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Copy pathmain.lua
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1476 lines (1237 loc) · 51.7 KB
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-- name: \\#de04fa\\Milne the Crystal Fox
-- incompatible:
-- description: Type "milne \\#00C7FF\\on\\#ffffff\\|\\#A02200\\off\\#ffffff\\" in chat to play as Milne, a character from an SRB2 mod.\n\ \n\OC and original moveset by \\#de04fa\\CystallineGazer\\#ffffff\\ and the team behind the original SRB2 mod. Go support her by playin' their mod: \\#de04fa\\https://mb.srb2.org/addons/horizonchars.555/\\#ffffff\\\n\ \n\Moveset recreation by \\#00FFFF\\steven.\\#FFFFFF\\\n\ \n\Voice Actors Sampled:\n\ AJ Michalka (She-Ra and the Princesses of Power)\n\ Erica Lindbeck (Helluva Boss, Mortal Kombat 11)\n\ Ashly Burch(Mortal Kombat X)
-----------------------
-- Variables 'n shit --
-----------------------
E_MODEL_MILNE = smlua_model_util_get_id("milne_geo")
E_MODEL_MILNE_RECOLORABLE = smlua_model_util_get_id("milne_recolorable_geo")
E_MODEL_MILNE_CRYSTAL = smlua_model_util_get_id("milne_crystal_geo")
E_MODEL_MILNE_ORB = smlua_model_util_get_id("milne_orb_geo")
TEX_HUD_MILNE = get_texture_info("Milne_HUD")
TEX_HUD_KAZOTSKY = get_texture_info("kazotskyicon")
SOD = audio_stream_load("Soldier of Dance (SM64 Mix).ogg")
audio_stream_set_looping(SOD, true)
MILNE_SOUND_ACTION_THOK = audio_sample_load("milne-action-thok.mp3")
MILNE_SOUND_ACTION_THOK_DOWN = audio_sample_load("milne-action-thok-down.mp3")
MILNE_SOUND_ACTION_SHARD_TOSS = audio_sample_load("milne-action-shard-toss.mp3")
MILNE_SOUND_ACTION_LANCE_START = audio_sample_load("milne-action-lance-start.mp3")
MILNE_SOUND_ACTION_LANCE_DASH = audio_sample_load("milne-action-lance-dash.mp3")
MILNE_SOUND_ACTION_LANCE_WALL = audio_sample_load("milne-action-lance-wall.mp3")
MILNE_OBJECT_CRYSTAL_SHATTER = audio_sample_load("milne-object-crystal-shatter.mp3")
CRIZLYN_SHATTER = audio_sample_load("crizlyn-shatter.ogg")
CRIZLYN_SHATTER_REVERSE = audio_sample_load("crizlyn-shatter-reverse.ogg")
CRIZLYN_CORE = audio_sample_load("crizlyn-core.ogg")
milne = 0
showIcon = 0
local recolorable = 0
gStateExtras = {}
for i = 0, (MAX_PLAYERS - 1) do
gStateExtras[i] = {}
local m = gMarioStates[i]
local e = gStateExtras[i]
e.animFrame = 0
e.milnePeakHeight = 0
e.rotAngle = 0
e.crystallanced = 0
e.watercrystallanced = 0
e.impactLanded = 0
e.firstJump = 0
e.clspeed = 0
e.dieded = 0
end
ACT_TWISTER_THOK =
allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
ACT_CRYSTAL_LANCE_START =
allocate_mario_action(
ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION
)
ACT_CRYSTAL_LANCE_START_GROUND =
allocate_mario_action(ACT_GROUP_MOVING | ACT_FLAG_MOVING | ACT_FLAG_ATTACKING)
ACT_CRYSTAL_LANCE_DASH =
allocate_mario_action(ACT_GROUP_MOVING| ACT_FLAG_MOVING | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
ACT_CRYSTAL_LANCE_DASH_AIR =
allocate_mario_action(
ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ATTACKING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION
)
ACT_CRYSTAL_LANCE_WALL = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_STATIONARY)
ACT_KAZOTSKY_KICK = allocate_mario_action(ACT_GROUP_MOVING | ACT_FLAG_MOVING)
ACT_MILNE_MELEE = allocate_mario_action(ACT_GROUP_MOVING | ACT_FLAG_MOVING)
ACT_MILNE_MELEE_AIR = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_MOVING)
ACT_SHARD_TOSS = allocate_mario_action(ACT_GROUP_MOVING | ACT_FLAG_MOVING)
ACT_SHARD_TOSS_AIR = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_MOVING)
ACT_MILNE_BOWSER_THROW = allocate_mario_action(ACT_GROUP_MOVING | ACT_FLAG_MOVING)
ACT_MILNE_BOWSER_THROW_AIR = allocate_mario_action(ACT_GROUP_AIRBORNE | ACT_FLAG_AIR | ACT_FLAG_MOVING)
-- Character Select support.
