-- name: Character Select -- description:\\#ffff33\\-- Character Select Coop v1.12.1 --\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\n\\#AAAAFF\\Updates can be found on\nCharacter Select's Github:\n\\#6666FF\\Squishy6094/character-select-coop -- pausable: false -- category: cs if incompatibleClient then return 0 end -- localize functions to improve performance - main.lua local mod_storage_load,tonumber,mod_storage_save,djui_popup_create,tostring,djui_chat_message_create,is_game_paused,obj_get_first_with_behavior_id,djui_hud_is_pause_menu_created,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,type,get_id_from_behavior,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,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,min,math_min,math_ceil,math_abs,math_sin,minf,djui_hud_set_rotation,table_insert,djui_hud_print_text_interpolated,math_max,play_sound,play_character_sound,string_lower = mod_storage_load,tonumber,mod_storage_save,djui_popup_create,tostring,djui_chat_message_create,is_game_paused,obj_get_first_with_behavior_id,djui_hud_is_pause_menu_created,camera_freeze,hud_hide,vec3f_copy,set_mario_action,set_mario_animation,camera_unfreeze,hud_show,type,get_id_from_behavior,obj_has_behavior_id,network_local_index_from_global,obj_has_model_extended,obj_set_model_extended,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,min,math.min,math.ceil,math.abs,math.sin,minf,djui_hud_set_rotation,table.insert,djui_hud_print_text_interpolated,math.max,play_sound,play_character_sound,string.lower menu = false menuAndTransition = false options = false local credits = false local creditsAndTransition = false currChar = 1 local currOption = 1 local creditScroll = 0 local prevCreditScroll = creditScroll local creditScrollRange = 0 local menuCrossFade = 7 local menuCrossFadeCap = menuCrossFade local menuCrossFadeMath = 255 / menuCrossFade local creditsCrossFade = 7 local creditsCrossFadeCap = creditsCrossFade local creditsCrossFadeMath = 255 / creditsCrossFade 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_NAME = "Default" local TEXT_PREF_LOAD_ALT = 1 --[[ Note: Do NOT add characters via the characterTable below, We highly recommend 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] = { saveName = "Default", currAlt = 1, hasMoveset = false, locked = false, [1] = { name = "Mario", description = { "The iconic Italian plumber himself!", "He's quite confident and brave,", "always prepared to jump into action", "to save the Mushroom Kingdom!", }, credit = "Nintendo / Coop Team", color = { r = 255, g = 50, b = 50 }, model = E_MODEL_MARIO, offset = 0, forceChar = CT_MARIO, lifeIcon = gTextures.mario_head, starIcon = gTextures.star, camScale = 1.0, }, [2] = { name = "Luigi", description = { "The other iconic Italian plumber!", "He's a bit shy and scares easily,", "but he's willing to follow his brother", "Mario through any battle that may", "come their way!", }, credit = "Nintendo / Coop Team", color = { r = 50, g = 255, b = 50 }, model = E_MODEL_LUIGI, offset = 0, forceChar = CT_LUIGI, lifeIcon = gTextures.luigi_head, starIcon = gTextures.star, camScale = 1.0, }, [3] = { name = "Toad", description = { "Princess Peach's little attendant!", "He's an energetic little mushroom", "that's never afraid to follow", "Mario and Luigi on their adventures!", }, credit = "Nintendo / Coop Team", color = { r = 50, g = 50, b = 255 }, model = E_MODEL_TOAD_PLAYER, offset = 0, forceChar = CT_TOAD, lifeIcon = gTextures.toad_head, starIcon = gTextures.star, camScale = 0.8, }, [4] = { name = "Waluigi", description = { "The mischievous rival of Luigi!", "He's a narcissistic competitor", "that takes great taste in others", "getting pummeled from his success!", }, credit = "Nintendo / Coop Team", color = { r = 130, g = 25, b = 130 }, model = E_MODEL_WALUIGI, offset = 0, forceChar = CT_WALUIGI, lifeIcon = gTextures.waluigi_head, starIcon = gTextures.star, camScale = 1.1, }, [5] = { name = "Wario", description = { "The mischievous rival of Mario!", "He's a greed-filled treasure hunter", "obsessed with money and gold coins.", "He's always ready for a brawl if his", "money is on the line!", }, credit = "Nintendo / Coop Team", color = { r = 255, g = 255, b = 50 }, model = E_MODEL_WARIO, offset = 0, forceChar = CT_WARIO, lifeIcon = gTextures.wario_head, starIcon = gTextures.star, camScale = 1.0, }, }, } characterCaps = {} characterCelebrationStar = {} characterColorPresets = {} characterAnims = {} characterMovesets = {[1] = {}} characterUnlock = {} optionTableRef = { -- Menu openInputs = 1, notification = 2, menuColor = 3, anims = 4, inputLatency = 5, showLocked = 6, -- Characters autoPalette = 7, localMoveset = 8, localModels = 9, localVoices = 10, -- CS credits = 11, debugInfo = 12, resetSaveData = 13, } optionTable = { [optionTableRef.openInputs] = { name = "Open Binds", toggle = tonumber(mod_storage_load("MenuInput")), toggleSaveName = "MenuInput", toggleDefault = 1, toggleMax = 2, toggleNames = {"None", "Z (Pause Menu)", ommActive and "D-pad Down + R" or "D-pad Down"}, 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 = "Menu Anims", toggle = tonumber(mod_storage_load("Anims")), toggleSaveName = "Anims", toggleDefault = 1, toggleMax = 1, toggleNames = {"Off", "On"}, 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.showLocked] = { name = "Show Locked Chars", toggle = tonumber(mod_storage_load("showLocked")), toggleSaveName = "showLocked", toggleDefault = 1, toggleMax = 1, description = {"Toggles if Locked Characters", "Display In-Menu"} }, [optionTableRef.autoPalette] = { name = "Auto-Apply Palette", toggle = tonumber(mod_storage_load("autoPalette")), toggleSaveName = "autoPalette", toggleDefault = 1, toggleMax = 1, description = {"If On, Automatically", "sets your palette to the", "Character's Preset if avalible"} }, [optionTableRef.localMoveset] = { name = "Character Moveset", toggle = tonumber(mod_storage_load("localMoveset")), toggleSaveName = "localMoveset", toggleDefault = 1, toggleMax = 1, description = {"Toggles if Custom Movesets", "are active on compatible", "characters"} }, [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.credits] = { name = "Credits", toggle = 0, toggleDefault = 0, toggleMax = 1, toggleNames = {"", ""}, description = {"Thank you for choosing", "Character Select!"