESSAGE field of the SMW LAVA LOTUS before placing it somewhere. You can try changing/adding values on the JSON FILE to them to see what they do. Be careful, as too many bullets on screen will cause lag.

For example ..

{id='Palm Tree'}

...Will make the lotus to shoot that pattern.
  • Normal Volcano Lotus.
    Spoiler: show
    Regular Lotus - {bullets=4, velMXD=-0.017, velMYD=-0.028, turn=276, speed=4, delay=0, clear=-1, tilldeath=90, focus=35, range="8-8"}
    More pollen -{bullets=4, waves=2, bulletsD=-1, velMXD=-0.017, velMYD=-0.028, turn=276, speed=4, delay=0, clear=-1, tilldeath=90, focus=35, range="8-8"}
    Random Regular things.
    Spoiler: show
    Palm Tree - {waves=5, focus=45, focusD=-6}
    Burst - {bulletsD=1, bullets=1, waves=5, focus=20, rate=2, state=1, range="8-8", speed=2.1}
    Alternating Sun - {bullets=6, waves=3, rate=2, spin=20, focus=60, spinD=60, lineW=5, lineN=3}
    Spinning Sun - {bullets=8, waves=5, rate=3, spin=20, focus=45, spinD=30, turn=276, range="8-8", tilldeath=80, delay=0}
    Quick spitter - {bullets=4, bulletsD=-1, waves=2, lo1=60, lo2=30, lo3=35, delay=0, rate=2}
    Inverted triangle - {bullets=5, waves=5, bulletsD=-1, focus=5, rate=6}
    Aimed Beam - {bullets=1, aim=1, speed=3, waves=5, rate=10, delay=2, lo1=40}
    Aimed arrows - {bulletsD=1, bullets=1, aim=1, waves=3, rate=6, focus=3, lineW=30, lineN=3}
    Ground cover - {bullets=2, focus=180, waves=5, spawnyD=-10, rate=12}
    Six leaf flower - {bullets=6, spin=30, waves=5, rate=9, lineN=1, lineND=1, lineW=18, lineWD=-3.4, focus=60, speedD=-0.1}
    Five leaf flower - {bullets=1, waves=7, rate=15, focus=4, bulletsA=5, speedD=-0.1, lineN=5, lineW=72}
    Spiral of doom - {bullets=2, waves=46, delay=0, focus=180, rate=3, speed=2.5, rateD=0.4, spin=20, spinD=45}
    Colors.
    Spoiler: show
    Rainbow - {range="1-7", spriteD=1, bullets=1, bulletsD=1, waves=8, focus=20, focusD=-2, rate=3}
    Spiral of Rainbow - {range="1-7", spriteD=1, bullets=2, waves=46, delay=0, focus=180, rate=3, speed=2.5, rateD=0.4, spin=20, spinD=45}
    Alternating colors - {spriteLD=1, range="1-2", waves=3, bullets=1, lineN=7, spriteD=1, lineW=20}

    Velocity.
    Spoiler: show
    (These behave differently depending on the number of bullets, due to the offset caused by them.)

    Crossfire - {velX=-0.2, velY=-0.2, bullets=9, clear=-1} (clear=-1 prevents this from disappearing when vel=0)
    Spinner - {velX=-0.2, velY=-0.2, bullets=8} (Behaves differently depending if odd number of bullets, spin has interesting effect too)
    Fountain - {velY=-0.4, velMX=0.99, bullets=6, focus=20, clear=-1, speed=3.5}
    Spawn enemies.
    Spoiler: show
    Two Goombas - {bullets=2, velMXD=-0.022, velMYD=-0.022, turn=1, speed=3, delay=0}
    Spawn effects.
    Spoiler: show
    Rocket - {bullets=1, speed=1, velMY=1.04, dEffect=1, tilldeath=55}
    Candle - {bullets=1, waves=11, spin=-45, spinD=10, speed=4, velMY=1.01, dEffect=131, tilldeath=30, delay=0, rate=6, state=1, lo1=80}
    Spawning position with sin offsets.
    Spoiler: show
    ("spawnxA=" is the size of the circle and, "spawnxB=" effects the distance of the bullets from each other on the circle.)

    Round Spawner - {bullets=1, waves=40, rate=20, spawnxA=40, spawnxC=1, spawnyA=40, spawnyC=-0.5}
    Magic Circle - {bullets=1, waves=40, rate=20, speed=0, spawnxA=60, spawnyA=60, spawnxC=1, spawnyC=-0.5, spawnyCD=3, spawnxCD=3, spawnxB=0.4, spawnyB=0.4, delay=20}
    Magic Drill - {bullets=1, waves=20, rate=20, focus=6, spawnxAD=3, spawnyAD=3, spawnxC=1, spawnyC=-0.5, spawnyCD=0.2, spawnxCD=0.2, speed=2.5, speedD=-0.02}
-----------------------------------


COUPLE OF SCREENSHOTS
Spoiler: show
Image
Image
Image
Image
Image
Image
Image
Image

This can be used to make a regular Volcano Lotus too. See the examples above for the code.

