function bhv_custom_koopa_the_quick_loop(obj) if obj.oKoopaMovementType >= KOOPA_BP_KOOPA_THE_QUICK_BASE then if gNetworkPlayers[0].currLevelNum == 27 then obj.oKoopaTheQuickRaceIndex = 1 else obj.oKoopaTheQuickRaceIndex = 0 end end end -- hook the behavior bhvKoopa = hook_behavior(id_bhvKoopa, OBJ_LIST_PUSHABLE, false, nil, bhv_custom_koopa_the_quick_loop) --------------------------------------------------- function bhv_custom_castle_cannon_grate_init(obj) obj.oFlags = (OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.collisionData = smlua_collision_util_get("castle_grounds_seg7_collision_cannon_grill") obj.oCollisionDistance = 4000 load_object_collision_model() if get_star_count() > 64 then -- 65 star check obj.activeFlags = ACTIVE_FLAG_DEACTIVATED end end function bhv_custom_castle_cannon_grate_loop(obj) load_object_collision_model() end -- hook the behavior bhvSMSRHiddenAt120Stars = hook_behavior(id_bhvHiddenAt120Stars, OBJ_LIST_SURFACE, true, bhv_custom_castle_cannon_grate_init, bhv_custom_castle_cannon_grate_loop) --------------------------------------------------- function bully_custom_act_level_death(obj) if obj_lava_death() == 1 then spawn_mist_particles() local m = get_mario_from_global_index(obj.oBullyLastNetworkPlayerIndex) spawn_non_sync_object(id_bhvBowserKey, E_MODEL_BOWSER_KEY, m.pos.x, m.pos.y, m.pos.z, nil) end end function bhv_custom_big_bully_init(obj) obj.oFlags = (OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW | OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE) obj.oAnimations = gObjectAnimations.bully_seg5_anims_0500470C object_drop_to_floor(obj) cur_obj_set_home_once() obj.oIntangibleTimer = 0 cur_obj_init_animation(0) bhv_big_bully_init() end function bhv_custom_bully_loop(obj) if obj.oAction == BULLY_ACT_LAVA_DEATH then obj.oBullyPrevX = obj.oPosX obj.oBullyPrevY = obj.oPosY obj.oBullyPrevZ = obj.oPosZ bully_custom_act_level_death(obj) set_object_visibility(obj, 3000) else bhv_bully_loop() end end -- hook the behavior bhvBigBullyBoss = hook_behavior(id_bhvBigBully, OBJ_LIST_GENACTOR, true, bhv_custom_big_bully_init, bhv_custom_bully_loop) --------------------------------------------------- function bhv_custom_bowser_loop(obj) local np = gNetworkPlayers[0] if np.currAreaSyncValid and np.currLevelSyncValid and np.currLevelNum ~= LEVEL_BOWSER_3 then -- force bowser into do nothing action when not displaying cutscene if obj.oAction ~= 5 and obj.oAction ~= 6 and obj.oAction ~= 20 then obj.oAction = 4 obj.oSubAction = 11 end end end -- hook the behavior id_bhvBowserCustom = hook_behavior(id_bhvBowser, OBJ_LIST_GENACTOR, false, nil, bhv_custom_bowser_loop) --------------------------------------------------- function bhv_custom_grand_star_init(obj) obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE obj.oInteractType = INTERACT_WARP obj.oIntangibleTimer = 0 cur_obj_set_home_once() end function bhv_custom_grand_star_loop(obj) bhv_warp_loop() bhv_grand_star_loop() end -- hook the behavior id_bhvGrandStar = hook_behavior(id_bhvGrandStar, OBJ_LIST_LEVEL, true, bhv_custom_grand_star_init, bhv_custom_grand_star_loop)