if incompatibleClient then return 0 end -- localize functions to improve performance - o-api.lua local table_insert,djui_hud_measure_text,smlua_model_util_get_id,type,tonumber = table.insert,djui_hud_measure_text,smlua_model_util_get_id,type,tonumber --- @class CharacterTable --- @field public name string --- @field public saveName string --- @field public description table --- @field public credit string --- @field public color Color --- @field public model ModelExtendedId|integer --- @field public forceChar CharacterType --- @field public lifeIcon TextureInfo --- @field public camScale integer local characterVoices = {} local saveNameTable = {} -- Here for functions below api ---@ignore local function placeholder() end ---@ignore local function split_text_into_lines(text) local words = {} for word in text:gmatch("%S+") do table_insert(words, word) end local lines = {} local currentLine = "" for i, word in ipairs(words) do local measuredWidth = djui_hud_measure_text(currentLine .. " " .. word)*0.3 if measuredWidth <= 100 then currentLine = currentLine .. " " .. word else table_insert(lines, currentLine) currentLine = word end end table_insert(lines, currentLine) -- add the last line return lines end local TYPE_INTEGER = "number" local TYPE_STRING = "string" local TYPE_TABLE = "table" local TYPE_TEX_INFO = "userdata" local TYPE_FUNCTION = "function" ------------------------- -- Character Functions -- ------------------------- ---@header ---@forcedoc Character_Functions ---@description A function that adds a Character to the Character Table ---@added 1 ---@param name string|nil `"Custom Model"` ---@param description table|string|nil `{"string"}` ---@param credit string|nil `"You!"`, Credit the creators ---@param color Color|string|nil `{r, g, b}` ---@param modelInfo ModelExtendedId|integer|nil Use `smlua_model_util_get_id` ---@param forceChar CharacterType|nil Character Type, such as `CT_MARIO` ---@param lifeIcon TextureInfo|string|nil Use get_texture_info ---@param camScale integer|nil Zooms the camera based on a multiplier (Default `1`) ---@return integer --The index of the character in the character table local function character_add(name, description, credit, color, modelInfo, forceChar, lifeIcon, camScale) if type(description) == TYPE_STRING then description = split_text_into_lines(description) end if color ~= nil and type(color) == TYPE_STRING then color = {r = tonumber(color:sub(1,2), 16), g = tonumber(color:sub(3,4), 16), b = tonumber(color:sub(5,6), 16) } end if lifeIcon ~= nil and type(lifeIcon) == TYPE_STRING then lifeIcon = lifeIcon:sub(1,1) end local addedModel = (modelInfo and modelInfo ~= E_MODEL_ERROR_MODEL) and modelInfo or E_MODEL_ARMATURE local charNum = #characterTable + 1 table_insert(characterTable, { saveName = type(name) == TYPE_STRING and string_space_to_underscore(name) or "Untitled", currAlt = 1, hasMoveset = false, locked = false, category = "All", ogNum = charNum, [1] = { name = type(name) == TYPE_STRING and name or "Untitled", description = type(description) == TYPE_TABLE and description or {"No description has been provided"}, credit = type(credit) == TYPE_STRING and credit or "Unknown", color = type(color) == TYPE_TABLE and color or {r = 255, g = 255, b = 255}, model = addedModel, ogModel = addedModel, forceChar = forceChar and forceChar or CT_MARIO, lifeIcon = (type(lifeIcon) == TYPE_TABLE or type(lifeIcon) == TYPE_TEX_INFO or type(lifeIcon) == TYPE_STRING) and lifeIcon or "?", starIcon = gTextures.star, camScale = type(camScale) == TYPE_INTEGER and camScale or 1, healthTexture = nil, }, }) saveNameTable[charNum] = characterTable[charNum].saveName characterMovesets[charNum] = {} return charNum end ---@description A function that adds a Costume to an Existing Character, all inputs mimic character_edit ---@added 1.11 ---@param charNum integer The number/table position of the Character you want to add a costume to ---@param name string|nil `"Custom Model"` ---@param description table|string|nil `{"string"}` ---@param credit string|nil `"You!"`, Credit the creators ---@param color Color|string|nil `{r, g, b}` ---@param modelInfo ModelExtendedId|integer|nil Use `smlua_model_util_get_id` ---@param forceChar CharacterType|nil Character Type, such as `CT_MARIO` ---@param lifeIcon TextureInfo|string|nil Use get_texture_info ---@param camScale integer|nil Zooms the camera based on a multiplier (Default `1`) ---@return integer --The index of the costume in the character's table local function character_add_costume(charNum, name, description, credit, color, modelInfo, forceChar, lifeIcon, camScale) if tonumber(charNum) == nil or charNum > #characterTable or charNum < 0 then return end if type(description) == TYPE_STRING then description = split_text_into_lines(description) end if type(color) == TYPE_STRING then color = {r = tonumber(color:sub(1,2), 16), g = tonumber(color:sub(3,4), 16), b = tonumber(color:sub(5,6), 16) } end if lifeIcon ~= nil and type(lifeIcon) == TYPE_STRING then lifeIcon = lifeIcon:sub(1,1) end local addedModel = (modelInfo and modelInfo ~= E_MODEL_ERROR_MODEL) and modelInfo or tableCache.model local tableCache = characterTable[charNum][1] table_insert(characterTable[charNum], { name = type(name) == TYPE_STRING and name or tableCache.name, description = type(description) == TYPE_TABLE and description or tableCache.description, credit = type(credit) == TYPE_STRING and credit or tableCache.credit, color = type(color) == TYPE_TABLE and color or tableCache.color, model = addedModel, ogModel = addedModel, forceChar = type(forceChar) == TYPE_INTEGER and forceChar or tableCache.forceChar, lifeIcon = (type(lifeIcon) == TYPE_TABLE or type(lifeIcon) == TYPE_TEX_INFO or type(lifeIcon) == TYPE_STRING) and lifeIcon or tableCache.lifeIcon, starIcon = tableCache.starIcon, -- Done to prevent it getting lost in the sauce camScale = type(camScale) == TYPE_INTEGER and camScale or tableCache.camScale, healthTexture = tableCache.healthTexture, }) return #characterTable[charNum] end ---@description A function that Edits an existing Costume ---@added 1.11 ---@param charNum integer The number/table position of the Character you want to edit the costume of ---@param charAlt integer The number/table position of the Costume you want to edit, this can be found by making a variable equal ---@param name string|nil `"Custom Model"` ---@param description table|string|nil `{"string"}` ---@param credit string|nil `"You!"`, Credit the creators ---@param color Color|string|nil `{r, g, b}` ---@param modelInfo ModelExtendedId|integer|nil Use `smlua_model_util_get_id` ---@param forceChar CharacterType|nil Character Type, such as `CT_MARIO` ---@param lifeIcon TextureInfo|string|nil Use get_texture_info ---@param camScale integer|nil Zooms the camera based on a multiplier (Default `1`) local function character_edit_costume(charNum, charAlt, name, description, credit, color, modelInfo, forceChar, lifeIcon, camScale) if tonumber(charNum) == nil or charNum > #characterTable or charNum < 0 then return end if type(description) == TYPE_STRING then description = split_text_into_lines(description) end if type(color) == TYPE_STRING then color = {r = tonumber(color:sub(1,2), 16), g = tonumber(color:sub(3,4), 16), b = tonumber(color:sub(5,6), 16) } end if lifeIcon ~= nil and type(lifeIcon) == TYPE_STRING then lifeIcon = lifeIcon:sub(1,1) end local tableCache = characterTable[charNum][charAlt] characterTable[charNum][charAlt] = characterTable[charNum][charAlt] and { name = type(name) == TYPE_STRING and name or tableCache.name, saveName = saveNameTable[charNum], description = type(description) == TYPE_TABLE and description or tableCache.description, credit = type(credit) == TYPE_STRING and credit or tableCache.credit, color = type(color) == TYPE_TABLE and color or tableCache.color, model = (modelInfo and modelInfo ~= E_MODEL_ERROR_MODEL) and modelInfo or tableCache.model, ogModel = tableCache.ogModel, forceChar = type(forceChar) == TYPE_INTEGER and forceChar or tableCache.forceChar, lifeIcon = (type(lifeIcon) == TYPE_TABLE or type(lifeIcon) == TYPE_TEX_INFO or type(lifeIcon) == TYPE_STRING) and lifeIcon or tableCache.lifeIcon, starIcon = tableCache.starIcon, -- Done to prevent it getting lost in the sauce camScale = type(camScale) == TYPE_INTEGER and camScale or tableCache.camScale, healthTexture = tableCache.healthTexture, } or nil if modelInfo and characterColorPresets[modelInfo] and tableCache.model and characterColorPresets[tableCache.model] and #characterColorPresets[modelInfo] == #characterColorPresets[tableCache.model] then characterColorPresets[modelInfo].currPalette = characterColorPresets[tableCache.model].currPalette end end ---@description A function that Edits an Existing Character ---@added 1 ---@param charNum integer The number/table position of the Character you want to edit ---@param name string|nil `"Custom Model"` ---@param description table|string|nil `{"string"}` ---@param credit string|nil `"You!"`, Credit the creators ---@param color Color|string|nil `{r, g, b}` ---@param modelInfo ModelExtendedId|integer|nil Use `smlua_model_util_get_id` ---@param forceChar CharacterType|nil Character Type, such as `CT_MARIO` ---@param lifeIcon TextureInfo|string|nil Use get_texture_info ---@param camScale integer|nil Zooms the camera based on a multiplier (Default `1`) local function character_edit(charNum, name, description, credit, color, modelInfo, forceChar, lifeIcon, camScale) character_edit_costume(charNum, characterTable[charNum] and characterTable[charNum].currAlt or 1, name, description, credit, color, modelInfo, forceChar, lifeIcon, camScale) end ---@description A function that adds a voice table to a character ---@added 1.5 ---@param modelInfo ModelExtendedId|integer Model Information Received from smlua_model_util_get_id ---@param clips table A Table with your Character's Sound File Names ---@note In order for sound files to function, please run config_character_sounds in your pack ---@note ---@note Table Example: ---@note ```lua ---@note local VOICETABLE_CHAR = { ---@note [CHAR_SOUND_ATTACKED] = 'NES-Hit.ogg', ---@note [CHAR_SOUND_DOH] = 'NES-Bump.ogg', ---@note [CHAR_SOUND_DROWNING] = 'NES-Die.ogg', ---@note [CHAR_SOUND_DYING] = 'NES-Die.ogg', ---@note [CHAR_SOUND_GROUND_POUND_WAH] = 'NES-Squish.ogg', ---@note [CHAR_SOUND_HAHA] = 'NES-1up.ogg', ---@note [CHAR_SOUND_HAHA_2] = 'NES-1up.ogg', ---@note [CHAR_SOUND_HERE_WE_GO] = 'NES-Flagpole.ogg', ---@note [CHAR_SOUND_HOOHOO] = 'NES-Jump.ogg', ---@note [CHAR_SOUND_MAMA_MIA] = 'NES-Warp.ogg', ---@note [CHAR_SOUND_OKEY_DOKEY] = 'NES-1up.ogg', ---@note [CHAR_SOUND_ON_FIRE] = 'NES-Enemy_Fire.ogg', ---@note [CHAR_SOUND_OOOF] = 'NES-Hit.ogg', ---@note [CHAR_SOUND_OOOF2] = 'NES-Hit.ogg', ---@note [CHAR_SOUND_PUNCH_HOO] = 'NES-Kick.ogg', ---@note [CHAR_SOUND_PUNCH_WAH] = 'NES-Thwomp.ogg', ---@note [CHAR_SOUND_PUNCH_YAH] = 'NES-Thwomp.ogg', ---@note [CHAR_SOUND_SO_LONGA_BOWSER] = 'NES-Bowser_Die.ogg', ---@note [CHAR_SOUND_TWIRL_BOUNCE] = 'NES-Item.ogg', ---@note [CHAR_SOUND_WAAAOOOW] = 'NES-Vine.ogg', ---@note [CHAR_SOUND_WAH2] = 'NES-Kick.ogg', ---@note [CHAR_SOUND_WHOA] = 'NES-Item.ogg', ---@note [CHAR_SOUND_YAHOO] = 'NES-Jump.ogg', ---@note [CHAR_SOUND_YAHOO_WAHA_YIPPEE] = 'NES-Jump.ogg', ---@note [CHAR_SOUND_YAH_WAH_HOO] = 'NES-Big_Jump.ogg', ---@note [CHAR_SOUND_YAWNING] = 'NES-Pause.ogg', ---@note } ---@note ``` local function character_add_voice(modelInfo, clips) characterVoices[modelInfo] = type(clips) == TYPE_TABLE and clips or nil end ---@description A function that adds a caps table to a character ---@added 1.6 ---@param modelInfo ModelExtendedId|integer Model Information Received from smlua_model_util_get_id ---@param caps table Cap ---@note ```lua ---@note local CAPTABLE_CHAR = { ---@note normal = smlua_model_util_get_id("custom_model_cap_normal_geo"), ---@note wing = smlua_model_util_get_id("custom_model_cap_wing_geo"), ---@note metal = smlua_model_util_get_id("custom_model_cap_metal_geo"), ---@note metalWing = smlua_model_util_get_id("custom_model_cap_wing_geo") ---@note } ---@note ``` local function character_add_caps(modelInfo, caps) characterCaps[modelInfo] = type(caps) == TYPE_TABLE and caps or nil end ---@description A function that gets a model's cap table ---@added 1.13 ---@param modelInfo ModelExtendedId|integer|nil Model Information Received from smlua_model_util_get_id local function character_get_caps(modelInfo) if modelInfo == nil then modelInfo = characterTable[currChar][characterTable[currChar].currAlt].model end return characterCaps[modelInfo] end ---@description A function that adds health meter textures to a costume ---@added 1.12 ---@param charNum integer The number/table position of the Character you want to add a meter to ---@param charAlt integer The number/table position of the Costume you want to add a meter to ---@param healthTexture table|nil A Table with your Character's Health Textures (Table Shown in character_add_health_meter) local function character_add_costume_health_meter(charNum, charAlt, healthTexture) if type(charNum) ~= TYPE_INTEGER or charNum == nil then return end if type(charAlt) ~= TYPE_INTEGER or charAlt == nil then return end characterTable[charNum][charAlt].healthTexture = type(healthTexture) == TYPE_TABLE and healthTexture or nil end ---@description A function that adds health meter textures to a character ---@added 1.9 ---@param charNum integer The number/table position of the Character you want to add a meter to ---@param healthTexture table|nil A Table with your Character's Health Textures (Table Shown Below) ---@note ```lua ---@note local HEALTH_METER_CHAR = { ---@note label = { ---@note left = get_texture_info("hp-back-left"), ---@note right = get_texture_info("hp-back-right"), ---@note }, ---@note pie = { ---@note [1] = get_texture_info("hp-pie-1"), ---@note [2] = get_texture_info("hp-pie-2"), ---@note [3] = get_texture_info("hp-pie-3"), ---@note [4] = get_texture_info("hp-pie-4"), ---@note [5] = get_texture_info("hp-pie-5"), ---@note [6] = get_texture_info("hp-pie-6"), ---@note [7] = get_texture_info("hp-pie-7"), ---@note [8] = get_texture_info("hp-pie-8"), ---@note } ---@note } ---@note ``` local function character_add_health_meter(charNum, healthTexture) character_add_costume_health_meter(charNum, 1, healthTexture) end ---@description A function that adds course textures to a costume in the Star Select ---@added 1.12 ---@param charNum integer The number/table position of the Character you want to add a course textures to ---@param charAlt integer The number/table position of the Costume you want to add a course textures to ---@param courseTexture table|nil A Table with your Character's Health Textures (Table Shown in