Odessey.lua

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*No download available for this framework yet.*

Odyssey.lua is a framework that adds the ability to possess enemies like in Super Mario Odyssey. You may customize the possession behavior and much more.

Insallation

To load the API, place this line in your script.

local odyssey = API.load("odyssey")

This API requires a folder called odyssey. The is a required file in this folder must be a PNG file called hat

AI

You may customize the AI of the NPC when it is possessed. To make an AI function you set it up as:

local odyssey = API.load("odyssey")

odyssey.ai[NPC_ID] = function(npc)
  --Here you can customize the AI
end

This function is organized by NPC's IDs and will get called during onTick() and pass npc as an NPC object. The NPC passed is the current enemy that is possessed.

Example:

local odyssey = API.load("odyssey")
local inputs2 = API.load("inputs2")

--SMB3 Brown Goomba
odyssey.ai[1] = function(npc)
  if inputs2.state[1].left == inputs2.PRESS then
    npc.speedX = -3
  elseif inputs2.state[1].right == inputs2.PRESS then
    npc.speedX = 3
  end
  if inputs2.state[1].jump == inputs2.PRESS and npc:mem(0x0A,FIELD_WORD) == 2 then
    npc.speedY = -6
    playSFX(1)
  end
end

If an enemy is possessed and it does not find a defined function it will instead use ai[0]. This is the only ai that is defined in the API and it is the function shown below. The API will only use this AI if it does not find an AI for the set ID. You may also redefine this AI if needed.

odyssey.ai[0] = function(v)
  if inputs2.state[1].left == inputs2.HOLD then
    v.speedX = -1*math.abs(v.speedX)
    if v.speedX == 0 then
      v.speedX = -3
    end
  elseif inputs2.state[1].right == inputs2.HOLD then
    v.speedX = math.abs(v.speedX)
    if v.speedX == 0 then
      v.speedX = 3
    end
  end
end


Hat

This table holds customizable values and other data for the hat. You can customize the hat by changing some of these values.

odyssey.hat.priority = 0
Name Type/Default Value Description
img LuaImgResource

"hat.png" found inside the odyssey folder

The image of the hat.
movement function

The default movement

The movement the hat should have when activated.
odyssey.hat.movement = function() 
  --script
end
disabled Boolean

false

If set to true, it will prevent the hat from getting activated.
frames Number

8

The total number of frames.
priority Number

-25

The priority the hat should be drawn at.
speedXIni Number

6

The initial x-speed of the hat when it is activated.

Will automatically flip the number to negative if the player is facing left.

speedYIni Number

0

The initial y-speed of the hat when it is activated.
speedXMax Number

7.5

The maximum x-speed of the hat.

Will automatically cap negative numbers too (setting speed -8 will turn into -7.5)

speedYMax Number

4

The maximum y-speed of the hat.

Will automatically cap negative numbers too (setting speed -8 will turn into -4)

width Number

32

The width of the hat.
height Number

32

The height of the hat.
gfxOffsetX Number

0

The X offset of the image.
gfxOffsetY Number

0

The Y offset of the image.
x Number

0

The X coordinate of the hat.
y Number

0

The Y coordinate of the hat.
speedX Number

0

The current x-speed of the hat.
speedY Number

0

The current y-speed of the hat.
facing Number

1 (Will either turn to -1[left] or 1[right] when activated. The direction facing will match the direction the player is facing.

The initial direction of the hat when it is activated.
frame Number

1

The current frame that is being drawn.
frameSpeed Number

8

The number of frames it should wait until the next frame appears.
animationTimer Number

0

The timer increments by 1 every frame. When this number reaches the value of frameSpeed, it will reset to 0 and increment frame.
timer Number

0

The number of frames that have passed since when the hat was activated.

HatNPC

This table holds customizable values and other data for the hat possession effect. This will only be active when posDisplay is set to POSDISPLAY_HAT

odyssey.hatNPC.priority = 0
Name Type/Default Value Description
img LuImgResource

The hat-NPC.png file found inside the odyssey folder. If there is no image, then this will be nil.