function milne_command(msg)
if msg == "on" then
djui_chat_message_create("\\#de04fa\\Milne\\#ffffff\\ is \\#00C7FF\\on\\#ffffff\\!")
gPlayerSyncTable[0].overwriteCharToMario = true
gPlayerSyncTable[0].geodeChar = 1
return true
elseif msg == "off" then
djui_chat_message_create("\\#de04fa\\Milne\\#ffffff\\ is \\#A02200\\off\\#ffffff\\!")
gPlayerSyncTable[0].overwriteCharToMario = false
gPlayerSyncTable[0].geodeChar = 0
return true
end
end
function milnecolor(msg)
if msg == "on" then
djui_chat_message_create("\\#de04fa\\Milne\\#ffffff\\ is \\#00C7FF\\recolorable\\#ffffff\\!")
recolorable = 1
return true
elseif msg == "off" then
djui_chat_message_create("\\#de04fa\\Milne\\#ffffff\\ is \\#A02200\\not recolorable\\#ffffff\\!")
recolorable = 0
return true
end
end
local charSelectMilne = 0
local charSelectMilneRecolorable = 0
if _G.charSelectExists then
charSelectMilne = _G.charSelect.character_add(
"Milne the Crystal Fox",
{
"Milne uses crystal powers and",
"raw strength to take out her foes!",
"",
"Sonic OC owned by CrystallineGazer."
},
"steven.",
{r = 255, g = 0, b = 255},
E_MODEL_MILNE,
CT_MARIO,
TEX_HUD_MILNE
)
charSelectMilneRecolorable = _G.charSelect.character_add(
"Milne (Recolorable)",
{
"A separate recolorable model",
"for Milne, since her normal",
"color palette can't be replicated",
"in the palette editor."
},
"steven.",
{r = 255, g = 0, b = 255},
E_MODEL_MILNE_RECOLORABLE,
CT_MARIO,
TEX_HUD_MILNE
)
-- Handle Voicelines via Character Select
_G.charSelect.character_add_voice(E_MODEL_MILNE, MILNE_VOICETABLE)
_G.charSelect.character_add_voice(E_MODEL_MILNE_RECOLORABLE, MILNE_VOICETABLE)
hook_event(
HOOK_CHARACTER_SOUND,
function(m, sound)
if _G.charSelect.character_get_voice(m) == MILNE_VOICETABLE then
return _G.charSelect.voice.sound(m, sound)
end
end
)
hook_event(
HOOK_MARIO_UPDATE,
function(m)
if _G.charSelect.character_get_voice(m) == MILNE_VOICETABLE then
return _G.charSelect.voice.snore(m)
end
end
)
else
hook_chat_command(
"milne",
"[\\#00C7FF\\on\\#ffffff\\|\\#A02200\\off\\#ffffff\\] turn \\#de04fa\\Milne \\#00C7FF\\on \\#ffffff\\or \\#A02200\\off",
milne_command
)
hook_chat_command(
"milnecolor",
"[\\#00C7FF\\on\\#ffffff\\|\\#A02200\\off\\#ffffff\\] Toggle \\#de04fa\\Milne's \\#ffffff\\recolorability.",
milnecolor
)
end
---------------
--- Actions ---
---------------
function act_twister_thok(m)
local e = gStateExtras[m.playerIndex]
if m.actionTimer < 5 then
m.particleFlags = m.particleFlags | PARTICLE_SPARKLES
end
set_mario_animation(m, MARIO_ANIM_TWIRL)
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_TWISTER_THOK")
m.marioBodyState.handState = MARIO_HAND_OPEN
m.marioBodyState.eyeState = 4
if m.actionArg == 0 then
e.firstJump = 1
if m.actionTimer == 0 then
audio_sample_play(MILNE_SOUND_ACTION_THOK, m.pos, 1)
m.actionState = m.actionArg
play_character_sound(m, CHAR_SOUND_HOOHOO)
m.particleFlags = m.particleFlags | PARTICLE_MIST_CIRCLE
if m.flags & (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD) == 0 then
m.health = m.health - 0x100
end
end
e.rotAngle = e.rotAngle + 0x3000
if m.actionTimer > 0 and (m.input & INPUT_A_PRESSED) ~= 0 then
return set_mario_action(m, ACT_TWISTER_THOK, 1)
end
elseif m.actionArg == 1 then
if m.actionTimer == 0 then
audio_sample_play(MILNE_SOUND_ACTION_THOK_DOWN, m.pos, 1)
m.actionState = m.actionArg
play_character_sound(m, CHAR_SOUND_YAHOO)
if m.flags & (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD) == 0 then
m.health = m.health - 0x100
end
end
e.rotAngle = e.rotAngle + 0x4000
end
if (m.input & INPUT_B_PRESSED) ~= 0 then
return set_mario_action(m, ACT_SHARD_TOSS_AIR, 0)
end
