13 KiB
⏪ Lua Reference
Hooks
Hooks are a way for SM64 to trigger Lua code, whereas the functions listed in functions allow Lua to trigger SM64 code.
Supported Hooks
hook_behavior
hook_behavior()
allows Lua mods to override existing behaviors or create new ones.
Parameters
Field | Type | Notes |
---|---|---|
behaviorId | enum BehaviorId | Set to nil to create a new behavior |
objectList | enum ObjectList | |
replaceBehavior | bool |
Prevents the original behavior code from running |
initFunction | Lua Function (Object obj) |
Runs once per object |
loopFunction | Lua Function (Object obj) |
Runs once per frame per object |
behaviorName | string |
Optional, name to give to the behavior |
Returns
Lua Example
function bhv_example_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
network_init_object(obj, true, nil)
end
function bhv_example_loop(obj)
obj.oPosY = obj.oPosY + 1
end
id_bhvExample = hook_behavior(nil, OBJ_LIST_DEFAULT, true, bhv_example_init, bhv_example_loop, "bhvExample")
hook_chat_command
hook_chat_command()
allows Lua mods to react and respond to chat commands. Chat commands start with the /
character. The function the mod passes to the hook should return true
when the command was valid and false
otherwise.
Parameters
Field | Type |
---|---|
command | string |
description | string |
func | Lua Function (string message) -> bool |
Lua Example
function on_test_command(msg)
if msg == 'on' then
djui_chat_message_create('Test: enabled')
return true
elseif msg == 'off' then
djui_chat_message_create('Test: disabled')
return true
end
return false
end
hook_chat_command('test', "[on|off] turn test on or off", on_hide_and_seek_command)
hook_event
The lua functions sent to hook_event()
will be automatically called by SM64 when certain events occur.
Hook Event Types
Type | Description | Parameters |
---|---|---|
HOOK_UPDATE | Called once per frame | None |
HOOK_MARIO_UPDATE | Called once per player per frame at the end of a mario update | MarioState mario |
HOOK_BEFORE_MARIO_UPDATE | Called once per player per frame at the beginning of a mario update | MarioState mario |
HOOK_ON_SET_MARIO_ACTION | Called every time a player's current action is changed | MarioState mario |
HOOK_BEFORE_PHYS_STEP | Called once per player per frame before physics code is run, return an integer to cancel it with your own step result | MarioState mario, integer stepType |
HOOK_ALLOW_PVP_ATTACK | Called when one player attacks another, return true to allow the attack |
MarioState attacker, MarioState victim |
HOOK_ON_PVP_ATTACK | Called when one player attacks another | MarioState attacker, MarioState victim |
HOOK_ON_PLAYER_CONNECTED | Called when a player connects | MarioState connector |
HOOK_ON_PLAYER_DISCONNECTED | Called when a player disconnects | MarioState disconnector |
HOOK_ON_HUD_RENDER | Called when the HUD is being rendered | None |
HOOK_ALLOW_INTERACT | Called before mario interacts with an object, return true to allow the interaction |
MarioState interactor, Object interactee, enum InteractionType interactType |
HOOK_ON_INTERACT | Called when mario interacts with an object | MarioState interactor, Object interactee, enum InteractionType interactType, bool interactValue |
HOOK_ON_LEVEL_INIT | Called when the level is initialized | None |
HOOK_ON_WARP | Called when the local player warps | None |
HOOK_ON_SYNC_VALID | Called when the current area is synchronized | None |
HOOK_ON_OBJECT_UNLOAD | Called when any object is unloaded | Object unloadedObject |
HOOK_ON_SYNC_OBJECT_UNLOAD | Called when any networked object is unloaded | Object unloadedObject |
HOOK_ON_PAUSE_EXIT | Called when the local player exits through the pause screen, return false to prevent the exit |
boolean usedExitToCastle |
HOOK_GET_STAR_COLLECTION_DIALOG | Called when the local player collects a star, return a DialogId to show a message | None |
HOOK_ON_SET_CAMERA_MODE | Called when the camera mode gets set, return false to prevent the camera mode from being set |
Camera, integer mode, integer frames |
HOOK_ON_OBJECT_RENDER | Called right before an object is rendered. Note: You must set the hookRender field of the object to a non-zero value |
Object renderedObj |
HOOK_ON_DEATH | Called when the local player dies, return false to prevent normal death sequence |
MarioState localMario |
HOOK_ON_PACKET_RECEIVE | Called when the mod receives a packet that used network_send() or network_send_to() |
table dataTable |
HOOK_USE_ACT_SELECT | Called when the level changes, return true to show act selection screen and false otherwise |
integer levelNum |
HOOK_ON_CHANGE_CAMERA_ANGLE | Called when the player changes the camera mode to Lakitu cam or Mario cam, return false to prevent the change. |
integer mode |
HOOK_ON_SCREEN_TRANSITION | Called when the game is about to play a transition, return false to prevent the transition from playing. |
integer type |
HOOK_ALLOW_HAZARD_SURFACE | Called once per player per frame. Return false to prevent the player from being affected by lava or quicksand. |
MarioState mario, integer hazardType |
HOOK_ON_CHAT_MESSAGE | Called when a chat message gets sent. Return false to prevent the message from being sent. |
MarioState messageSender, string messageSent |
HOOK_OBJECT_SET_MODEL | Called when a behavior changes models. Also runs when a behavior spawns. | Object obj, integer modelID |
HOOK_CHARACTER_SOUND | Called when mario retrieves a character sound to play, return a character sound or 0 to override it. |
MarioState mario, enum CharacterSound characterSound |
HOOK_JOINED_GAME | Called when the local player finishes the join process (if the player isn't the host) | None |
HOOK_BEFORE_SET_MARIO_ACTION | Called before Mario's action changes. Return an action to change the incoming action or 1 to cancel the action change. |
MarioState mario, integer incomingAction |
HOOK_ON_OBJECT_ANIM_UPDATE | Called when an object's animation is updated. | Object objNode |
HOOK_ON_DIALOG | Called when a dialog appears. Return false to prevent it from appearing. |
integer dialogId |
HOOK_MIRROR_MARIO_RENDER | Called when a Mirror Mario is rendered. | GraphNodeObject mirrorMario |
Parameters
Field | Type |
---|---|
hook_event_type | HookEventType |
func | Lua Function (... ) |
Lua Example
The following example will print out a message 16 times per frame (once for every possible player).
