-- name: Character Select -- description:\\#ffff33\\---- Character Select Coop v1.7 ----\n\n\\#dcdcdc\\A Library / API made to make adding and using Custom Characters as simple as possible!\nUse\\#ffff33\\ /char-select\\#dcdcdc\\ to get started!\n\nCreated by:\\#008800\\ Squishy6094\n\\#dcdcdc\\Concepts by:\\#4496f5\\ AngelicMiracles\n\n\\#AAAAFF\\Updates and Packs can be found on\nCharacter Select's Github:\n\\#6666FF\\Squishy6094/character-select-coop -- localize functions to improve performance local mod_storage_load,tonumber,djui_popup_create,mod_storage_save,tostring,djui_chat_message_create,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,get_id_from_behavior,nearest_player_to_object,math_random,djui_hud_set_resolution,djui_hud_set_font,djui_hud_get_screen_width,maxf,djui_hud_set_color,djui_hud_render_rect,djui_hud_measure_text,djui_hud_print_text,math_ceil,math_abs,math_sin,min,math_min,minf,djui_hud_set_rotation,djui_hud_is_pause_menu_created,is_game_paused,hud_is_hidden,obj_get_first_with_behavior_id,hud_get_value,hud_set_value,play_sound,string_lower = mod_storage_load,tonumber,djui_popup_create,mod_storage_save,tostring,djui_chat_message_create,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,get_id_from_behavior,nearest_player_to_object,math.random,djui_hud_set_resolution,djui_hud_set_font,djui_hud_get_screen_width,maxf,djui_hud_set_color,djui_hud_render_rect,djui_hud_measure_text,djui_hud_print_text,math.ceil,math.abs,math.sin,min,math.min,minf,djui_hud_set_rotation,djui_hud_is_pause_menu_created,is_game_paused,hud_is_hidden,obj_get_first_with_behavior_id,hud_get_value,hud_set_value,play_sound,string.lower local menu = false menuAndTransition = false options = false currChar = 1 local currOption = 1 local menuCrossFade = 7 local menuCrossFadeCap = menuCrossFade local menuCrossFadeMath = 255 / menuCrossFade local TEX_HEADER = get_texture_info("char-select-text") local TEX_OVERRIDE_HEADER = nil ---@param texture TextureInfo|nil function header_set_texture(texture) TEX_OVERRIDE_HEADER = texture end local TEXT_PREF_LOAD = "Default" --[[ 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", saveName = "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, starIcon = gTextures.star, camScale = 1.0 }, } characterCaps = {} characterCelebrationStar = {} optionTableRef = { openInputs = 1, notification = 2, menuColor = 3, anims = 4, inputLatency = 5, localModels = 6, localVoices = 7, debugInfo = 8, resetSaveData = 9 } 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)"}, description = {"Sets a Bind to Open the Menu", "rather than using the command."} }, [optionTableRef.notification] = { name = "Notifications", toggle = tonumber(mod_storage_load("notifs")), toggleSaveName = "notifs", toggleDefault = 1, toggleMax = 2, toggleNames = {"Off", "On", "Pop-ups Only"}, description = {"Toggles wheather Pop-ups and", "Chat Messages display"} }, [optionTableRef.menuColor] = { name = "Menu Color", toggle = tonumber(mod_storage_load("MenuColor")), toggleSaveName = "MenuColor", toggleDefault = 0, toggleMax = 10, toggleNames = {"Auto", "Saved", "Red", "Orange", "Yellow", "Green", "Blue", "Pink", "Purple", "White", "Black"}, description = {"Toggles the Menu Color"} }, [optionTableRef.anims] = { name = "Animations", toggle = tonumber(mod_storage_load("Anims")), toggleSaveName = "Anims", toggleDefault = 1, toggleMax = 1, toggleNames = {"Off", "On"--[[, "On (30 fps)"]]}, description = {"Toggles Animations In-Menu,", "Turning these off may", "Save Performance"} }, [optionTableRef.inputLatency] = { name = "Scroll Speed", toggle = tonumber(mod_storage_load("Latency")), toggleSaveName = "Latency", toggleDefault = 1, toggleMax = 2, toggleNames = {"Slow", "Normal", "Fast"}, description = {"Sets how fast you scroll", "throughout the Menu"} }, [optionTableRef.localModels] = { name = "Locally Display Models", toggle = tonumber(mod_storage_load("localModels")), toggleSaveName = "localModels", toggleDefault = 1, toggleMax = 1, description = {"Toggles if Custom Models display", "on your client, practically", "disables