local stepResult = common_air_action_step(m, ACT_DOUBLE_JUMP_LAND, MARIO_ANIM_TWIRL, AIR_STEP_CHECK_HANG)
if stepResult == AIR_STEP_LANDED then
--m.faceAngle.y = atan2s(m.vel.z, m.vel.x)
if should_get_stuck_in_ground(m) ~= 0 then
queue_rumble_data_mario(m, 5, 80)
play_character_sound(m, CHAR_SOUND_OOOF2)
set_mario_action(m, ACT_FEET_STUCK_IN_GROUND, 0)
end
end
if e.rotAngle > 0x10000 then
e.rotAngle = e.rotAngle - 0x10000
elseif e.rotAngle < -0x10000 then
e.rotAngle = e.rotAngle + 0x10000
end
m.marioObj.header.gfx.angle.y = m.marioObj.header.gfx.angle.y + e.rotAngle
m.actionTimer = m.actionTimer + 1
return 0
end
function act_crystal_lance_start(m)
local e = gStateExtras[m.playerIndex]
if m.actionTimer > 5 then
return set_mario_action(m, ACT_CRYSTAL_LANCE_DASH_AIR, 0)
end
set_mario_animation(m, MARIO_ANIM_FIRST_PUNCH)
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_CRYSTAL_LANCE")
set_anim_to_frame(m, 1)
mario_set_forward_vel(m, -20)
m.vel.y = 0
m.particleFlags = m.particleFlags | PARTICLE_SPARKLES
stepResult = perform_air_step(m, 0)
m.actionTimer = m.actionTimer + 1
return 0
end
function act_crystal_lance_start_ground(m)
local e = gStateExtras[m.playerIndex]
if m.actionTimer > 5 then
return set_mario_action(m, ACT_CRYSTAL_LANCE_DASH, 0)
end
set_mario_animation(m, MARIO_ANIM_FIRST_PUNCH)
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_CRYSTAL_LANCE")
set_anim_to_frame(m, 1)
mario_set_forward_vel(m, -20)
m.particleFlags = m.particleFlags | PARTICLE_SPARKLES
stepResult = perform_ground_step(m)
m.actionTimer = m.actionTimer + 1
return 0
end
function act_crystal_lance_dash(m)
local e = gStateExtras[m.playerIndex]
local endAction = ACT_WALKING
if m.actionTimer == 0 then
m.actionState = m.actionArg
e.animFrame = 0
play_character_sound(m, CHAR_SOUND_YAHOO_WAHA_YIPPEE)
audio_sample_play(MILNE_SOUND_ACTION_LANCE_DASH, m.pos, 1)
if m.flags & (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD) == 0 then
m.health = m.health - 0x100
end
end
set_mario_animation(m, MARIO_ANIM_FIRST_PUNCH)
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_CRYSTAL_LANCE")
set_anim_to_frame(m, e.animFrame)
if e.animFrame >= 25 then
e.animFrame = 25
end
if m.flags & (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD) == 0 then
mario_set_forward_vel(m, 130)
else
mario_set_forward_vel(m, 90)
end
if m.actionTimer > 0 and (m.input & INPUT_A_PRESSED) ~= 0 then
return set_mario_action(m, ACT_JUMP, 1)
end
m.vel.y = 0
m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x100, 0x100)
set_mario_particle_flags(m, (PARTICLE_DUST | PARTICLE_SPARKLES), false)
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
e.animFrame = e.animFrame + 1
local stepResult = perform_ground_step(m)
if m.actionTimer > 20 then
return set_mario_action(m, ACT_WALKING, 0)
end
if stepResult == GROUND_STEP_HIT_WALL and m.wall ~= nil and m.wall.object == nil then
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
audio_sample_play(MILNE_SOUND_ACTION_LANCE_WALL, m.pos, 1)
set_mario_action(m, ACT_CRYSTAL_LANCE_WALL, 0)
elseif stepResult == GROUND_STEP_LEFT_GROUND then
m.action = ACT_CRYSTAL_LANCE_DASH_AIR
end
m.marioBodyState.handState = MARIO_HAND_PEACE_SIGN
m.actionTimer = m.actionTimer + 1
return 0
end
function act_crystal_lance_dash_air(m)
local e = gStateExtras[m.playerIndex]
if m.actionTimer == 0 then
m.actionState = m.actionArg
e.animFrame = 0
play_character_sound(m, CHAR_SOUND_YAHOO_WAHA_YIPPEE)
audio_sample_play(MILNE_SOUND_ACTION_LANCE_DASH, m.pos, 1)
if m.flags & (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD) == 0 then
m.health = m.health - 0x100
end
end
set_mario_animation(m, MARIO_ANIM_FIRST_PUNCH)
set_anim_to_frame(m, e.animFrame)
