Add Character Select to built in mods

This commit is contained in:
Agent X 2023-12-16 13:25:28 -05:00
parent 949a05fd14
commit c3ea12ff8c
9 changed files with 1176 additions and 0 deletions

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----------------------
-- Global Functions --
----------------------
local saveableCharacters = {
["1"] = true,
["2"] = true,
["3"] = true,
["4"] = true,
["5"] = true,
["6"] = true,
["7"] = true,
["8"] = true,
["9"] = true,
["0"] = true,
["a"] = true,
["b"] = true,
["c"] = true,
["d"] = true,
["e"] = true,
["f"] = true,
["g"] = true,
["h"] = true,
["i"] = true,
["j"] = true,
["k"] = true,
["l"] = true,
["m"] = true,
["n"] = true,
["o"] = true,
["p"] = true,
["q"] = true,
["r"] = true,
["s"] = true,
["t"] = true,
["u"] = true,
["v"] = true,
["w"] = true,
["x"] = true,
["y"] = true,
["z"] = true,
["_"] = true,
["-"] = true,
}
function string_underscore_to_space(string)
local s = ''
for i = 1, #string do
local c = string:sub(i,i)
if c ~= '_' then
s = s .. c
else
s = s .. " "
end
end
return s
end
function string_space_to_underscore(string)
local s = ''
for i = 1, #string do
local c = string:sub(i,i)
if saveableCharacters[string.lower(c)] then
s = s .. c
else
s = s .. "_"
end
end
return s
end
----------------------
-- Global Variables --
----------------------
modVersion = "1.5"
allowMenu = {}
menuColorTable = {
{r = 255, g = 50, b = 50 },
{r = 255, g = 100, b = 50 },
{r = 255, g = 255, b = 50 },
{r = 50, g = 255, b = 50 },
{r = 100, g = 100, b = 255},
{r = 251, g = 148, b = 220},
{r = 130, g = 25, b = 130},
{r = 255, g = 255, b = 255},
{r = 50, g = 50, b = 50 },
}

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-- name: Character Select
-- description: A Library / API made to make adding and\nusing Custom Characters as simple as possible!\n\nCreated by:\\#008800\\ Squishy6094\n\\#dcdcdc\\Concepts by:\\#4496f5\\ AngelicMiracles\\#AAAAFF\\\n\nGithub:\nSquishy6094/character-select-coop
menu = false
options = false
currChar = 1
local currOption = 1
local TEX_HEADER = get_texture_info("char-select-text")
local TEXT_PREF_LOAD = "Default"
local ommActive = _G.OmmApi ~= nil
--[[
Note: Do NOT add characters via the characterTable below,
We highly reccomend you create your own mod and use the
API to add characters, this ensures your pack is easy
to use for anyone and low on file space!
]]
characterTable = {
[1] = {
name = "Default",
description = {"The vanilla cast for sm64ex-coop!", "", "These Characters are swappable", "via the default Options Menu"},
credit = "Nintendo / Coop Team",
color = {r = 255, g = 50, b = 50},
model = nil,
forceChar = nil,
lifeIcon = gTextures.mario_head,
},
}
local optionTableRef = {
openInputs = 1,
menuColor = 2,
anims = 3,
inputLatency = 4,
localModels = 5,
prefToDefault = 6,
}
optionTable = {
[optionTableRef.openInputs] = {
name = "Open Binds",
toggle = tonumber(mod_storage_load("MenuInput")),
toggleSaveName = "MenuInput",
toggleDefault = 0,
toggleMax = 2,
toggleNames = {"None", ommActive and "D-pad Down + R" or "D-pad Down", "Z (Pause Menu)"},
},
[optionTableRef.menuColor] = {
name = "Menu Color",
toggle = tonumber(mod_storage_load("MenuColor")),
toggleSaveName = "MenuColor",
toggleDefault = 0,
toggleMax = 9,
toggleNames = {"Auto", "Red", "Orange", "Yellow", "Green", "Blue", "Pink", "Purple", "White", "Black"},
},
[optionTableRef.anims] = {
name = "Animations",
toggle = tonumber(mod_storage_load("Anims")),
toggleSaveName = "Anims",
toggleDefault = 1,
toggleMax = 1,
},
[optionTableRef.inputLatency] = {
name = "Scroll Speed",
toggle = tonumber(mod_storage_load("Latency")),
toggleSaveName = "Latency",
toggleDefault = 1,
toggleMax = 2,
toggleNames = {"Slow", "Normal", "Fast"},
},
[optionTableRef.localModels] = {
name = "Locally Display Models",
toggle = tonumber(mod_storage_load("localModels")),
toggleSaveName = "localModels",
toggleDefault = 1,
toggleMax = 1,
},
[optionTableRef.prefToDefault] = {
name = "Set Preference to Default",