Character Select if", "Toggled Off"} }, [optionTableRef.localVoices] = { name = "Custom Voices", toggle = tonumber(mod_storage_load("localVoices")), toggleSaveName = "localVoices", toggleDefault = 1, toggleMax = 1, description = {"Toggle if Custom Voicelines play", "for Characters who support it"} }, [optionTableRef.debugInfo] = { name = "Debugging Info", toggle = tonumber(mod_storage_load("debuginfo")), toggleSaveName = "debuginfo", toggleDefault = 0, toggleMax = 1, description = {"Replaces the Character", "Description with Character", "Debugging Information"} }, [optionTableRef.resetSaveData] = { name = "Reset Save Data", toggle = 0, toggleDefault = 0, toggleMax = 1, toggleNames = {"", ""}, description = {"Resets Character Select's", "Save Data"} }, } local optionTableCount = #optionTable local latencyValueTable = {12, 6, 3} local 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 = 50, g = 50, 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 } } -- Default Player Adjustments local defaultNames = { [CT_MARIO] = "Mario", [CT_LUIGI] = "Luigi", [CT_TOAD] = "Toad", [CT_WALUIGI] = "Waluigi", [CT_WARIO] = "Wario" } local defaultPlayerColors = { [CT_MARIO] = menuColorTable[1], [CT_LUIGI] = menuColorTable[4], [CT_TOAD] = menuColorTable[5], [CT_WALUIGI] = menuColorTable[7], [CT_WARIO] = menuColorTable[3] } local defaultForceChar = { [CT_MARIO] = "CT_MARIO", [CT_LUIGI] = "CT_LUIGI", [CT_TOAD] = "CT_TOAD", [CT_WALUIGI] = "CT_WALUIGI", [CT_WARIO] = "CT_WARIO" } 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 defaultCamScales = { [CT_MARIO] = 1, [CT_LUIGI] = 1, [CT_TOAD] = 0.8, [CT_WALUIGI] = 1.1, [CT_WARIO] = 1 } ---@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 prefCharColor = defaultPlayerColors[CT_MARIO] local function load_preferred_char() local savedChar = mod_storage_load("PrefChar") if savedChar == nil or savedChar == "" then mod_storage_save("PrefChar", "Default") savedChar = "Default" end if savedChar ~= nil and savedChar ~= "Default" then for i = 2, #characterTable do if characterTable[i].saveName == savedChar then currChar = i if optionTable[optionTableRef.localModels].toggle == 1 then if optionTable[optionTableRef.notification].toggle > 0 then djui_popup_create('Character Select:\nYour Preferred Character\n"' .. string_underscore_to_space(characterTable[i].name) .. '"\nwas applied successfully!', 4) end end break end end end local savedCharColors = mod_storage_load("PrefCharColor") if savedCharColors ~= nil and savedCharColors ~= "" then local savedCharColorsTable = string_split(string_underscore_to_space(savedCharColors)) prefCharColor = { r = tonumber(savedCharColorsTable[1]), g = tonumber(savedCharColorsTable[2]), b = tonumber(savedCharColorsTable[3]) } else mod_storage_save("PrefCharColor", "255_50_50") end if #characterTable == 1 then if optionTable[optionTableRef.notification].toggle > 0 then djui_popup_create("Character Select:\nNo Characters were Found", 2) end end return savedChar end local function mod_storage_save_pref_char(charTable) mod_storage_save("PrefChar", charTable.saveName) mod_storage_save("PrefCharColor", tostring(charTable.color.r) .. "_" .. tostring(charTable.color.g) .. "_" .. tostring(charTable.color.b)) TEXT_PREF_LOAD = charTable.saveName prefCharColor = charTable.color end local function failsafe_options() for i = 1, #optionTable do if optionTable[i].toggle == nil or optionTable[i].toggle == "" 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 > 0 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 promptedAreYouSure = false local function reset_options(wasChatTriggered) if not promptedAreYouSure then djui_chat_message_create("\\#ffdcdc\\Are you sure you want to reset your Save Data for Character Select, including your Preferred Character\nand Settings?