if e.animFrame >= 25 then
e.animFrame = 25
end
if m.flags & (MARIO_NORMAL_CAP | MARIO_CAP_ON_HEAD) == 0 then
mario_set_forward_vel(m, 130)
else
mario_set_forward_vel(m, 90)
end
if m.actionTimer > 0 and (m.input & INPUT_A_PRESSED) ~= 0 then
return set_mario_action(m, ACT_TWISTER_THOK, 0)
end
m.vel.y = 0
m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x100, 0x100)
m.particleFlags = m.particleFlags | PARTICLE_SPARKLES
e.animFrame = e.animFrame + 1
local stepResult = perform_air_step(m, 0)
if m.actionTimer > 20 then
return set_mario_action(m, ACT_FREEFALL, 0)
end
if stepResult == GROUND_STEP_HIT_WALL and m.wall ~= nil and m.wall.object == nil then
m.particleFlags = m.particleFlags | PARTICLE_VERTICAL_STAR
audio_sample_play(MILNE_SOUND_ACTION_LANCE_WALL, m.pos, 1)
set_mario_action(m, ACT_CRYSTAL_LANCE_WALL, 0)
elseif stepResult == AIR_STEP_LANDED then
m.action = ACT_CRYSTAL_LANCE_DASH
end
m.marioBodyState.handState = MARIO_HAND_PEACE_SIGN
m.actionTimer = m.actionTimer + 1
return 0
end
function act_crystal_lance_wall(m)
local e = gStateExtras[m.playerIndex]
m.vel.y = 0
e.firstJump = 0
mario_set_forward_vel(m, 0)
m.marioBodyState.handState = MARIO_HAND_PEACE_SIGN
if (m.input & INPUT_A_PRESSED) ~= 0 then
set_jumping_action(m, ACT_DOUBLE_JUMP, 0)
play_character_sound(m, CHAR_SOUND_HOOHOO)
m.vel.y = 65.0
end
if (m.input & INPUT_Z_PRESSED) ~= 0 then
m.vel.y = -10
set_mario_action(m, ACT_FREEFALL, 0)
end
if (m.input & INPUT_B_PRESSED) ~= 0 then
set_mario_action(m, ACT_JUMP_KICK, 0)
end
end
function act_kazotsky_kick(m)
if (m.input & INPUT_A_PRESSED) ~= 0 then
m.vel.y = 30
return set_mario_action(m, ACT_JUMP, 0)
end
if (m.input & INPUT_B_PRESSED) ~= 0 then
return set_mario_action(m, ACT_PUNCHING, 0)
end
if (m.controller.buttonPressed & X_BUTTON) ~= 0 then
return set_mario_action(m, ACT_DOUBLE_JUMP_LAND, 0)
end
if (m.marioObj.header.gfx.animInfo.animFrame == 1 or m.marioObj.header.gfx.animInfo.animFrame == 11) then
play_sound(SOUND_ACTION_TERRAIN_STEP, m.marioObj.header.gfx.cameraToObject)
end
if (m.input & INPUT_NONZERO_ANALOG) ~= 0 then
mario_set_forward_vel(m, 10)
m.faceAngle.y = m.intendedYaw - approach_s32(convert_s16(m.intendedYaw - m.faceAngle.y), 0, 0x800, 0x800)
else
mario_set_forward_vel(m, 0)
end
local stepResult = perform_ground_step(m)
if stepResult == GROUND_STEP_LEFT_GROUND then
set_mario_action(m, ACT_FREEFALL, 0)
end
set_mario_animation(m, MARIO_ANIM_RUNNING_UNUSED)
return 0
end
function act_milne_melee(m)
set_mario_animation(m, MARIO_ANIM_A_POSE)
if mario_check_object_grab(m) ~= 0 and (m.input & INPUT_A_DOWN) == 0 then
mario_grab_used_object(m)
set_mario_action(m, ACT_HOLD_WALKING, 0)
m.marioBodyState.grabPos = GRAB_POS_LIGHT_OBJ
return 1
end
local stepResult = perform_ground_step(m)
if stepResult == GROUND_STEP_LEFT_GROUND then
m.action = ACT_MILNE_MELEE_AIR
end
apply_slope_decel(m, 1)
if is_anim_at_end(m) ~= 0 then
if (m.input & INPUT_A_DOWN) ~= 0 then
return set_mario_action(m, ACT_JUMP_KICK, 0)
else
return set_mario_action(m, ACT_SHARD_TOSS, 0)
end
end
m.actionTimer = m.actionTimer + 1
return 0
end
function act_milne_melee_air(m)
if mario_check_object_grab(m) ~= 0 and (m.input & INPUT_A_DOWN) == 0 then
mario_grab_used_object(m)
set_mario_action(m, ACT_HOLD_WALKING, 0)
m.marioBodyState.grabPos = GRAB_POS_LIGHT_OBJ
return 1
end
local stepResult = common_air_action_step(m, ACT_MILNE_MELEE, MARIO_ANIM_A_POSE, 0)
if stepResult == AIR_STEP_LANDED then
m.action = ACT_MILNE_MELEE
end
if is_anim_at_end(m) ~= 0 then
return set_mario_action(m, ACT_SHARD_TOSS_AIR, 0)
end
m.actionTimer = m.actionTimer + 1
return 0
end
function act_shard_toss(m)