toggle = 0,
toggleDefault = 0,
toggleMax = 1,
toggleNames = {"", ""},
},
}
local defaultPlayerColors = {
[CT_MARIO] = {r = 255, g = 50, b = 50},
[CT_LUIGI] = {r = 50, g = 255, b = 50},
[CT_TOAD] = {r = 100, g = 100, b = 255},
[CT_WALUIGI] = {r = 130, g = 25, b = 130},
[CT_WARIO] = {r = 255, g = 255, b = 50},
}
local defaultIcons = {
[CT_MARIO] = gTextures.mario_head,
[CT_LUIGI] = gTextures.luigi_head,
[CT_TOAD] = gTextures.toad_head,
[CT_WALUIGI] = gTextures.waluigi_head,
[CT_WARIO] = gTextures.wario_head,
}
local latencyValueTable = {15, 10, 5}
local camera_freeze = camera_freeze
local camera_unfreeze = camera_unfreeze
local network_local_index_from_global = network_local_index_from_global
local obj_set_model_extended = obj_set_model_extended
local hud_hide = hud_hide
local hud_show = hud_show
local djui_chat_message_create = djui_chat_message_create
local djui_hud_set_resolution = djui_hud_set_resolution
local djui_hud_set_font = djui_hud_set_font
local djui_hud_set_color = djui_hud_set_color
local djui_hud_get_screen_width = djui_hud_get_screen_width
local djui_hud_render_rect = djui_hud_render_rect
local djui_hud_print_text = djui_hud_print_text
local djui_hud_render_texture = djui_hud_render_texture
local math_max = math.max
local math_min = math.min
local math_sin = math.sin
local math_random = math.random
local play_sound = play_sound
local mod_storage_save = mod_storage_save
local mod_storage_load = mod_storage_load
local string_lower = string.lower
---@param m MarioState
local function nullify_inputs(m)
local c = m.controller
_G.charSelect.controller = {
buttonDown = c.buttonDown,
buttonPressed = c.buttonPressed & ~_G.charSelect.controller.buttonDown,
extStickX = c.extStickX,
extStickY = c.extStickY,
rawStickX = c.rawStickX,
rawStickY = c.rawStickY,
stickMag = c.stickMag,
stickX = c.stickX,
stickY = c.stickY
}
c.buttonDown = 0
c.buttonPressed = 0
c.extStickX = 0
c.extStickY = 0
c.rawStickX = 0
c.rawStickY = 0
c.stickMag = 0
c.stickX = 0
c.stickY = 0
end
local function load_preferred_char()
if mod_storage_load("PrefChar") ~= nil and mod_storage_load("PrefChar") ~= "Default" then
for i = 2, #characterTable do
if characterTable[i].name == mod_storage_load("PrefChar") then
currChar = i
djui_popup_create('Character Select:\nYour Preferred Character\n"'..string_underscore_to_space(characterTable[i].name)..'"\nwas applied successfully!', 4)
break
end
end
elseif mod_storage_load("PrefChar") == nil then
mod_storage_save("PrefChar", "Default")
end
if #characterTable == 1 then
djui_popup_create("Character Select:\nNo Characters were Found", 2)
end
TEXT_PREF_LOAD = mod_storage_load("PrefChar")
end
local function failsafe_options()
for i = 1, #optionTable do
if optionTable[i].toggle == nil then
optionTable[i].toggle = optionTable[i].toggleDefault
if optionTable[i].toggleSaveName ~= nil then
mod_storage_save(optionTable[i].toggleSaveName, tostring(optionTable[i].toggle))
end
end
if optionTable[i].toggleNames == nil then
optionTable[i].toggleNames = {"Off", "On"}
end
end
if optionTable[optionTableRef.openInputs].toggle == 1 and ommActive then
djui_popup_create('Character Select:\nYour Open bind has changed to:\nD-pad Down + R\nDue to OMM Rebirth being active!', 4)
end
end
local hasOpenedMenu = false
local function idiot_proof_note()
if mod_storage_load("openedmenu") == nil then
if #characterTable > 1 then
djui_chat_message_create("Character Select is active and has "..(#characterTable - 1).." characters available!\nYou can use \\#ffff00\\/char-select \\#ffffff\\to open the menu!")
else
djui_chat_message_create("Character Select is active!\nYou can use \\#ffff00\\/char-select \\#ffffff\\to open the menu!")
end
else
hasOpenedMenu = true
end
end
-------------------
-- Model Handler --
-------------------
local stallFrame = 0
local noLoop = false
-- Respecfully, GO FUCK YOURSELVES. I hate EVERY SINGLE ONE OF YOU. Your lives are NOTHING. You serve ZERO PURPOSE. You should kill yourselves, NOW!