character_add_course) local function character_add_costume_course(charNum, charAlt, courseTexture) if type(charNum) ~= TYPE_INTEGER or charNum == nil then return end if type(charAlt) ~= TYPE_INTEGER or charAlt == nil then return end characterTable[charNum][charAlt].courseTexture = type(courseTexture) == TYPE_TABLE and courseTexture or nil end ---@description A function that adds course textures to a character in the Star Select ---@added 1.12 ---@param charNum integer The number/table position of the Character you want to add a course textures to ---@param courseTexture table|nil A Table with your Character's Health Textures (Table Shown Below) ---@note ```lua ---@note local COURSE_CHAR = { ---@note top = get_texture_info("char-course-top"), ---@note bottom = get_texture_info("char-course-bottom"), ---@note } ---@note ``` local function character_add_course(charNum, courseTexture) character_add_costume_course(charNum, 1, courseTexture) end ---@description A function that adds a celebration star model to a character ---@added 1.7 ---@param modelInfo ModelExtendedId|integer Model Information Received from smlua_model_util_get_id() ---@param starModel ModelExtendedId|integer Model Information Received from smlua_model_util_get_id() ---@param starIcon TextureInfo|nil Texture Information Received from get_texture_info() local function character_add_celebration_star(modelInfo, starModel, starIcon) characterCelebrationStar[modelInfo] = starModel for i = 2, #characterTable do for a = 1, #characterTable[i] do if characterTable[i][a].model == modelInfo then characterTable[i][a].starIcon = type(starIcon) == TYPE_TABLE and starIcon or gTextures.star return end end end return false end ---@description A function that adds a palette preset to a character ---@added 1.8 ---@param modelInfo ModelExtendedId|integer ---@param paletteTable table ---@param paletteName string|nil ---@note ```lua ---@note local PALETTE_CHAR = { ---@note [PANTS] = {r = 0x00, g = 0x00, b = 0xff}, ---@note [SHIRT] = {r = 0xff, g = 0x00, b = 0x00}, ---@note [GLOVES] = {r = 0xff, g = 0xff, b = 0xff}, ---@note [SHOES] = {r = 0x72, g = 0x1c, b = 0x0e}, ---@note [HAIR] = {r = 0x73, g = 0x06, b = 0x00}, ---@note [SKIN] = {r = 0xfe, g = 0xc1, b = 0x79}, ---@note [CAP] = {r = 0xff, g = 0x00, b = 0x00}, ---@note } ---@note ``` ---@note Strings can also be used rather than RGB tables, ex. `[PANTS] = "0000ff"` local function character_add_palette_preset(modelInfo, paletteTable, paletteName) local paletteTableOut = { name = paletteName, } local defaultColors = characterColorPresets[E_MODEL_MARIO] for i = 0, 7 do local color = paletteTable[i] paletteTableOut[i] = {r = 0, g = 0, b = 0} if type(color) == TYPE_STRING then paletteTableOut[i].r = tonumber(color:sub(1,2), 16) and tonumber(color:sub(1,2), 16) or defaultColors[i].r paletteTableOut[i].g = tonumber(color:sub(3,4), 16) and tonumber(color:sub(3,4), 16) or defaultColors[i].g paletteTableOut[i].b = tonumber(color:sub(5,6), 16) and tonumber(color:sub(5,6), 16) or defaultColors[i].b end if type(color) == TYPE_TABLE then paletteTableOut[i].r = (type(color) == TYPE_TABLE and color.r ~= nil) and color.r or defaultColors[i].r paletteTableOut[i].g = (type(color) == TYPE_TABLE and color.g ~= nil) and color.g or defaultColors[i].g paletteTableOut[i].b = (type(color) == TYPE_TABLE and color.b ~= nil) and color.b or defaultColors[i].b end end if characterColorPresets[modelInfo] == nil then characterColorPresets[modelInfo] = { currPalette = 1, } end table_insert(characterColorPresets[modelInfo], paletteTableOut) end ---@description A function that adds animations to a model ---@added 1.10 ---@param modelInfo ModelExtendedId|integer ---@param animTable table local function character_add_animations(modelInfo, animTable) characterAnims[modelInfo] = type(animTable) == TYPE_TABLE and animTable or nil end ---@description A function that gets any animation table from a model ---@added 1.10 ---@param modelInfo ModelExtendedId|integer local function character_get_animations(modelInfo) return characterAnims[modelInfo] end ---@description A function that gets a character's full Character Select Table ---@added 1 ---@param tablePos integer|nil ---@param charAlt integer|nil ---@return CharacterTable local function character_get_current_table(tablePos, charAlt) tablePos = tablePos and tablePos or currChar charAlt = charAlt and charAlt or 1 return characterTable[tablePos][charAlt] end ---@description A function that gets Character Select's Entire Character Table ---@added 1.11.1 ---@return table local function character_get_full_table() return characterTable end ---@description A function that gets the current character's table position in CS ---@added 1 --- @param localIndex integer|nil --- @return integer|nil local function character_get_current_number(localIndex) if localIndex == nil or localIndex == 0 then return currChar else for i = 1, #characterTable