\n" .. (wasChatTriggered and "Type \\#ff3333\\/char-select reset\\#ffdcdc\\ to confirm." or "Press the \\#ff3333\\" .. optionTable[optionTableRef.resetSaveData].name .. "\\#ffdcdc\\ Option again to confirm." )) promptedAreYouSure = true else djui_chat_message_create("\\#ff3333\\Character Select Save Data Reset!") djui_chat_message_create("Note: If your issue has not been resolved, you may need to manually delete your save data via the directory below:\n\\#dcdcFF\\sm64ex-coop/sav/character-select-coop.sav") for i = 1, #optionTable do optionTable[i].toggle = optionTable[i].toggleDefault if optionTable[i].toggleSaveName ~= nil then mod_storage_save(optionTable[i].toggleSaveName, tostring(optionTable[i].toggle)) end if optionTable[i].toggleNames == nil then optionTable[i].toggleNames = { "Off", "On" } end end mod_storage_save_pref_char(characterTable[1]) promptedAreYouSure = false end end local function boot_note() if #characterTable > 1 then djui_chat_message_create("Character Select has " .. (#characterTable - 1) .. " character" .. (#characterTable > 2 and "s" or "") .. " available!\nYou can use \\#ffff33\\/char-select \\#ffffff\\to open the menu!") else djui_chat_message_create("Character Select is active!\nYou can use \\#ffff33\\/char-select \\#ffffff\\to open the menu!") end if not IS_COOPDX then djui_chat_message_create("\\#FFAAAA\\Note: Although not required, we highly reccomend\nusing SM64CoopDX when playing Character Select!\n\\#6666FF\\https://sm64coopdx.com") end end ------------------- -- Model Handler -- ------------------- local stallFrame = 0 local noLoop = false local CUTSCENE_CS_MENU = 0xFA local ignoredSurfaces = { 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 } local menuActBlacklist = { -- Star Acts [ACT_FALL_AFTER_STAR_GRAB] = true, [ACT_STAR_DANCE_EXIT] = true, [ACT_STAR_DANCE_NO_EXIT] = true, [ACT_STAR_DANCE_WATER] = true, -- Key Acts [ACT_UNLOCKING_KEY_DOOR] = true, [ACT_UNLOCKING_STAR_DOOR] = true, -- Cutscene Acts [ACT_INTRO_CUTSCENE] = true, [ACT_CREDITS_CUTSCENE] = true, [ACT_WARP_DOOR_SPAWN] = true, [ACT_PULLING_DOOR] = true, [ACT_PUSHING_DOOR] = true, [ACT_UNLOCKING_KEY_DOOR] = true, [ACT_UNLOCKING_STAR_DOOR] = true, -- Dialog Acts [ACT_READING_NPC_DIALOG] = true, [ACT_WAITING_FOR_DIALOG] = true, [ACT_EXIT_LAND_SAVE_DIALOG] = true, [ACT_READING_AUTOMATIC_DIALOG] = true, } local faceAngle = 0 --- @param m MarioState local function mario_update(m) if stallFrame == 1 then failsafe_options() TEXT_PREF_LOAD = load_preferred_char() if optionTable[optionTableRef.notification].toggle == 1 then boot_note() end end if stallFrame < 2 then stallFrame = stallFrame + 1 end if m.playerIndex == 0 and stallFrame > 1 then local modelIndex = gNetworkPlayers[m.playerIndex].modelIndex characterTable[1].forceChar = modelIndex characterTable[1].name = defaultNames[modelIndex] if currChar == 1 then characterTable[1].color = defaultPlayerColors[modelIndex] characterTable[1].lifeIcon = defaultIcons[modelIndex] characterTable[1].camScale = defaultCamScales[modelIndex] end if optionTable[optionTableRef.localModels].toggle > 0 then gPlayerSyncTable[m.playerIndex].modelId = characterTable[currChar].model if characterTable[currChar].forceChar ~= nil then gNetworkPlayers[m.playerIndex].overrideModelIndex = characterTable[currChar].forceChar end else gPlayerSyncTable[m.playerIndex].modelId = nil gNetworkPlayers[m.playerIndex].overrideModelIndex = characterTable[1].forceChar end if menuAndTransition 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 if m.area.camera.cutscene == 0 then m.area.camera.cutscene = CUTSCENE_CS_MENU end local camScale = characterTable[currChar].camScale local focusPos = { x = m.pos.x, y = m.pos.y + 120 * camScale, z = m.pos.z, } vec3f_copy(gLakituState.focus, focusPos) gLakituState.pos.x = m.pos.x + sins(faceAngle) * 500 * camScale gLakituState.pos.y = m.pos.y + 100 * camScale gLakituState.pos.z = m.pos.z + coss(faceAngle) * 500 * camScale if m.forwardVel == 0 and m.pos.y == m.floorHeight and not ignoredSurfaces[m.floor.type] and m.health > 255 and not menuActBlacklist[m.action] then set_mario_action(m, ACT_IDLE, 0) set_mario_animation(m, MARIO_ANIM_FIRST_PERSON) end noLoop = false elseif not noLoop then camera_unfreeze() hud_show() if _G.PersonalStarCounter then _G.PersonalStarCounter.hide_star_counters(false) end if m.area.camera.cutscene == CUTSCENE_CS_MENU then m.area.camera.cutscene = CUTSCENE_STOP end noLoop = true end end --Reset Save Data Check if optionTable[optionTableRef.resetSaveData].toggle > 0 then reset_options(false) optionTable[optionTableRef.resetSaveData].toggle = 0 end end local sCapBhvs = { [id_bhvWingCap] = true, [id_bhvVanishCap] = true, [id_bhvMetalCap] = true } --- @param o Object --- @param model integer 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) end return end if obj_has_behavior_id(o, id_bhvCelebrationStar) ~= 0 and o.parentObj ~= nil then local i = network_local_index_from_global(o.parentObj.globalPlayerIndex) local starModel = characterCelebrationStar[gPlayerSyncTable[i].modelId] if gPlayerSyncTable[i].modelId ~= nil and starModel ~= nil and obj_has_model_extended(o, starModel) == 0 then obj_set_model_extended(o, starModel) end return end if sCapBhvs[get_id_from_behavior(o.behavior)] then o.globalPlayerIndex = nearest_player_to_object(o.parentObj).globalPlayerIndex end local i = network_local_index_from_global(o.globalPlayerIndex) local c = gMarioStates[i].character if model == c.capModelId or model == c.capWingModelId or model == c.capMetalModelId or model == c.capMetalWingModelId then local capModels = characterCaps[gPlayerSyncTable[i].modelId] if capModels ~= nil then local capModel = E_MODEL_NONE if model == c.capModelId then capModel = capModels.normal elseif model == c.capWingModelId then capModel = capModels.wing elseif model == c.capMetalModelId then capModel = capModels.metal elseif model == c.capMetalWingModelId then capModel = capModels.metalWing end if capModel ~= E_MODEL_NONE then obj_set_model_extended(o, capModel) 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 inputStallTimerButton = 0 local inputStallTimerDirectional = 0 local inputStallToDirectional = 12 local inputStallToButton = 10 -- Font Consistency between sm64ex-coop and sm64coopdx local FONT_CS_NORMAL = IS_COOPDX and FONT_ALIASED or FONT_NORMAL --Basic Menu Text local TEXT_OPTIONS_HEADER = "Menu Options" local TEXT_VERSION = "Version: " .. MOD_VERSION .. (IS_COOPDX and " | sm64coopdx" or " | sm64ex-coop") 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 --Debug Text local TEXT_DEBUGGING = "Character Debug" local TEXT_DESCRIPTION_SHORT = "Description:" local TEXT_LIFE_ICON = "Life Icon:" local TEXT_FORCED_CHAR = "Forced: " local TEXT_TABLE_POS = "Table Position: " --Options Text 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 MATH_DIVIDE_THREE_HUNDRED_TWENTY = 1/320 local MATH_DIVIDE_THIRTY_TWO = 1/32 local function on_hud_render() djui_hud_set_resolution(RESOLUTION_N64) djui_hud_set_font(FONT_CS_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 = maxf(width, 321.4) * MATH_DIVIDE_THREE_HUNDRED_TWENTY if menuAndTransition then if optionTable[optionTableRef.menuColor].toggle > 1 then menuColor = menuColorTable[optionTable[optionTableRef.menuColor].toggle - 1] elseif optionTable[optionTableRef.menuColor].toggle == 1 then optionTable[optionTableRef.menuColor].toggleNames[2] = string_underscore_to_space(TEXT_PREF_LOAD) .. " (Pref)" menuColor = prefCharColor 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 local x = 135 * widthScale * 0.8 --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_CS_NORMAL) local character = characterTable[currChar] if optionTable[optionTableRef.debugInfo].toggle == 0 then -- Actual Description local TEXT_NAME = string_underscore_to_space(character.name) local TEXT_CREDIT = "Credit: " .. character.credit local TEXT_DESCRIPTION_TABLE = character.description local TEXT_PREF = "Preferred Character:" local TEXT_PREF_LOAD = string_underscore_to_space(TEXT_PREF_LOAD) if djui_hud_measure_text(TEXT_PREF_LOAD) / widthScale > 110 then TEXT_PREF = "Preferred Char:" end if djui_hud_measure_text(TEXT_PREF_LOAD) / widthScale > 164 then TEXT_PREF = "Pref Char:" end TEXT_PREF = TEXT_PREF .. ' "' .. 