local ignored_surfaces = {
SURFACE_BURNING, SURFACE_QUICKSAND, SURFACE_INSTANT_QUICKSAND, SURFACE_INSTANT_MOVING_QUICKSAND, SURFACE_DEEP_MOVING_QUICKSAND, SURFACE_INSTANT_QUICKSAND, SURFACE_DEEP_QUICKSAND, SURFACE_SHALLOW_MOVING_QUICKSAND,
SURFACE_SHALLOW_QUICKSAND, SURFACE_WARP, SURFACE_LOOK_UP_WARP, SURFACE_WOBBLING_WARP, SURFACE_INSTANT_WARP_1B, SURFACE_INSTANT_WARP_1C, SURFACE_INSTANT_WARP_1D, SURFACE_INSTANT_WARP_1E
}
-- Yes, floral gave me permission to use this table full of USELESS PIECES OF SHITS
--- @param m MarioState
local function mario_update(m)
if stallFrame == 1 then
load_preferred_char()
failsafe_options()
idiot_proof_note()
end
if stallFrame < 2 then
stallFrame = stallFrame + 1
end
if m.playerIndex == 0 and stallFrame > 1 then
characterTable[1].forceChar = gNetworkPlayers[m.playerIndex].modelIndex
if currChar == 1 then
characterTable[1].color = defaultPlayerColors[gNetworkPlayers[m.playerIndex].modelIndex]
characterTable[1].lifeIcon = defaultIcons[gNetworkPlayers[m.playerIndex].modelIndex]
end
if optionTable[optionTableRef.localModels].toggle > 0 then
gPlayerSyncTable[0].modelId = characterTable[currChar].model
gPlayerSyncTable[0].capModels = characterTable[currChar].capModels
if characterTable[currChar].forceChar ~= nil then
gNetworkPlayers[m.playerIndex].overrideModelIndex = characterTable[currChar].forceChar
end
else
gPlayerSyncTable[0].modelId = nil
gPlayerSyncTable[0].capModels = nil
gNetworkPlayers[m.playerIndex].overrideModelIndex = characterTable[1].forceChar
end
if menu then
for _, func in pairs(allowMenu) do
if not func() then
menu = false
return
end
end
camera_freeze()
hud_hide()
if _G.PersonalStarCounter then
_G.PersonalStarCounter.hide_star_counters(true)
end
local focusPos = {
x = m.pos.x,
y = m.pos.y + 120,
z = m.pos.z,
}
vec3f_copy(gLakituState.focus, focusPos)
gLakituState.pos.x = m.pos.x + sins(m.faceAngle.y) * 500
gLakituState.pos.y = m.pos.y + 100
gLakituState.pos.z = m.pos.z + coss(m.faceAngle.y) * 500
if m.forwardVel == 0 and m.pos.y == m.floorHeight and not ignored_surfaces[m.floor.type] and m.health > 255 then
set_mario_action(m, ACT_IDLE, 0)
set_mario_animation(m, MARIO_ANIM_STAR_DANCE)
end
noLoop = false
elseif not noLoop then
camera_unfreeze()
hud_show()
if _G.PersonalStarCounter then
_G.PersonalStarCounter.hide_star_counters(false)
end
noLoop = true
end
end
--Set Pref to Default Check
if optionTable[optionTableRef.prefToDefault].toggle > 0 then
mod_storage_save("PrefChar", "Default")
TEXT_PREF_LOAD = "Default"
optionTable[optionTableRef.prefToDefault].toggle = 0
end
end
function set_model(o, model)
if obj_has_behavior_id(o, id_bhvMario) ~= 0 then
local i = network_local_index_from_global(o.globalPlayerIndex)
if gPlayerSyncTable[i].modelId ~= nil and obj_has_model_extended(o, gPlayerSyncTable[i].modelId) == 0 then
obj_set_model_extended(o, gPlayerSyncTable[i].modelId)
return
end
end
if get_object_list_from_behavior(o.behavior) == OBJ_LIST_LEVEL then
local i = network_local_index_from_global(o.globalPlayerIndex)
local capModels = gPlayerSyncTable[i].capModels
local capModel = nil
if capModels ~= nil then
if model == gMarioStates[i].character.capModelId then
capModel = capModels.normal
elseif model == gMarioStates[i].character.capWingModelId then
capModel = capModels.wing
elseif model == gMarioStates[i].character.capMetalModelId then
capModel = capModels.metal
elseif model == gMarioStates[i].character.capMetalWingModelId then
capModel = capModels.metalWing
end
if capModel ~= nil and obj_has_model_extended(o, capModel) == 0 then
obj_set_model_extended(o, capModel)
return
end
end
end
end
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_event(HOOK_OBJECT_SET_MODEL, set_model)
------------------
-- Menu Handler --
------------------
local buttonAnimTimer = 0
local buttonScroll = 0
local buttonScrollCap = 30
local optionAnimTimer = -200
local optionAnimTimerCap = optionAnimTimer
local inputStallTimer = 0
local inputStallTo = 15
local TEXT_OPTIONS_HEADER = "Menu Options"
local TEXT_RATIO_UNSUPPORTED = "Your Current Aspect-Ratio isn't Supported!"
