Vestige
Member
For some reason when i'm dashing and at a standstill the running animation isn't playing properly
here's an example
Not pressing a movement key
Pressing a movement key
BOOST CODE THINGY
: Also trying to remake the sprites
to make him more like this
here's an example
Not pressing a movement key
Pressing a movement key
BOOST CODE THINGY
running:
if data.dashing then
data.dash_energy = dash_energy - dash_drain_per_tick
if data.dash_energy <= 0 or (not (player.cmd.buttons & button) and player.playerstate == PST_LIVE) and not P_PlayerInPain(player) then
data.dashing = false
player.mo.dashtime = 0
player.charflags = player.charflags & ~SF_CANBUSTWALLS
else
player.mo.dashtime = player.mo.dashtime + 1
P_RadiusAttack(player.mo, player.mo, 140*FRACUNIT, DMG_INSTAKILL, player)
afterimage(player)
player.charflags = player.charflags | SF_CANBUSTWALLS
player.pflags = player.pflags & ~PF_SPINNING
P_InstaThrust(player.mo, player.drawangle, data.energy_force * FRACUNIT)
player.pflags = $ & ~PF_SPINNING
if P_IsObjectOnGround(player.mo) then
player.mo.state = S_PLAY_RUN
P_SpawnSkidDust(player, player.mo.radius, true)
player.mo.state = S_PLAY_RUN
elseif player.pflags & PF_JUMPED and player.mo.dashtime <= 9 then
player.mo.momz = ((player.speed + (player.speed / 2)) / FRACUNIT) + sin(player.mo.angle) + 4 * FRACUNIT
end
end
end
Full code:
-- Vestige Dash System - Rework: Longer Hold Dash, Breaks Objects, Colored HUD, Shield Bypass, Feedback, Combo Score Multiplier, Bounce Bracelet
freeslot("VEST_SPRT", "BAR_SPRT")
local button = BT_CUSTOM1
local bounceButton = BT_SPIN
local skin = "vestige"
local starttimer = 200
local max_dash_energy = 400
local dash_drain_per_tick = 2
local bounce_scale = {stretch = 14/10, squash = 6/10, duration = 10}
local bounce_force = 15 * FRACUNIT
-- Helper Functions
local function SpeedBoost_Reset(player)
if player.mo and player.mo.skin == skin then
player.normalspeed = skins[skin].normalspeed
player.jumpfactor = skins[skin].jumpfactor
player.charflags = player.charflags & ~SF_RUNONWATER
player.camerascale = skins[skin].camerascale
player.acceleration = skins[skin].acceleration
player.mo.blendmode = AST_COPY
player.mo.colorized = false
player.mo.color = player.skincolor
player.mo.scale = FRACUNIT
player.accelstart = skins[skin].accelstart
end
end
local function SpeedBoost_start(player, overcharge)
if player.mo and player.mo.skin == skin then
player.charflags = player.charflags | SF_RUNONWATER
player.normalspeed = skins[skin].normalspeed + 10 + overcharge
player.jumpfactor = skins[skin].jumpfactor + (player.jumpfactor / 3) + overcharge
player.acceleration = skins[skin].acceleration - 20
player.camerascale = skins[skin].camerascale + (player.camerascale / 4) + overcharge
player.mo.blendmode = overcharge >= 1 and AST_REVERSESUBTRACT or AST_SUBTRACT
player.mo.colorized = true
player.accelstart = 400
player.mo.color = SKINCOLOR_POWER
end
end
local function afterimage(player)
local trail = P_SpawnGhostMobj(player.mo)
trail.flags = $|MF_NOCLIP|MF_NOCLIPHEIGHT|MF_NOGRAVITY|MF_SCENERY
trail.angle = player.mo.angle
trail.color = player.mo.color
trail.scale = player.mo.scale
trail.blendmode = AST_ADD
trail.colorized = true
trail.fuse = 6
end
local function dashParticleBurst(player)
for i = 0, 31 do
local angle = i * ANG1 * 11
local px = P_SpawnMobj(player.mo.x, player.mo.y, player.mo.z + 8*FRACUNIT, MT_THOK)
px.momx = FixedMul(cos(angle), 5*FRACUNIT)
px.momy = FixedMul(sin(angle), 5*FRACUNIT)
px.momz = P_RandomRange(-2, 2)*FRACUNIT
px.fuse = 10
px.scale = FRACUNIT/2
px.color = player.mo.color
px.state = S_THOK
end
end
local dash_squash = {
stretch = 5/4, -- Elongate during dash
squash = 6/10, -- Compress briefly at start
duration = 6 -- Frames squash/stretch lasts
}
-- Bounce logic with cooldown and delayed bounce on landing
addHook("PlayerThink", function(player)
if not player.mo or player.mo.skin ~= skin then return end
if not player.vestige then player.vestige = {} end
local data = player.vestige
-- Bounce Bracelet Ability - Midair activation
if (player.cmd.buttons & bounceButton)
and not P_IsObjectOnGround(player.mo)
and not data.dashing
and not (player.pflags & PF_THOKKED) then
-- Perform midair bounce
P_SetObjectMomZ(player.mo, -30*FRACUNIT)
player.pflags = $ | PF_THOKKED
S_StartSound(player.mo, sfx_bnce2, player)
data.dash_energy = max(0, data.dash_energy - 20)
-- Store intent to bounce on landing
data.want_to_bounce = true
