sm64ex-coop/mods/character-movesets.lua

1103 lines
33 KiB
Lua

-- name: Character Movesets
-- incompatible: moveset
-- description: Gives each character unique abilities and stats.\n\nContributors: djoslin0, TheGag96, Draco, steven.
ANGLE_QUEUE_SIZE = 9
SPIN_TIMER_SUCCESSFUL_INPUT = 4
gEventTable = {}
gStateExtras = {}
for i = 0, (MAX_PLAYERS - 1) do
gStateExtras[i] = {}
local m = gMarioStates[i]
local e = gStateExtras[i]
e.prevPos = {}
e.prevPos.x = 0
e.prevPos.y = 0
e.prevPos.z = 0
e.angleDeltaQueue = {}
for j = 0, (ANGLE_QUEUE_SIZE - 1) do e.angleDeltaQueue[j] = 0 end
e.lastAction = m.action
e.animFrame = 0
e.scuttle = 0
e.averageForwardVel = 0
e.boostTimer = 0
e.rotAngle = 0
e.lastHurtCounter = 0
e.stickLastAngle = 0
e.spinDirection = 0
e.spinBufferTimer = 0
e.spinInput = 0
e.lastIntendedMag = 0
end
-----------
-- luigi --
-----------
ACT_SPIN_POUND_LAND = allocate_mario_action(ACT_GROUP_STATIONARY | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
ACT_SPIN_POUND = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
function act_spin_pound(m)
local e = gStateExtras[m.playerIndex]
if m.actionTimer == 0 then
m.actionState = m.actionArg
end
local spinDirFactor = 1 -- negative for clockwise, positive for counter-clockwise
if m.actionState == 1 then spinDirFactor = -1 end
set_mario_animation(m, MARIO_ANIM_TWIRL)
m.particleFlags = m.particleFlags | PARTICLE_DUST
if (m.controller.buttonDown & Z_TRIG) == 0 then
set_mario_action(m, ACT_TWIRLING, 5)
end
local stepResult = perform_air_step(m, 0)
if stepResult == AIR_STEP_LANDED then
if should_get_stuck_in_ground(m) ~= 0 then
queue_rumble_data_mario(m, 5, 80)
play_character_sound(m, CHAR_SOUND_OOOF2)
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
set_mario_action(m, ACT_BUTT_STUCK_IN_GROUND, 0)
else
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
if check_fall_damage(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
set_mario_action(m, ACT_SPIN_POUND_LAND, 0)
end
end
set_camera_shake_from_hit(SHAKE_GROUND_POUND)
elseif stepResult == AIR_STEP_HIT_WALL then
mario_set_forward_vel(m, -16.0)
if m.vel.y > 0.0 then
m.vel.y = 0.0
end
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
set_mario_action(m, ACT_BACKWARD_AIR_KB, 0)
end
-- set facing direction
-- not part of original Extended Moveset
local yawDiff = m.faceAngle.y - m.intendedYaw
e.rotAngle = e.rotAngle + yawDiff
m.faceAngle.y = m.intendedYaw
e.rotAngle = e.rotAngle + 0x3053
if e.rotAngle > 0x10000 then e.rotAngle = e.rotAngle - 0x10000 end
if e.rotAngle < -0x10000 then e.rotAngle = e.rotAngle + 0x10000 end
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle * spinDirFactor
m.marioBodyState.handState = MARIO_HAND_OPEN
m.actionTimer = m.actionTimer + 1
return 0
end
function act_spin_pound_land(m)
m.actionState = 1
if m.actionTimer <= 8 then
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
return drop_and_set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
end
if (m.input & INPUT_OFF_FLOOR) ~= 0 then
return set_mario_action(m, ACT_FREEFALL, 0)
end
if (m.input & INPUT_ABOVE_SLIDE) ~= 0 then
