sm64coopdx/mods/character-movesets.lua

342 lines
9.4 KiB
Lua

gStateExtras = {}
for i=0,(MAX_PLAYERS-1) do
gStateExtras[i] = {}
local m = gMarioStates[i]
local e = gStateExtras[i]
e.lastAction = m.action
e.animFrame = 0
e.scuttle = 0
e.averageForwardVel = 0
e.boostTimer = 0
e.rotAngle = 0
e.lastHurtCounter = 0
end
gEventTable = {}
-----------
-- luigi --
-----------
function luigi_before_phys_step(m)
local e = gStateExtras[m.playerIndex]
local hScale = 1.0
local vScale = 1.0
-- faster swimming
if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
hScale = hScale * 1.25
end
-- slower holding item
if m.heldObj ~= nil then
m.vel.y = m.vel.y - 2.0
hScale = hScale * 0.9
if (m.action & ACT_FLAG_AIR) ~= 0 then
hScale = hScale * 0.9
end
end
m.forwardVel = m.forwardVel * 0.99
m.vel.x = m.vel.x * hScale
m.vel.y = m.vel.y * vScale
m.vel.z = m.vel.z * hScale
end
function luigi_on_set_action(m)
local e = gStateExtras[m.playerIndex]
-- extra height to the backflip
if m.action == ACT_BACKFLIP then
m.vel.y = m.vel.y + 18
-- nerf wall kicks
elseif m.action == ACT_WALL_KICK_AIR and m.prevAction ~= ACT_HOLDING_POLE and m.prevAction ~= ACT_CLIMBING_POLE then
if m.vel.y > 30 then m.vel.y = 30 end
return
-- turn dive into kick when holding jump
elseif m.action == ACT_DIVE and (m.controller.buttonDown & A_BUTTON) ~= 0 and e.scuttle > 0 then
return set_mario_action(m, ACT_JUMP_KICK, 0)
-- extra height on jumps
elseif m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SPECIAL_TRIPLE_JUMP or m.action == ACT_STEEP_JUMP or m.action == ACT_SIDE_FLIP or m.action == ACT_RIDING_SHELL_JUMP then
m.vel.y = m.vel.y + 6
end
e.lastAction = action
end
function luigi_update(m)
local e = gStateExtras[m.playerIndex]
-- air scuttle
e.scuttle = 0
if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP then
if (m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y < -5 then
m.vel.y = m.vel.y + 3
set_mario_animation(m, MARIO_ANIM_RUNNING_UNUSED)
set_anim_to_frame(m, e.animFrame)
e.animFrame = e.animFrame + 13
if e.animFrame >= m.marioObj.header.gfx.animInfo.curAnim.loopEnd then
e.animFrame = e.animFrame - m.marioObj.header.gfx.animInfo.curAnim.loopEnd
end
e.scuttle = 1
end
end
-- backflip turns into twirl
if m.action == ACT_BACKFLIP and m.marioObj.header.gfx.animInfo.animFrame > 18 then
m.angleVel.y = 0x1800
set_mario_action(m, ACT_TWIRLING, 1)
end
end
gEventTable[CT_LUIGI] = {
before_phys_step = luigi_before_phys_step,
on_set_action = luigi_on_set_action,
update = luigi_update,
}
-----------
-- toad --
-----------
function toad_before_phys_step(m)
local e = gStateExtras[m.playerIndex]
local hScale = 1.0
local vScale = 1.0
-- faster ground movement
if (m.action & ACT_FLAG_MOVING) ~= 0 then
hScale = hScale * 1.19
end
-- slower holding item
if m.heldObj ~= nil then
m.vel.y = m.vel.y - 2.0
hScale = hScale * 0.9
if (m.action & ACT_FLAG_AIR) ~= 0 then
hScale = hScale * 0.9
end
end
m.vel.x = m.vel.x * hScale
m.vel.y = m.vel.y * vScale
m.vel.z = m.vel.z * hScale
end
function toad_on_set_action(m)
local e = gStateExtras[m.playerIndex]
-- wall kick height based on how fast toad is going
if m.action == ACT_WALL_KICK_AIR and m.prevAction ~= ACT_HOLDING_POLE and m.prevAction ~= ACT_CLIMBING_POLE then
m.vel.y = m.vel.y * 0.5
m.vel.y = m.vel.y + e.averageForwardVel * 0.7
return
end
-- more distance on dive and long jump
if m.action == ACT_DIVE or m.action == ACT_LONG_JUMP then
m.forwardVel = m.forwardVel * 1.35
end
-- less height on jumps
if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SPECIAL_TRIPLE_JUMP or m.action == ACT_STEEP_JUMP or m.action == ACT_SIDE_FLIP or m.action == ACT_RIDING_SHELL_JUMP or m.action == ACT_BACKFLIP or m.action == ACT_WALL_KICK_AIR or m.action == ACT_LONG_JUMP then
m.vel.y = m.vel.y * 0.8
end
e.lastAction = action
end
function toad_update(m)
local e = gStateExtras[m.playerIndex]
if e.averageForwardVel > m.forwardVel then
e.averageForwardVel = e.averageForwardVel * 0.93 + m.forwardVel * 0.07
else
e.averageForwardVel = m.forwardVel
end
