Hello all! I am super new to modding this game, I have been able to get my model read by the Character Select mod and am currently in the process of tweaking the main.lua file and trying to get it to work with the Easy Custom Moveset so I can give my character the ability to do a ground pound jump and dive out of ground pound. Is there something I am missing? I have looked over the guide on the main mod page, enabled ECM in the mod page, but have yet to get it working. I can share the main.lua I am working with and any additional information required. Many thanks!
LUA:
-- name: [CS] Model Pack Template
-- description: A Template for Character Select to build off of when making your own pack!\n\n\\#ff7777\\This Pack requires Character Select\nto use as a Library!
--[[
API Documentation for Character Select can be found below:
https://github.com/Squishy6094/character-select-coop/blob/main/API-doc.md
Use this if you're curious on how anything here works >v<
]]
local E_MODEL_CUSTOM_MODEL = smlua_model_util_get_id("rowdy_geo")
local TEX_CUSTOM_ICON = get_texture_info("Northeastern_State_wordmark")
local TEXT_MOD_NAME = "Character Template"
local VOICETABLE_CHAR = {
[CHAR_SOUND_ATTACKED] = 'NES-Hit.ogg',
[CHAR_SOUND_DOH] = 'NES-Bump.ogg',
[CHAR_SOUND_DROWNING] = 'NES-Die.ogg',
[CHAR_SOUND_DYING] = 'NES-Die.ogg',
[CHAR_SOUND_GROUND_POUND_WAH] = 'NES-Squish.ogg',
[CHAR_SOUND_HAHA] = 'NES-1up.ogg',
[CHAR_SOUND_HAHA_2] = 'NES-1up.ogg',
[CHAR_SOUND_HERE_WE_GO] = 'NES-Flagpole.ogg',
[CHAR_SOUND_HOOHOO] = 'NES-Jump.ogg',
[CHAR_SOUND_MAMA_MIA] = 'NES-Warp.ogg',
[CHAR_SOUND_OKEY_DOKEY] = 'NES-1up.ogg',
[CHAR_SOUND_ON_FIRE] = 'NES-Enemy_Fire.ogg',
[CHAR_SOUND_OOOF] = 'NES-Hit.ogg',
[CHAR_SOUND_OOOF2] = 'NES-Hit.ogg',
[CHAR_SOUND_PUNCH_HOO] = 'NES-Kick.ogg',
[CHAR_SOUND_PUNCH_WAH] = 'NES-Thwomp.ogg',
[CHAR_SOUND_PUNCH_YAH] = 'NES-Thwomp.ogg',
[CHAR_SOUND_SO_LONGA_BOWSER] = 'NES-Bowser_Die.ogg',
[CHAR_SOUND_TWIRL_BOUNCE] = 'NES-Item.ogg',
[CHAR_SOUND_WAAAOOOW] = 'NES-Vine.ogg',
[CHAR_SOUND_WAH2] = 'NES-Kick.ogg',
[CHAR_SOUND_WHOA] = 'NES-Item.ogg',
[CHAR_SOUND_YAHOO] = 'NES-Jump.ogg',
[CHAR_SOUND_YAHOO_WAHA_YIPPEE] = 'NES-Jump.ogg',
[CHAR_SOUND_YAH_WAH_HOO] = 'NES-Big_Jump.ogg',
[CHAR_SOUND_YAWNING] = 'NES-Pause.ogg',
}
local CAPTABLE_CHAR = {
normal = smlua_model_util_get_id("custom_model_cap_normal_geo"),
wing = smlua_model_util_get_id("custom_model_cap_wing_geo"),
metal = smlua_model_util_get_id("custom_model_cap_metal_geo"),
metalWing = smlua_model_util_get_id("custom_model_cap_wing_geo"),
}
if _G.charSelectExists then
CT_CHAR = _G.charSelect.character_add("Rowdy the Riverhawk", {"The NSU Mascot is here to stay!",}, "Joe Burton", {r = 0, g = 200, b = 0}, E_MODEL_CUSTOM_MODEL, CT_MARIO, TEX_CUSTOM_ICON)
_G.charSelect.character_add_caps(E_MODEL_CUSTOM_MODEL, CAPTABLE_CHAR)
if _G.customMovesExists then --Custom Moveset starts here
_G.customMoves.character_add({
name = "Rowdy",
ground_pound_antecipation_speed_up = 'medium', --try this and see what happens
ground_pound_jump_on = true,
ground_pound_jump_forward_vel = 20,
ground_pound_dive_on = true,
ground_pound_jump_dive_on = true,
})
end
-- Custom moveset should end by this point
-- the following must be hooked for each character added
_G.charSelect.character_add_voice(E_MODEL_CUSTOM_MODEL, VOICETABLE_CHAR)
hook_event(HOOK_CHARACTER_SOUND, function (m, sound)
if _G.charSelect.character_get_voice(m) == VOICETABLE_CHAR then return _G.charSelect.voice.sound(m, sound) end
end)
hook_event(HOOK_MARIO_UPDATE, function (m)
if _G.charSelect.character_get_voice(m) == VOICETABLE_CHAR then return _G.charSelect.voice.snore(m) end
end)
else
djui_popup_create("\\#ffffdc\\\n"..TEXT_MOD_NAME.."\nRequires the Character Select Mod\nto use as a Library!\n\nPlease turn on the Character Select Mod\nand Restart the Room!", 6)
end