local e = gStateExtras[m.playerIndex]
if m.actionTimer == 0 then --and m.marioObj.collidedObjInteractTypes ~= INTERACT_GRABBABLE
m.faceAngle.y = m.intendedYaw
if (m.playerIndex == 0) then
toss_shards(m)
network_send(true, { type = 'bullet',
m = gNetworkPlayers[m.playerIndex].globalIndex
})
end
audio_sample_play(MILNE_SOUND_ACTION_SHARD_TOSS, m.pos, 1)
play_character_sound(m, CHAR_SOUND_YAH_WAH_HOO)
m.marioObj.header.gfx.animInfo.animFrame = 0
end
set_mario_animation(m, MARIO_ANIM_THROW_LIGHT_OBJECT)
local stepResult = perform_ground_step(m)
if stepResult == GROUND_STEP_LEFT_GROUND then
m.action = ACT_SHARD_TOSS_AIR
end
apply_slope_decel(m, 1)
if math.abs(m.forwardVel) >= 10 then
set_mario_particle_flags(m, PARTICLE_DUST, false)
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
end
if (m.input & INPUT_A_PRESSED) ~= 0 then
return set_mario_action(m, ACT_JUMP, 0)
end
if (m.input & INPUT_B_PRESSED) ~= 0 and
(m.actionTimer > 0 and m.actionTimer < 10) then
if e.crystallanced == 0 then
m.faceAngle.y = m.intendedYaw
e.crystallanced = 1
set_mario_action(m, ACT_CRYSTAL_LANCE_START_GROUND, 0)
end
end
if m.actionTimer > 15 then
return set_mario_action(m, ACT_WALKING, 0)
end
m.actionTimer = m.actionTimer + 1
return 0
end
function act_shard_toss_air(m)
local e = gStateExtras[m.playerIndex]
if m.actionTimer == 0 then
if (m.playerIndex == 0) then
toss_shards(m)
network_send(true, { type = 'bullet',
m = gNetworkPlayers[m.playerIndex].globalIndex
})
end
audio_sample_play(MILNE_SOUND_ACTION_SHARD_TOSS, m.pos, 1)
play_character_sound(m, CHAR_SOUND_YAH_WAH_HOO)
m.marioObj.header.gfx.animInfo.animFrame = 0
end
local stepResult = common_air_action_step(m, ACT_SHARD_TOSS, MARIO_ANIM_THROW_LIGHT_OBJECT, 0)
if stepResult == AIR_STEP_LANDED then
m.action = ACT_SHARD_TOSS
end
if (m.input & INPUT_B_PRESSED) ~= 0 and
(m.actionTimer > 0 and m.actionTimer < 10) then
if e.crystallanced == 0 then
m.faceAngle.y = m.intendedYaw
e.crystallanced = 1
set_mario_action(m, ACT_CRYSTAL_LANCE_START, 0)
end
end
if m.actionTimer > 15 then
set_mario_action(m, ACT_FREEFALL, 0)
end
m.actionTimer = m.actionTimer + 1
return 0
end
function act_milne_bowser_throw(m)
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 drop_and_set_mario_action(m, ACT_FREEFALL, 0)
end
if (m.actionTimer == 7) then
mario_throw_held_object(m)
m.usedObj.oBowserHeldAngleVelYaw = 0x1000
m.usedObj.oBowserHeldAnglePitch = -0x1000
play_character_sound_if_no_flag(m, CHAR_SOUND_SO_LONGA_BOWSER, MARIO_MARIO_SOUND_PLAYED)
play_sound_if_no_flag(m, SOUND_ACTION_THROW, MARIO_ACTION_SOUND_PLAYED)
queue_rumble_data_mario(m, 3, 50)
end
animated_stationary_ground_step(m, CHAR_ANIM_GROUND_THROW, ACT_IDLE)
m.actionTimer = m.actionTimer + 1
return false
end
function act_milne_bowser_throw_air(m)
if (m.actionTimer == 4) then
mario_throw_held_object(m)
m.usedObj.oBowserHeldAngleVelYaw = 0x1000
m.usedObj.oBowserHeldAnglePitch = -0x1000
end
play_character_sound_if_no_flag(m, CHAR_SOUND_SO_LONGA_BOWSER, MARIO_MARIO_SOUND_PLAYED)
set_character_animation(m, CHAR_ANIM_THROW_LIGHT_OBJECT)
update_air_without_turn(m)
local stepResult = perform_air_step(m, 0)
if stepResult == AIR_STEP_LANDED then
if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
m.action = ACT_AIR_THROW_LAND
end
elseif stepResult == AIR_STEP_HIT_WALL then
mario_set_forward_vel(m, 0.0)
elseif stepResult == AIR_STEP_HIT_LAVA_WALL then
lava_boost_on_wall(m)
end
m.actionTimer = m.actionTimer + 1
return false
end
---------------
---- Hooks ----
---------------
function milne_anims(m)
