* Allow Lua action hooks to specify custom functions for more behavior ...like gravity, and update all current mods to match. Spin jump and wall slide from the Extended Moveset mod now have gravity code basically matching the original mod. Currently, any place you'd want to use one of these new action hooks still requires an O(n) check through all action hook per call. This should probably be changed. * Fix some remaining issues with Extended Moveset Lua port - Remove divergent spin jump code - Remove divergent roll code - Remap roll button to Y - Reimplement dive slide to make dive hop work like the original - Allow spin from double jump, backflip, side flip * Fix more issues with Extended Moveset Lua port - Reimplement all users of update_walking_speed to incorporate the Tight Controls edits and modified speed caps - Fix instances of angle arithmetic to wrap properly across the mod * Don't chop off group bits of custom action flags; assign missing groups in mods This fixes the Extended Moveset's underwater actions. Chopping off those bits was making the game consider the underwater actions to be a part of the Stationary group, which caused `check_common_stationary_cancels`, which upwarps Mario to the surface. * Tweak roll sliding angle tendency Rolling will now gradually (but fairly quckly) try to tend Mario's facing angle down the slope. This is cleaner than my old method that tries to flip Mario's angle (wrongly) when he begins moving downward, having that logic coexist with the logic for normal sliding actions that can also tend Mario to face backward down the slope. Just looks ugly now by comparison. * Disallow spin jump on slides in Extended Moveset port This matches the original mod * Extended Moveset: Crazy Box Bounce check * Extended Moveset: Fix hugging the wall when spin jumping after wall kick * Extended Moveset: Fix ledge drop snapping up to ground Just reimplement `act_air_hit_wall` ourselves. * Extended Moveset: Add Kaze's walking speed fix * smlua_hooks.c: Restore option to use old API for hook_mario_action The intent is to allow mods outside of this repo to continue working. Co-authored-by: djoslin0 <djoslin0@users.noreply.github.com>
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⏪ Lua Reference
Hooks
Hooks are a way for SM64 to trigger Lua code, whereas the functions listed in functions allow Lua to trigger SM64 code.
Supported Hooks
hook_behavior
hook_behavior()
allows Lua mods to override existing behaviors or create new ones.
Parameters
Field | Type | Notes |
---|---|---|
behaviorId | enum BehaviorId | Set to nil to create a new behavior |
objectList | enum ObjectList | |
replaceBehavior | bool |
Prevents the original behavior code from running |
initFunction | Lua Function (Object obj) |
Runs once per object |
loopFunction | Lua Function (Object obj) |
Runs once per frame per object |
Returns
Lua Example
function bhv_example_init(obj)
obj.oFlags = OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE
network_init_object(obj, true, nil)
end
function bhv_example_loop(obj)
obj.oPosY = obj.oPosY + 1
end
id_bhvExample = hook_behavior(0, OBJ_LIST_DEFAULT, bhv_example_init, bhv_example_loop)
hook_chat_command
hook_chat_command()
allows Lua mods to react and respond to chat commands. Chat commands start with the /
character. The function the mod passes to the hook should return true
when the command was valid and false
otherwise.
Parameters
Field | Type |
---|---|
command | string |
description | string |
func | Lua Function (string message) -> bool |
Lua Example
function on_test_command(msg)
if msg == 'on' then
djui_chat_message_create('Test: enabled')
return true
elseif msg == 'off' then
djui_chat_message_create('Test: disabled')
return true
end
return false
end
hook_chat_command('test', "[on|off] turn test on or off", on_hide_and_seek_command)
hook_event
The lua functions sent to hook_event()
will be automatically called by SM64 when certain events occur.