function mario_update(m)
print('Mario update was called for player index ', m.playerIndex)
end
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_exclamation_box
Activated when an exclamation box breaks, allowing mods to take control over exclamation boxes.
readFunction
is called after the exclamation box breaks, allowing mods to read the object that spawned.- No return value is necessary.
writeFunction
is called when the exclamation box breaks, allowing mods to override the spawned object.- Returning the spawned object is highly recommended as it prevents spawning both the vanilla and new object at the same time. It also allows
readFunction
to function properly.
- Returning the spawned object is highly recommended as it prevents spawning both the vanilla and new object at the same time. It also allows
Parameters
Field | Type |
---|---|
readFunction | Lua Function (Object) |
writeFunction | Lua Function (Object): Object |
Lua Example
local objects_to_spawn = {
[0] = {id_bhvGoomba, E_MODEL_GOOMBA},
[1] = {id_bhvKoopa, E_MODEL_KOOPA_WITH_SHELL},
[2] = {id_bhvTenCoinsSpawn, E_MODEL_NONE},
[3] = {id_bhvChainChomp, E_MODEL_CHAIN_CHOMP},
[4] = {id_bhvHeaveHo, E_MODEL_HEAVE_HO},
[5] = {id_bhvWingCap, E_MODEL_MARIOS_WING_CAP},
[6] = {id_bhvKoopaShell, E_MODEL_KOOPA_SHELL},
[7] = {id_bhvBoo, E_MODEL_BOO},
}
local function readFunction(obj)
if obj_has_behavior_id(obj, id_bhvFlame) ~= 0 then
print("FIREEEEEEEEE")
end
end
---@param box Object
local function writeFunction(box)
local spawn_object = objects_to_spawn[box.oBehParams2ndByte]
return spawn_sync_object(spawn_object[1], spawn_object[2], box.oPosX, box.oPosY, box.oPosZ, nil)
end
hook_exclamation_box(readFunction, writeFunction)
hook_mario_action
hook_mario_action()
allows Lua mods to create new actions or override existing ones.
Parameters
Field | Type |
---|---|
action_id | integer |
func | Table with entries for Action Hook Types of Lua Function (MarioState m) |
interaction_type | enum InteractionFlag |
Action Hook Types
Type | Description | Returns |
---|---|---|
every_frame | Main action code, called once per frame | true if action cancelled, else false |
gravity | Called inside apply_gravity when in action |
Unused |
Lua Example
ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
function act_wall_slide(m)
if (m.input & INPUT_A_PRESSED) ~= 0 then
local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0)
m.vel.y = 72.0
if m.forwardVel < 20.0 then
m.forwardVel = 20.0
end
m.wallKickTimer = 0
return rc
end
-- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
mario_set_forward_vel(m, -1.0)
m.particleFlags = m.particleFlags | PARTICLE_DUST
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
set_mario_animation(m, MARIO_ANIM_START_WALLKICK)
if perform_air_step(m, 0) == AIR_STEP_LANDED then
mario_set_forward_vel(m, 0.0)
if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
return set_mario_action(m, ACT_FREEFALL_LAND, 0)
end
end
m.actionTimer = m.actionTimer + 1
if m.wall == nil and m.actionTimer > 2 then
mario_set_forward_vel(m, 0.0)
return set_mario_action(m, ACT_FREEFALL, 0)
end
return 0
end
function act_wall_slide_gravity(m)
m.vel.y = m.vel.y - 2
if m.vel.y < -15 then
m.vel.y = -15
end
end
function mario_on_set_action(m)
-- wall slide
if m.action == ACT_SOFT_BONK then
m.faceAngle.y = m.faceAngle.y + 0x8000
set_mario_action(m, ACT_WALL_SLIDE, 0)
end
end
hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
hook_mario_action(ACT_WALL_SLIDE, { every_frame = act_wall_slide, gravity = act_wall_slide_gravity } )
hook_on_sync_table_change
hook_on_sync_table_change()
allows Lua mods to react to sync table changes.
syncTable
parameter must be a sync table, e.g. gGlobalSyncTable, gPlayerSyncTable[], or one of their child tables.field
parameter must be one of the fields in theSyncTable
.tag
parameter can be any type, and is automatically passed to the callback.func
parameter must be a function with three parameters:tag
,oldVal
, andnewVal
.tag
will be the sametag
passed intohook_on_sync_table_change()
.oldVal
will be the value before it was set.newVal
will be the value that it was set to.
Parameters
Field | Type |
---|---|
syncTable | SyncTable |
field | value |
tag | value |
func | Lua Function (value tag, value oldValue, value newValue) |
Lua Example
function on_testing_field_changed(tag, oldVal, newVal)
print('testingField changed:', tag, ',', oldVal, '->', newVal)
end
hook_on_sync_table_change(gGlobalSyncTable, 'testingField', 'tag', on_testing_field_changed)
-- now when testingField is set, either locally or over the network, on_testing_field_changed() will be called
gGlobalSyncTable.testingField = 'hello'