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_FALL_OVER_BACKWARDS then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_FALL_OVER_BACKWARDS")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLIDE then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_SLIDE")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_STOP_SLIDE then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_STOP_SLIDE")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_DIVE then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_DIVE")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLOW_LAND_FROM_DIVE then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_SLOW_LAND_FROM_DIVE")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLIDE_DIVE then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_SLIDE_DIVE")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLOW_LEDGE_GRAB then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_SLOW_LEDGE_GRAB")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_CLIMB_DOWN_LEDGE then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_CLIMB_DOWN_LEDGE")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_IDLE_ON_LEDGE then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_IDLE_ON_LEDGE")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_FAST_LEDGE_GRAB then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_FAST_LEDGE_GRAB")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_START_GROUND_POUND then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_START_GROUND_POUND")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_GROUND_POUND then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_GROUND_POUND")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_GROUND_POUND_LANDING then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_GROUND_POUND_LANDING")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_BACKWARD_KB then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_BACKWARD_KB")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_FORWARD_KB then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_FORWARD_KB")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_START_SLEEP_SITTING then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_START_SLEEP_SITTING")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLEEP_IDLE then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_SLEEP_IDLE")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLEEP_START_LYING then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_SLEEP_START_LYING")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLEEP_LYING then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_SLEEP_LYING")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLIDE_KICK then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_SLIDE_KICK")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_CROUCH_FROM_SLIDE_KICK then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_CROUCH_FROM_SLIDE_KICK")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_SLIDING_ON_BOTTOM_WITH_LIGHT_OBJ")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_STAND_UP_FROM_SLIDING_WITH_LIGHT_OBJ")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_RUNNING then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_RUNNING")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_DYING_ON_BACK then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_DYING_ON_BACK")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_DYING_ON_STOMACH then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_DYING_ON_STOMACH")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_WAKE_FROM_SLEEP then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_WAKE_FROM_SLEEP")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_WAKE_FROM_LYING then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_WAKE_FROM_LYING")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_LAND_ON_STOMACH then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_LAND_ON_STOMACH")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_CRAWLING then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_CRAWLING")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_START_CRAWLING then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_START_CRAWLING")