Hook Event Types
Type | Description | Parameters |
---|---|---|
HOOK_UPDATE | Called once per frame | None |
HOOK_MARIO_UPDATE | Called once per player per frame at the end of a mario update | MarioState mario |
HOOK_BEFORE_MARIO_UPDATE | Called once per player per frame at the beginning of a mario update | MarioState mario |
HOOK_ON_SET_MARIO_ACTION | Called every time a player's current action is changed | MarioState mario |
HOOK_BEFORE_PHYS_STEP | Called once per player per frame before physics code is run | MarioState mario |
HOOK_ALLOW_PVP_ATTACK | Called when one player attacks another, return true to allow the attack |
MarioState attacker, MarioState victim |
HOOK_ON_PVP_ATTACK | Called when one player attacks another | MarioState attacker, MarioState victim |
HOOK_ON_PLAYER_CONNECTED | Called when a player connects | MarioState connector |
HOOK_ON_PLAYER_DISCONNECTED | Called when a player disconnects | MarioState disconnector |
HOOK_ON_HUD_RENDER | Called when the HUD is being rendered | None |
HOOK_ALLOW_INTERACT | Called before mario interacts with an object, return true to allow the interaction |
MarioState interactor, Object interactee, enum InteractionType interactType |
HOOK_ON_INTERACT | Called when mario interacts with an object | MarioState interactor, Object interactee, enum InteractionType interactType, bool interactValue |
HOOK_ON_LEVEL_INIT | Called when the level is initialized | None |
HOOK_ON_WARP | Called when the local player warps | None |
HOOK_ON_SYNC_VALID | Called when the current area is synchronized | None |
HOOK_ON_OBJECT_UNLOAD | Called when any object is unloaded | Object unloadedObject |
HOOK_ON_SYNC_OBJECT_UNLOAD | Called when any networked object is unloaded | Object unloadedObject |
HOOK_ON_PAUSE_EXIT | Called when the local player exits through the pause screen, return false to prevent the exit |
boolean usedExitToCastle |
HOOK_GET_STAR_COLLECTION_DIALOG | Called when the local player collects a star, return a DialogId to show a message | None |
HOOK_ON_SET_CAMERA_MODE | Called when the camera mode gets set, return false to prevent the camera mode from being set |
Camera, integer mode, integer frames |
HOOK_ON_OBJECT_RENDER | Called right before an object is rendered. Note: You must set the hookRender field of the object to a non-zero value |
Object renderedObj |
HOOK_ON_DEATH | Called when the local player dies, return false to prevent normal death sequence |
MarioState localMario |
HOOK_ON_PACKET_RECEIVE | Called when the mod receives a packet that used network_send() or network_send_to() |
table dataTable |
HOOK_USE_ACT_SELECT | Called when the level changes, return true to show act selection screen and false otherwise |
integer levelNum |
Parameters
Field | Type |
---|---|
hook_event_type | HookEventType |
func | Lua Function (... ) |
Lua Example
The following example will print out a message 16 times per frame (once for every possible player).
function mario_update(m)
print('Mario update was called for player index ', m.playerIndex)
end
hook_event(HOOK_MARIO_UPDATE, mario_update)
hook_mario_action
hook_mario_action()
allows Lua mods to create new actions or override existing ones.
Parameters
Field | Type |
---|---|
action_id | integer |
func | Table with entries for Action Hook Types of Lua Function (MarioState m) |
interaction_type | enum InteractionFlag |
Action Hook Types
Type | Description | Returns |
---|---|---|
every_frame | Main action code, called once per frame | true if action cancelled, else false |
gravity | Called inside apply_gravity when in action |
Unused |
Lua Example
ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION)
function act_wall_slide(m)
if (m.input & INPUT_A_PRESSED) ~= 0 then
local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0)
m.vel.y = 72.0
if m.forwardVel < 20.0 then
m.forwardVel = 20.0
end
m.wallKickTimer = 0
return rc
end
-- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls
mario_set_forward_vel(m, -1.0)
m.particleFlags = m.particleFlags | PARTICLE_DUST
play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject)
set_mario_animation(m, MARIO_ANIM_START_WALLKICK)
if perform_air_step(m, 0) == AIR_STEP_LANDED then
mario_set_forward_vel(m, 0.0)
if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then
return set_mario_action(m, ACT_FREEFALL_LAND, 0)
end
end
m.actionTimer = m.actionTimer + 1
if m.wall == nil and m.actionTimer > 2 then
mario_set_forward_vel(m, 0.0)
return set_mario_action(m, ACT_FREEFALL, 0)
end
return 0
end
function act_wall_slide_gravity(m)
m.vel.y = m.vel.y - 2
if m.vel.y < -15 then
m.vel.y = -15
end
end
function mario_on_set_action(m)
-- wall slide
if m.action == ACT_SOFT_BONK then
m.faceAngle.y = m.faceAngle.y + 0x8000
set_mario_action(m, ACT_WALL_SLIDE, 0)
end
end
hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action)
hook_mario_action(ACT_WALL_SLIDE, { every_frame = act_wall_slide, gravity = act_wall_slide_gravity } )
hook_on_sync_table_change
hook_on_sync_table_change()
allows Lua mods to react to sync table changes.
syncTable
parameter must be a sync table, e.g. gGlobalSyncTable, gPlayerSyncTable[], or one of their child tables.field
parameter must be one of the fields in theSyncTable
.tag
parameter can be any type, and is automatically passed to the callback.func
parameter must be a function with three parameters:tag
,oldVal
, andnewVal
.tag
will be the sametag
passed intohook_on_sync_table_change()
.oldVal
will be the value before it was set.newVal
will be the value that it was set to.
Parameters
Field | Type |
---|---|
syncTable | SyncTable |
field | value |
tag | value |
func | Lua Function (value tag, value oldValue, value newValue) |
Lua Example
function on_testing_field_changed(tag, oldVal, newVal)
print('testingField changed:', tag, ',', oldVal, '->', newVal)
end
hook_on_sync_table_change(gGlobalSyncTable, 'testingField', 'tag', on_testing_field_changed)
-- now when testingField is set, either locally or over the network, on_testing_field_changed() will be called
gGlobalSyncTable.testingField = 'hello'