I hope you have fun with these codes. This api was made by Willhart.
Last edited by Willhart on Fri Sep 30, 2016 10:11 pm, edited 10 times in total.

lotus006
Mega Mole
Mega Mole
Posts: 284
Joined: Thu Sep 24, 2015 12:59 am

Re: HOW TO USE: Custom Lotus API. (DANMAKU WARNING). - COMING SOON.

Postby lotus006 » Thu Mar 24, 2016 3:31 am

Very cool I hope some one will make soon a video about this to see it live :)
Nice work very Impressive :P
This API is out of nowhere, this should also be in 2.0 :P

User avatar
Quantumenace
Mega Mole
Mega Mole
Posts: 292
Joined: Mon Dec 28, 2015 2:17 am

Re: HOW TO USE: Custom Lotus API. (DANMAKU WARNING). - COMING SOON.

Postby Quantumenace » Thu Mar 24, 2016 1:38 pm

Allowing the parameters to be typed in the talk message is a really clever idea! I'll have to consider that for my own NPC.

User avatar
Quantix
Ripper II
Ripper II
Posts: 325
Joined: Tue Jan 26, 2016 5:04 pm

Re: HOW TO USE: Custom Lotus API. (DANMAKU WARNING). - COMING SOON.

Postby Quantix » Sun Apr 03, 2016 6:13 pm

Okay. This is freaking amazing. :D
viewtopic.php?f=69&p=286856#p286855

Generic Quote Collection:
Spoiler: show
Skant wrote:The egg will fuck you if you don't catch it
rockythechao wrote:f6 is an over-the-counter generic run-of-the-mill store-brand bootleg knockoff f5
some people wrote:The021stYoshiFromThe021stCentury: Who would win, a tophat wearing a tophat, or hoeloe wearing hoeloe?
Hoeloe: yes
glitch4: f6
rockythecomet: that's a trick question
rockythecomet: a top hat wearing a hoeloe
Waffles & Stuff (timocomlita) wrote:No matter what you do, it's impossible to get rid of the impossible.
Petrifying wrote:Piss off with your sex doll SMBX 2.0
Enjl wrote:it puts a twist on classic 4 step level design which i like to call "2 and a half steps backwards design"

User avatar
Willhart
Banned
Posts: 368
Joined: Thu Apr 10, 2014 2:18 am

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. (DANMAKU WARNING). - COMING SOON.

Postby Willhart » Sun Apr 24, 2016 3:33 pm

Just a reminder that this is not out yet. Should be part of the next 2.0 update though.

User avatar
Eternity
Pokey
Pokey
Posts: 214
Joined: Fri Dec 20, 2013 3:27 pm

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. (DANMAKU WARNING). - COMING SOON.

Postby Eternity » Sun Apr 24, 2016 5:17 pm

Oh man, this looks super neat! Definitely trying it out when 2.0 is a thing, amazing work!
aka Aeon.

User avatar
4matsy
Rex
Rex
Posts: 81
Joined: Fri Jan 10, 2014 11:42 pm

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. (DANMAKU WARNING). - COMING SOON.

Postby 4matsy » Sun Apr 24, 2016 11:55 pm

Episode idea: Shmup, using the Lotus as the player ship, featuring a bunch of selectable/upgradeable weapons. I'd play that for sure. :3
:D

User avatar
Willhart
Banned
Posts: 368
Joined: Thu Apr 10, 2014 2:18 am

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. (DANMAKU WARNING). - COMING SOON.

Postby Willhart » Sat Jun 25, 2016 3:08 pm

Still working on this. Now you can define what death effect the bullets make with "dEffect="

Image

User avatar
King Godzilla
Spiny
Spiny
Posts: 46
Joined: Sun Sep 27, 2015 11:28 am

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby King Godzilla » Fri Sep 30, 2016 8:23 pm

I tried to use the custom Lotus API but, it keeps acting like a normal one but doesn't deal any damage! I did everything I could do! Is there anything I did wrong? :(

What I tried to do + Result:
Spoiler: show
Image
Copy and Pasted the files
Image
Wrote down the code.
Image
Used Palm Tree ID
Image
Won't work!
Spoiler: show
ImageImageImageImageImageImage
Spoiler: show

:twisted:
Image
LOLOLOLOLOLOLOLO

User avatar
Willhart
Banned
Posts: 368
Joined: Thu Apr 10, 2014 2:18 am

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby Willhart » Fri Sep 30, 2016 9:50 pm

King Godzilla wrote:I tried to use the custom Lotus API but, it keeps acting like a normal one but doesn't deal any damage! I did everything I could do! Is there anything I did wrong? :(

What I tried to do + Result:
Spoiler: show
Image
Copy and Pasted the files
Image
Wrote down the code.
Image
Used Palm Tree ID
Image
Won't work!
Ah sorry. The NPCDATA.JSON file is missing. There is one on the link below. Add it to level folder, and modify it with the words given. Also be very careful with the commas.

https://drive.google.com/file/d/0Bxij3Y ... mhtaVZqOWM

It should contain all the examples used above.

