Vestige
Member
script I'm creating (I'm inexperianced):
freeslot("VEST_SPRT", "BAR_SPRT")
local button = BT_CUSTOM1
local bounceButton = BT_SPIN
local skin = "vestige"
local starttimer = 100
local dash_drain_per_tick = 20
local bounce_force = 15 * FRACUNIT
local bounce_cooldown_max = 12
local bounce_force_dividend = 10
local max_dashes_per_airtime = 3
-- Helper Functions
local function SpeedBoost_Reset(p)
local mo = p.mo
if mo and mo.skin == skin then
p.normalspeed = skins[skin].normalspeed
p.jumpfactor = skins[skin].jumpfactor
p.charflags = p.charflags & ~SF_RUNONWATER
p.camerascale = skins[skin].camerascale
p.acceleration = skins[skin].acceleration
p.accelstart = skins[skin].accelstart
mo.blendmode = AST_COPY
mo.colorized = false
mo.color = p.skincolor
bounce_force_dividend = 7
end
end
local function SpeedBoost_start(p, overcharge)
local mo = p.mo
if mo and mo.skin == skin then
p.charflags = p.charflags | SF_RUNONWATER
p.normalspeed = skins[skin].normalspeed - 10
p.jumpfactor = skins[skin].jumpfactor + (p.jumpfactor / 5)
p.acceleration = skins[skin].acceleration - 25
p.camerascale = skins[skin].camerascale + (p.camerascale / 9) + overcharge
mo.blendmode = AST_SUBTRACT
mo.colorized = true
p.accelstart = 400
mo.color = SKINCOLOR_POWER
bounce_force_dividend = 4
end
end
local function afterimage(p)
local mo = p.mo
local trail = P_SpawnGhostMobj(mo)
trail.flags = $|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY
trail.scalespeed = FRACUNIT/9
trail.angle = mo.angle
trail.color = mo.color
trail.scale = mo.scale
trail.blendmode = AST_ADD
trail.colorized = true
trail.fuse = 6
trail.destscale = mo.scale
trail.scalespeed = $*2
end
local function Bounce(p)
if (maptol & TOL_NIGHTS) then
return
end
local mo = p.mo
if not mo or mo.skin ~= skin or p.playerstate ~= PST_LIVE then return end
if P_PlayerInPain(p) then
return
end
if not mo.vestige then mo.vestige = {} end
local data = p.vestige
if (p.cmd.buttons & bounceButton)
and not P_IsObjectOnGround(mo)
and not data.dashing
and not (p.pflags & PF_THOKKED)
and (p.pflags & PF_JUMPED or p.pflags & PF_SPINNING)
and (data.bounce_cooldown or 0) <= 0 then
bounce_force = min(((p.speed / 100000 / bounce_force_dividend) + 3 + abs(mo.momz / 10000) / bounce_force_dividend), 30)
P_SetObjectMomZ(mo, bounce_force * FRACUNIT * -5)
mo.state = S_PLAY_JUMP
afterimage(p)
p.pflags = $ | PF_THOKKED
S_StartSound(mo, sfx_bnce2, p)
data.dash_energy = max(0, data.dash_energy - 20)
if mo.eflags & MFE_SPRUNG then
data.want_to_bounce = false
data.bounce_cooldown = 0
else
data.want_to_bounce = true
end
end
if data.want_to_bounce and P_IsObjectOnGround(mo) then
p.pflags = $ | PF_SPINNING
P_RadiusAttack(p.mo, p.mo, 100*FRACUNIT, DMG_INSTAKILL, p)
P_SetObjectMomZ(mo, bounce_force * FRACUNIT)
mo.state = S_PLAY_JUMP
P_StartQuake(10 * FRACUNIT, TICRATE / 2)
S_StartSound(mo, sfx_bnce2, p)
data.want_to_bounce = false
data.bounce_cooldown = bounce_cooldown_max
end
if data.bounce_cooldown and data.bounce_cooldown > 0 then
data.bounce_cooldown = $ - 1
end
end
--- runs bouncing
addHook("PlayerThink", Bounce)
-- Main Logic
addHook("PlayerThink", function(p)
if (maptol & TOL_NIGHTS) then
return
end
if not p.mo or p.mo.skin ~= skin or p.playerstate ~= PST_LIVE then return end
if P_PlayerInPain(p) then
return
end
if not p.vestige then
p.vestige = {
dash_energy = 0,
notdashingtimer = 20,
dashing = false,
can_dash = true,
combo = 0,
combo_timer = 0,
combo_score = 0,
energy_force = 0,
bounce_cooldown = 0,
dashes_in_air = 0
}
end
local data = p.vestige
if (p.mo.eflags & MFE_UNDERWATER) then
data.energy_force = 30
else
data.energy_force = 60
end
data.dash_energy = tonumber(data.dash_energy) or 0
data.combo = data.combo or 0
data.combo_timer = data.combo_timer or 0
data.combo_score = data.combo_score or 0
data.notdashingtimer = data.notdashingtimer or 20
data.energy_force = data.energy_force or 0
data.bounce_cooldown = data.bounce_cooldown or 0
data.dashes_in_air = data.dashes_in_air or 0
local dash_energy = data.dash_energy
local overcharged = (dash_energy > starttimer) and (dash_energy - starttimer) or 0
if not data.dashing then
data.notdashingtimer = data.notdashingtimer - 1
p.mo.dashtime = 0
end
-- Reset dash count when landing
if P_IsObjectOnGround(p.mo) then
data.dashes_in_air = 0
end
if dash_energy < starttimer / (1 + (1 / 2)) then