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, 74, 0.6) djui_hud_set_font(FONT_CS_NORMAL) djui_hud_print_text(TEXT_DESCRIPTION, width - textX - djui_hud_measure_text(TEXT_DESCRIPTION) * 0.2, 85, 0.4) if widthScale < 1.65 then 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 else for i = 1, math_ceil(#TEXT_DESCRIPTION_TABLE*0.5) do local tablePos = (i * 2) - 1 if TEXT_DESCRIPTION_TABLE[tablePos] and TEXT_DESCRIPTION_TABLE[tablePos + 1] then local TEXT_STRING = TEXT_DESCRIPTION_TABLE[tablePos] .. " " .. TEXT_DESCRIPTION_TABLE[tablePos + 1] djui_hud_print_text(TEXT_STRING, width - textX - djui_hud_measure_text(TEXT_STRING) * 0.15, 90 + i * 9, 0.3) elseif TEXT_DESCRIPTION_TABLE[tablePos] then local TEXT_STRING = TEXT_DESCRIPTION_TABLE[tablePos] djui_hud_print_text(TEXT_STRING, width - textX - djui_hud_measure_text(TEXT_STRING) * 0.15, 90 + i * 9, 0.3) end end end djui_hud_print_text(TEXT_PREF, width - textX - djui_hud_measure_text(TEXT_PREF) * 0.15, height - 22, 0.3) djui_hud_set_font(FONT_TINY) djui_hud_print_text(TEXT_PREF_SAVE, width - textX - djui_hud_measure_text(TEXT_PREF_SAVE) * 0.25, height - 13, 0.5) else -- Debugging Info local TEXT_NAME = "Name: " .. character.name local TEXT_SAVE_NAME = "Save Name: " .. character.saveName local TEXT_CREDIT = "Credit: " .. character.credit local TEXT_DESCRIPTION_TABLE = character.description local TEXT_COLOR = "Color: R-" .. character.color.r ..", G-" ..character.color.g ..", B-"..character.color.b local TEX_ICON = character.lifeIcon local TEXT_ICON_DEFAULT = "?" local TEXT_SCALE = "Camera Scale: " .. character.camScale local TEXT_PREF = "Preferred: " .. TEXT_PREF_LOAD local TEXT_PREF_COLOR = "Pref Color: R-" .. prefCharColor.r .. ", G-" .. prefCharColor.g .. ", B-" .. prefCharColor.b local textX = x * 0.5 djui_hud_print_text(TEXT_DEBUGGING, width - textX - djui_hud_measure_text(TEXT_DEBUGGING) * 0.3, 55, 0.6) djui_hud_set_font(FONT_TINY) djui_hud_print_text(TEXT_NAME, width - x + 8, 72, 0.6) djui_hud_print_text(TEXT_SAVE_NAME, width - x + 8, 81, 0.6) djui_hud_print_text(TEXT_CREDIT, width - x + 8, 90, 0.6) djui_hud_print_text(TEXT_DESCRIPTION_SHORT, width - x + 8, 99, 0.6) local removeLine = 0 for i = 1, #TEXT_DESCRIPTION_TABLE do if TEXT_DESCRIPTION_TABLE[i] ~= "" then djui_hud_set_font(FONT_CS_NORMAL) local TEXT_DESCRIPTION_LINE = TEXT_DESCRIPTION_TABLE[i] if (djui_hud_measure_text(TEXT_DESCRIPTION_TABLE[i]) * 0.3 > 100) then TEXT_DESCRIPTION_LINE = "(!) " .. TEXT_DESCRIPTION_LINE else TEXT_DESCRIPTION_LINE = " " .. TEXT_DESCRIPTION_LINE end djui_hud_set_font(FONT_TINY) djui_hud_print_text(TEXT_DESCRIPTION_LINE, width - x + 5, 101 + (i-removeLine) * 7, 0.5) else removeLine = removeLine + 1 end end local descriptionOffset = (#TEXT_DESCRIPTION_TABLE - removeLine) * 7 djui_hud_print_text(TEXT_COLOR, width - x + 8, 109 + descriptionOffset, 0.6) if TEX_ICON ~= nil then djui_hud_print_text(TEXT_LIFE_ICON .. " (" .. TEX_ICON.width .. "x" .. TEX_ICON.height .. ")", width - x + 8, 118 + descriptionOffset, 0.6) djui_hud_set_color(255, 255, 255, 255) djui_hud_render_texture(TEX_ICON, width - x + 38, 119 + descriptionOffset, 0.5 / (TEX_ICON.width / 16), 0.5 / (TEX_ICON.height / 16)) else djui_hud_print_text(TEXT_LIFE_ICON .. " (?x?)", width - x + 8, 118 + descriptionOffset, 0.6) djui_hud_set_font(FONT_HUD) djui_hud_set_color(255, 255, 255, 255) djui_hud_print_text(TEXT_ICON_DEFAULT, width - x + 38, 119 + descriptionOffset, 0.5) djui_hud_set_font(FONT_TINY) end djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_print_text(TEXT_FORCED_CHAR .. defaultForceChar[character.forceChar], width - x + 8, 127 + descriptionOffset, 0.6) djui_hud_print_text(TEXT_TABLE_POS .. currChar, width - x + 8, 136 + descriptionOffset, 0.6) djui_hud_print_text(TEXT_SCALE, width - x + 8, 145 + descriptionOffset, 0.6) djui_hud_print_text(TEXT_PREF, width - x + 8, height - 27, 0.6) djui_hud_print_text(TEXT_PREF_COLOR, width - x + 8, height - 18, 0.6) end --Character Buttons 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 math_abs(buttonScroll) > 0.1 then buttonScroll = buttonScroll * 0.03 * inputStallToDirectional 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 i == 0 then if optionTable[optionTableRef.anims].toggle > 0 then buttonX = buttonX + math_sin(buttonAnimTimer * 0.05) * 2.5 + 5 else 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, 170) djui_hud_set_color(0, 0, 0, 255) djui_hud_render_rect(7 * widthScale + 1, 56, 5, 168) djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_render_rect(7 * widthScale + 2, 57 + 166 * ((currChar - 1) / #characterTable) - (buttonScroll * 0.03333333333) * (166 / #characterTable), 3, 166 / #characterTable) djui_hud_set_font(FONT_TINY) local TEXT_CHAR_COUNT = currChar .. "/" .. #characterTable djui_hud_print_text(TEXT_CHAR_COUNT, (11 - djui_hud_measure_text(TEXT_CHAR_COUNT) * 0.2) * widthScale, height - 12, 0.4) --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) if TEX_OVERRIDE_HEADER then -- Render Override Header djui_hud_render_texture(TEX_OVERRIDE_HEADER, widthHalf - 128, 10, 1/(TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_THIRTY_TWO), 1/(TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_THIRTY_TWO)) else djui_hud_render_texture(TEX_HEADER, widthHalf - 128, 10, 1, 1) end djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_set_font(FONT_TINY) djui_hud_print_text(TEXT_VERSION, 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 -- API Rendering if #renderInMenuTable > 0 then for i = 1, #renderInMenuTable do renderInMenuTable[i]() end 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 + maxf(-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, minf(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, minf(55 - optionAnimTimer + 2, height - 25 * widthScale + 2), 100 * widthScale - 4, 196) djui_hud_set_font(FONT_CS_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 * minf(widthScale, 1.5), 65 + optionAnimTimer * -1, 0.6 * minf(widthScale, 1.5)) local widthScaleLimited = minf(widthScale, 1.5) -- Up Arrow if currOption > 3 then djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_set_rotation(0x2000, 0.5, 0.5) djui_hud_render_rect(widthHalf - 3 * widthScaleLimited, 95 - optionAnimTimer, 5 * widthScaleLimited, 5 * widthScaleLimited) djui_hud_set_color(0, 0, 0, 255) djui_hud_set_rotation(0x0000, 0.5, 0.5) djui_hud_render_rect(widthHalf - 4 * widthScaleLimited, 95 - optionAnimTimer + 2 * widthScaleLimited, 8 * widthScaleLimited, 10) end -- Down Arrow if currOption < optionTableCount - 2 then local yOffset = 90 - optionAnimTimer + 45 * widthScaleLimited djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_set_rotation(0x2000, 0.5, 0.5) djui_hud_render_rect(widthHalf - 3 * widthScaleLimited, yOffset + 10, 5 * widthScaleLimited, 5 * widthScaleLimited) djui_hud_set_color(0, 0, 0, 255) djui_hud_set_rotation(0x0000, 0.5, 0.5) djui_hud_render_rect(widthHalf - 4 * widthScaleLimited, yOffset + 10 - 2 * widthScaleLimited, 8 * widthScaleLimited, 5 * widthScaleLimited) end -- Options for i = currOption - 2, currOption + 2 do if not (i < 1 or i > optionTableCount) then local toggleName = optionTable[i].name local scale = 0.5 local yOffset = 100 - optionAnimTimer + (i - currOption + 2) * 9 * widthScaleLimited if i == currOption then djui_hud_set_font(FONT_CS_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 djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) else djui_hud_set_font(FONT_TINY) djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 150) end scale = scale * widthScaleLimited djui_hud_print_text(toggleName, widthHalf - djui_hud_measure_text(toggleName) * scale * 0.5, yOffset, scale) end end -- Description if optionTable[currOption].description ~= nil then djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) for i = 1, #optionTable[currOption].description do djui_hud_set_font(FONT_CS_NORMAL) local line = optionTable[currOption].description[i] djui_hud_print_text(line, widthHalf - djui_hud_measure_text(line) * 0.15, 180 - optionAnimTimer + 15 * widthScaleLimited + 8 * i - 8 * #optionTable[currOption].description, 0.3) end end -- Footer djui_hud_set_font(FONT_TINY) djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_print_text(TEXT_OPTIONS_SELECT, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_SELECT) * 0.3, height - 20 - optionAnimTimer, 0.6) 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) else -- How to open options display local widthScaleLimited = minf(widthScale, 1.42) djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_render_rect(widthHalf - 50 * widthScale, height - 25 * widthScaleLimited, 100 * widthScale, 26 * widthScaleLimited) djui_hud_set_color(0, 0, 0, 255) djui_hud_render_rect(widthHalf - 50 * widthScale + 2, height - 25 * widthScaleLimited + 2, 100 * widthScale - 4, 22 * widthScaleLimited) djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_render_rect(widthHalf - 50 * widthScale, height - 2, 100 * widthScale, 2) djui_hud_set_font(FONT_CS_NORMAL) djui_hud_print_text(TEXT_OPTIONS_OPEN, widthHalf - djui_hud_measure_text(TEXT_OPTIONS_OPEN) * 0.175 * widthScaleLimited, height - 23 * widthScaleLimited + optionAnimTimer + 202, 0.35 * widthScaleLimited) djui_hud_set_font(FONT_TINY) djui_hud_print_text(TEXT_MENU_CLOSE, widthHalf - djui_hud_measure_text(TEXT_MENU_CLOSE) * 0.25 * widthScaleLimited, height - 13 * widthScaleLimited + optionAnimTimer + 202, 0.5 * widthScaleLimited) 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 * 1.3 end else optionAnimTimer = optionAnimTimerCap end end optionAnimTimer = maxf(optionAnimTimer, -200) else options = false optionAnimTimer = optionAnimTimerCap end -- Cross fade if optionTable[optionTableRef.anims].toggle == 1 then if menu and menuCrossFade > -menuCrossFadeCap then menuCrossFade = menuCrossFade - 1 if menuCrossFade == 0 then menuCrossFade = menuCrossFade - 1 end end if not menu and menuCrossFade < menuCrossFadeCap then menuCrossFade = menuCrossFade + 1 if menuCrossFade == 0 then menuCrossFade = menuCrossFade + 1 end end if menuCrossFade < 0 then menuAndTransition = true else menuAndTransition = false end else if menu then menuCrossFade = -menuCrossFadeCap else menuCrossFade = menuCrossFadeCap end menuAndTransition = menu end djui_hud_set_resolution(RESOLUTION_N64) djui_hud_set_color(0, 0, 0, (math_abs(menuCrossFade)) * -menuCrossFadeMath) djui_hud_render_rect(0, 0, width, height) -- 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) djui_hud_set_font(FONT_NORMAL) if optionTable[optionTableRef.openInputs].toggle == 2 then currCharY = 27 width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_PAUSE_Z_OPEN) if not IS_COOPDX then -- Done to match DX not having dropshadow on the "R Button - Options" thingy djui_hud_set_color(0, 0, 0, 255) djui_hud_print_text(TEXT_PAUSE_Z_OPEN, width - 19, 17, 1) end 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 width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_PAUSE_CURR_CHAR_WITH_NAME) local charColor = characterTable[currChar].color if not IS_COOPDX then djui_hud_set_color(0, 0, 0, 255) djui_hud_print_text(TEXT_PAUSE_CURR_CHAR_WITH_NAME, width - 19, 17 + currCharY, 1) end 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 width = djui_hud_get_screen_width() - djui_hud_measure_text(TEXT_LOCAL_MODEL_OFF) if not IS_COOPDX then djui_hud_set_color(0, 0, 0, 255) djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, width - 19, 17 + currCharY, 1) end djui_hud_set_color(255, 255, 255, 255) djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, width - 20, 16 + currCharY, 1) end end end local function before_mario_update(m) if m.playerIndex ~= 0 then return end if inputStallTimerButton > 0 then inputStallTimerButton = inputStallTimerButton - 1 end if inputStallTimerDirectional > 0 then inputStallTimerDirectional = inputStallTimerDirectional - 1 end if menu and inputStallToDirectional ~= latencyValueTable[optionTable[optionTableRef.inputLatency].toggle + 1] then inputStallToDirectional = 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 inputStallTimerDirectional = inputStallToDirectional 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 m.action == ACT_INTRO_CUTSCENE then menu = false end if menuAndTransition and not options then if menu then if inputStallTimerDirectional == 0 then if (m.controller.buttonPressed & D_JPAD) ~= 0 or (m.controller.buttonPressed & D_CBUTTONS) ~= 0 or