Applying for modder status...I still don't know how to upload code blocks I need help

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Minty_The_Minter

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Jul 1, 2025
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-- name: Move Your Body Freely Co-op DX
-- incompatible: moveset
-- description: A port of the romhack "Move your body freely 64"\n\nMove your body freely 64 was originally made by "bbb" on romhacking.com\n\nThanks to \\#23FF23\\EmeraldLockdown \\#FFFFFF\\for the "Simple Moveset" code that I used as a base for this project\n\n"Move youur body freely" was ported to Coop by \\#00FF81\\ Minty\n\n\\#FFFFFF\\ This moveset allows you to cancel certain moves into one another. A long Jump can be cancelled into either a dive or a grouund pound ( or [Z] while long jumping). Both Dives and Slide Kicks can be cancelled into a Rollout ([A] when diving and when slide kicking). When doing a backflip, you can start twirling by pressing or [Y] at any time during a backflip. Ground pounding can be turned into a slidekick both in the air and when landing. ( after ground pund or ground pound land). You can also triple jump after ground pound landing (You know how to do this...[A]). When holding [Z] while twirling, you can go down faster.

local function mario_update(m)

if m.action == ACT_LONG_JUMP and m.controller.buttonPressed & B_BUTTON ~=0 then
set_mario_action(m, ACT_DIVE, 0)
end

if m.action == ACT_LONG_JUMP and m.controller.buttonPressed & Z_TRIG ~=0 then
set_mario_action(m, ACT_GROUND_POUND, 0)
end

if m.action == ACT_BACKFLIP and m.controller.buttonPressed & B_BUTTON ~=0 then
set_mario_action(m, ACT_TWIRLING, 0)
end
if m.action == ACT_BACKFLIP and m.controller.buttonPressed & Y_BUTTON ~=0 then
set_mario_action(m, ACT_TWIRLING, 0)
end
if m.action == ACT_DIVE and m.controller.buttonPressed & A_BUTTON ~=0 then
m.forwardVel = 50
set_mario_action(m, ACT_FORWARD_ROLLOUT, 0)
end
if m.action == ACT_SLIDE_KICK and m.controller.buttonPressed & B_BUTTON ~=0 then
m.forwardVel = 50
set_mario_action(m, ACT_FORWARD_ROLLOUT, 5)
end
if m.action == ACT_GROUND_POUND and m.controller.buttonPressed & B_BUTTON ~=0 then
m.forwardVel = 50
set_mario_action(m, ACT_SLIDE_KICK, 1)
end
if m.action == ACT_GROUND_POUND_LAND and m.controller.buttonPressed & A_BUTTON ~=0 then
set_mario_action(m, ACT_TRIPLE_JUMP, 0)
end

if m.action == ACT_GROUND_POUND_LAND and m.controller.buttonPressed & B_BUTTON ~=0 then
m.forwardVel = 50
set_mario_action(m, ACT_SLIDE_KICK, 1)
end
if m.action == ACT_TWIRLING and m.controller.buttonDown & Z_TRIG ~= 0 then
m.vel.y = -50
end
end

-- hooks
hook_event(HOOK_MARIO_UPDATE, mario_update)
 
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