do if characterTable[i].saveName == gCSPlayers[localIndex].saveName then return i end end return nil end end ---@description A function that gets the current costumes's table position in CS ---@added 1.12 ---@param localIndex integer|nil ---@return integer|nil local function character_get_current_costume(localIndex) if localIndex == nil or localIndex == 0 then return characterTable[currChar].currAlt else for i = 1, #characterTable do if characterTable[i].saveName == gCSPlayers[localIndex].saveName then return characterTable[i].currAlt end end return nil end end ---@description A function that sets the current character based only table position ---@added 1.9 ---@param charNum integer|nil local function character_set_current_number(charNum) if type(charNum) ~= TYPE_INTEGER or characterTable[charNum] == nil then return end currChar = charNum charBeingSet = true end ---@description A function that gets the current character's palette data ---@added 1.12 --- @return table|nil local function character_get_current_palette() local model = characterTable[currChar][characterTable[currChar].currAlt].model return characterColorPresets[model][gCSPlayers[0].presetPalette] end ---@description A function that gets the current character's palette number ---@added 1.12 --- @param localIndex integer|nil --- @return integer|nil local function character_get_current_palette_number(localIndex) if localIndex == nil then localIndex = 0 end return gCSPlayers[localIndex].presetPalette end ---@description A function that searches for a character's table posision based on name ---@added 1 ---@param name string local function character_get_number_from_string(name) if type(name) ~= TYPE_STRING then return nil end for i = 2, #characterTable do for a = 1, #characterTable[i] do if characterTable[i][a].name == name or characterTable[i][a].name == string_space_to_underscore(name) then return i end end end return nil end ---@description A function that gets the current character's voice table ---@added 1.5 ---@param m MarioState function character_get_voice(m) return characterVoices[gCSPlayers[m.playerIndex].modelId] end -- Located in n-hud.lua ---@description A function that gets a persons life icon texture / string based off of local index ---@added 1.7 ---@param localIndex integer ---@return TextureInfo|string ---@note This assumes multiple characters will not have the same model, Icons can only be seen by users who have the character avalible to them. This function can return nil. if this is the case, render `djui_hud_print_text("?", x, y, 1)` ---@forcedoc character_get_life_icon ---@description A function that renders a persons life icon texture / string based off of local index ---@added 1.11 ---@param localIndex integer ---@param x integer ---@param y integer ---@param scale integer ---@forcedoc character_render_life_icon ---@description A function that acts as character_render_life_icon with support for interpolation ---@added 1.13 ---@param localIndex integer ---@param prevX integer ---@param prevY integer ---@param prevScale integer ---@param x integer ---@param y integer ---@param scale integer ---@forcedoc character_render_life_icon_interpolated ---@description A function that gets a persons star icon texture / string based off of local index ---@added 1.8 ---@param localIndex integer ---@return TextureInfo ---@note This assumes multiple characters will not have the same model, Icons can only be seen by users who have the character avalible to them ---@forcedoc character_get_star_icon ---@description A function that renders a persons star icon texture / string based off of local index ---@added 1.11 ---@param localIndex integer ---@param x integer ---@param y integer ---@param scale integer ---@forcedoc character_render_star_icon ---@description A function that acts as character_render_star_icon with support for interpolation ---@added 1.13 ---@param localIndex integer ---@param prevX integer ---@param prevY integer ---@param prevScale integer ---@param x integer ---@param y integer ---@param scale integer ---@forcedoc character_render_star_icon_interpolated ---@description A function that gets a persons health meter texture table (example of which is at character_add_health_meter) ---@added 1.12 ---@param localIndex integer ---@return table ---@note This assumes multiple characters will not have the same model, Meters can only be seen by users who have the character avalible to them ---@forcedoc character_get_health_meter ---@description A function that renders a persons health meter texture table ---@added 1.12 ---@param localIndex integer ---@param x integer ---@param y integer ---@param scaleX integer ---@param scaleY integer ---@forcedoc character_render_health_meter ---@description A function that locks a character under an unlock condition ---@added 1.10 ---@param charNum integer|nil The number of the Character you want to