return set_mario_action(m, ACT_BUTT_SLIDE, 0)
end
stationary_ground_step(m)
set_mario_animation(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP)
else
if (m.input & INPUT_UNKNOWN_10) ~= 0 then
return set_mario_action(m, ACT_SHOCKWAVE_BOUNCE, 0)
end
if (m.input & (INPUT_NONZERO_ANALOG | INPUT_A_PRESSED | INPUT_OFF_FLOOR | INPUT_ABOVE_SLIDE)) ~= 0 then
return check_common_action_exits(m)
end
stopping_step(m, MARIO_ANIM_LAND_FROM_DOUBLE_JUMP, ACT_IDLE)
end
m.actionTimer = m.actionTimer + 1
return 0
end
function luigi_before_phys_step(m)
local e = gStateExtras[m.playerIndex]
local floorClass = mario_get_floor_class(m)
local hScale = 1.0
local vScale = 1.0
-- faster swimming
if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
if m.action ~= ACT_BACKWARD_WATER_KB and m.action ~= ACT_FORWARD_WATER_KB then
hScale = hScale * 1.5
if m.action ~= ACT_WATER_PLUNGE then
vScale = vScale * 1.5
end
end
end
-- slower holding item
if m.heldObj ~= nil then
m.vel.y = m.vel.y - 1.0
hScale = hScale * 0.9
if (m.action & ACT_FLAG_AIR) ~= 0 then
hScale = hScale * 0.9
end
end
-- acceleration
if (m.action == ACT_WALKING) then
if (floorClass == 19 or floorClass == 20) then
hScale = -(m.forwardVel / 64) + 1.5
else
hScale = (m.forwardVel / 64) + 0.5
end
end
-- friction
if (m.action == ACT_BRAKING or m.action == ACT_TURNING_AROUND) then
if (floorClass == 19 or floorClass == 20) then
m.forwardVel = m.forwardVel - 3
elseif (floorClass == 21) then
hScale = hScale * 1.5
m.forwardVel = m.forwardVel + (hScale * 2)
else
hScale = hScale * 1.4
m.forwardVel = m.forwardVel + hScale
end
if (m.forwardVel < 0) then
m.forwardVel = 0
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 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 > 56 then m.vel.y = 56 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]
-- increase player damage
if (m.hurtCounter > e.lastHurtCounter) then
m.hurtCounter = m.hurtCounter + 4
end
e.lastHurtCounter = m.hurtCounter
-- air scuttle
e.scuttle = 0
local shouldScuttle = (m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP or m.action == ACT_HOLD_JUMP) and ((m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y < -5)
if shouldScuttle then
-- prevent wing flutter from glitching out while scuttling
if m.marioBodyState.wingFlutter == 1 then
m.vel.y = m.vel.y + 1
else
m.vel.y = m.vel.y + 3
if m.action == ACT_HOLD_JUMP then
set_mario_animation(m, MARIO_ANIM_RUN_WITH_LIGHT_OBJ)
else
set_mario_animation(m, MARIO_ANIM_RUNNING_UNUSED)
end
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
-- twirl pound
if m.action == ACT_TWIRLING and (m.controller.buttonDown & Z_TRIG) ~= 0 then
set_mario_action(m, ACT_SPIN_POUND, 0)
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_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
-- prevent from getting stuck on platform
if m.marioObj.platform ~= nil then
m.pos.y = m.pos.y + 10
end
elseif m.action == ACT_SIDE_FLIP then
m.vel.y = m.vel.y * 0.86
-- prevent from getting stuck on platform
if m.marioObj.platform ~= nil then
m.pos.y = m.pos.y + 10
end
end
e.lastAction = action