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_STOP_CRAWLING then
smlua_anim_util_set_animation(m.marioObj, "MILNE_ANIM_STOP_CRAWLING")
end
end
function milne_expressions(m)
local e = gStateExtras[m.playerIndex]
-- yawn
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_START_SLEEP_YAWN then
m.marioBodyState.eyeState = 9
end
-- snoring
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLEEP_IDLE then
if m.marioObj.header.gfx.animInfo.animFrame < 20 then
m.marioBodyState.eyeState = 9
else
m.marioBodyState.eyeState = 10
end
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_SLEEP_LYING then
if m.marioObj.header.gfx.animInfo.animFrame < 25 then
m.marioBodyState.eyeState = 9
else
m.marioBodyState.eyeState = 10
end
end
-- blushin' after Peach's kiss
if m.action == ACT_END_PEACH_CUTSCENE then
if (m.actionTimer >= 136 and m.actionArg == 8) or (m.actionArg == 9 and m.actionTimer <= 60) then
m.marioBodyState.eyeState = 11
end
end
-- death 'n hurt animations
if m.action == ACT_ELECTROCUTION or m.action == ACT_WATER_DEATH then
m.marioBodyState.eyeState = 13
end
if m.action == ACT_STANDING_DEATH then
m.marioBodyState.eyeState = 13
m.actionTimer = m.actionTimer + 1
-- fox bitch dies
if m.actionTimer >= 90 then
m.marioObj.header.gfx.node.flags = m.marioObj.header.gfx.node.flags | GRAPH_RENDER_INVISIBLE
if (m.playerIndex == 0) and e.dieded == 0 then
e.dieded = 1
milne_death(m)
end
else e.dieded = 0 end
end
if
m.action == ACT_LAVA_BOOST or m.action == ACT_BURNING_FALL or m.action == ACT_BURNING_JUMP or
m.action == ACT_QUICKSAND_DEATH or
m.action == ACT_GRABBED or
m.action == ACT_GETTING_BLOWN or
m.action == ACT_HARD_BACKWARD_AIR_KB or
m.action == ACT_BACKWARD_AIR_KB or
m.action == ACT_SOFT_BACKWARD_GROUND_KB or
m.action == ACT_HARD_FORWARD_AIR_KB or
m.action == ACT_FORWARD_AIR_KB or
m.action == ACT_SOFT_FORWARD_GROUND_KB or
m.action == ACT_THROWN_FORWARD or
m.action == ACT_THROWN_BACKWARD or
m.action == ACT_DEATH_EXIT or
m.action == ACT_BURNING_GROUND
then
m.marioBodyState.eyeState = 12
end
if
m.action == ACT_HARD_BACKWARD_GROUND_KB or m.action == ACT_BACKWARD_GROUND_KB or
m.action == ACT_HARD_FORWARD_GROUND_KB or
m.action == ACT_FORWARD_GROUND_KB or
m.action == ACT_DEATH_EXIT_LAND or
m.action == ACT_FORWARD_WATER_KB or
m.action == ACT_BACKWARD_WATER_KB or
m.action == ACT_GROUND_BONK
then
m.marioBodyState.eyeState = 14
end
if m.action == ACT_DEATH_ON_BACK or m.action == ACT_DEATH_ON_STOMACH then
m.actionTimer = m.actionTimer + 1
if m.actionTimer >= 30 then
m.marioBodyState.eyeState = 13
end
-- fox bitch dies
if m.actionTimer >= 60 then
m.marioObj.header.gfx.node.flags = m.marioObj.header.gfx.node.flags | GRAPH_RENDER_INVISIBLE
if e.dieded == 0 then
e.dieded = 1
milne_death(m)
end
else e.dieded = 0 end
end
if m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_DROWNING_PART1 then
m.marioBodyState.eyeState = 12
elseif m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_DROWNING_PART2 then
m.marioBodyState.eyeState = 13
end
-- misc
if
m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_WATER_STAR_DANCE or
m.marioObj.header.gfx.animInfo.animID == CHAR_ANIM_STAR_DANCE