Lock ---@param unlockCondition function|boolean|nil The condition for if the character stays locked ---@param notify boolean|nil Toggles whether Character Select should notify the user when the character is unlocked local function character_set_locked(charNum, unlockCondition, notify) if charNum == nil or charNum > #characterTable or charNum < 2 then return end if unlockCondition == nil then unlockCondition = false end if notify == nil then notify = true end characterTable[charNum].locked = true if currChar == charNum then currChar = 1 end characterUnlock[charNum] = { check = unlockCondition, notif = notify, } end ---@description A function that sets a character under a specific category ---@added 1.14 ---@param charNum integer|nil The number of the Character you want to Lock ---@param category string The Category Name (Will create a new category if category does not exist) local function character_set_category(charNum, category) category = string_underscore_to_space(category) local foundCategory = false for i = 1, #characterCategories do if characterCategories[i] == category then foundCategory = true end end if not foundCategory then table_insert(characterCategories, category) end characterTable[charNum].category = characterTable[charNum].category .. "_" .. category end ---@header ---@forcedoc Menu_Functions ---@description A function that sets the big "Character Select" texture in the Character Select Menu ---@added 1.7 ---@param texture TextureInfo|nil ---@forcedoc header_set_texture ---@description A function that returns the version string ---@added 1 ---@return string --`"v1.2.3"` local function version_get() return MOD_VERSION_STRING end ---@description A function that returns the version in table format ---@added 1.11 ---@return table ---@note Returns the following table (Will differ based on version) ---@note ```lua ---@note { ---@note api = 1, ---@note major = 2, ---@note minor = 3, ---@note indev = true ---@note } ---@note ``` local function version_get_full() return { api = MOD_VERSION_API, major = MOD_VERSION_MAJOR, minor = MOD_VERSION_MINOR, indev = MOD_VERSION_INDEV } end ---@description A function that checks is the Character Select Menu is currently open ---@added 1 ---@return boolean local function is_menu_open() return menuAndTransition end ---@description A function that forces they Character Select Menu state ---@added 1.8 ---@param bool boolean|nil Sets if the menu is open local function set_menu_open(bool) if bool == nil then bool = true end menu = bool end ---@description A function that gets Character Select's current Menu color ---@added 1.8 ---@return table local function get_menu_color() return menuColor end --------------------------- -- HUD Element Functions -- --------------------------- ---@header ---@forcedoc HUD_Element_Functions ---@description Hides the specified custom hud element ---@added 1.5 ---@param hudElement HUDDisplayFlag ---@forcedoc hud_hide_element ---@description Shows the specified custom hud element ---@added 1.5 ---@param hudElement HUDDisplayFlag ---@forcedoc hud_show_element ---@description Gets the specified custom hud element's state ---@added 1.5 ---@param hudElement HUDDisplayFlag ---@return boolean ---@forcedoc hud_get_element ---@description A function that checks if the options menu is open inside of the CS menu ---@added 1 ---@return boolean local function is_options_open() return options end ---@description A function that adds a line of credit to the CS Options' Credit section ---@added 1.10 ---@param modName string The Name of your Character Select Mod ---@param creditTo string The person you want to Credit ---@param creditFor string What the Person helped with local function credit_add(modName, creditTo, creditFor) if #creditTable > 1 then for i = 2, #creditTable do if modName == creditTable[i].packName then table_insert(creditTable[i], {creditTo = creditTo, creditFor = creditFor}) return end end end local i = #creditTable + 1 creditTable[i] = { packName = modName } table_insert(creditTable[i], {creditTo = creditTo, creditFor = creditFor}) end ---@description A function that sets if palettes are restricted (Default `false` unless a mod with the incompatible `gamemode` is on) ---@added 1.8 ---@param bool boolean local function restrict_palettes(bool) if bool == nil then bool = true end stopPalettes = bool end ---@description A function that sets if movesets are restricted (Default `false`) ---@added 1.10 ---@param bool boolean local function restrict_movesets(bool) if bool == nil then bool = true end stopMovesets = bool end ---@description A table that contains the local mario's controller before Character Select's menu cancels them ---@added 1 local controller = { buttonDown = 0, buttonPressed = 0, extStickX = 0, extStickY = 0, rawStickX = 0, rawStickY = 0, stickMag = 0, stickX = 0, stickY = 0 } ---@description A function that adds an option to the Character Select Options Menu ---@added 1.9 ---@param name string The Name of the Option ---@param toggleDefault number|nil The default number that the option toggles to (Defaults to `0`) ---@param toggleMax number|nil The max number the option can be toggled to (Defaults to `1`) ---@param toggleNames table|nil A table of strings, each entry being for a toggle's name `{"Off", "On"}` ---@param description table|nil A table of strings, each entry being a new line `{"This toggle allows your", "character to feel everything."