end
function toad_update(m)
local e = gStateExtras[m.playerIndex]
-- track average forward velocity
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 = allocate_mario_action(ACT_GROUP_AIRBORNE | 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 = 60.0
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 * 0.91
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 * 0.8
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,
}
-----------
-- wario --
-----------
ACT_WARIO_DASH = allocate_mario_action(ACT_GROUP_MOVING | ACT_FLAG_MOVING | ACT_FLAG_ATTACKING)
ACT_WARIO_AIR_DASH = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
ACT_PILEDRIVER = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
ACT_WARIO_HOLD_JUMP = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
ACT_CORKSCREW_CONK = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
ACT_WARIO_SPINNING_OBJ = allocate_mario_action(ACT_GROUP_OBJECT | ACT_FLAG_STATIONARY)
function act_corkscrew_conk(m)
local e = gStateExtras[m.playerIndex]
-- visuals
m.particleFlags = m.particleFlags | PARTICLE_DUST
-- physics
common_air_action_step(m, ACT_JUMP_LAND, MARIO_ANIM_FORWARD_SPINNING, AIR_STEP_NONE)
-- animation
set_anim_to_frame(m, e.animFrame)
if e.animFrame >= m.marioObj.header.gfx.animInfo.curAnim.loopEnd then
e.animFrame = e.animFrame - m.marioObj.header.gfx.animInfo.curAnim.loopEnd
end
-- fast ground pound out of it
if (m.input & INPUT_Z_PRESSED) ~= 0 then
local rc = set_mario_action(m, ACT_GROUND_POUND, 0)
m.actionTimer = 5
return rc
end
-- timers
m.actionTimer = m.actionTimer + 1
e.animFrame = e.animFrame + 1
return 0
end
function act_wario_dash(m)
local e = gStateExtras[m.playerIndex]
-- when hitting wall, knock Wario backwards and thrust him upwards
if m.actionArg == 99 then
m.actionTimer = m.actionTimer + 1
if m.actionTimer > 2 then
mario_set_forward_vel(m, -30)
m.vel.y = 40
return set_mario_action(m, ACT_FREEFALL, 0)
end
return 0
end
-- make sound
if m.actionTimer == 0 then
m.actionState = m.actionArg
play_character_sound(m, CHAR_SOUND_YAHOO)
end
-- walk once dash is up
if m.actionTimer > 15 then
return set_mario_action(m, ACT_WALKING, 0)
end
-- slide and set animation
common_slide_action(m, ACT_DIVE, ACT_MOVE_PUNCHING, MARIO_ANIM_FIRST_PUNCH)
set_anim_to_frame(m, 25)
-- set dash speed
local speed = 60
if m.actionTimer > 8 then
speed = speed - (m.actionTimer - 8)
end
mario_set_forward_vel(m, speed)
-- corkscrew conk
if (m.input & INPUT_A_PRESSED) ~= 0 then
set_jumping_action(m, ACT_CORKSCREW_CONK, 0)
play_character_sound(m, CHAR_SOUND_YAHOO)
end
-- slide kick
if (m.input & INPUT_Z_PRESSED) ~= 0 then
return set_mario_action(m, ACT_SLIDE_KICK, 0)
end
m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x400, 0x400)
m.actionTimer = m.actionTimer + 1
return 0
end
function act_wario_air_dash(m)
local e = gStateExtras[m.playerIndex]
-- when hitting wall, knock Wario backwards and thrust him upwards
if m.actionArg == 99 then
m.actionTimer = m.actionTimer + 1
if m.actionTimer > 2 then
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