} }, [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"} }, } creditTable = { { packName = "Character Select Coop", {creditTo = "Squishy6094", creditFor = "Creator"}, {creditTo = "AngelicMiracles", creditFor = "Concepts / CoopDX"}, {creditTo = "AgentX", creditFor = "Main Contributer / CoopDX"}, {creditTo = "xLuigiGamerx", creditFor = "Main Contributer"}, {creditTo = "OneCalledRPG", creditFor = "Contributer"}, {creditTo = "SuperKirbyLover", creditFor = "Custom Health Meters"}, {creditTo = "EliteMasterEric", creditFor = "Dialog Replacement"} } } local defaultOptionCount = #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 defaultModels = { [CT_MARIO] = E_MODEL_MARIO, [CT_LUIGI] = E_MODEL_LUIGI, [CT_TOAD] = E_MODEL_TOAD_PLAYER, [CT_WALUIGI] = E_MODEL_WALUIGI, [CT_WARIO] = E_MODEL_WARIO } local defaultForceChar = { [CT_MARIO] = "CT_MARIO", [CT_LUIGI] = "CT_LUIGI", [CT_TOAD] = "CT_TOAD", [CT_WALUIGI] = "CT_WALUIGI", [CT_WARIO] = "CT_WARIO" } ---@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 = {r = 255, g = 50, b = 50} local function load_preferred_char() local savedChar = mod_storage_load("PrefChar") local savedAlt = tonumber(mod_storage_load("PrefAlt")) if savedChar == nil or savedChar == "" then mod_storage_save("PrefChar", "Default") savedChar = "Default" end if savedAlt == nil then mod_storage_save("PrefAlt", "1") savedAlt = 1 end if savedChar ~= nil and savedChar ~= "Default" then for i = 2, #characterTable do local char = characterTable[i] if char.saveName == savedChar and not char.locked then currChar = i if savedAlt > 0 and savedAlt <= #char then char.currAlt = savedAlt end 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(char[char.currAlt].name) .. '"\nwas applied successfully!', 4) end end break end end end characterTable[1].currAlt = gNetworkPlayers[0].modelIndex + 1 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 TEXT_PREF_LOAD_NAME = savedChar TEXT_PREF_LOAD_ALT = savedAlt end local function mod_storage_save_pref_char(charTable) mod_storage_save("PrefChar", charTable.saveName) mod_storage_save("PrefAlt", tostring(charTable.currAlt)) mod_storage_save("PrefCharColor", tostring(charTable[charTable.currAlt].color.r) .. "_" .. tostring(charTable[charTable.currAlt].color.g) .. "_" .. tostring(charTable[charTable.currAlt].color.b)) TEXT_PREF_LOAD_NAME = charTable.saveName TEXT_PREF_LOAD_ALT = charTable.currAlt prefCharColor = charTable[charTable.currAlt].color end function failsafe_options() for i = 1, #optionTable do if optionTable[i].toggle == nil or optionTable[i].toggle == "" then local load = optionTable[i].toggleSaveName and mod_storage_load(optionTable[i].toggleSaveName) or nil if load == "" then load = nil end optionTable[i].toggle = load and tonumber(load) or optionTable[i].toggleDefault end if optionTable[i].toggleNames == nil then optionTable[i].toggleNames = {"Off", "On"} end end if optionTable[optionTableRef.openInputs].toggle == 2 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\\%appdata%/sm64coopdx/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 currChar = 1 for i = 1, #characterTable do characterTable[i].currAlt = 1 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!") if #characterTable > 32 and network_is_server() then djui_chat_message_create("\\#FFAAAA\\Warning: Having more than 32 Characters\nmay be unstable, For a better experience please\ndisable a few packs!") end else djui_chat_message_create("Character Select is active!\nYou can use \\#ffff33\\/char-select \\#ffffff\\to open the menu!") end end local function menu_is_allowed(m) if m == nil then m = gMarioStates[0] end -- API Check for _, func in pairs(allowMenu) do if not func() then return false end end -- C-up Failsafe (Camera Softlocks) if m.action == ACT_FIRST_PERSON or (m.prevAction == ACT_FIRST_PERSON and is_game_paused()) then return false elseif m.prevAction == ACT_FIRST_PERSON and not is_game_paused() then m.prevAction = ACT_WALKING end -- Cutscene Check if gNetworkPlayers[0].currActNum == 99 then return false end if m.action == ACT_INTRO_CUTSCENE then return false end if obj_get_first_with_behavior_id(id_bhvActSelector) ~= nil then return false end return true end local function get_next_unlocked_char() for i = currChar, #characterTable do if not characterTable[i].locked then return i end end return 1 end local function get_last_unlocked_char() for i = currChar, 1, -1 do if not characterTable[i].locked then return i end end return 1 end ------------------- -- Model Handler -- ------------------- local stallFrame = 0 local noLoop = false 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 TYPE_FUNCTION = "function" local TYPE_BOOLEAN = "boolean" local TYPE_STRING = "string" local