-- name: [CS] \\#00ff00\\VL-Tone & Cjes Luigi -- description: [CS] VL-Tone & Cjes Luigi\nBy Coop Deluxe Team\n\nThis Character Select pack adds VL-Tone Luigi and Cjes Luigi, who was originally the model for luigi in earlier versions of sm64ex-coop. if not _G.charSelectExists then local first = false hook_event(HOOK_ON_LEVEL_INIT, function() if not first then first = true play_sound(SOUND_MENU_CAMERA_BUZZ, gGlobalSoundSource) djui_chat_message_create("\\#ffffa0\\Extra Characters requires Character Select to be enabled.\nPlease rehost with it enabled.") end end) return end --Loads Models local E_MODEL_VL = smlua_model_util_get_id("vl_geo") local E_MODEL_CJES = smlua_model_util_get_id("cjes_geo") --Loads Mod Name local TEXT_MOD_NAME = "VL-Tone & Cjes Luigi" local TEXT_MOD_VERSION = "4.1" --Palettes local PALETTE_VL = { [PANTS] = {r = 0x20, g = 0x14, b = 0x7c}, -- 20147C [SHIRT] = {r = 0x00, g = 0x98, b = 0x00}, -- 009800 [GLOVES] = {r = 0xff, g = 0xff, b = 0xff}, -- FFFFFF [SHOES] = {r = 0x48, g = 0x20, b = 0x18}, -- 482018 [HAIR] = {r = 0x68, g = 0x24, b = 0x14}, -- 682414 [SKIN] = {r = 0xfe, g = 0xc1, b = 0x79}, -- FEC179 [CAP] = {r = 0x00, g = 0x98, b = 0x00}, -- 009800 [EMBLEM] = {r = 0x00, g = 0x98, b = 0x00}, -- 009800 } local PALETTE_CJES = { [PANTS] = {r = 0x00, g = 0x00, b = 0xff}, -- 0000FF [SHIRT] = {r = 0x00, g = 0x8c, b = 0x00}, -- 008C00 [GLOVES] = {r = 0xff, g = 0xff, b = 0xff}, -- FFFFFF [SHOES] = {r = 0x50, g = 0x16, b = 0x07}, -- 501607 [HAIR] = {r = 0x73, g = 0x06, b = 0x00}, -- 730600 [SKIN] = {r = 0xfe, g = 0xc1, b = 0x79}, -- FEC179 [CAP] = {r = 0x00, g = 0x8c, b = 0x00}, -- 008C00 [EMBLEM] = {r = 0x00, g = 0x8c, b = 0x00}, -- 008C00 } --Character Adds local CT_VL_AND_CJES = _G.charSelect.character_add("VL & CJes", {"Fanmade models of Luigi that are a", "big nostalgic throwback to", "Super Mario 64 fan community!", "", "VL was created as an easter egg", "for Toads Tool 64, a romhack editor.", "", "CJES was the original model for exCoop before", "it was eventually replaced!"}, "VL-Tone and CJes", {r = 0, g = 152, b = 0}, E_MODEL_VL, CT_LUIGI, gTextures.luigi_head) --Set Palettes _G.charSelect.character_add_palette_preset(E_MODEL_VL, PALETTE_VL) _G.charSelect.character_add_palette_preset(E_MODEL_CJES, PALETTE_CJES) -------------------------------------------- --- Alt Costume code from Paper Partners --- ------------ Modified by Squishy ----------- -------------------------------------------- local character_edit = _G.charSelect.character_edit local character_get_current_number = _G.charSelect.character_get_current_number local character_get_current_table = _G.charSelect.character_get_current_table local get_options_status = _G.charSelect.get_options_status local get_menu_color = _G.charSelect.get_menu_color local hook_render_in_menu = _G.charSelect.hook_render_in_menu local table_insert = table.insert local play_sound = play_sound local djui_hud_get_screen_width = djui_hud_get_screen_width local djui_hud_measure_text = djui_hud_measure_text local djui_hud_set_color = djui_hud_set_color local djui_hud_set_resolution = djui_hud_set_resolution local djui_hud_set_rotation = djui_hud_set_rotation local djui_hud_set_font = djui_hud_set_font local djui_hud_print_text = djui_hud_print_text local djui_hud_render_rect = djui_hud_render_rect local maxf = maxf local math_min = math.min local math_max = math.max local math_sin = math.sin local altCostumes = { [CT_VL_AND_CJES] = { currSkin = 1, {name = " VL ", model = E_MODEL_VL,}, {name = " CJES ", model = E_MODEL_CJES,}, }, } local function update_character_skin(currChar, currAlt) local currSkin = altCostumes[currChar][currAlt] if altCostumes[currChar].desc == nil