mario_set_forward_vel(m, -30)
m.vel.y = 40
return set_mario_action(m, ACT_FREEFALL, 0)
end
return 0
end
-- fall once dash is up
if m.actionTimer > 15 then
return set_mario_action(m, ACT_FREEFALL, 0)
end
-- slide and set animation
common_air_action_step(m, ACT_JUMP_LAND, MARIO_ANIM_FIRST_PUNCH, AIR_STEP_NONE)
set_anim_to_frame(m, 25)
-- set dash speed
local speed = 60
if m.actionTimer > 8 then
speed = speed - (m.actionTimer - 8)
end
mario_set_forward_vel(m, speed)
-- corkscrew conk
if (m.input & INPUT_A_PRESSED) ~= 0 then
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
set_jumping_action(m, ACT_CORKSCREW_CONK, 0)
play_character_sound(m, CHAR_SOUND_YAHOO)
end
-- slide kick
if (m.input & INPUT_Z_PRESSED) ~= 0 then
return set_mario_action(m, ACT_SLIDE_KICK, 0)
end
m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x400, 0x400)
m.actionTimer = m.actionTimer + 1
return 0
end
function act_wario_spinning_obj(m)
local spin = 0
-- throw object
if m.playerIndex == 0 and (m.input & INPUT_B_PRESSED) ~= 0 then
play_character_sound_if_no_flag(m, CHAR_SOUND_WAH2, MARIO_MARIO_SOUND_PLAYED)
play_sound_if_no_flag(m, SOUND_ACTION_THROW, MARIO_ACTION_SOUND_PLAYED)
return set_mario_action(m, ACT_RELEASING_BOWSER, 0)
end
-- set animation
if m.playerIndex == 0 and m.angleVel.y == 0 then
m.actionTimer = m.actionTimer + 1
if m.actionTimer > 120 then
return set_mario_action(m, ACT_RELEASING_BOWSER, 1)
end
set_mario_animation(m, MARIO_ANIM_HOLDING_BOWSER)
else
m.actionTimer = 0
set_mario_animation(m, MARIO_ANIM_SWINGING_BOWSER)
end
-- spin
if m.intendedMag > 20.0 then
-- spin = acceleration
spin = (m.intendedYaw - m.twirlYaw) / 0x20
if spin < -0x80 then
spin = -0x80
end
if spin > 0x80 then
spin = 0x80
end
m.twirlYaw = m.intendedYaw
m.angleVel.y = m.angleVel.y + spin
if m.angleVel.y > 0x1000 then
m.angleVel.y = 0x1000
end
if m.angleVel.y < -0x1000 then
m.angleVel.y = -0x1000
end
elseif m.angleVel.y > -0x750 and m.angleVel.y < 0x750 then
-- go back to walking
return set_mario_action(m, ACT_HOLD_IDLE, 0)
else
-- slow down spin
m.angleVel.y = approach_s32(m.angleVel.y, 0, 128, 128);
end
-- apply spin
spin = m.faceAngle.y
m.faceAngle.y = m.faceAngle.y + m.angleVel.y
-- play sound on overflow
if m.angleVel.y <= -0x100 and spin < m.faceAngle.y then
queue_rumble_data_mario(m, 4, 20)
play_sound(SOUND_OBJ_BOWSER_SPINNING, m.marioObj.header.gfx.cameraToObject)
end
if m.angleVel.y >= 0x100 and spin > m.faceAngle.y then
queue_rumble_data_mario(m, 4, 20)
play_sound(SOUND_OBJ_BOWSER_SPINNING, m.marioObj.header.gfx.cameraToObject)
end
stationary_ground_step(m)
if m.angleVel.y >= 0 then
m.marioObj.header.gfx.angle.x = -m.angleVel.y
else
m.marioObj.header.gfx.angle.x = m.angleVel.y
end
return false
end
function wario_update_spin_input(m)
local e = gStateExtras[m.playerIndex]
local rawAngle = atan2s(-m.controller.stickY, m.controller.stickX)
e.spinInput = 0
-- prevent issues due to the frame going out of the dead zone registering the last angle as 0
if e.lastIntendedMag > 0.5 and m.intendedMag > 0.5 then
local angleOverFrames = 0
local thisFrameDelta = 0