You can also look how it was used on the Willhart-Shogun Example level on the Honk episode.
data\worlds\HONK\Willhart-Shogun

User avatar
King Godzilla
Spiny
Spiny
Posts: 46
Joined: Sun Sep 27, 2015 11:28 am

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby King Godzilla » Sat Oct 01, 2016 11:08 am

Willhart wrote:
King Godzilla wrote:I tried to use the custom Lotus API but, it keeps acting like a normal one but doesn't deal any damage! I did everything I could do! Is there anything I did wrong? :(

What I tried to do + Result:
Spoiler: show
Image
Copy and Pasted the files
Image
Wrote down the code.
Image
Used Palm Tree ID
Image
Won't work!
Ah sorry. The NPCDATA.JSON file is missing. There is one on the link below. Add it to level folder, and modify it with the words given. Also be very careful with the commas.

https://drive.google.com/file/d/0Bxij3Y ... mhtaVZqOWM

It should contain all the examples used above.

You can also look how it was used on the Willhart-Shogun Example level on the Honk episode.
data\worlds\HONK\Willhart-Shogun
Thanks man. It is finally working for me. :D
Spoiler: show
ImageImageImageImageImageImage
Spoiler: show

:twisted:
Image
LOLOLOLOLOLOLOLO

User avatar
XynDrake
Cheep-Cheep
Cheep-Cheep
Posts: 19
Joined: Sat Oct 24, 2015 3:46 am

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby XynDrake » Sun Oct 16, 2016 7:06 am

I can't change Lotus graphic. I place it to level folder, name it "customLotus", but it doesn't work.
I Support

Image

User avatar
PixelPest
Link
Link
Posts: 7118
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Current Project: Boom Boom Evolution
Chat Username: PixelPest
Contact:

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby PixelPest » Sun Oct 16, 2016 11:47 am

XynDrake wrote:I can't change Lotus graphic. I place it to level folder, name it "customLotus", but it doesn't work.
Is it a .png file?

User avatar
XynDrake
Cheep-Cheep
Cheep-Cheep
Posts: 19
Joined: Sat Oct 24, 2015 3:46 am

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby XynDrake » Fri Oct 21, 2016 10:08 am

PixelPest wrote:
XynDrake wrote:I can't change Lotus graphic. I place it to level folder, name it "customLotus", but it doesn't work.
Is it a .png file?
yes
I Support

Image

User avatar
Willhart
Banned
Posts: 368
Joined: Thu Apr 10, 2014 2:18 am

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby Willhart » Wed Oct 26, 2016 1:36 pm

XynDrake wrote:
PixelPest wrote:
XynDrake wrote:I can't change Lotus graphic. I place it to level folder, name it "customLotus", but it doesn't work.
Is it a .png file?
yes
You need to replace the custom graphic and not the npc one. I should hopefully be able to fix it in the future to work better.

User avatar
Mariofan121
Bob-omb
Bob-omb
Posts: 30
Joined: Wed Jul 20, 2016 9:39 pm

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby Mariofan121 » Sun Nov 13, 2016 8:22 pm

Where do I put my Lunalua Stuff At?

User avatar
PixelPest
Link
Link
Posts: 7118
Joined: Sun Jul 12, 2015 5:38 pm
Flair: Tamer of Boom Booms
Current Project: Boom Boom Evolution
Chat Username: PixelPest
Contact:

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby PixelPest » Sun Nov 13, 2016 10:15 pm

Mariofan121 wrote:Where do I put my Lunalua Stuff At?
You mean the codes?

User avatar
Mariofan121
Bob-omb
Bob-omb
Posts: 30
Joined: Wed Jul 20, 2016 9:39 pm

Re: HOW TO USE: SMBX 2.0 Custom Lotus API. Now uses NPCparse.

Postby Mariofan121 » Tue Nov 15, 2016 12:26 pm

PixelPest wrote:
Mariofan121 wrote:Where do I put my Lunalua Stuff At?
You mean the codes?
Yes


Return to “LunaLua”

Who is online

Users browsing this forum: No registered users and 2 guests