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 = {} local E_MODEL_ARMATURE = smlua_model_util_get_id("armature_geo") ---@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" ---@description A function that adds a Character to the Character Table ---@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 table_insert(characterTable, { saveName = type(name) == TYPE_STRING and string_space_to_underscore(name) or "Untitled", currAlt = 1, hasMoveset = false, locked = false, [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[#characterTable] = characterTable[#characterTable].saveName characterMovesets[#characterTable] = {} return #characterTable end ---@description A function that adds a Costume to an Existing Character, all inputs mimic character_edit ---@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 ---@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 local ccp = characterColorPresets if modelInfo ~= nil and ccp[modelInfo] ~= nil and ccp[tableCache.model] ~= nil and ccp[modelInfo].currPalette <= ccp[tableCache.model].currPalette then ccp[modelInfo].currPalette = ccp[tableCache.model].currPalette end end ---@description A function that Edits an Existing Character ---@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, 1, name, description, credit, color, modelInfo, forceChar, lifeIcon, camScale) end ---@description A function that adds a voice table to a character ---@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 ```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 ---@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 ---@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 character ---@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 ---@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 ``` ---@note This method is restricted to the default meter format, you can refer to the Disassembled sections in the image below for how to format your health meter (Spriters Resource Page) ---@note

local function character_add_health_meter(charNum, healthTexture) character_add_costume_health_meter(charNum, 1, healthTexture) end ---@param charNum integer ---@param charAlt integer ---@param courseTexture table|nil 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 a custom texture to the star select ---@param charNum integer The number/table position of the Character you want to add a course texture to ---@param courseTexture table|nil 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 ---@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 ---@param modelInfo ModelExtendedId|integer ---@param paletteTable table ---@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) local paletteTableOut = {} 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 ---@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 ---@param modelInfo ModelExtendedId|integer local function character_get_animations(modelInfo) return characterAnims[modelInfo] end ---@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 ---@return table local function character_get_full_table() return characterTable end --- @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 --- @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 ---@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 --- @return table|nil local function character_get_current_palette() local model = characterTable[currChar][characterTable[currChar].currAlt].model return characterColorPresets[model][gCSPlayers[0].presetPalette] end --- @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 ---@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 ---@param m MarioState function character_get_voice(m) return characterVoices[gCSPlayers[m.playerIndex].modelId] end ---@param charNum integer|nil ---@param unlockCondition function|boolean|nil ---@param notify boolean|nil 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 ---@return string local function version_get() return MOD_VERSION_STRING end ---@return table local function version_get_full() return { api = MOD_VERSION_API, major = MOD_VERSION_MAJOR, minor = MOD_VERSION_MINOR, indev = MOD_VERSION_INDEV } end ---@return boolean local function is_menu_open() return menuAndTransition end ---@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 ---@return table local function get_menu_color() return menuColor end ---@param func function local function hook_allow_menu_open(func) if type(func) ~= TYPE_FUNCTION then return end table_insert(allowMenu, func) end ---@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 ---@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 ---@param charNum integer local function character_get_moveset(charNum) return characterMovesets[charNum] end ---@return boolean local function is_options_open() return options end ---@param modName string ---@param creditTo string Who did the thing ---@param creditFor string What did they do 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 ---@param bool boolean local function restrict_palettes(bool) if bool == nil then bool = true end stopPalettes = bool end ---@param bool boolean local function restrict_movesets(bool) if bool == nil then bool = true end stopMovesets = bool end local controller = { buttonDown = 0, buttonPressed = 0, extStickX = 0, extStickY = 0, rawStickX = 0, rawStickY = 0, stickMag = 0, stickX = 0, stickY = 0 } ---@param name string ---@param toggleDefault number|nil Defaults to 0 ---@param toggleMax number|nil Defaults to 1 ---@param toggleNames table|nil Table of Strings {"Off", "On"} ---@param description table|nil Table of Strings {"This toggle allows your", "character to feel everything."} ---@param save boolean|nil Defaults to true ---@return number 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 ---@param tableNum integer ---@return table|nil local function get_option(tableNum) if type(tableNum) ~= TYPE_INTEGER then return nil end return optionTable[tableNum] end ---@param tableNum integer ---@return number|nil local function get_options_status(tableNum) if type(tableNum) ~= TYPE_INTEGER then return nil end return optionTable[tableNum].toggle end ---@param tableNum integer ---@param toggle integer 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 _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_costume = character_get_current_costume, character_get_current_model_number = character_get_current_number, -- Outdated function name, Not recommended for use 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_get_moveset = character_get_moveset, -- Hud Element Functions -- hud_hide_element = hud_hide_element, hud_show_element = hud_show_element, hud_get_element = hud_get_element, -- 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 -- Tables & Variables -- optionTableRef = optionTableRef, controller = controller, gCSPlayers = gCSPlayers, CUTSCENE_CS_MENU = CUTSCENE_CS_MENU, -- Custom Hooks -- hook_allow_menu_open = hook_allow_menu_open, hook_render_in_menu = hook_render_in_menu, character_hook_moveset = character_hook_moveset, }