local i = 0
local newDirection = e.spinDirection
local signedOverflow = 0
if rawAngle < e.stickLastAngle then
if (e.stickLastAngle - rawAngle) > 0x8000 then
signedOverflow = 1
end
if signedOverflow ~= 0 then
newDirection = 1
else
newDirection = -1
end
elseif rawAngle > e.stickLastAngle then
if (rawAngle - e.stickLastAngle) > 0x8000 then
signedOverflow = 1
end
if signedOverflow ~= 0 then
newDirection = -1
else
newDirection = 1
end
end
if e.spinDirection ~= newDirection then
for i = 0, (ANGLE_QUEUE_SIZE - 1) do
e.angleDeltaQueue[i] = 0
end
e.spinDirection = newDirection
else
for i = (ANGLE_QUEUE_SIZE - 1), 1, -1 do
e.angleDeltaQueue[i] = e.angleDeltaQueue[i-1]
angleOverFrames = angleOverFrames + e.angleDeltaQueue[i]
end
end
if e.spinDirection < 0 then
if signedOverflow ~= 0 then
thisFrameDelta = math.floor((1.0*e.stickLastAngle + 0x10000) - rawAngle)
else
thisFrameDelta = e.stickLastAngle - rawAngle
end
elseif e.spinDirection > 0 then
if signedOverflow ~= 0 then
thisFrameDelta = math.floor(1.0 * rawAngle + 0x10000 - e.stickLastAngle)
else
thisFrameDelta = rawAngle - e.stickLastAngle
end
end
e.angleDeltaQueue[0] = thisFrameDelta
angleOverFrames = angleOverFrames + thisFrameDelta
if angleOverFrames >= 0xA000 then
e.spinBufferTimer = SPIN_TIMER_SUCCESSFUL_INPUT
end
-- allow a buffer after a successful input so that you can switch directions
if e.spinBufferTimer > 0 then
e.spinInput = 1
e.spinBufferTimer = e.spinBufferTimer - 1
end
else
e.spinDirection = 0
e.spinBufferTimer = 0
end
e.stickLastAngle = rawAngle
e.lastIntendedMag = m.intendedMag
end
-- patch wario's hold jump for piledriver
function act_wario_hold_jump(m)
if (m.marioObj.oInteractStatus & INT_STATUS_MARIO_DROP_OBJECT) ~= 0 then
return drop_and_set_mario_action(m, ACT_FREEFALL, 0)
end
if (m.input & INPUT_B_PRESSED) ~= 0 and (m.heldObj ~= nil and (m.heldObj.oInteractionSubtype & INT_SUBTYPE_HOLDABLE_NPC) ~= nil) then
return set_mario_action(m, ACT_AIR_THROW, 0)
end
if (m.input & INPUT_Z_PRESSED) ~= 0 then
return set_mario_action(m, ACT_PILEDRIVER, 0)
end
play_mario_sound(m, SOUND_ACTION_TERRAIN_JUMP, 0)
common_air_action_step(m, ACT_HOLD_JUMP_LAND, MARIO_ANIM_JUMP_WITH_LIGHT_OBJ,
AIR_STEP_CHECK_LEDGE_GRAB)
return false
end
function act_piledriver(m)
local e = gStateExtras[m.playerIndex]
if m.actionTimer == 0 then
play_sound(SOUND_ACTION_SPIN, m.marioObj.header.gfx.cameraToObject)
play_character_sound(m, CHAR_SOUND_SO_LONGA_BOWSER)
end
set_mario_animation(m, MARIO_ANIM_HOLDING_BOWSER)
local stepResult = perform_air_step(m, 0)
if stepResult == AIR_STEP_LANDED then
if should_get_stuck_in_ground(m) ~= 0 then
queue_rumble_data_mario(m, 5, 80)
play_sound(SOUND_MARIO_OOOF2, m.marioObj.header.gfx.cameraToObject)
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
set_mario_action(m, ACT_BUTT_STUCK_IN_GROUND, 0)
else
play_mario_heavy_landing_sound(m, SOUND_ACTION_TERRAIN_HEAVY_LANDING)
if check_fall_damage(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE | PARTICLE_HORIZONTAL_STAR
-- set facing direction
-- not part of original Extended Moveset