}` ---@param save boolean|nil Toggles whether the option retains between sessions (Defaults to `true`) ---@return number --The table position of the option added local function add_option(name, toggleDefault, toggleMax, toggleNames, description, save) if save == nil then save = true end local saveName = string_space_to_underscore(name) table_insert(optionTable, { name = type(name) == TYPE_STRING and name or "Unknown Toggle", toggle = nil, -- Set as nil for Failsafe to Catch toggleSaveName = save and saveName or nil, toggleDefault = type(toggleDefault) == TYPE_INTEGER and toggleDefault or 0, toggleMax = type(toggleMax) == TYPE_INTEGER and toggleMax or 1, toggleNames = type(toggleNames) == TYPE_TABLE and toggleNames or {"Off", "On"}, description = type(description) == TYPE_TABLE and description or {""}, }) queueStorageFailsafe = true -- Used variable trigger to not save/load in the external mod return #optionTable end ---@description A function that gets an option's data from the Character Select Options Menu ---@added 1.9 ---@param tableNum integer The table position of the option ---@return table|nil local function get_option(tableNum) if type(tableNum) ~= TYPE_INTEGER then return nil end return optionTable[tableNum] end ---@description A function that gets an option's status from the Character Select Options Menu ---@added 1.9 ---@param tableNum integer The table position of the option ---@return number|nil local function get_options_status(tableNum) if type(tableNum) ~= TYPE_INTEGER then return nil end return optionTable[tableNum].toggle end ---@description A function that sets an option's status from the Character Select Options Menu ---@added 1.9 ---@param tableNum integer The table position of the option ---@param toggle integer What you want to set the option to local function set_options_status(tableNum, toggle) local currOption = optionTable[tableNum] if currOption == nil or type(toggle) ~= TYPE_INTEGER or toggle > currOption.toggleMax or toggle < 1 then return end optionTable[tableNum].toggle = toggle optionTable[tableNum].optionBeingSet = true end ---@header ---@forcedoc Misc ---@description A function that sets the name to be replaced in Dialog, Default is `"Mario"` ---@added 1.10 ---@param name string ---@note This function does *NOT* change what NPCs will refer to your character as, this function is intended for Rom-Hack ports with alternate protagonists. ---@forcedoc dialog_set_replace_name ---@description A function that sets the preset palette for a network player forcefully ---@added 1.11 ---@param np NetworkPlayer ---@forcedoc update_preset_palette ---@header ---@forcedoc Tables & Variables ---@description The "Reference Sheet" or IDs for all of Character Select's Options ---@added 1 ---@forcedoc optionTableRef ---@description The info for inputs from `gMarioStates[0]` before Character Select's Menu cancels inputs ---@added 1 ---@forcedoc controller ---@description A table containing player info from Character Select's custom networking system ---@added 1.11.1 ---@forcedoc gCSPlayers ---@description The ID for Character Select's Menu "Cutscene" ---@added 1 ---@forcedoc CUTSCENE_CS_MENU ---@description The ID for Character Select's Menu Animation ID, Used in combination with character_add_animations to display a specific pose in the menu. ---@added 1.14 ---@forcedoc CS_ANIM_MENU ---@header ---@forcedoc Character_Select_Hooks ---@description A function that allows you to add a condition for if the CS Menu can be opened ---@added 1 ---@param func function local function hook_allow_menu_open(func) if type(func) ~= TYPE_FUNCTION then return end table_insert(allowMenu, func) end ---@description A function that allows you to render HUD Elements in the menu (Behind transistions such as Option and going in/out of menu) ---@added 1.5 ---@param func function local function hook_render_in_menu(func, underText) if type(func) ~= TYPE_FUNCTION then return end if underText then table_insert(renderInMenuTable.back, func) else table_insert(renderInMenuTable.front, func) end end ---@description A function that adds the necessary hooks in order for your pack to have function voicelines ---@added 1.12 ---@forcedoc config_character_sounds ---@description A function that allows you to hook a function, much like hook_event, to a specific character number ---@added 1.10 ---@param charNum integer|nil ---@param