then
m.marioBodyState.eyeState = 18
end
if m.action == ACT_EXIT_LAND_SAVE_DIALOG and m.actionState == 2 then
if m.marioObj.header.gfx.animInfo.animFrame > 109 and m.marioObj.header.gfx.animInfo.animFrame < 154 then
m.marioBodyState.eyeState = 15
elseif m.marioObj.header.gfx.animInfo.animFrame > 0 and m.marioObj.header.gfx.animInfo.animFrame <= 109 then
m.marioBodyState.eyeState = 12
end
end
if m.action == ACT_FEET_STUCK_IN_GROUND then
if m.marioObj.header.gfx.animInfo.animFrame < 100 then
m.marioBodyState.eyeState = 12
elseif m.marioObj.header.gfx.animInfo.animFrame >= 100 then
m.marioBodyState.eyeState = 14
end
end
if m.action == ACT_BUTT_STUCK_IN_GROUND then
if m.marioObj.header.gfx.animInfo.animFrame < 100 then
m.marioBodyState.eyeState = 12
elseif m.marioObj.header.gfx.animInfo.animFrame >= 100 then
m.marioBodyState.eyeState = 14
end
end
if m.action == ACT_PANTING then
m.marioBodyState.eyeState = 16
end
if m.action == ACT_SHIVERING then
if m.actionState == 0 then
if m.marioObj.header.gfx.animInfo.animFrame >= 30 then
m.marioBodyState.eyeState = 16
else
m.marioBodyState.eyeState = 17
end
else
m.marioBodyState.eyeState = 17
end
end
end
function milne_fall_impact(m)
local e = gStateExtras[m.playerIndex]
local fallHeight = e.milnePeakHeight - m.pos.y
local damageHeight = 1000.0
if (m.action ~= ACT_TWIRLING
and (m.action & ACT_GROUP_CUTSCENE) == 0
and (m.action & ACT_GROUP_AIRBORNE) == 0
and m.floor ~= nil
and m.floor.type ~= SURFACE_BURNING) then
if (m.vel.y < -55.0) and e.impactLanded == 0 then
if (fallHeight > 4000.0) then
spawn_non_sync_object(id_bhvMilneShockwave,
E_MODEL_BOWSER_WAVE,
m.pos.x, m.pos.y, m.pos.z,
function(obj)
obj.oShockwaveThreshold = 1500
end)
queue_rumble_data_mario(m, 5, 80)
if (m.playerIndex == 0) then set_camera_shake_from_hit(SHAKE_FOV_LARGE) end
play_sound(SOUND_OBJ_POUNDING_LOUD, m.marioObj.header.gfx.cameraToObject)
elseif (fallHeight > 2000.0) then
spawn_non_sync_object(id_bhvMilneShockwave,
E_MODEL_BOWSER_WAVE,
m.pos.x, m.pos.y, m.pos.z,
function(obj)
obj.oShockwaveThreshold = 800
end)
queue_rumble_data_mario(m, 5, 80)
if (m.playerIndex == 0) then set_camera_shake_from_hit(SHAKE_FOV_MEDIUM) end
play_sound(SOUND_OBJ_POUNDING1_HIGHPRIO, m.marioObj.header.gfx.cameraToObject)
elseif (fallHeight > damageHeight) then
queue_rumble_data_mario(m, 5, 80)
if (m.playerIndex == 0) then set_camera_shake_from_hit(SHAKE_FOV_SMALL) end
play_sound(SOUND_OBJ_POUNDING1_HIGHPRIO, m.marioObj.header.gfx.cameraToObject)
end
e.impactLanded = 1
end
end
return false
end
function kazotsky_anims(m)
if m.playerIndex ~= 0 then return end
gPlayerSyncTable[m.playerIndex].customTaunt = _G.GeodeChars64.customTaunt
if gPlayerSyncTable[m.playerIndex].geodeChar == 1 then
gPlayerSyncTable[m.playerIndex].kickAnim = "KAZOTSKY_KICK_MILNE"
else
if gPlayerSyncTable[m.playerIndex].customTaunt == false then
if m.character.type == CT_LUIGI then
gPlayerSyncTable[m.playerIndex].kickAnim = "KAZOTSKY_KICK_LUIGI"
elseif m.character.type == CT_WARIO then
gPlayerSyncTable[m.playerIndex].kickAnim = "KAZOTSKY_KICK_WARIO"
elseif m.character.type == CT_WALUIGI then
gPlayerSyncTable[m.playerIndex].kickAnim = "KAZOTSKY_KICK_WALUIGI"
else
gPlayerSyncTable[m.playerIndex].kickAnim = "KAZOTSKY_KICK_MARIO"
end
else
gPlayerSyncTable[m.playerIndex].kickAnim = _G.GeodeChars64.kickAnim
end
end
end
function mario_update_local(m)
if _G.charSelectExists then
if charSelectMilne == _G.charSelect.character_get_current_number()
or charSelectMilneRecolorable == _G.charSelect.character_get_current_number() then
gPlayerSyncTable[m.playerIndex].geodeChar = 1
else
gPlayerSyncTable[m.playerIndex].geodeChar = 0
end