local yawDiff = m.faceAngle.y - m.intendedYaw
e.rotAngle = e.rotAngle + yawDiff
m.faceAngle.y = m.intendedYaw
return set_mario_action(m, ACT_RELEASING_BOWSER, 0)
end
end
end
m.vel.y = -32
mario_set_forward_vel(m, 0)
m.faceAngle.y = m.faceAngle.y + 0x3000
m.actionTimer = m.actionTimer + 1
return 0
end
function wario_before_phys_step(m)
local hScale = 1.0
-- slower on ground
if m.action == ACT_WALKING then
hScale = hScale * 0.9
end
-- make wario sink
if (m.action & ACT_FLAG_SWIMMING) ~= 0 then
if m.action ~= ACT_BACKWARD_WATER_KB and
m.action ~= ACT_FORWARD_WATER_KB and
m.action ~= ACT_WATER_PLUNGE then
m.vel.y = m.vel.y - 3
end
end
-- fixes the momentum bug
if (m.action & ACT_HOLD_WATER_JUMP) then
return
end
-- faster holding item
if m.heldObj ~= nil then
m.vel.y = m.vel.y - 1
hScale = hScale * 1.3
if (m.action & ACT_FLAG_AIR) ~= 0 then
hScale = hScale * 1.3
end
end
m.vel.x = m.vel.x * hScale
m.vel.z = m.vel.z * hScale
end
function wario_on_set_action(m)
local e = gStateExtras[m.playerIndex]
-- air dash
if m.action == ACT_MOVE_PUNCHING and m.prevAction == ACT_WARIO_DASH then
local actionTimer = m.actionTimer
set_mario_action(m, ACT_WARIO_AIR_DASH, 0)
m.actionTimer = actionTimer
m.vel.x = 0
m.vel.y = 0
m.vel.z = 0
return
end
-- slow down when dash/conk ends
if (m.prevAction == ACT_WARIO_DASH) or (m.prevAction == ACT_WARIO_AIR_DASH) or (m.prevAction == ACT_CORKSCREW_CONK) then
if m.action == ACT_CORKSCREW_CONK then
mario_set_forward_vel(m, 60)
m.vel.x = 0
-- nerf the conk when executed in the air
if (m.prevAction == ACT_WARIO_DASH) then
m.vel.y = 70.0
elseif (m.prevAction == ACT_WARIO_AIR_DASH) then
m.vel.y = 60.0
end
m.vel.z = 0
elseif m.action == ACT_SLIDE_KICK then
mario_set_forward_vel(m, 70)
m.vel.x = 0
m.vel.y = 30.0
m.vel.z = 0
elseif m.forwardVel > 20 then
mario_set_forward_vel(m, 20)
end
end
-- when hitting a wall which dashing, have one more single frame of dash
if m.action == ACT_GROUND_BONK and m.prevAction == ACT_WARIO_DASH then
set_mario_action(m, ACT_WARIO_DASH, 99)
mario_set_forward_vel(m, 1)
m.vel.x = 0
m.vel.y = 0
m.vel.z = 0
end
-- when hitting a wall which dashing, have one more single frame of dash
if m.action == ACT_AIR_HIT_WALL and m.prevAction == ACT_WARIO_AIR_DASH then
set_mario_action(m, ACT_WARIO_AIR_DASH, 99)
mario_set_forward_vel(m, 1)
m.vel.x = 0
m.vel.y = 0
m.vel.z = 0
end
-- more height on triple jump
if m.action == ACT_TRIPLE_JUMP or m.action == ACT_SPECIAL_TRIPLE_JUMP then
m.vel.y = m.vel.y * 1.15
end
-- patch wario's hold jump for piledriver
if m.action == ACT_HOLD_JUMP then
return set_mario_action(m, ACT_WARIO_HOLD_JUMP, 0)
end
-- less height on other jumps
if m.action == ACT_JUMP or
m.action == ACT_DOUBLE_JUMP or
m.action == ACT_STEEP_JUMP or
m.action == ACT_RIDING_SHELL_JUMP or
m.action == ACT_BACKFLIP or
m.action == ACT_LONG_JUMP or
m.action == ACT_SIDE_FLIP then
m.vel.y = m.vel.y * 0.9
-- prevent from getting stuck on platform
if m.marioObj.platform ~= nil then
m.pos.y = m.pos.y + 10
end
end
e.lastAction = action
end
function wario_update(m)
local hScale = 1.0
local e = gStateExtras[m.playerIndex]