TYPE_INTEGER = "number" local TYPE_TABLE = "table" local MATH_PI = math.pi 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 local function anim_generic_idle_offset(offset, animFrame) return offset - math.max((math.sin((animFrame)/24*MATH_PI)+1.1)*2, 1.8) end local altOffsetAnim = { [MARIO_ANIM_CROUCHING] = true, [ACT_READING_AUTOMATIC_DIALOG] = true, [MARIO_ANIM_FALL_OVER_BACKWARDS] = true, [MARIO_ANIM_SLIDE_KICK] = false, [MARIO_ANIM_GROUND_POUND] = false, [MARIO_ANIM_GROUND_POUND_LANDING] = false, [MARIO_ANIM_SLEEP_IDLE] = false, [MARIO_ANIM_SLEEP_LYING] = false, [MARIO_ANIM_SLEEP_START_LYING] = false, [MARIO_ANIM_IDLE_HEAD_LEFT] = function (offset, animFrame) return anim_generic_idle_offset(offset, animFrame) end, [MARIO_ANIM_IDLE_HEAD_CENTER] = function (offset, animFrame) return anim_generic_idle_offset(offset, animFrame) end, [MARIO_ANIM_IDLE_HEAD_RIGHT] = function (offset, animFrame) return anim_generic_idle_offset(offset, animFrame) end, } local prevBaseCharFrame = gNetworkPlayers[0].modelIndex local prevAnim = 0 local animTimer = 0 --- @param m MarioState local function mario_update(m) local np = gNetworkPlayers[m.playerIndex] local p = gCSPlayers[m.playerIndex] if stallFrame == 1 or queueStorageFailsafe then failsafe_options() if not queueStorageFailsafe then load_preferred_char() if optionTable[optionTableRef.notification].toggle == 1 then boot_note() end end queueStorageFailsafe = false end if stallFrame < 3 then stallFrame = stallFrame + 1 end if m.playerIndex == 0 and stallFrame > 1 then if djui_hud_is_pause_menu_created() and prevBaseCharFrame ~= np.modelIndex then characterTable[1].currAlt = np.modelIndex + 1 currChar = 1 p.presetPalette = 0 end prevBaseCharFrame = np.modelIndex local defaultTable = characterTable[1] local charTable = characterTable[currChar] p.saveName = charTable.saveName p.currAlt = charTable.currAlt if optionTable[optionTableRef.localModels].toggle > 0 then p.modelId = charTable[charTable.currAlt].model if charTable[charTable.currAlt].forceChar ~= nil then p.forceChar = charTable[charTable.currAlt].forceChar end m.marioObj.hookRender = 1 else p.modelId = nil p.forceChar = defaultTable.forceChar currChar = 1 end p.offset = charTable[charTable.currAlt].offset if menuAndTransition then --play_secondary_music(0, 0, 0.5, 0) 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 = charTable[charTable.currAlt].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_animation(m, MARIO_ANIM_FIRST_PERSON) end noLoop = false elseif not noLoop then --stop_secondary_music(50) 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 -- Check for Locked Chars for i = 2, #characterTable do local currChar = characterTable[i] if currChar.locked then local unlock = characterUnlock[i].check local notif = characterUnlock[i].notif if type(unlock) == TYPE_FUNCTION then if unlock() then currChar.locked = false if stallFrame == 3 and notif then if optionTable[optionTableRef.notification].toggle > 0 then djui_popup_create('Character Select:\nUnlocked '..currChar.name..'\nas a Playable Character!', 3) end end end elseif type(unlock) == TYPE_BOOLEAN then currChar.locked = not unlock end end end --Open Credits if optionTable[optionTableRef.credits].toggle > 0 then credits = true optionTable[optionTableRef.credits].toggle = 0 end --Reset Save Data Check if optionTable[optionTableRef.resetSaveData].toggle > 0 then reset_options(false) optionTable[optionTableRef.resetSaveData].toggle = 0 end charBeingSet = false for i = 1, #optionTable do optionTable[i].optionBeingSet = false end end local marioGfx = m.marioObj.header.gfx if prevAnim ~= marioGfx.animInfo.animID then prevAnim = marioGfx.animInfo.animID animTimer = 0 end animTimer = animTimer + 1 local networkOffset = p.offset local forceChar = p.forceChar if networkOffset ~= 0 and networkOffset ~= nil then if m.playerIndex == 0 then end local offset = altOffsetAnim[marioGfx.animInfo.animID] if offset ~= false then if type(offset) == TYPE_FUNCTION then marioGfx.pos.y = marioGfx.pos.y + offset(networkOffset, marioGfx.animInfo.animFrame) elseif type(offset) == TYPE_TABLE then marioGfx.pos.y = marioGfx.pos.y - offset[(math.min(animTimer, #offset))]*networkOffset + networkOffset elseif type(offset) == TYPE_INTEGER then marioGfx.pos.y = marioGfx.pos.y + networkOffset*offset else marioGfx.pos.y = (altOffsetAnim[marioGfx.animInfo.animID] and m.pos.y or marioGfx.pos.y) + networkOffset end end end if forceChar ~= nil then np.overrideModelIndex = forceChar end -- Character Animations if characterAnims[p.modelId] then local animID = characterAnims[p.modelId][m.marioObj.header.gfx.animInfo.animID] if animID then smlua_anim_util_set_animation(m.marioObj, animID) end end end local sCapBhvs = { [id_bhvWingCap] = true, [id_bhvVanishCap] = true, [id_bhvMetalCap] = true } --- @param o Object --- @param model integer local BowserKey = false local function on_star_or_key_grab(m, o, type) if type == INTERACT_STAR_OR_KEY then if get_id_from_behavior(o.behavior) == id_bhvBowserKey then BowserKey = true else BowserKey = false end end end local settingModel function set_model(o, model) if settingModel then return end if optionTable[optionTableRef.localModels].toggle == 0 then return end if obj_has_behavior_id(o, id_bhvMario) ~= 0 then local i = network_local_index_from_global(o.globalPlayerIndex) if gCSPlayers[i].modelId ~= nil and obj_has_model_extended(o, gCSPlayers[i].modelId) == 0 then settingModel = true obj_set_model_extended(o, gCSPlayers[i].modelId) settingModel = false 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[gCSPlayers[i].modelId] if gCSPlayers[i].modelId ~= nil and starModel ~= nil and obj_has_model_extended(o, starModel) == 0 and not BowserKey then settingModel = true obj_set_model_extended(o, starModel) settingModel = false 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[gCSPlayers[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 and capModel ~= E_MODEL_ERROR_MODEL and capModel ~= nil then settingModel = true obj_set_model_extended(o, capModel) settingModel = false end end end end hook_event(HOOK_MARIO_UPDATE, mario_update) hook_event(HOOK_ON_INTERACT, on_star_or_key_grab) 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 --Basic Menu Text local TEXT_OPTIONS_HEADER = "Menu Options" local TEXT_OPTIONS_HEADER_API = "API Options" local yearsOfCS = get_date_and_time().year - 123 -- Zero years as of 2023 local TEXT_VERSION = "Version: " .. MOD_VERSION_STRING .. " | sm64coopdx" .. (seasonalEvent == SEASON_EVENT_BIRTHDAY and (" | " .. tostring(yearsOfCS) .. " year" .. (yearsOfCS > 1 and "s" or "") .. " of Character Select!") or "") 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_PREF_SAVE_AND_PALETTE = "A - Set Preference | Y - Toggle Palette" local TEXT_PAUSE_Z_OPEN = "Z Button - Character Select" local TEXT_PAUSE_UNAVAILABLE = "Character Select is Unavailable" local TEXT_PAUSE_CURR_CHAR = "Current Character: " local TEXT_MOVESET_RESTRICTED = "Movesets are Restricted" local TEXT_PALETTE_RESTRICTED = "Palettes are Restricted" local TEXT_MOVESET_AND_PALETTE_RESTRICTED = "Moveset and Palettes are Restricted" local TEXT_CHAR_LOCKED = "Locked" -- Easter Egg if you get lucky loading the mod -- Referencing the original sm64ex DynOS options by PeachyPeach >v< if math_random(100) == 64 then TEXT_PAUSE_Z_OPEN = "Z - DynOS" 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_STAR_ICON = "Star Icon:" local TEXT_FORCED_CHAR = "Forced: " local TEXT_OFFSET = "Offset: " local TEXT_TABLE_POS = "Table Position: " local TEXT_PALETTE = "Palette: " --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" --Credit Text local TEXT_CREDITS_HEADER = "Credits" menuColor = characterTable[1][1].color local MATH_DIVIDE_320 = 1/320 local MATH_DIVIDE_64 = 1/64 local MATH_DIVIDE_32 = 1/32 local MATH_DIVIDE_30 = 1/30 local MATH_DIVIDE_16 = 1/16 function update_menu_color() 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_NAME) .. ((TEXT_PREF_LOAD_ALT ~= 1 and currChar ~= 1) and " ("..TEXT_PREF_LOAD_ALT..")" or "") .. " (Pref)" menuColor = prefCharColor elseif characterTable[currChar] ~= nil then local char = characterTable[currChar] menuColor = char[char.currAlt].color end return menuColor end local TEX_TRIANGLE = get_texture_info("char-select-triangle") local function djui_hud_render_triangle(x, y, width, height) djui_hud_render_texture(TEX_TRIANGLE, x, y, width*MATH_DIVIDE_64, height*MATH_DIVIDE_32) end local buttonAltAnim = 0 local function on_hud_render() local FONT_USER = djui_menu_get_font() djui_hud_set_resolution(RESOLUTION_N64) djui_hud_set_font(FONT_ALIASED) 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_320 if menuAndTransition then update_menu_color() 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 -- Render All Black Squares Behind Below API -- Description djui_hud_set_color(0, 0, 0, 255) djui_hud_render_rect(width - x + 2, 2, x - 4, height - 4) -- Buttons djui_hud_set_color(0, 0, 0, 255) djui_hud_render_rect(2, 2, x - 4, height - 4) -- Header djui_hud_set_color(0, 0, 0, 255) djui_hud_render_rect(2, 2, width - 4, 46) -- API Rendering (Below Text) if #renderInMenuTable.back > 0 then for i = 1, #renderInMenuTable.back do renderInMenuTable.back[i]() end end --Character Description djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_render_rect(width - x, 50, 2, height - 50) djui_hud_render_rect(width - x, height - 2, x, 2) djui_hud_render_rect(width - 2, 50, 2, height - 50) djui_hud_set_font(FONT_ALIASED) local character = characterTable[currChar] local TEXT_SAVE_NAME = "Save Name: " .. character.saveName local TEXT_MOVESET = "Has Moveset: "..(character.hasMoveset and "Yes" or "No") local TEXT_ALT = "Alt: " .. character.currAlt .. "/" .. #character character = characterTable[currChar][character.currAlt] local paletteCount = characterColorPresets[gCSPlayers[0].modelId] ~= nil and #characterColorPresets[gCSPlayers[0].modelId] or 0 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_PRESET = "Preset Character Palette: "..(gCSPlayers[0].presetPalette > 0 and (paletteCount > 1 and "("..gCSPlayers[0].presetPalette.."/"..paletteCount..")" or "On") or "Off") local TEXT_PREF = "Preferred Character:" local TEXT_PREF_LOAD_NAME = string_underscore_to_space(TEXT_PREF_LOAD_NAME) if djui_hud_measure_text(TEXT_PREF_LOAD_NAME) / widthScale > 110 then TEXT_PREF = "Preferred Char:" end if djui_hud_measure_text(TEXT_PREF_LOAD_NAME) / widthScale > 164 then TEXT_PREF = "Pref Char:" end TEXT_PREF = TEXT_PREF .. ' "' .. TEXT_PREF_LOAD_NAME .. '"' .. ((TEXT_PREF_LOAD_ALT ~= 1 and TEXT_PREF_LOAD_NAME ~= "Default" and currChar ~= 1) and " ("..TEXT_PREF_LOAD_ALT..")" or "") 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) local creditScale = 0.6 creditScale = math_min(creditScale, 100/djui_hud_measure_text(TEXT_CREDIT)) djui_hud_print_text(TEXT_CREDIT, width - textX - djui_hud_measure_text(TEXT_CREDIT) * creditScale *0.5, 74, creditScale) djui_hud_set_font(FONT_ALIASED) 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 local modelId = gCSPlayers[0].modelId and gCSPlayers[0].modelId or defaultModels[gMarioStates[0].character.type] djui_hud_print_text(TEXT_PREF, width - textX - djui_hud_measure_text(TEXT_PREF) * 0.15, height - 22, 0.3) if characterColorPresets[modelId] and not stopPalettes then djui_hud_print_text(TEXT_PRESET, width - textX - djui_hud_measure_text(TEXT_PRESET) * 0.15, height - 31, 0.3) djui_hud_set_font(FONT_TINY) djui_hud_print_text(TEXT_PREF_SAVE_AND_PALETTE, width - textX - djui_hud_measure_text(TEXT_PREF_SAVE_AND_PALETTE) * 0.25, height - 13, 0.5) else 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) end else -- Debugging Info -- local TEXT_NAME = "Name: " .. character.name 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_LIFE_ICON = character.lifeIcon local TEX_STAR_ICON = character.starIcon local TEXT_SCALE = "Camera Scale: " .. character.camScale local TEXT_PRESET = "Preset Palette: ("..gCSPlayers[0].presetPalette.."/"..paletteCount..")" local TEXT_PREF = "Preferred: " .. TEXT_PREF_LOAD_NAME .. " ("..TEXT_PREF_LOAD_ALT..")" 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) local y = 72 djui_hud_print_text(TEXT_NAME, width - x + 8, y, 0.5) y = y + 7 djui_hud_print_text(TEXT_SAVE_NAME, width - x + 8, y, 0.5) y = y + 7 djui_hud_print_text(TEXT_ALT, width - x + 8, y, 0.5) y = y + 7 djui_hud_print_text(TEXT_CREDIT, width - x + 8, y, 0.5) y = y + 7 if TEXT_DESCRIPTION_TABLE[1] ~= "No description has been provided" then djui_hud_print_text(TEXT_DESCRIPTION_SHORT, width - x + 8, y, 0.5) y = y + 2 local removeLine = 0 for i = 1, #TEXT_DESCRIPTION_TABLE do if TEXT_DESCRIPTION_TABLE[i] ~= "" then djui_hud_set_font(FONT_ALIASED) 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, y + (i-removeLine) * 5, 0.4) else removeLine = removeLine + 1 end end local descriptionOffset = (#TEXT_DESCRIPTION_TABLE - removeLine) * 5 y = y + 5 + descriptionOffset end djui_hud_set_color(character.color.r, character.color.g, character.color.b, 255) djui_hud_print_text(TEXT_COLOR, width - x + 8, y, 0.5) djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) y = y + 7 if type(TEX_LIFE_ICON) ~= TYPE_STRING then djui_hud_print_text(TEXT_LIFE_ICON .. " (" .. TEX_LIFE_ICON.width .. "x" .. TEX_LIFE_ICON.height .. ")", width - x + 8, y, 0.5) djui_hud_set_color(255, 255, 255, 255) djui_hud_render_texture(TEX_LIFE_ICON, width - x + 33, y + 1, 0.4 / (TEX_LIFE_ICON.width * MATH_DIVIDE_16), 0.4 / (TEX_LIFE_ICON.height * MATH_DIVIDE_16)) else djui_hud_print_text(TEXT_LIFE_ICON .. " (FONT_HUD)", width - x + 8, y, 0.5) djui_hud_set_font(FONT_HUD) djui_hud_set_color(255, 255, 255, 255) djui_hud_print_text(TEX_LIFE_ICON, width - x + 33, y + 1, 0.4) djui_hud_set_font(FONT_TINY) end y = y + 7 djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_print_text(TEXT_STAR_ICON .. " (" .. TEX_STAR_ICON.width .. "x" .. TEX_STAR_ICON.height .. ")", width - x + 8, y, 0.5) djui_hud_set_color(255, 255, 255, 255) djui_hud_render_texture(TEX_STAR_ICON, width - x + 35, y + 1, 0.4 / (TEX_STAR_ICON.width * MATH_DIVIDE_16), 0.4 / (TEX_STAR_ICON.height * MATH_DIVIDE_16)) y = y + 7 djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_print_text(TEXT_FORCED_CHAR .. defaultForceChar[character.forceChar], width - x + 8, y, 0.5) y = y + 7 djui_hud_print_text(TEXT_OFFSET .. character.offset, width - x + 8, y, 0.5) y = y + 7 djui_hud_print_text(TEXT_TABLE_POS .. currChar, width - x + 8, y, 0.5) y = y + 7 djui_hud_print_text(TEXT_SCALE, width - x + 8, y, 0.5) local modelId = gCSPlayers[0].modelId and gCSPlayers[0].modelId or defaultModels[gMarioStates[0].character.type] y = y + 7 if characterColorPresets[modelId] ~= nil then djui_hud_print_text(TEXT_PALETTE, width - x + 8, y, 0.5) local x = x - djui_hud_measure_text(TEXT_PALETTE)*0.5 local currPalette = gCSPlayers[0].presetPalette > 0 and gCSPlayers[0].presetPalette or 1 local paletteTable = characterColorPresets[modelId][currPalette] for i = 0, #paletteTable do djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_render_rect(width - x + 6.5 + (6.5 * i), y + 1.5, 6, 6) djui_hud_set_color(paletteTable[i].r, paletteTable[i].g, paletteTable[i].b, 255) djui_hud_render_rect(width - x + 7 + (6.5 * i), y + 2, 5, 5) end y = y + 7 djui_hud_set_color(character.color.r, character.color.g, character.color.b, 255) end djui_hud_print_text(TEXT_MOVESET, width - x + 8, y, 0.5) y = y + 7 djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_print_text(TEXT_PRESET, width - x + 8, height - 29, 0.5) djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_print_text(TEXT_PREF, width - x + 8, height - 22, 0.5) djui_hud_set_color(prefCharColor.r, prefCharColor.g, prefCharColor.b, 255) djui_hud_print_text(TEXT_PREF_COLOR, width - x + 8, height - 15, 0.5) end --Character Buttons djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_render_rect(0, 50, 2, height - 50) djui_hud_render_rect(x - 2, 50, 2, height - 50) djui_hud_render_rect(0, height - 2, x, 2) local leftRightAnim = 0 if optionTable[optionTableRef.anims].toggle > 0 then buttonAnimTimer = buttonAnimTimer + 1 leftRightAnim = buttonAltAnim/inputStallToDirectional if buttonAltAnim ~= 0 then if buttonAltAnim > 0 then buttonAltAnim = buttonAltAnim - 3 else buttonAltAnim = buttonAltAnim + 3 end end end if optionTable[optionTableRef.anims].toggle == 0 then buttonScroll = 0 elseif math_abs(buttonScroll) > 0.1 then buttonScroll = buttonScroll * 0.05 * inputStallToDirectional end local buttonColor = {} local buttonX = 20 * widthScale local buttonAnimX = buttonX + math_sin(buttonAnimTimer * 0.05) * 2.5 + 5 local charNum = -1 for i = -1, 4 do -- Hide Locked Characters based on Toggle charNum = currChar + i local char = characterTable[charNum] if optionTable[optionTableRef.showLocked].toggle == 0 and char ~= nil and char.locked then if i < 0 then repeat charNum = charNum - 1 until characterTable[charNum] == nil or (not characterTable[charNum].locked) charNum = charNum + 1 else repeat charNum = charNum + 1 until characterTable[charNum] == nil or (not characterTable[charNum].locked) charNum = charNum - 1 end charNum = charNum + i end local char = characterTable[charNum] if char ~= nil then if not char.locked then buttonColor = char[char.currAlt].color -- Change Later else buttonColor = {r = char[char.currAlt].color.r*0.5, g = char[char.currAlt].color.g*0.5, b = char[char.currAlt].color.b*0.5} end djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255) local x = buttonX local y = 104 + buttonScroll if i == 0 then if optionTable[optionTableRef.anims].toggle > 0 then x = buttonAnimX else x = buttonX + 5 end if #char > 1 then djui_hud_set_rotation(0x4000, 0, 0) djui_hud_render_triangle(x - 6 + math_min(leftRightAnim, 0), y, 8, 4) djui_hud_set_rotation(-0x4000, 0, 0) djui_hud_render_triangle(x + 76 + math_max(leftRightAnim, 0), y - 8 - 1*MATH_DIVIDE_16, 8, 4) djui_hud_set_rotation(0, 0, 0) end end local y = (i + 3) * 30 + buttonScroll djui_hud_render_rect(x, y, 1, 20) djui_hud_render_rect(x, y, 70, 1) djui_hud_render_rect(x + 69, y, 1, 20) djui_hud_render_rect(x, y + 19, 70, 1) djui_hud_set_color(0, 0, 0, 200) djui_hud_render_rect(x + 1, y + 1, 68, 18) djui_hud_set_font(FONT_TINY) djui_hud_set_color(buttonColor.r, buttonColor.g, buttonColor.b, 255) local charName = char[char.currAlt].name if char.locked then charName = TEXT_CHAR_LOCKED end djui_hud_print_text(charName, x + 5, y + 5, 0.6) end end -- Scroll Bar local MATH_DIVIDE_CHARACTERS = 1/#characterTable local MATH_7_WIDTHSCALE = 7 * widthScale djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_render_rect(MATH_7_WIDTHSCALE, 55, 1, 170) djui_hud_render_rect(MATH_7_WIDTHSCALE, 55, 7, 1) djui_hud_render_rect(MATH_7_WIDTHSCALE + 6, 55, 1, 170) djui_hud_render_rect(MATH_7_WIDTHSCALE, 224, 7, 1) djui_hud_render_rect(MATH_7_WIDTHSCALE + 2, 57 + 166 * ((currChar - 1) * MATH_DIVIDE_CHARACTERS) - (buttonScroll * MATH_DIVIDE_30) * (166 * MATH_DIVIDE_CHARACTERS), 3, 166 * MATH_DIVIDE_CHARACTERS) 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, 2) djui_hud_render_rect(0, 0, 2, 50) djui_hud_render_rect(0, 48, width, 2) djui_hud_render_rect(width - 2, 0, 2, 50) djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255) if TEX_OVERRIDE_HEADER ~= nil then -- Render Override Header djui_hud_render_texture(TEX_OVERRIDE_HEADER, widthHalf - 128, 10, 1 / (TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_32), 1 / (TEX_OVERRIDE_HEADER.height*MATH_DIVIDE_32)) 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 (Above Text) if #renderInMenuTable.front > 0 then for i = 1, #renderInMenuTable.front do renderInMenuTable.front[i]() end end djui_hud_set_resolution(RESOLUTION_N64) --Options display local optionTableCount = #optionTable 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_ALIASED) if not creditsAndTransition then 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_render_triangle(widthHalf - 3.5*widthScaleLimited, 94 - optionAnimTimer, 6*widthScaleLimited, 3*widthScaleLimited) 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(0x8000, 0.5, 0.5) djui_hud_render_triangle(widthHalf - 3.5*widthScaleLimited, yOffset + 10 + 3*widthScaleLimited, 6*widthScaleLimited, 3*widthScaleLimited) djui_hud_set_rotation(0, 0, 0) 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_ALIASED) scale = 0.3 yOffset = yOffset - 1 local currToggleName = optionTable[i].toggleNames[optionTable[i].toggle + 1] currToggleName = currToggleName and currToggleName or "???" if currToggleName ~= "" then toggleName = toggleName .. " - " .. currToggleName 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_ALIASED) 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) else local renderList = {} for i = 1, #creditTable do local credit = creditTable[i] table_insert(renderList, {textLeft = credit.packName, font = FONT_ALIASED}) for i = 1, #credit do local credit = credit[i] table_insert(renderList, {textLeft = credit.creditTo, textRight = credit.creditFor, font = FONT_NORMAL}) end end local xLeft = widthHalf - 50 * widthScale + 8 local xRight = widthHalf + 50 * widthScale - 8 local y = 80 + 10*widthScale - optionAnimTimer - creditScroll local prevY = 80 + 10*widthScale - optionAnimTimer - prevCreditScroll for i = 1, #renderList do local credit = renderList[i] local header = (credit.font == FONT_ALIASED) if y > 61 and y < height then djui_hud_set_font(credit.font) if not header then djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255) else djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) end local x = xLeft - (header and 3 or 0) local scale = (header and 0.3 or 0.2)*widthScale djui_hud_print_text_interpolated(credit.textLeft, x, prevY, scale, x, y, scale) if credit.textRight then local x = xRight - djui_hud_measure_text(credit.textRight)*scale local scale = 0.2*widthScale djui_hud_print_text_interpolated(credit.textRight, x, prevY, scale, x, y, scale) end end y = y + (header and 9 or 6)*widthScale prevY = prevY + (header and 9 or 6)*widthScale if renderList[i + 1] ~= nil and renderList[i + 1].font == FONT_ALIASED then y = y + 2 prevY = prevY + 2 end end creditScrollRange = math_max(((y + creditScroll)) - (height - 36), 0) prevCreditScroll = creditScroll for i = 1, 8 do djui_hud_set_color(0, 0, 0, 100) djui_hud_render_rect(widthHalf - 50 * widthScale + 2, 60 - optionAnimTimer, 100 * widthScale - 4, i*4) djui_hud_render_rect(widthHalf - 50 * widthScale + 2, height - 2 - i*4, 96 * widthScale, i*4) end end -- Render Header djui_hud_set_font(FONT_ALIASED) djui_hud_set_color(menuColor.r * 0.5 + 127, menuColor.g * 0.5 + 127, menuColor.b * 0.5 + 127, 255) local text = TEXT_OPTIONS_HEADER if creditsAndTransition then text = TEXT_CREDITS_HEADER elseif currOption > defaultOptionCount then text = TEXT_OPTIONS_HEADER_API end djui_hud_print_text(text, widthHalf - djui_hud_measure_text(text) * 0.3 * minf(widthScale, 1.5), 65 + optionAnimTimer * -1, 0.6 * minf(widthScale, 1.5)) -- Fade in/out of credits if optionTable[optionTableRef.anims].toggle == 1 then if credits and creditsCrossFade > -creditsCrossFadeCap then creditsCrossFade = creditsCrossFade - 1 if creditsCrossFade == 0 then creditsCrossFade = creditsCrossFade - 1 end end if not credits and creditsCrossFade < creditsCrossFadeCap then creditsCrossFade = creditsCrossFade + 1 if creditsCrossFade == 0 then creditsCrossFade = creditsCrossFade + 1 end end if creditsCrossFade < 0 then creditsAndTransition = true else creditsAndTransition = false end else if credits then creditsCrossFade = -creditsCrossFadeCap else creditsCrossFade = creditsCrossFadeCap end creditsAndTransition = credits end djui_hud_set_resolution(RESOLUTION_N64) djui_hud_set_color(0, 0, 0, (math_abs(creditsCrossFade)) * -creditsCrossFadeMath) djui_hud_render_rect(width * 0.5 - 50 * widthScale + 2, minf(55 - optionAnimTimer + 2, height - 25 * widthScale + 2), 100 * widthScale - 4, 196) 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_ALIASED) 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 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) -- Anim logic if options then if optionTable[optionTableRef.anims].toggle > 0 then if optionAnimTimer < -1 then optionAnimTimer = optionAnimTimer * 0.9 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 credits = false creditsCrossFade = 0 end -- Fade in/out of menu 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_USER) if optionTable[optionTableRef.openInputs].toggle == 1 then currCharY = 27 local text = menu_is_allowed() and TEXT_PAUSE_Z_OPEN or TEXT_PAUSE_UNAVAILABLE width = djui_hud_get_screen_width() - djui_hud_measure_text(text) djui_hud_set_color(255, 255, 255, 255) djui_hud_print_text(text, width - 20, 16, 1) end if optionTable[optionTableRef.localModels].toggle == 1 then local character = characterTable[currChar][characterTable[currChar].currAlt] local charName = string_underscore_to_space(character.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 = character.color 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) djui_hud_set_color(255, 255, 255, 255) djui_hud_print_text(TEXT_LOCAL_MODEL_OFF, width - 20, 16 + currCharY, 1) end local text = nil if stopMovesets and stopPalettes then text = TEXT_MOVESET_AND_PALETTE_RESTRICTED elseif stopMovesets then text = TEXT_MOVESET_RESTRICTED elseif stopPalettes then text = TEXT_PALETTE_RESTRICTED end if text ~= nil then width = djui_hud_get_screen_width() - djui_hud_measure_text(text) djui_hud_set_color(255, 255, 255, 255) currCharY = currCharY + 27 djui_hud_print_text(text, width - 20, 16 + currCharY, 1) end end end local function before_mario_update(m) if m.playerIndex ~= 0 then return end local controller = m.controller 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 is_game_paused() and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and (controller.buttonPressed & Z_TRIG) ~= 0 and optionTable[optionTableRef.openInputs].toggle == 1 then menu = true end if not menu and (controller.buttonDown & D_JPAD) ~= 0 and m.action ~= ACT_EXIT_LAND_SAVE_DIALOG and optionTable[optionTableRef.openInputs].toggle == 2 then if (controller.buttonDown & R_TRIG) ~= 0 or not ommActive then menu = true end inputStallTimerDirectional = inputStallToDirectional end if not menu_is_allowed(m) then menu = false return end local cameraToObject = m.marioObj.header.gfx.cameraToObject if menuAndTransition and not options then if menu then if inputStallTimerDirectional == 0 and optionTable[optionTableRef.localModels].toggle ~= 0 and not charBeingSet then if (controller.buttonPressed & D_JPAD) ~= 0 or (controller.buttonPressed & D_CBUTTONS) ~= 0 or controller.stickY < -60 then currChar = currChar + 1 local character = characterTable[currChar] if character ~= nil and character.locked then currChar = get_next_unlocked_char() end if (controller.buttonPressed & D_CBUTTONS) == 0 then inputStallTimerDirectional = inputStallToDirectional else inputStallTimerDirectional = 3 -- C-Scrolling end if currChar > #characterTable then buttonScroll = -buttonScrollCap * #characterTable else buttonScroll = buttonScrollCap end play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) gCSPlayers[0].presetPalette = 0 if currChar > #characterTable then currChar = 1 end end if (controller.buttonPressed & U_JPAD) ~= 0 or (controller.buttonPressed & U_CBUTTONS) ~= 0 or controller.stickY > 60 then currChar = currChar - 1 local character = characterTable[currChar] if character ~= nil and character.locked then currChar = get_last_unlocked_char() end if (controller.buttonPressed & U_CBUTTONS) == 0 then inputStallTimerDirectional = inputStallToDirectional else