local TEXT_DESCRIPTION = "Character Description:"
local TEXT_PREF_SAVE = "Press A to Set as Preferred Character"
local TEXT_PAUSE_Z_OPEN = "Z Button - Character Select"
local TEXT_PAUSE_CURR_CHAR = "Current Character: "
if math_random(100) == 64 then -- Easter Egg if you get lucky loading the mod >v<
TEXT_PAUSE_Z_OPEN = "Z - DynOS" -- Referencing the original sm64ex DynOS options
TEXT_PAUSE_CURR_CHAR = "Model: "
end
local TEXT_OPTIONS_OPEN = "Press START to open Options"
local TEXT_MENU_CLOSE = "Press B to Exit Menu"
local TEXT_OPTIONS_SELECT = "A - Select | B - Exit "
local TEXT_LOCAL_MODEL_OFF = "Locally Display Models is Off"
local TEXT_LOCAL_MODEL_OFF_OPTIONS = "You can turn it back on in the Options Menu"
local menuColor = characterTable[currChar].color
local function on_hud_render()
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_font(FONT_NORMAL)
local width = djui_hud_get_screen_width() + 1.4
local height = 240
local widthHalf = width*0.5
local heightHalf = height*0.5
local widthScale = math_max(width, 321.4)*0.00311332503
if menu then
if optionTable[optionTableRef.menuColor].toggle ~= 0 then
menuColor = menuColorTable[optionTable[optionTableRef.menuColor].toggle]
else
menuColor = characterTable[currChar].color
end
if optionTable[optionTableRef.localModels].toggle == 0 then
djui_hud_set_color(0, 0, 0, 200)
djui_hud_render_rect(0, 0, width, height)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, widthHalf - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF)*0.15*widthScale, heightHalf, 0.3 * widthScale)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF_OPTIONS, widthHalf - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF_OPTIONS)*0.1*widthScale, heightHalf + 10*widthScale, 0.2*widthScale)
end
--Character Buttons
local x = 135 * widthScale * 0.8
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(0, 0, x, height)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(2, 2, x - 4, height - 4)
if optionTable[optionTableRef.anims].toggle > 0 then
buttonAnimTimer = buttonAnimTimer + 1
end
if optionTable[optionTableRef.anims].toggle == 0 then
buttonScroll = 0
elseif buttonScroll > 0.1 or buttonScroll < -0.1 then
buttonScroll = buttonScroll*0.03*inputStallTo
end
local buttonColor = {}
for i = -1, 4 do
if characterTable[i + currChar] ~= nil then
buttonColor = characterTable[i + currChar].color
djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255)
local buttonX = 20 * widthScale
if optionTable[optionTableRef.anims].toggle > 0 then
if i == 0 then buttonX = buttonX + math_sin(buttonAnimTimer*0.05)*2.5 + 5 end
else
if i == 0 then buttonX = buttonX + 10 end
end
local y = (i + 3) * 30 + buttonScroll
djui_hud_render_rect(buttonX, y, 70, 20)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(buttonX + 1, y + 1, 68, 18)
djui_hud_set_font(FONT_TINY)
djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255)
djui_hud_print_text(string_underscore_to_space(characterTable[currChar + i].name), buttonX + 5, y + 5, 0.6)
end
end
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(0, height-2, x, 2)
-- Scroll Bar
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(7 * widthScale, 55, 7, 180)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(7 * widthScale + 1, 56, 5, 178)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(7 * widthScale + 2, 57 + 176 * ((currChar - 1) / #characterTable) - (buttonScroll*0.03333333333)*(176/#characterTable), 3, 176/#characterTable)
--Character Description
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(width - x, 0, x, height)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(width - x + 2, 2, x - 4, height - 4)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_set_font(FONT_NORMAL)
local TEXT_NAME = string_underscore_to_space(characterTable[currChar].name)
local TEXT_CREDIT = "By: "..characterTable[currChar].credit
local TEXT_DESCRIPTION_TABLE = characterTable[currChar].description
local TEXT_PREF = 'Preferred Character: "'..string_underscore_to_space(TEXT_PREF_LOAD)..'"'
local textX = x * 0.5
djui_hud_print_text(TEXT_NAME, width - textX - djui_hud_measure_text(TEXT_NAME)*0.3, 55, 0.6)
djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_CREDIT, width - textX - djui_hud_measure_text(TEXT_CREDIT)*0.3, 72, 0.6)
djui_hud_set_font(FONT_NORMAL)
djui_hud_print_text(TEXT_DESCRIPTION, width - textX - djui_hud_measure_text(TEXT_DESCRIPTION)*0.2, 85, 0.4)
for i = 1, #TEXT_DESCRIPTION_TABLE do
djui_hud_print_text(TEXT_DESCRIPTION_TABLE[i], width - textX - djui_hud_measure_text(TEXT_DESCRIPTION_TABLE[i])*0.15, 90 + i*9, 0.3)
end
djui_hud_print_text(TEXT_PREF, width - textX - djui_hud_measure_text(TEXT_PREF)*0.15, height - 20, 0.3)
djui_hud_print_text(TEXT_PREF_SAVE, width - textX - djui_hud_measure_text(TEXT_PREF_SAVE)*0.15, height - 30, 0.3)
--Character Select Header
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(0, 0, width, 50)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(2, 2, width - 4, 46)
djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255)
djui_hud_render_texture(TEX_HEADER, widthHalf - 128, 10, 1, 1)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_set_font(FONT_TINY)