m.controller.stickY < -60 then currChar = currChar + 1 if (m.controller.buttonPressed & D_CBUTTONS) == 0 then inputStallTimerDirectional = inputStallToDirectional else inputStallTimerDirectional = 3 -- C-Scrolling end buttonScroll = buttonScrollCap play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) end if (m.controller.buttonPressed & U_JPAD) ~= 0 or (m.controller.buttonPressed & U_CBUTTONS) ~= 0 or m.controller.stickY > 60 then currChar = currChar - 1 if (m.controller.buttonPressed & U_CBUTTONS) == 0 then inputStallTimerDirectional = inputStallToDirectional else inputStallTimerDirectional = 3 -- C-Scrolling end buttonScroll = -buttonScrollCap play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) end end if inputStallTimerButton == 0 then if (m.controller.buttonPressed & A_BUTTON) ~= 0 then if characterTable[currChar] ~= nil then mod_storage_save_pref_char(characterTable[currChar]) inputStallTimerButton = inputStallToButton 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 end -- Wraping Menu if currChar > #characterTable then currChar = 1 end if currChar < 1 then currChar = #characterTable end -- Handles Camera Posistioning faceAngle = m.faceAngle.y if m.controller.buttonPressed & R_CBUTTONS ~= 0 then faceAngle = faceAngle + 0x1000 end if m.controller.buttonPressed & L_CBUTTONS ~= 0 then faceAngle = faceAngle - 0x1000 end nullify_inputs(m) if is_game_paused() then m.controller.buttonPressed = START_BUTTON end end if options then if inputStallTimerDirectional == 0 then if (m.controller.buttonPressed & D_JPAD) ~= 0 then currOption = currOption + 1 inputStallTimerDirectional = inputStallToDirectional play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) end if (m.controller.buttonPressed & U_JPAD) ~= 0 then currOption = currOption - 1 inputStallTimerDirectional = inputStallToDirectional play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) end if m.controller.stickY < -60 then currOption = currOption + 1 inputStallTimerDirectional = inputStallToDirectional play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) end if m.controller.stickY > 60 then currOption = currOption - 1 inputStallTimerDirectional = inputStallToDirectional play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) end end if inputStallTimerButton == 0 then 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 inputStallTimerButton = inputStallToButton play_sound(SOUND_MENU_CHANGE_SELECT, cameraToObject) end if (m.controller.buttonPressed & B_BUTTON) ~= 0 then options = false inputStallTimerButton = inputStallToButton 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) -------------- -- Commands -- -------------- promptedAreYouSure = false local function chat_command(msg) msg = string_lower(msg) -- Open Menu Check if msg == "" or msg == "menu" then menu = not menu return true end -- Help Prompt Check if msg == "?" or msg == "help" then djui_chat_message_create("Character Select's Avalible Commands:" .. "\n\\#ffff33\\/char-select help\\#ffffff\\ - Returns Avalible Commands" .. "\n\\#ffff33\\/char-select menu\\#ffffff\\ - Opens the Menu" .. "\n\\#ffff33\\/char-select [name/num]\\#ffffff\\ - Switches to Character" .. "\n\\#ff3333\\/char-select reset\\#ffffff\\ - Resets your Save Data") return true end -- Reset Save Data Check if msg == "reset" or (msg == "confirm" and promptedAreYouSure) then reset_options(true) return true end -- Name Check for i = 1, #characterTable do if msg == string_lower(characterTable[i].name) or msg == string_underscore_to_space(string_lower(characterTable[i].saveName)) then currChar = i djui_chat_message_create('Character set to "' .. characterTable[i].name .. '" Successfully!') return true end end -- Number Check if tonumber(msg) then msg = tonumber(msg) if msg > 0 and msg <= #characterTable then currChar = msg djui_chat_message_create('Character set to "' .. characterTable[msg].name .. '" Successfully!') return true end end djui_chat_message_create("Character Not Found") return true end hook_chat_command("char-select", "- Opens the Character Select Menu", chat_command)