hookEventType LuaHookedEventType|integer ---@param func function local function character_hook_moveset(charNum, hookEventType, func) if charNum > #characterTable then return end if type(func) ~= TYPE_FUNCTION then return end characterMovesets[charNum][hookEventType] = func characterTable[charNum].hasMoveset = true end ---@description A function that returns the Character's moveset functions ---@added 1.14 ---@param charNum integer local function character_get_moveset(charNum) return characterMovesets[charNum] end _G.charSelectExists = true _G.charSelect = { -- Character Functions -- character_add = character_add, character_add_costume = character_add_costume, character_edit = character_edit, character_edit_costume = character_edit_costume, character_add_voice = character_add_voice, character_add_caps = character_add_caps, character_get_caps = character_get_caps, character_add_celebration_star = character_add_celebration_star, character_add_health_meter = character_add_health_meter, character_add_costume_health_meter = character_add_costume_health_meter, character_add_course_texture = character_add_course, character_add_costume_course_texture = character_add_costume_course, character_add_palette_preset = character_add_palette_preset, character_add_animations = character_add_animations, character_get_animations = character_get_animations, character_get_current_table = character_get_current_table, character_get_full_table = character_get_full_table, character_get_current_number = character_get_current_number, character_get_current_model_number = character_get_current_number, -- Outdated function name, Not recommended for use character_get_current_costume = character_get_current_costume, character_set_current_number = character_set_current_number, character_get_current_palette = character_get_current_palette, character_get_current_palette_number = character_get_current_palette_number, character_get_number_from_string = character_get_number_from_string, character_get_voice = character_get_voice, character_get_life_icon = life_icon_from_local_index, -- Function located in n-hud.lua character_render_life_icon = render_life_icon_from_local_index, -- Function located in n-hud.lua character_render_life_icon_interpolated = render_life_icon_from_local_index_interpolated, -- Function located in n-hud.lua character_get_star_icon = star_icon_from_local_index, -- Function located in n-hud.lua character_render_star_icon = render_star_icon_from_local_index, -- Function located in n-hud.lua character_render_star_icon_interpolated = render_star_icon_from_local_index_interpolated, -- Function located in n-hud.lua character_get_health_meter = health_meter_from_local_index, -- Function located in n-hud.lua character_render_health_meter = render_health_meter_from_local_index, -- Function located in n-hud.lua character_set_locked = character_set_locked, character_set_category = character_set_category, character_get_moveset = character_get_moveset, -- Hud Element Functions -- hud_hide_element = hud_hide_element, -- Function located in n-hud.lua hud_show_element = hud_show_element, -- Function located in n-hud.lua hud_get_element = hud_get_element, -- Function located in n-hud.lua -- Menu Functions -- header_set_texture = header_set_texture, -- Function located in main.lua version_get = version_get, version_get_full = version_get_full, is_menu_open = is_menu_open, set_menu_open = set_menu_open, is_options_open = is_options_open, get_menu_color = get_menu_color, add_option = add_option, get_option = get_option, get_options_status = get_options_status, set_options_status = set_options_status, credit_add = credit_add, restrict_palettes = restrict_palettes, restrict_movesets = restrict_movesets, -- Misc -- dialog_set_replace_name = dialog_set_replace_name, -- Function located in dialog.lua update_preset_palette = placeholder, -- Function located in z-palettes.lua -- Tables & Variables -- optionTableRef = optionTableRef, controller = controller, gCSPlayers = gCSPlayers, CUTSCENE_CS_MENU = CUTSCENE_CS_MENU, CS_ANIM_MENU = CS_ANIM_MENU, -- Character Select Hooks -- hook_allow_menu_open = hook_allow_menu_open, hook_render_in_menu = hook_render_in_menu, config_character_sounds = placeholder, -- Function located in z-voice.lua character_hook_moveset = character_hook_moveset, } -- Replace base functions local obj_set_model_extended_original = obj_set_model_extended -- Replace obj_set_model_extended to error for mario models ---@ignore local function obj_set_model_extended(obj, modelInfo) for i = 0, MAX_PLAYERS - 1 do if gMarioStates[i].marioObj == obj then log_to_console("Character Select: Mario Object cannot be changed with 'obj_set_model_extended' while Character Select is Active, please use 'character_edit'!!", CONSOLE_MESSAGE_WARNING) end end return obj_set_model_extended_original(obj, modelInfo) end _G.obj_set_model_extended = obj_set_model_extended