djui_hud_print_text("Version: "..modVersion, 5, 3, 0.5)
--Unsupported Res Warning
if width < 321.2 or width > 575 then
djui_hud_print_text(TEXT_RATIO_UNSUPPORTED, 5, 39, 0.5)
end
--Options display
if options or optionAnimTimer > optionAnimTimerCap then
djui_hud_set_color(menuColor.r * 0.25, menuColor.g * 0.25, menuColor.b * 0.25, 205 + math_max(-200, optionAnimTimer))
djui_hud_render_rect(0, 0, width, height)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(width*0.5 - 50 * widthScale, math.min(55 - optionAnimTimer, height - 25 * widthScale), 100 * widthScale, 200)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(width*0.5 - 50 * widthScale + 2, math.min(55 - optionAnimTimer + 2, height - 25 * widthScale + 2), 100 * widthScale - 4, 196)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(width*0.5 - 50 * widthScale, height - 2, 100 * widthScale, 2)
djui_hud_set_font(FONT_NORMAL)
djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255)
djui_hud_print_text(TEXT_OPTIONS_HEADER, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_HEADER)*0.3*widthScale, 65 + optionAnimTimer * -1, 0.6*widthScale)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
for i = 1, #optionTable do
local toggleName = optionTable[i].name
local scale = 0.5
local yOffset = 70 + 10 * math_min(widthScale, 1.8) + i * 9 * math_min(widthScale, 1.8) - optionAnimTimer
if i == currOption then
djui_hud_set_font(FONT_NORMAL)
scale = 0.3
yOffset = yOffset - 1
if optionTable[i].toggleNames[optionTable[i].toggle + 1] ~= "" then
toggleName = "> " .. toggleName .. " - " .. optionTable[i].toggleNames[optionTable[i].toggle + 1]
else
toggleName = "> " .. toggleName
end
else
djui_hud_set_font(FONT_TINY)
end
scale = scale * math_min(widthScale, 1.8)
djui_hud_print_text(toggleName, widthHalf - djui_hud_measure_text(toggleName)*scale*0.5, yOffset, scale)
end
djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_OPTIONS_SELECT, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_SELECT)*0.3, height - 20 - optionAnimTimer, 0.6)
else
-- How to open options display
local widthScaleUnlimited = widthScale
local widthScale = math_min(widthScale, 1.42)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(widthHalf - 50 * widthScaleUnlimited, height - 25 * widthScale, 100 * widthScaleUnlimited, 26 * widthScale)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_render_rect(widthHalf - 50 * widthScaleUnlimited + 2, height - 25 * widthScale + 2, 100 * widthScaleUnlimited - 4, 22 * widthScale)
djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255)
djui_hud_render_rect(widthHalf - 50 * widthScaleUnlimited, height - 2, 100 * widthScaleUnlimited, 2)
djui_hud_set_font(FONT_NORMAL)
djui_hud_print_text(TEXT_OPTIONS_OPEN, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_OPEN)*0.175 * widthScale, height - 23 * widthScale + optionAnimTimer + 202, 0.35 * widthScale)
djui_hud_set_font(FONT_TINY)
djui_hud_print_text(TEXT_MENU_CLOSE, widthHalf - djui_hud_measure_text(TEXT_MENU_CLOSE)*0.25 * widthScale, height - 13 * widthScale + optionAnimTimer + 202, 0.5 * widthScale)
end
-- Anim logic
if options then
if optionTable[optionTableRef.anims].toggle > 0 then
if optionAnimTimer < -1 then
optionAnimTimer = optionAnimTimer/1.1
end
else
optionAnimTimer = -1
end
else
if optionTable[optionTableRef.anims].toggle > 0 then
if optionAnimTimer > optionAnimTimerCap then
optionAnimTimer = optionAnimTimer*1.2
end
else
optionAnimTimer = optionAnimTimerCap
end
end
optionAnimTimer = math_max(optionAnimTimer, -200)
else
options = false
optionAnimTimer = optionAnimTimerCap
end
-- Info / Z Open Bind on Pause Menu
if is_game_paused() and not djui_hud_is_pause_menu_created() and gMarioStates[0].action ~= ACT_EXIT_LAND_SAVE_DIALOG then
local currCharY = 0
djui_hud_set_resolution(RESOLUTION_DJUI)
if optionTable[optionTableRef.openInputs].toggle == 2 then
currCharY = 27
local width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_PAUSE_Z_OPEN)
djui_hud_set_font(FONT_NORMAL)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_print_text(TEXT_PAUSE_Z_OPEN, width - 19, 17, 1)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_PAUSE_Z_OPEN, width - 20, 16, 1)
end
if optionTable[optionTableRef.localModels].toggle == 1 then
local charName = string_underscore_to_space(characterTable[currChar].name)
local TEXT_PAUSE_CURR_CHAR_WITH_NAME = TEXT_PAUSE_CURR_CHAR..charName
local width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_PAUSE_CURR_CHAR_WITH_NAME)
local charColor = characterTable[currChar].color
djui_hud_set_font(FONT_NORMAL)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_print_text(TEXT_PAUSE_CURR_CHAR_WITH_NAME, width - 19, 17 + currCharY, 1)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_PAUSE_CURR_CHAR, width - 20, 16 + currCharY, 1)
djui_hud_set_color(charColor.r, charColor.g, charColor.b, 255)
djui_hud_print_text(charName, djui_hud_get_screen_width() - djui_hud_measure_text(charName) - 20, 16 + currCharY, 1)
else
local width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF)
djui_hud_set_font(FONT_NORMAL)