-- faster flip during ground pound
if m.action == ACT_GROUND_POUND then
if m.actionTimer < 10 then
m.actionTimer = m.actionTimer + 1
end
end
-- ground pound jump
if m.action == ACT_GROUND_POUND_LAND and (m.input & INPUT_A_PRESSED) ~= 0 then
set_mario_action(m, ACT_TRIPLE_JUMP, 0)
m.vel.y = m.vel.y + 18
m.forwardVel = m.forwardVel + 10
end
end
gEventTable[CT_TOAD] = {
before_phys_step = toad_before_phys_step,
on_set_action = toad_on_set_action,
update = toad_update,
}
-----------
-- waluigi --
-----------
ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
function act_wall_slide(m)
if (m.input & INPUT_A_PRESSED) ~= 0 then
local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0)
m.vel.y = 72.0
if m.forwardVel < 20.0 then
m.forwardVel = 20.0
end
m.wallKickTimer = 0
return rc
end
-- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
mario_set_forward_vel(m, -1.0)
m.particleFlags = m.particleFlags | PARTICLE_DUST
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
set_mario_animation(m, MARIO_ANIM_START_WALLKICK)
if perform_air_step(m, 0) == AIR_STEP_LANDED then
mario_set_forward_vel(m, 0.0)
if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
return set_mario_action(m, ACT_FREEFALL_LAND, 0)
end
end
m.actionTimer = m.actionTimer + 1
if m.wall == nil and m.actionTimer > 2 then
mario_set_forward_vel(m, 0.0)
return set_mario_action(m, ACT_FREEFALL, 0)
end
-- gravity
m.vel.y = m.vel.y + 2
return 0
end
function waluigi_before_phys_step(m)
local e = gStateExtras[m.playerIndex]
local hScale = 1.0
local vScale = 1.0
-- faster ground movement
if (m.action & ACT_FLAG_MOVING) ~= 0 then
hScale = hScale * 1.085
end
m.vel.x = m.vel.x * hScale
m.vel.y = m.vel.y * vScale
m.vel.z = m.vel.z * hScale
if m.action == ACT_TRIPLE_JUMP and m.prevAction == ACT_DOUBLE_JUMP and m.actionTimer < 6 then
m.particleFlags = m.particleFlags | PARTICLE_DUST
m.actionTimer = m.actionTimer + 1
end
end
function waluigi_on_set_action(m)
local e = gStateExtras[m.playerIndex]
-- wall slide
if m.action == ACT_SOFT_BONK then
m.faceAngle.y = m.faceAngle.y + 0x8000
set_mario_action(m, ACT_WALL_SLIDE, 0)
m.vel.x = 0
m.vel.y = 0
m.vel.z = 0
-- turn wall kick into flip
elseif m.action == ACT_WALL_KICK_AIR and m.prevAction ~= ACT_HOLDING_POLE and m.prevAction ~= ACT_CLIMBING_POLE then
local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0)
m.vel.y = 72.0
if m.forwardVel < 20.0 then
m.forwardVel = 20.0
end
m.wallKickTimer = 0
return rc
-- less height on jumps
elseif m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_TRIPLE_JUMP or m.action == ACT_SPECIAL_TRIPLE_JUMP or m.action == ACT_STEEP_JUMP or m.action == ACT_SIDE_FLIP or m.action == ACT_RIDING_SHELL_JUMP or m.action == ACT_BACKFLIP or m.action == ACT_WALL_KICK_AIR or m.action == ACT_LONG_JUMP then
m.vel.y = m.vel.y * 0.93
end
e.lastAction = action
end
function waluigi_update(m)
local e = gStateExtras[m.playerIndex]
-- increase player damage
if m.hurtCounter > e.lastHurtCounter then
m.hurtCounter = m.hurtCounter * 2
end
e.lastHurtCounter = m.hurtCounter
-- double jump
if m.action == ACT_DOUBLE_JUMP and m.actionTimer > 0 and (m.controller.buttonPressed & A_BUTTON) ~= 0 then
set_mario_action(m, ACT_TRIPLE_JUMP, 0)
m.vel.y = m.vel.y * 0.94
end
if m.action == ACT_DOUBLE_JUMP then
m.actionTimer = m.actionTimer + 1
end
end
gEventTable[CT_WALUIGI] = {
before_phys_step = waluigi_before_phys_step,
on_set_action = waluigi_on_set_action,
update = waluigi_update,
}
----------
-- main --
----------
function mario_before_phys_step(m)
if gEventTable[m.character.type] == nil then
return
end
gEventTable[m.character.type].before_phys_step(m)
end
function mario_on_set_action(m)
if gEventTable[m.character.type] == nil then
return
end
gEventTable[m.character.type].on_set_action(m)
end
function mario_update(m)
if gEventTable[m.character.type] == nil then
return
end
gEventTable[m.character.type].update(m)
end
-----------
-- hooks --
-----------
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
hook_mario_action(ACT_WALL_SLIDE, act_wall_slide)