sm64coopdx/mods/char-select-cjes-and-vl/main.lua
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[build] Update built-in mods
Cjes & VL's code looks kinda messy...
2025-03-27 17:58:48 -04:00

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8.2 KiB
Lua

-- 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)