djui_hud_set_color(0, 0, 0, 255)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, width - 19, 17 + currCharY, 1)
djui_hud_set_color(255, 255, 255, 255)
djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, width - 20, 16 + currCharY, 1)
end
end
end
-- Custom life icon rendering (Thanks LuigiGamer)
function on_life_counter_render()
if obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then return end
-- Rendering settings --
djui_hud_set_font(FONT_HUD)
djui_hud_set_resolution(RESOLUTION_N64)
djui_hud_set_color(255, 255, 255, 255);
-- Texture scale --
-- Texture position --
local x = 22
local y = 15
-- Texture Rendering --
if gNetworkPlayers[0].currActNum == 99 then return end
if not hud_is_hidden() then
local icon = characterTable[currChar].lifeIcon
djui_hud_render_texture(icon, x, y, 1/(icon.width/16), 1/(icon.height/16))
djui_hud_print_text("@", x + 16, y, 1)
djui_hud_print_text(tostring(gMarioStates[0].numLives), x + 32, y, 1)
hud_set_value(HUD_DISPLAY_FLAGS, hud_get_value(HUD_DISPLAY_FLAGS) &~ HUD_DISPLAY_FLAG_LIVES) -- Hides the lives counter
else
hud_set_value(HUD_DISPLAY_FLAGS, hud_get_value(HUD_DISPLAY_FLAGS) | HUD_DISPLAY_FLAG_LIVES) -- Shows the lives counter, use this when you're no longer using a custom character
end
end
local function before_mario_update(m)
if m.playerIndex ~= 0 then return end
if inputStallTimer > 0 then inputStallTimer = inputStallTimer - 1 end
if menu and inputStallTo ~= latencyValueTable[optionTable[optionTableRef.inputLatency].toggle + 1] then
inputStallTo = latencyValueTable[optionTable[optionTableRef.inputLatency].toggle + 1]
end
-- Menu Inputs
if not menu and (m.controller.buttonDown & D_JPAD) ~= 0 and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and optionTable[optionTableRef.openInputs].toggle == 1 then
if ommActive then
if (m.controller.buttonDown & R_TRIG) ~= 0 then
menu = true
end
else
menu = true
end
inputStallTimer = inputStallTo
end
if is_game_paused() and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and (m.controller.buttonPressed & Z_TRIG) ~= 0 and optionTable[optionTableRef.openInputs].toggle == 2 then
menu = true
end
local cameraToObject = gMarioStates[0].marioObj.header.gfx.cameraToObject
-- C-up Failsafe (Camera Softlocks)
if m.action == ACT_FIRST_PERSON or (m.prevAction == ACT_FIRST_PERSON and is_game_paused()) then
menu = false
elseif m.prevAction == ACT_FIRST_PERSON and not is_game_paused() then
m.prevAction = ACT_WALKING
end
if gNetworkPlayers[0].currActNum == 99 then
menu = false
end
if menu and not options then
if inputStallTimer == 0 then
if (m.controller.buttonPressed & D_JPAD) ~= 0 then
currChar = currChar + 1
inputStallTimer = inputStallTo
buttonScroll = buttonScrollCap
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if (m.controller.buttonPressed & U_JPAD) ~= 0 then
currChar = currChar - 1
inputStallTimer = inputStallTo
buttonScroll = -buttonScrollCap
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if (m.controller.buttonPressed & D_CBUTTONS) ~= 0 then
currChar = currChar + 1
inputStallTimer = inputStallTo*0.6
buttonScroll = buttonScrollCap
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if (m.controller.buttonPressed & U_CBUTTONS) ~= 0 then
currChar = currChar - 1
inputStallTimer = inputStallTo*0.6
buttonScroll = -buttonScrollCap
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if m.controller.stickY < -60 then
currChar = currChar + 1
inputStallTimer = inputStallTo
buttonScroll = buttonScrollCap
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if m.controller.stickY > 60 then
currChar = currChar - 1
inputStallTimer = inputStallTo
buttonScroll = -buttonScrollCap
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
if characterTable[currChar] ~= nil then
TEXT_PREF_LOAD = characterTable[currChar].name
mod_storage_save("PrefChar", TEXT_PREF_LOAD)
inputStallTimer = inputStallTo
play_sound(SOUND_MENU_CLICK_FILE_SELECT, cameraToObject)
else
play_sound(SOUND_MENU_CAMERA_BUZZ, cameraToObject)
end
end
if (m.controller.buttonPressed & B_BUTTON) ~= 0 then
menu = false
end
if (m.controller.buttonPressed & START_BUTTON) ~= 0 then
options = true
end
end
if currChar > #characterTable then currChar = 1 end
if currChar < 1 then currChar = #characterTable end
nullify_inputs(m)
if is_game_paused() then
m.controller.buttonPressed = START_BUTTON
end
-- Idiot Proof Check
if not hasOpenedMenu then
mod_storage_save("openedmenu", "youdidit")
hasOpenedMenu = true
end
end
if options then
if inputStallTimer == 0 then
if (m.controller.buttonPressed & D_JPAD) ~= 0 then
currOption = currOption + 1
inputStallTimer = inputStallTo
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if (m.controller.buttonPressed & U_JPAD) ~= 0 then
currOption = currOption - 1
inputStallTimer = inputStallTo
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if m.controller.stickY < -60 then
currOption = currOption + 1
inputStallTimer = inputStallTo
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if m.controller.stickY > 60 then
currOption = currOption - 1
inputStallTimer = inputStallTo
play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject)
