sm64coopdx/mods/character-movesets.lua

503 lines
14 KiB
Lua

-- name: Character Movesets
-- incompatible: moveset
-- description: Gives each character unique abilities and stats.
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 = {}
ACT_SPIN_POUND_LAND = (0x037 | ACT_FLAG_STATIONARY | ACT_FLAG_ATTACKING)
ACT_SPIN_POUND = (0x08F | ACT_FLAG_AIR | ACT_FLAG_ATTACKING)
-----------
-- 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)
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 * 1.5
if m.action ~= ACT_WATER_PLUNGE then
vScale = vScale * 1.5
end
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
-- 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 > 40 then m.vel.y = 40 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
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.flags & MARIO_WING_CAP) ~= 0 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]
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 m.action == ACT_BUBBLED then
return
end
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 m.action == ACT_BUBBLED then
return
end
if gEventTable[m.character.type] == 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
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)
hook_mario_action(ACT_SPIN_POUND_LAND, act_spin_pound_land)