Improvements to Character Movesets

Luigi:
  Added spin ground pound
  Restored air movement
  Prevented wing flutter and scuttle from stacking

Toad:
  Prevented jump from sticking to platforms
  Made side flip's height slightly higher
This commit is contained in:
MysterD 2022-01-29 15:20:01 -08:00
parent 1755df7c3a
commit 6b67d3b6a7

View file

@ -18,10 +18,107 @@ end
gEventTable = {} gEventTable = {}
ACT_SPIN_POUND_LAND = (0x037 | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
ACT_SPIN_POUND = (0x08F | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
----------- -----------
-- luigi -- -- luigi --
----------- -----------
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)
if (m.input & INPUT_B_PRESSED) ~= 0 then
mario_set_forward_vel(m, 10.0)
m.vel.y = 35
set_mario_action(m, ACT_DIVE, 0)
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_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_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.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) function luigi_before_phys_step(m)
local e = gStateExtras[m.playerIndex] local e = gStateExtras[m.playerIndex]
@ -44,7 +141,11 @@ function luigi_before_phys_step(m)
hScale = hScale * 0.9 hScale = hScale * 0.9
end end
end end
m.forwardVel = m.forwardVel * 0.99
-- slower ground movement
if (m.action & ACT_FLAG_MOVING) ~= 0 then
hScale = hScale * 0.99
end
m.vel.x = m.vel.x * hScale m.vel.x = m.vel.x * hScale
m.vel.y = m.vel.y * vScale m.vel.y = m.vel.y * vScale
@ -81,8 +182,12 @@ function luigi_update(m)
-- air scuttle -- air scuttle
e.scuttle = 0 e.scuttle = 0
if m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP then local shouldScuttle = (m.action == ACT_JUMP or m.action == ACT_DOUBLE_JUMP) and ((m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y < -5)
if (m.controller.buttonDown & A_BUTTON) ~= 0 and m.vel.y < -5 then if shouldScuttle then
-- prevent wing flutter from glitching out while scuttling
if (m.flags & MARIO_WING_CAP) ~= 0 then
m.vel.y = m.vel.y + 1
else
m.vel.y = m.vel.y + 3 m.vel.y = m.vel.y + 3
set_mario_animation(m, MARIO_ANIM_RUNNING_UNUSED) set_mario_animation(m, MARIO_ANIM_RUNNING_UNUSED)
set_anim_to_frame(m, e.animFrame) set_anim_to_frame(m, e.animFrame)
@ -94,6 +199,11 @@ function luigi_update(m)
end end
end end
-- twirl pound
if m.action == ACT_TWIRLING and (m.input & INPUT_Z_PRESSED) ~= 0 then
set_mario_action(m, ACT_SPIN_POUND, 0)
end
-- backflip turns into twirl -- backflip turns into twirl
if m.action == ACT_BACKFLIP and m.marioObj.header.gfx.animInfo.animFrame > 18 then if m.action == ACT_BACKFLIP and m.marioObj.header.gfx.animInfo.animFrame > 18 then
m.angleVel.y = 0x1800 m.angleVel.y = 0x1800
@ -152,8 +262,20 @@ function toad_on_set_action(m)
end end
-- less height on jumps -- 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 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 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 end
e.lastAction = action e.lastAction = action
@ -357,3 +479,5 @@ hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step) hook_event(HOOK_BEFORE_PHYS_STEP, mario_before_phys_step)
hook_mario_action(ACT_WALL_SLIDE, act_wall_slide) hook_mario_action(ACT_WALL_SLIDE, act_wall_slide)
hook_mario_action(ACT_SPIN_POUND, act_spin_pound)
hook_mario_action(ACT_SPIN_POUND_LAND, act_spin_pound_land)