data.dash_energy = $1 + 20
SpeedBoost_Reset(p)
else
SpeedBoost_start(p, overcharged)
if dash_energy < starttimer then
data.dash_energy = $1 + (1 / 2)
end
end
if data.dashing == true then
if not p.cmd.forwardmove then
p.cmd.forwardmove = 50 --Intentionally not in PreThinkFrame
end
data.dash_energy = dash_energy - dash_drain_per_tick
if data.dash_energy <= 0 or (not (p.cmd.buttons & button) and p.playerstate == PST_LIVE) and not P_PlayerInPain(p) then
data.dashing = false
p.mo.dashtime = 0
p.charflags = p.charflags & ~SF_CANBUSTWALLS
p.cmd.forwardmove = 50
else
-- Continue dashing
p.mo.dashtime = p.mo.dashtime + 1
afterimage(p)
p.charflags = p.charflags | SF_CANBUSTWALLS
p.pflags = p.pflags & ~PF_SPINNING
P_InstaThrust(p.mo, p.drawangle, abs(data.energy_force + p.speed / 2000000) * FRACUNIT)
data.dashing = true
p.pflags = p.pflags & ~PF_SPINNING
if P_IsObjectOnGround(p.mo) then
p.mo.state = S_PLAY_RUN
-- p.powers[pw_invulnerability] = TICRATE / 2
p.mo.speed = ((p.speed + (p.speed / 2)) / FRACUNIT) + sin(p.mo.angle) + 4 * FRACUNIT
P_SpawnSkidDust(p, p.mo.radius, true)
p.mo.state = S_PLAY_RUN
elseif p.pflags & PF_JUMPED and p.mo.dashtime <= 9 then
p.mo.state = S_PLAY_JUMP
p.mo.momz = ((p.speed + (p.speed / 2)) / FRACUNIT) + sin(p.mo.angle) + 4 * FRACUNIT
end
end
end
if not (p.cmd.buttons & button) then
if not data.dashing and data.notdashingtimer <= 0 then
data.can_dash = true
data.notdashingtimer = 20
end
else
if not data.dashing and data.can_dash and dash_energy >= 20 and data.dashes_in_air < max_dashes_per_airtime then
data.can_dash = false
p.mo.dashtime = 1
data.dashing = true
data.dashes_in_air = data.dashes_in_air + 1
afterimage(p)
P_Thrust(p.mo, p.drawangle, abs(data.energy_force * 5) * FRACUNIT)
S_StartSound(p.mo, sfx_vboost, p)
P_StartQuake(10*FRACUNIT, TICRATE / 2)
data.spritexscale = FRACUNIT * 6
data.spriteyscale = FRACUNIT * -6
if p.mo.state == S_PLAY_STND
or p.mo.state == S_PLAY_WALK
or p.mo.state == S_PLAY_WAIT
or p.mo.state == S_PLAY_EDGE then
p.mo.state = S_PLAY_RUN
end
end
end
end)
addHook("MobjMoveBlocked", function(mo)
if not (mo and mo.player) then return end
local p = mo.player
local data = p.vestige
if not data or not data.dashing then return end
-- stop dash
data.dashing = false
data.can_dash = false
local speed = R_PointToDist2(0,0, mo.momx, mo.momy)
local bounce_angle = mo.angle + ANGLE_180
S_StartSound(mo, sfx_mario1, p)
-- print("Thrustforce: " .. speed)
P_StartQuake(10 * FRACUNIT, TICRATE / 2)
P_InstaThrust(mo, bounce_angle, speed / 20)
p.pflags = p.pflags & ~PF_SPINNING
P_SetObjectMomZ(mo, speed / 2000000 * FRACUNIT, false)
mo.state = S_PLAY_PAIN
end)
addHook("MobjDamage", function(target, inf, src, dmg, dmgType)
if target.player and target.player.vestige and target.skin == skin then
local data = target.player.vestige
if data.dashing == true then
if dmgType == DMG_FIRE or dmgType == DMG_WATER or dmgType == DMG_ELECTRIC
or dmgType == DMG_SPIKE or dmgType == DMG_NUKE or dmgType == DMG_DROWNED
or dmgType == DMG_CRUSHED or dmgType == DMG_CANHURTSELF then
return true
end
end
end
end, MT_PLAYER)
for _, spike in ipairs({MT_SPIKE, MT_WALLSPIKE}) do
addHook("MobjCollide", function(mobj, playermobj)
if playermobj.player and playermobj.player.vestige and playermobj.skin == skin then
local data = playermobj.player.vestige
if data.dashing == true and (mobj.z >= (playermobj.z - 16*FRACUNIT)) and (mobj.z <= (playermobj.z + playermobj.height + 16*FRACUNIT)) then
P_KillMobj(mobj, playermobj, playermobj)
data.dash_energy = data.dash_energy + 10
end
end
end, spike)
end
addHook("PlayerCanDamage", function(p) -- Player kills enemies while boosting
if p.vestige and p.vestige.dashing then
p.vestige.dash_energy = max(p.vestige.dash_energy + 10, 100)
return true
end
end)
addHook("MobjCollide", function(mobj, playermobj)
if playermobj.player and playermobj.player.vestige and playermobj.skin == skin then
local data = playermobj.player.vestige
if playermobj.player and playermobj.player.vestige and playermobj.skin == skin and mobj.flags & MF_MONITOR
and data.dashing == true then
P_DamageMobj(mobj, playermobj, playermobj, 5, DMG_INSTAKILL)
end
end
end)
addHook("PlayerSpawn", function(p)
if p.mo and p.mo.skin == skin then
p.vestige = {
dash_energy = 0,
dash_penalty = 0,
dashed_once = false,
}
end
end)