This is my second LunaLua API. Note that if you downloaded my level (Nighttime Wasteland) for this API you have an outdated version. I have edited this API to be more compatible with different levels.
It behaves very closely to SMB3. It whirls for 1-5 times in one corner, sweeps through the bottom part of the screen and to the other corner and whirls again and sweeps back to where it started. It will stick to the player's vertical position and a fixed horizontal position in the section. It can't be killed with fireballs. Concerning the outside-SMB3 physics: You can spinjump on it. You can't eat it with Yoshi. You can sword kill it. You can't kill it with the Ice Flower.
Extract the files from the download below to your level folder, create a "lunadll.lua" host file and put the following code in it:
setSections takes a table of numbers that represent the sections where you want the Angry Sun to be. The number must be the section number minus one. The above code only makes them spawn in section 1 for example. To make them spawn in sections 1, 5 and 6 for example, the code would look like this:
You must create an event called "Angry Sun Dead".
You should place an inactive (or active if you want it to start as active; the inactive Angry Sun replaces the SMW Spiny and the active one replaces the SMB3 Spiny) Angry Sun in the editor three blocks from the left border of the player's screen and 15 blocks from the bottom border of the section. If you don't do this, he will die if the player exits the section for a secret room for example. If you're okay with this, this isn't required. If you do this though, you must have his death trigger the event "Angry Sun Dead".
The Angry Sun will be inactive by default. He will stick to the top left corner of the player's screen until he is activated, which is when he will begin swirling about. To activate him you need to create an event called "Angry Sun" and place an NPC that will activate the event where you want the Angry Sun to activate. If you want him to be active from the beginning, make Level Start trigger the event.
setHeight sets the height of the Angry Sun from the bottom of the screen. If you don't use it, like in the above examples, the height will be 480 which I found to be optimal. If you want to change it to, say, 1000 for some reason, you can do it like this:
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?
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"