inputStallTimerDirectional = 3 -- C-Scrolling end if currChar < 1 then buttonScroll = buttonScrollCap * (#characterTable - 1) else buttonScroll = -buttonScrollCap end play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) gCSPlayers[0].presetPalette = 0 if currChar < 1 then currChar = #characterTable end end -- Alt switcher if #characterTable[currChar] > 1 then local character = characterTable[currChar] if (controller.buttonPressed & R_JPAD) ~= 0 or controller.stickX > 60 then character.currAlt = character.currAlt + 1 inputStallTimerDirectional = inputStallToDirectional play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, cameraToObject) buttonAltAnim = inputStallToDirectional end if (controller.buttonPressed & L_JPAD) ~= 0 or controller.stickX < -60 then character.currAlt = character.currAlt ~= 0 and character.currAlt - 1 or #character inputStallTimerDirectional = inputStallToDirectional play_sound(SOUND_MENU_CLICK_CHANGE_VIEW, cameraToObject) buttonAltAnim = -inputStallToDirectional end if character.currAlt > #character then character.currAlt = 1 end if character.currAlt < 1 then character.currAlt = #character end end end if inputStallTimerButton == 0 then if (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 (controller.buttonPressed & B_BUTTON) ~= 0 then menu = false end if (controller.buttonPressed & START_BUTTON) ~= 0 then options = true end local modelId = gCSPlayers[0].modelId and gCSPlayers[0].modelId or defaultModels[m.character.type] if (controller.buttonPressed & Y_BUTTON) ~= 0 then if characterColorPresets[modelId] and optionTable[optionTableRef.localModels].toggle > 0 and not stopPalettes then play_sound(SOUND_MENU_CLICK_FILE_SELECT, cameraToObject) gCSPlayers[0].presetPalette = gCSPlayers[0].presetPalette + 1 inputStallTimerButton = inputStallToButton else play_sound(SOUND_MENU_CAMERA_BUZZ, cameraToObject) inputStallTimerButton = inputStallToButton end end end if characterColorPresets[gCSPlayers[0].modelId] ~= nil then if #characterColorPresets[gCSPlayers[0].modelId] < gCSPlayers[0].presetPalette then gCSPlayers[0].presetPalette = 0 end end end -- Handles Camera Posistioning faceAngle = m.faceAngle.y if controller.buttonPressed & R_CBUTTONS ~= 0 then faceAngle = faceAngle + 0x1000 end if controller.buttonPressed & L_CBUTTONS ~= 0 then faceAngle = faceAngle - 0x1000 end nullify_inputs(m) if is_game_paused() then controller.buttonPressed = START_BUTTON end end if options and not creditsAndTransition then if inputStallTimerDirectional == 0 then if (controller.buttonPressed & D_JPAD) ~= 0 or controller.stickY < -60 then currOption = currOption + 1 inputStallTimerDirectional = inputStallToDirectional play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) end if (controller.buttonPressed & U_JPAD) ~= 0 or controller.stickY > 60 then currOption = currOption - 1 inputStallTimerDirectional = inputStallToDirectional play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) end end if inputStallTimerButton == 0 then if (controller.buttonPressed & A_BUTTON) ~= 0 and not optionTable[currOption].optionBeingSet 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 (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 if creditsAndTransition then if (controller.buttonDown & U_JPAD) ~= 0 then creditScroll = creditScroll - 1.5 elseif (controller.buttonDown & D_JPAD) ~= 0 then creditScroll = creditScroll + 1.5 elseif math.abs(controller.stickY) > 30 then creditScroll = creditScroll + controller.stickY*-0.03 end if inputStallTimerButton == 0 then if (controller.buttonPressed & A_BUTTON) ~= 0 or (controller.buttonPressed & B_BUTTON) ~= 0 or (controller.buttonPressed & START_BUTTON) ~= 0 then credits = false end end nullify_inputs(m) if creditScroll < 0 then creditScroll = 0 end if creditScroll > creditScrollRange then creditScroll = creditScrollRange end else creditScroll = 0 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 if menu_is_allowed(gMarioStates[0]) then menu = not menu return true else djui_chat_message_create(TEXT_PAUSE_UNAVAILABLE) return true end 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 -- Stop Character checks if API disallows it if not menu_is_allowed() or charBeingSet then djui_chat_message_create("Character Cannot be Changed") return true end -- Name Check for i = 1, #characterTable do if not characterTable[i].locked then local saveName = string_underscore_to_space(string_lower(characterTable[i].saveName)) for a = 1, #characterTable[i] do if msg == string_lower(characterTable[i][a].name) or msg == saveName then currChar = i if msg ~= saveName then characterTable[i].currAlt = a end djui_chat_message_create('Character set to "' .. characterTable[i][characterTable[i].currAlt].name .. '" Successfully!') return true end end end end -- Number Check msgSplit = string_split(msg) if tonumber(msgSplit[1]) then local charNum = tonumber(msgSplit[1]) local altNum = tonumber(msgSplit[2]) altNum = altNum and altNum or 1 if charNum > 0 and charNum <= #characterTable and not characterTable[charNum].locked then currChar = charNum characterTable[charNum].currAlt = altNum djui_chat_message_create('Character set to "' .. characterTable[charNum][altNum].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) --[[ local function mod_menu_open_cs() local m = gMarioStates[0] if menu_is_allowed(m) then gMarioStates[0].controller.buttonPressed = START_BUTTON menu = true else play_sound(SOUND_MENU_CAMERA_BUZZ, m.pos) end end hook_mod_menu_button("Open Menu", mod_menu_open_cs) ]]