The image that is used to make the effect. The first part of the image should be framestyle-0, the second part should be framestyle-1 left, and the third part should be framestyle-1 right.
width Number

32

The width of the image.
height Number

16

The height of the image.
priority Number

-25

The priority the effect should be drawn at.
frames Number

1

The number of frames each section has.
frameSpeed Number

8

The number of frames it should wait until the next frame appears.
gfxOffsetX Table A table organized by NPC IDs. You can set an offset per NPC.
odyssey.hatNPC.gfxOffsetX[NPC_ID] = number

If the frame style of the NPC is set to 1, then it will automatically flip the offset when the NPC faces the other way.

gfxOffsetY Table A table organized by NPC IDs. You can set an offset per NPC.
odyssey.hatNPC.gfxOffsetY[NPC_ID] = number

If the frame style of the NPC is set to 1, then it will automatically flip the offset when the NPC faces the other way.

framestyle Table A table organized by NPC IDs. You can set a framestyle per NPC.
odyssey.hatNPC.gfxOffsetX[NPC_ID] = number

You can set the frame style to be 0 or 1. frame style 0 will make the hat only have one directon, while frame style 1 will flip along with the direction the NPC is facing.

frame Number

1

The current frame being shown.
animationTimer Number

0

The timer increments by 1 every frame. When this number reaches the value of frameSpeed, it will reset to 0 and increment frame.

PlayerIMG

This is a table that contains all of the characters images of them in their normal and hatless value.

The structure of the table is as follows:

odyssey.playerIMG[CHARACTER_ID] = {
  -- All of the images featuring the character without his hat
  [0] = {
    [0] = LuaImageResource  -- Death Effect
    [1] = LuaImageResource  -- Powerup 1
    [2] = LuaImageResource  -- Powerup 2 
    ...    
    [n] = LuaImageResource  -- Powerup n
  }
  -- All of the images featuring the character with his hat
  [1] = {
    [0] = LuaImageResource  -- Death Effect
    [1] = LuaImageResource  -- Powerup 1
    [2] = LuaImageResource  -- Powerup 2 
    ...    
    [n] = LuaImageResource  -- Powerup n
  }
}

By default, it will load the player images inside the "Odyssey" folder. File names with an h stand for files that represent the player hatless. For example, placing an image called "mario-1.png" will make mario be that image when he has a hat, and setting an image called "mario-1h.png" will make Mario turn into that image when he activates his hat. If the image is not found inside the folder, it will not swap the player's images. The images supported are all of the powerup files (mario-1.png, luigi-2.png, megaman-1.png), and all of the death effects (3,5,129,130,134,149,150,151,152,153,154,155,156,157,158,159,160,161).

OnDeath

The API by default kills the player if they are possessing an enemy as it is dying. You may replace it with your own behavior. You can have a behavior per-NPC.

odyssey.onDeath[NPC_ID] = function()
  --Script goes here
end

The API has two default functions: ONDEATH_KILL and ONDEATH_REVERT. The first function is the default behavior, and the second function will revert the player back. You can also make the value nil, and no actions will happen when the NPC dies.

Misc

Name Type Description
actionKey String Default: altrun

The key that will be used to activate the hat, and to stop possessing an enemy. Value must be: up, down, left, right, jump, altjump, run, altrun, dropitem or pause

posDisplay Number Default: If hat-NPC.png is found inside the odyssey then it will be set to POSDISPLAY_HAT. Otherwise, it will be set to POSDISPLAY_PARTICLE.

The type of effect that should be shown when an enemy is being possessed. You can use the constants: POSDISPLAY_NONE, POSDISPLAY_HAT, or POSDISPLAY_PARTICLE to set this variable.

transformedID Number The ID of the NPC that is possessed. Will return 0 if no NPC is being possessed.
smoke Particle The particle object that is used when possessing an enemy. You may replace this with the particle you want. The particles will only be shown if posDisplay is set to POSDISPLAY_PARTICLE.
activate() Function Will activate the hat. Automatically gets called when the player is in the normal state and presses the action key.
deactivate() Function Will deactivate the hat. Automatically gets called when the hat makes contact with the player.
transform(npc) Function Will force the player to transform into an NPC. The function has one parameter and it must be the NPC object of the NPC you want the transformation on. Automatically gets called when the hat makes contact with an NPC.
revert() Function Will turn the player back to normal when he is possessing an NPC. Automatically gets called when pressing the action key while possessing an NPC.
--[[
      If you want to get the possessed NPC directly, you can set up the following:
]]
if odyssey.transformedID ~= 0 then
  for _,v in pairs(NPC.get(odyssey.transformedID)) do
    local npc = pnpc.wrap(v)
    if npc.data.pos then
      -- Script goes here
      break
    end
  end
end

CUSTOM AI

You can put here your own custom AI!

--SMW THWOMP
local odyssey = API.load("odyssey")
local inputs2 = API.load("inputs2")

odyssey.ai[180] = function(v)
  if inputs2.state[1].jump == inputs2.PRESS then
    if v.ai1 == 2 then
      v.ai2 = 100
    elseif v.ai1 ~= 1 then
      v.ai1 = 1
    end
  end
end