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Re: [NPC/Block] Extension Pack (2.1)

Posted: Wed Aug 17, 2022 3:45 pm
by Sam4354
So, I'm having quite a tough time figuring out how to use the Boss NPC. Can you tell me how it works?

Re: [NPC/Block] Extension Pack (2.1)

Posted: Sun Sep 25, 2022 5:40 pm
by ditditdit
how do i use boss?

Re: [NPC/Block] Extension Pack (2.1)

Posted: Sat Oct 29, 2022 3:59 pm
by Bulletbill510
What does the mud block do? Looking at the gif, it looks like graphics for the slime block, but I don't know if that's true or if there is something different about it compared to the slime block.

Re: [NPC/Block] Extension Pack (2.1)

Posted: Thu Nov 17, 2022 8:11 am
by MaximalCuboid
Is there any way to make the Long Question Mark Blocks give multiple NPCs, i.e. like how in 3DL/W it gives two coins on the sides and a power-up in the middle?

It also doesn't follow power-up progression, i.e. giving a Fire Flower or Super Leaf even in small form.

Re: [NPC/Block] Extension Pack (2.1)

Posted: Wed Nov 23, 2022 3:36 pm
by lugiaTheAntarticLord
Scatter blooper nanny variant?

Re: [NPC/Block] Extension Pack (2.1)

Posted: Fri Nov 25, 2022 5:56 pm
by DRACalgar Law
The Tryclyde doesn't have a projectile implemented for it. It just spawns... nothing. The projectile doesnt have a gfx and lua script for it. Also, can I make a Mushroom Kingdom Fusion Revival out of Tryclyde, where it has 6 hp and has Pinch Mode behavior?

Re: [NPC/Block] Extension Pack (2.1)

Posted: Sat Dec 31, 2022 5:19 am
by Sednaiur
Hello. I think this is a good package of nice and useful things. I just started to use .lua packs yesterday and I like all the new things one can do with yours.
At the moment I am setting the files up, so I can use them alongside my SMB2 expanded GFX-Pack. While doing so, I have encountered some weird things,though,
1: The red Beezo (npc-759 in your pack) has no death effect linked in its .lua file, causing it to error once you kill it. effect-757 needs to be linked there. The other Beezo is fine,though.

2: The Clawgrip-NPC is bugged on at least two ways. First, it throws its rocks always to the right, no matter what direction I set it to and also no matter on which side of Clawgrip I stand on. And second, the special option of it throwing only rocks when nearby a block with certain ID is bugged. If a block-ID other than 0 is set up, it will only throw rocks at the player, if he stands to the right of Clawgrip, no matter if Clawgrip is near a block with the ID set up in the special settings. Oh, and it takes 7 hits to kill Clawgrip, despite the fact it is set up to only have 5. If I set it to 3 HP it takes 5 hits to kill.
I also got a suggestion for your whale geyser-NPC. This is a download-link for a more fitting sound effect: https://www.dropbox.com/s/b1wc5o03a94avrf/gas.ogg?dl=0. You may use that instead of the one currently in use.

3: The pullable grass-NPC (npc-848) trows an error if you set it to not contain an NPC. Also, what are its special settings for? There seems to be no explanation for what the "v.ai1 = 1;" inside the example does, nor what other settings there might be.

4: Either, the Pidgit or the Flying Carpet-NPC is not working. While I can interact with the Pidgit (pick it up, throw it and kill enemies with it), the Flying Carpet-NPC does not work at all. I can stand on it but I cannot control it, nor can the Pitgit.I missed that the carpet is a container and supposed to contain an NPC to have it work correctly. My bad. Thanks to "Thundaga_T2" for pointing this out to me.

5: The conveyor belt-platform works fine but animates way too slow. My suggestion is to set the framespeed to 2 and line 26 to

Code: Select all

local time = math.floor(lunatime.tick() / (config.framespeed)) * (speed)
This way it animates exactly as fast as it moves the player/NPCs on top of it.

6: The fireball-NPC (npc-754) does get destroyed when colliding with a sizable. It also only happens when Tryclyde fires them, not when Red Birdo fires them.

7: The acid potion-NPC also suffers from the sizable-bug and cannot pass in front of one but instead gets destroyed.

8: The SMW falling spike has a weirdly displaced reaction field. If the player comes from the left, the spike only falls, if the player is right below it. When coming from the right, the spike falls if the player is around halfway under it. Maybe you can make it so that the spike falls when still around two blocks away from it, no matter from which side the player comes?

9: Something in the "birdos.lua" breaks the default pink Birdo, which makes it always move into one direction and not ever turning around, not jumping and taking longer to shoot its eggs. Once I remove the "birdos.lua"-file from my level, the pink Birdo functions normal again.

If I find more, I'll let you know here. thank you for this nice pack.

Also, a little question: Where do I set up the speed at which red or green Birdo shoot their bullets? I mean the time inbetween each shot of a volley, not so much the time inbetween volleys.
DRACalgar Law wrote:
Fri Nov 25, 2022 5:56 pm
The Tryclyde doesn't have a projectile implemented for it. It just spawns... nothing. The projectile doesnt have a gfx and lua script for it.
You are supposed to use npc-754 beside it. In Tryclydes .lua file it instructs it to shoot an NPC with an ID 1 higher than its own ID (Tryclyde is NPC-ID 753, meannig it will shoot NPC-ID 754).

Re: [NPC/Block] Extension Pack (2.1)

Posted: Wed Jan 04, 2023 5:37 pm
by Thundaga_T2
Sednaiur wrote:
Sat Dec 31, 2022 5:19 am
4: Either, the Pidgit or the Flying Carpet-NPC is not working. While I can interact with the Pidgit (pick it up, throw it and kill enemies with it), the Flying Carpet-NPC does not work at all. I can stand on it but I cannot control it, nor can the Pitgit.
The Flying Carpet NPC is a container, put the Pidgit NPC inside it and it will work normally.

Re: [NPC/Block] Extension Pack (2.1)

Posted: Sun Jan 08, 2023 10:59 am
by Sednaiur
Thundaga_T2 wrote:
Wed Jan 04, 2023 5:37 pm
The Flying Carpet NPC is a container, put the Pidgit NPC inside it and it will work normally.
Thank you for letting me know. Too bad I missed such an obvious detail, though.

On another note, I found out that something in the "birdos.lua" breaks the default pink Birdo, which makes it always move into one direction and not ever turning around, not jumping and taking longer to shoot its eggs.
I will also put that note in my above post to keep the list structure of it, just in case.

Re: [NPC/Block] Extension Pack (2.1)

Posted: Sun Jan 22, 2023 10:51 am
by TDK
jumpblock.lua has a cursed schrödinbug.

Image

The fix is to replace line 25:

Code: Select all

 v:hit(true, p) 
with

Code: Select all

 v:hit(true)