wario_update_spin_input(m)
-- spin around objects
if m.action == ACT_HOLD_IDLE or m.action == ACT_HOLD_WALKING then
if e.spinInput ~= 0 then
m.twirlYaw = m.intendedYaw
if e.spinDirection == 1 then
m.angleVel.y = 1500
else
m.angleVel.y = -1500
end
m.intendedMag = 21
return set_mario_action(m, ACT_WARIO_SPINNING_OBJ, 1)
end
end
-- turn heavy objects into light
if m.action == ACT_HOLD_HEAVY_IDLE then
return set_mario_action(m, ACT_HOLD_IDLE, 0)
end
-- turn dive into dash
if m.action == ACT_DIVE and m.prevAction == ACT_WALKING then
if (m.controller.buttonPressed & B_BUTTON) ~= 0 then
m.actionTimer = 0
return set_mario_action(m, ACT_WARIO_DASH, 0)
end
end
-- shake camera
if m.action == ACT_GROUND_POUND_LAND then
set_camera_shake_from_point(SHAKE_POS_MEDIUM, m.pos.x, m.pos.y, m.pos.z)
m.squishTimer = 5
end
-- faster ground pound
if m.action == ACT_GROUND_POUND then
m.vel.y = m.vel.y * 1.3
end
-- decrease player damage
if m.hurtCounter > e.lastHurtCounter and m.action ~= ACT_LAVA_BOOST then
m.hurtCounter = math.max(3, m.hurtCounter - 4)
end
e.lastHurtCounter = m.hurtCounter
m.vel.x = m.vel.x * hScale
m.vel.z = m.vel.z * hScale
e.prevPos.x = m.pos.x
e.prevPos.y = m.pos.y
e.prevPos.z = m.pos.z
end
gEventTable[CT_WARIO] = {
before_phys_step = wario_before_phys_step,
on_set_action = wario_on_set_action,
update = wario_update,
}
----------
-- main --
----------
function mario_before_phys_step(m)
if m.action == ACT_BUBBLED then
return
end
if gEventTable[m.character.type] == nil then
return
end
if gEventTable[m.character.type].before_phys_step == nil then
return
end
gEventTable[m.character.type].before_phys_step(m)
end
function mario_on_set_action(m)
if m.action == ACT_BUBBLED then
return
end
if gEventTable[m.character.type] == nil then
return
end
if gEventTable[m.character.type].on_set_action == nil then
return
end
gEventTable[m.character.type].on_set_action(m)
end
function mario_update(m)
if m.action == ACT_BUBBLED then
return
end
if gEventTable[m.character.type] == nil then
return
end
if gEventTable[m.character.type].update == nil then
return
end
gEventTable[m.character.type].update(m)
end
function convert_s16(num)
local min = -32768
local max = 32767
while (num < min) do
num = max + (num - min)
end
while (num > max) do
num = min + (num - max)
end
return num
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, { every_frame = act_wall_slide })
hook_mario_action(ACT_SPIN_POUND, { every_frame = act_spin_pound }, INT_GROUND_POUND_OR_TWIRL)
hook_mario_action(ACT_SPIN_POUND_LAND, { every_frame = act_spin_pound_land }, INT_GROUND_POUND_OR_TWIRL)
hook_mario_action(ACT_WARIO_DASH, { every_frame = act_wario_dash }, INT_KICK)
hook_mario_action(ACT_WARIO_AIR_DASH, { every_frame = act_wario_air_dash }, INT_KICK)
hook_mario_action(ACT_CORKSCREW_CONK, { every_frame = act_corkscrew_conk }, INT_FAST_ATTACK_OR_SHELL)
hook_mario_action(ACT_WARIO_SPINNING_OBJ, { every_frame = act_wario_spinning_obj })
hook_mario_action(ACT_PILEDRIVER, { every_frame = act_piledriver})
hook_mario_action(ACT_WARIO_HOLD_JUMP, { every_frame = act_wario_hold_jump})