end
if (m.controller.buttonPressed & A_BUTTON) ~= 0 then
optionTable[currOption].toggle = optionTable[currOption].toggle + 1
if optionTable[currOption].toggle > optionTable[currOption].toggleMax then optionTable[currOption].toggle = 0 end
if optionTable[currOption].toggleSaveName ~= nil then
mod_storage_save(optionTable[currOption].toggleSaveName, tostring(optionTable[currOption].toggle))
end
inputStallTimer = inputStallTo
play_sound(SOUND_MENU_CHANGE_SELECT, cameraToObject)
end
if (m.controller.buttonPressed & B_BUTTON) ~= 0 then
options = false
inputStallTimer = inputStallTo
end
end
if currOption > #optionTable then currOption = 1 end
if currOption < 1 then currOption = #optionTable end
nullify_inputs(m)
end
end
hook_event(HOOK_BEFORE_MARIO_UPDATE, before_mario_update)
hook_event(HOOK_ON_HUD_RENDER, on_hud_render)
hook_event(HOOK_ON_HUD_RENDER_BEHIND, on_life_counter_render)
--------------
-- Commands --
--------------
local function chat_command(msg)
if msg ~= "" then
msg = string_lower(msg)
for i = 1, #characterTable do
if msg == string_underscore_to_space(string_lower(characterTable[i].name)) then
currChar = i
return true
end
end
djui_chat_message_create("Character Not Found")
return true
else
menu = not menu
return true
end
end
hook_chat_command("char-select", "- Opens the Character Select Menu", chat_command)

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local characterVoices = {}
local TEX_UNKNOWN_CHAR = get_texture_info("unknown-icon")
local E_MODEL_ARMATURE = smlua_model_util_get_id("armature_geo")
local table_insert = table.insert
local type = type
---------
-- API --
---------
---@param name string|nil Underscores turn into Spaces
---@param description table|nil {"string"}
---@param credit string|nil
---@param color Color|nil {r, g, b}
---@param modelInfo ModelExtendedId|table|nil Use smlua_model_util_get_id()
---@param forceChar CharacterType|nil CT_MARIO, CT_LUIGI, CT_TOAD, CT_WALUIGI, CT_WARIO
---@param lifeIcon TextureInfo|nil Use get_texture_info()
---@return integer
local character_add = function(name, description, credit, color, modelInfo, forceChar, lifeIcon)
table_insert(characterTable, {
name = name and string_space_to_underscore(name) or "Untitled",
description = description and description or {"No description has been provided"},
credit = credit and credit or "Unknown",
color = color and color or menuColorTable[8],
model = modelInfo and (type(modelInfo) == "table" and modelInfo[1] or modelInfo) or E_MODEL_ARMATURE,
capModels = type(modelInfo) == "table" and modelInfo[2] or nil,
forceChar = forceChar and forceChar or CT_MARIO,
lifeIcon = lifeIcon and lifeIcon or TEX_UNKNOWN_CHAR,
})
return #characterTable
end
---@param charNum integer Use _G.charSelect.character_get_number_from_string() or _G.charSelect.character_add()'s return value
---@param name string|nil Underscores turn into Spaces
---@param description table|nil {"string"}
---@param credit string|nil
---@param color Color|nil {r, g, b}
---@param modelInfo ModelExtendedId|integer|table|nil Use smlua_model_util_get_id()
---@param forceChar CharacterType|nil CT_MARIO, CT_LUIGI, CT_TOAD, CT_WALUIGI, CT_WARIO
---@param lifeIcon TextureInfo|nil Use get_texture_info()
local character_edit = function(charNum, name, description, credit, color, modelInfo, forceChar, lifeIcon)
characterTable[charNum] = characterTable[charNum] and {
name = name and string_space_to_underscore(name) or characterTable[charNum].name,
description = description and description or characterTable[charNum].description,
credit = credit and credit or characterTable[charNum].credit,
color = color and color or characterTable[charNum].color,
model = modelInfo and (type(modelInfo) == "table" and modelInfo[1] or modelInfo) or characterTable[charNum].model,
capModels = type(modelInfo) == "table" and modelInfo[2] or characterTable[charNum].capModels,
forceChar = forceChar and forceChar or characterTable[charNum].forceChar,
lifeIcon = lifeIcon and lifeIcon or characterTable[charNum].lifeIcon,
} or nil
end
---@param modelInfo ModelExtendedId|integer
---@param clips table
local character_add_voice = function(modelInfo, clips)
characterVoices[modelInfo] = clips
end
---@return table
local character_get_current_table = function ()
return characterTable[currChar]
end
local character_get_current_model_number = function ()
return currChar
end
---@param name string
local character_get_number_from_string = function (name)
for i = 2, #characterTable do
if characterTable[i].name == name or characterTable[i].name == string_space_to_underscore(name) then
return i
end
end
return false
end
---@param m MarioState
local character_get_voice = function (m)
return characterVoices[gPlayerSyncTable[m.playerIndex].modelId]
end
local version_get = function ()
return modVersion
end
local is_menu_open = function ()
return menu
end
local hook_allow_menu_open = function (func)
table.insert(allowMenu, func)
end
local is_options_open = function ()
return options
end
local optionTableRef = {
openInputs = 1,
menuColor = 2,
anims = 3,
inputLatency = 4,
localModels = 5,
