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-- name: [CS] VL-Tone & Cjes Luigi
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-- description: [CS] \\#00ff00\\VL-Tone \\#dcdcdc\\& \\#00ff00\\Cjes Luigi\n\\#dcdcdc\\By: Coop Deluxe Team\n\nReturn of TWO nostalgic Luigi's dating back to the 2000s!\n\n\\#00ff00\\Model Credits:\n\\#dcdcdc\\VL-Tone\nCJes\n\n\\#00ff00\\Model Porting:\n\\#dcdcdc\\AngelicMiracles "Yuyake"\nFluffaMario\nSonicDark
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-- localize functions to improve performance
local table_insert , play_sound , djui_hud_get_screen_width , maxf , math_sin , djui_hud_set_color , djui_hud_set_font , string_format , djui_hud_measure_text , djui_hud_print_text , djui_hud_set_resolution , min , math_min , math_max , djui_hud_set_rotation , djui_hud_render_rect = table.insert , play_sound , djui_hud_get_screen_width , maxf , math.sin , djui_hud_set_color , djui_hud_set_font , string.format , djui_hud_measure_text , djui_hud_print_text , djui_hud_set_resolution , min , math.min , math.max , djui_hud_set_rotation , djui_hud_render_rect
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local PALETTE_VL = {
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[ 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
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}
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local PALETTE_CJES = {
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[ 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
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}
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local CT_VL_AND_CJES = _G.charSelect . character_add ( " VL & Cjes " , " Fanmade models of Luigi that are a big nostalgic throwback to the 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 sm64ex-coop before it was eventually replaced. " , " VL-Tone and Cjes " , { r = 0 , g = 152 , b = 0 } , E_MODEL_VL , CT_LUIGI , gTextures.luigi_head )
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_G.charSelect . character_add_palette_preset ( E_MODEL_VL , PALETTE_VL )
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_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 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 latencyValueTable = { 12 , 6 , 3 }
local function hud_render ( )
local width = djui_hud_get_screen_width ( ) + 1.4
local widthScale = maxf ( width , 321.4 ) / 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 str = string_format ( " VL-Tone & Cjes Luigi (%s) " , MOD_VERSION )
djui_hud_print_text ( str , width - 5 - djui_hud_measure_text ( str ) * 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 ( 0 , 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 ( 0 , 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 )