-- 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 = (0x037 | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING) ACT_SPIN_POUND = (0x08F | 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) 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.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) 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 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 -- 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 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 = (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 = 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 = (0x05B | ACT_FLAG_MOVING | ACT_FLAG_ATTACKING) ACT_WARIO_AIR_DASH = (0x05B | ACT_FLAG_AIR | ACT_FLAG_ATTACKING) ACT_CORKSCREW_CONK = (0x05D | ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION) ACT_WARIO_SPINNING_OBJ = (0x05B | 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.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 -- walk once dash is up if m.actionTimer > 15 then return set_mario_action(m, ACT_JUMP_LAND, 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 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.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 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 m.vel.y = 70.0 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 -- 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) 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 ----------- -- 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) hook_mario_action(ACT_SPIN_POUND, act_spin_pound, INT_GROUND_POUND_OR_TWIRL) hook_mario_action(ACT_SPIN_POUND_LAND, act_spin_pound_land, INT_GROUND_POUND_OR_TWIRL) hook_mario_action(ACT_WARIO_DASH, act_wario_dash, INT_PUNCH) hook_mario_action(ACT_WARIO_AIR_DASH, act_wario_air_dash, INT_PUNCH) hook_mario_action(ACT_CORKSCREW_CONK, act_corkscrew_conk, INT_FAST_ATTACK_OR_SHELL) hook_mario_action(ACT_WARIO_SPINNING_OBJ, act_wario_spinning_obj)