prefToDefault = 6,
}
local controller = {
buttonDown = 0,
buttonPressed = 0,
extStickX = 0,
extStickY = 0,
rawStickX = 0,
rawStickY = 0,
stickMag = 0,
stickX = 0,
stickY = 0
}
---@param tableNum integer
local get_status = function (tableNum)
return optionTable[tableNum].toggle
end
_G.charSelectExists = true -- Ace
_G.charSelect = {
character_add = character_add,
character_edit = character_edit,
character_add_voice = character_add_voice,
character_get_current_table = character_get_current_table,
character_get_current_model_number = character_get_current_model_number,
character_get_number_from_string = character_get_number_from_string,
character_get_voice = character_get_voice,
version_get = version_get,
is_menu_open = is_menu_open,
hook_allow_menu_open = hook_allow_menu_open,
is_options_open = is_options_open,
get_status = get_status,
optionTableRef = optionTableRef,
controller = controller,
}

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for i = 0, MAX_PLAYERS -1, 1 do
gPlayerSyncTable[i].customVoice = 0
end
local voicecount = 0
local SLEEP_TALK_SNORES = 8
gCustomVoiceSamples = {}
gCustomVoiceSamplesBackup = {}
gCustomVoiceStream = nil
--- @param m MarioState
function stop_custom_character_sound(m, sound)
local voice_sample = gCustomVoiceSamples[m.playerIndex]
if voice_sample == false and gCustomVoiceSamplesBackup[m.playerIndex].loaded then
audio_sample_stop(gCustomVoiceSamplesBackup[m.playerIndex])
audio_sample_destroy(gCustomVoiceSamplesBackup[m.playerIndex])
voicecount = voicecount - 1
gCustomVoiceSamplesBackup[m.playerIndex] = nil
return
end
if voice_sample == nil or type(voice_sample) == "boolean" then
return
end
if not voice_sample.loaded then
gCustomVoiceSamplesBackup[m.playerIndex] = true
return
end
audio_sample_stop(voice_sample)
if voice_sample.file.relativePath:match('^.+/(.+)$') == sound then
return voice_sample
end
audio_sample_destroy(voice_sample)
voicecount = voicecount - 1
end
--- @param m MarioState
function play_custom_character_sound(m, voice)
local sound
if type(voice) == "table" then
sound = voice[math.random(#voice)]
else
sound = voice
end
if sound == nil then return 0 end
--Get current sample and stop it
local voice_sample = stop_custom_character_sound(m, sound)
if type(sound) ~= "string" then
return sound
end
if (m.area == nil or m.area.camera == nil) and m.playerIndex == 0 then
if gCustomVoiceStream ~= nil then
audio_stream_stop(gCustomVoiceStream)
audio_stream_destroy(gCustomVoiceStream)
end
gCustomVoiceStream = audio_stream_load(sound)
audio_stream_play(gCustomVoiceStream, true, 1)
else
if voice_sample == nil then
voice_sample = audio_sample_load(sound)
while not voice_sample.loaded do end
voicecount = voicecount + 1
end
audio_sample_play(voice_sample, m.pos, 1)
if gCustomVoiceSamplesBackup[m.playerIndex] ~= nil and not(gCustomVoiceSamples[m.playerIndex] == false) then
gCustomVoiceSamplesBackup[m.playerIndex] = voice_sample
else
gCustomVoiceSamples[m.playerIndex] = voice_sample
end
end
return 0
end
--- @param m MarioState
local function custom_character_sound(m, characterSound)
if is_game_paused() then return end
if characterSound == CHAR_SOUND_SNORING3 then return 0 end
if characterSound == CHAR_SOUND_HAHA and m.hurtCounter > 0 then return 0 end
local voice = _G.charSelect.character_get_voice(m)[characterSound]
if voice ~= nil then
return play_custom_character_sound(m, voice)
end
return 0
end
local STARTING_SNORE = 46
local SLEEP_TALK_START = STARTING_SNORE + 49
local SLEEP_TALK_END = SLEEP_TALK_START + SLEEP_TALK_SNORES
--- @param m MarioState
local function custom_character_snore(m)
if is_game_paused() then return end
if gCustomVoiceSamplesBackup[m.playerIndex] ~= nil and not (gCustomVoiceSamples[m.playerIndex] == false) then
if gCustomVoiceSamples[m.playerIndex].loaded then
audio_sample_destroy(gCustomVoiceSamples[m.playerIndex])
voicecount = voicecount - 1
gCustomVoiceSamples[m.playerIndex] = false
end
end
local SNORE3_TABLE = _G.charSelect.character_get_voice(m)[CHAR_SOUND_SNORING3]
if m.action ~= ACT_SLEEPING then
if m.isSnoring > 0 then
stop_custom_character_sound(m)
end
return
elseif not (m.actionState == 2 and (m.flags & MARIO_MARIO_SOUND_PLAYED) ~= 0) then
return
end
local animFrame = m.marioObj.header.gfx.animInfo.animFrame
if SNORE3_TABLE ~= nil and #SNORE3_TABLE >= 2 then
if animFrame == 2 and m.actionTimer < SLEEP_TALK_START then
play_custom_character_sound(m, SNORE3_TABLE[2])
elseif animFrame == 25 then
if #SNORE3_TABLE >= 3 then
m.actionTimer = m.actionTimer + 1
if m.actionTimer >= SLEEP_TALK_END then
m.actionTimer = STARTING_SNORE
end
if m.actionTimer == SLEEP_TALK_START then
play_custom_character_sound(m, SNORE3_TABLE[3])
elseif m.actionTimer < SLEEP_TALK_START then
play_custom_character_sound(m, SNORE3_TABLE[1])
end
else
play_custom_character_sound(m, SNORE3_TABLE[1])
end
end
elseif animFrame == 2 then
play_character_sound(m, CHAR_SOUND_SNORING2)
elseif animFrame == 25 then
play_character_sound(m, CHAR_SOUND_SNORING1)
end
end
_G.charSelect.voice = {
sound = custom_character_sound,
snore = custom_character_snore,
}
gPlayerSyncTable[0].customVoice = true