then altCostumes[currChar].desc = character_get_current_table().description end local description = {} for i = 1, #altCostumes[currChar].desc do table_insert(description, altCostumes[currChar].desc[i]) end if currSkin.name ~= "" then table_insert(description, "") table_insert(description, "Current Outfit: "..currSkin.name) end character_edit(currChar, nil, description, nil, nil, currSkin.model, nil, nil) local cameraToObject = gMarioStates[0].marioObj.header.gfx.cameraToObject play_sound(SOUND_MENU_MESSAGE_NEXT_PAGE, cameraToObject) end local inputLockTimer = 0 local buttonAnimTimer = 0 local MATH_DIVIDE_320 = 1/320 local latencyValueTable = {12, 6, 3} local function hud_render() local width = djui_hud_get_screen_width() + 1.4 local widthScale = maxf(width, 321.4) * MATH_DIVIDE_320 local currChar = character_get_current_number() local charColors = character_get_current_table().color -- Mimick button swaying, which is missing from the paper code local buttonAnim = 0 local charSelectAnim = get_options_status(_G.charSelect.optionTableRef.anims) if charSelectAnim > 0 then buttonAnimTimer = buttonAnimTimer + 1 buttonAnim = math_sin(buttonAnimTimer * 0.05) * 2.5 + 5 else buttonAnim = 10 end local inputLockTimerTo = latencyValueTable[get_options_status(_G.charSelect.optionTableRef.inputLatency) + 1] if altCostumes[currChar] ~= nil then -- Render Mod Variond under CS version local menuColor = get_menu_color() djui_hud_set_color(menuColor.r, menuColor.g, menuColor.b, 255) djui_hud_set_font(FONT_TINY) local string = TEXT_MOD_NAME.." ("..TEXT_MOD_VERSION..")" djui_hud_print_text(string, width - 5 - djui_hud_measure_text(string)*0.5, 3, 0.5) ---@type Controller local c = _G.charSelect.controller local currAlts = altCostumes[currChar] djui_hud_set_font(FONT_NORMAL) djui_hud_set_resolution(RESOLUTION_N64) local inputLockTimerAnim = 0 local buttonX = 20 * widthScale + buttonAnim local x1 = buttonX - 4 local x2 = x1 + 73 local y = 97 if charSelectAnim > 0 then inputLockTimerAnim = inputLockTimer/inputLockTimerTo * 3 x1 = x1 + math_min(inputLockTimerAnim, 0) x2 = x2 + math_max(inputLockTimerAnim, 0) end -- Left Arrow if currAlts.currSkin > 1 then djui_hud_set_color(charColors.r, charColors.g, charColors.b, 255) djui_hud_set_rotation(0x2000, 0.5, 0.5) djui_hud_render_rect(x1, y, 5, 5) djui_hud_set_color(0, 0, 0, 255) djui_hud_set_rotation(0x0000, 0.5, 0.5) djui_hud_render_rect(x1 + 2.5, y - 2, 6, 8) djui_hud_set_color(charColors.r, charColors.g, charColors.b, 255) djui_hud_render_rect(buttonX, y - 3, 1, 10) if inputLockTimer == 0 and (c.buttonDown & L_JPAD ~= 0 or c.stickX < -0.5) then currAlts.currSkin = math_max(currAlts.currSkin - 1, 1) update_character_skin(currChar, currAlts.currSkin) inputLockTimer = -inputLockTimerTo end end -- Right Arrow if currAlts.currSkin < #currAlts then -- Changed arrows to mimick the ones seen in the options menu djui_hud_set_color(charColors.r, charColors.g, charColors.b, 255) djui_hud_set_rotation(0x2000, 0.5, 0.5) djui_hud_render_rect(x2, y, 5, 5) djui_hud_set_color(0, 0, 0, 255) djui_hud_set_rotation(0x0000, 0.5, 0.5) djui_hud_render_rect(x2 - 3.5, y - 2, 6, 8) djui_hud_set_color(charColors.r, charColors.g, charColors.b, 255) djui_hud_render_rect(buttonX + 69, y - 3, 1, 10) if inputLockTimer == 0 and (c.buttonDown & R_JPAD ~= 0 or c.stickX > 0.5) then currAlts.currSkin = currAlts.currSkin + 1 update_character_skin(currChar, currAlts.currSkin) inputLockTimer = inputLockTimerTo end end -- use an input lock to prevent cycling too fast if inputLockTimer > 0 then inputLockTimer = inputLockTimer - 1 elseif inputLockTimer < 0 then inputLockTimer = inputLockTimer + 1 end end end hook_render_in_menu(hud_render)