end
-- Ground bounce if intent was stored and cooldown is over
if data.want_to_bounce and P_IsObjectOnGround(player.mo) then
P_SetObjectMomZ(player.mo, 15 * FRACUNIT + bounce_force * FRACUNIT)
player.mo.state = S_PLAY_JUMP
player.pflags = $ | PF_SPINNING
P_StartQuake(10 * FRACUNIT, TICRATE / 2)
S_StartSound(player.mo, sfx_bnce2)
data.want_to_bounce = false
data.bounce_cooldown = bounce_cooldown_max
end
end)
addHook("HUD", function(v, player, cam)
if not player.mo then return end
if not player.vestigedash then return end
-- Energy Bar Position
local bar_x = 160
local bar_y = 170
local bar_w = 60
local bar_h = 6
-- Draw Background Box
v.drawFill(bar_x, bar_y, bar_w, bar_h, 31)
-- Energy Fill (scaled to dashenergy)
local energy = player.vestigedash.dashenergy or 0
local fill_w = FixedMul(bar_w * FRACUNIT, energy)
v.drawFill(bar_x, bar_y, fill_w>>FRACBITS, bar_h, v.getColormap(TC_RAINBOW, SKINCOLOR_SAPPHIRE))
-- Border Lines (top and bottom)
v.drawLineRaw(bar_x, bar_y, bar_x + bar_w, bar_y, 0)
v.drawLineRaw(bar_x, bar_y + bar_h, bar_x + bar_w, bar_y + bar_h, 0)
-- Draw Dash Combo
local combo = player.vestigedash.combo or 0
if combo > 1 then
v.drawString(bar_x + bar_w + 5, bar_y - 2, "Combo x"..combo, V_ALLOWLOWERCASE, "thin")
end
end)
-- Main Logic
addHook("PlayerThink", function(player)
if not player.mo or player.mo.skin ~= skin then return end
if not player.vestige then
player.vestige = {
dash_energy = 0,
notdashingtimer = 20,
dashing = false,
can_dash = true,
combo = 0,
combo_timer = 0,
combo_score = 0,
energy_force = 0,
dash_scale_timer = 0
}
end
local data = player.vestige
local mo = player.mo
if (player.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
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
player.mo.dashtime = 0
end
if dash_energy < starttimer / 2 then
data.dash_energy = $1 + 1
SpeedBoost_Reset(player)
else
SpeedBoost_start(player, overcharged)
if dash_energy < starttimer then
data.dash_energy = $1 + 1
end
end
if data.dashing then
data.dash_energy = dash_energy - dash_drain_per_tick
if data.dash_energy <= 0 or (not (player.cmd.buttons & button) and player.playerstate == PST_LIVE) and not P_PlayerInPain(player) then
data.dashing = false
player.mo.dashtime = 0
player.charflags = player.charflags & ~SF_CANBUSTWALLS
else
player.mo.dashtime = player.mo.dashtime + 1
P_RadiusAttack(player.mo, player.mo, 140*FRACUNIT, DMG_INSTAKILL, player)
afterimage(player)
player.charflags = player.charflags | SF_CANBUSTWALLS
player.pflags = player.pflags & ~PF_SPINNING
P_InstaThrust(player.mo, player.drawangle, data.energy_force * FRACUNIT)
player.pflags = $ & ~PF_SPINNING
if P_IsObjectOnGround(player.mo) then
player.mo.state = S_PLAY_RUN
P_SpawnSkidDust(player, player.mo.radius, true)
player.mo.state = S_PLAY_RUN
elseif player.pflags & PF_JUMPED and player.mo.dashtime <= 9 then
player.mo.momz = ((player.speed + (player.speed / 2)) / FRACUNIT) + sin(player.mo.angle) + 4 * FRACUNIT
end
end
end
if data.dashing
and data.dash_scale_timer > 0 then
data.dash_scale_timer = $ - 1
mo.scale = FixedMul(FRACUNIT, dash_squash.stretch * FRACUNIT)
else
mo.scale = FRACUNIT
end
if not (player.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 then
data.dashing = true
data.can_dash = false
data.dash_scale_timer = dash_squash.duration
player.mo.dashtime = 1
// P_RadiusAttack(player.mo, player.mo, 100*FRACUNIT, DMG_INSTAKILL, player)
afterimage(player)
S_StartSound(player.mo, sfx_vboost, player)
P_StartQuake(10*FRACUNIT, TICRATE / 2)
dashParticleBurst(player)
end
end
end)
-- Award dash energy for killing enemies
addHook("MobjDeath", function(mo, inflictor, source)
if not source or not source.player then return end
local player = source.player
if not player.mo or player.mo.skin ~= skin then return end
if not player.vestige then return end
player.vestige.dash_energy = min(max_dash_energy, (player.vestige.dash_energy or 0) + 25)
end)
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 then
P_KillMobj(mobj, playermobj, playermobj)
data.dash_energy = data.dash_energy + 10
end
end
end, spike)
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 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)
addHook("PlayerSpawn", function(player)
if player.mo and player.mo.skin == skin then
player.vestige = {
dash_energy = 0,
dash_penalty = 0,
dashed_once = false,
}
end
end)
: Also trying to remake the sprites
to make him more like this
Last edited: