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SkyLua v7.0.1
Version: 7.0.1, by Sky The Destroyer Sky The Destroyer is offline
Developer Last Online: Dec 2017

Category: Version: SRB2 Rating: (7 votes - 4.14 average)
Released: 05-18-2014 Last Update: 11-26-2017 Installs: 7
SOCs Scripts Re-Useable Content Sprites/Graphics

Welcome to SkyLua, a Lua modification that adds various things such as custom commands, abilities, a custom menu, and more!

General Changes
  • Pressing spin while in midair makes your character spin back into their jumping states, allowing you to use your ability and hit enemies and monitors once again.
  • Running off an edge will put you into your falling states.
  • You can instantly charge your spindash in your super form and with speed sneakers.
  • You can run on water with speed shoes.
  • Thokking and spindashing produces quick afterimages.
  • Rings won't fly farther and farther every time you get hit.
  • Every character, including Tails, Knuckles, and all other custom characters can go super in Coop/SP.
  • The Explosion Ring firing delay is the 2.0.x firing delay.
Commands
  • getemeralds <node>: awards the Chaos Emeralds. In Single Player and Coop, this will give Player 1 the Chaos Emeralds since they are shared. In Match/CTF, this will give out the Match/CTF Chaos Emeralds. You can optionally specify a node to give the emeralds to if you wish. Requires admin.
  • forcesuper <node>: transforms yourself into your super form. In Multiplayer, this will affect everyone. Also awards 50 rings upon transformation. Note: you must still have the Chaos Emeralds to actually transform. You can optionally specify a node to force super if you wish. Requires admin.
  • playtime <seconds/minutes/hours/all>: displays the amount of time you have been in-game. You can optionally specify it to be displayed in only seconds, minutes, or hours, or even all at once.
  • abilityui <on/off>: toggles the Custom Button 1 and ability text on/off.
  • compactui <on/off>: turns on/off the compact ability UI for those who want a minimal ability UI.
  • abilitylock <on/off>: if turned on, no one can use any SkyLua ability. Requires admin.
  • spawnmobj <mobj> <x offset> <y offset> <z offset> <x momentum> <y momentum> <z momentum> <scale> <times>: spawns a mobj at your location with optional offsets, scale, and how many times you want to spawn the object. The only required parameter is mobj; all the rest can be left blank if you're using it in the console. Requires admin.
  • movemap <mapnum>: move to another map while retaining your Chaos Emeralds and score. Requires admin, of course.
These commands are able to be activated and adjusted from the SkyLua menu, detailed around the bottom of the post.

Power-up Abilities

Elemental Shield

  • A fire trail will automatically spawn underneath you when you run with an Elemental Shield after using Burst Step.
  • The Custom Button 1 ability underwater is Swim Ascend, which slightly boosts the player upwards, and creates a bubble underneath. Cooldown: none.
  • Pressing Custom Button 1 while running on water activates Water Dash, which boosts the player forward. Cooldown: none.
  • On land, holding down custom button 1 charges Burst Step, which boosts you forward with an explosive burst of speed, damaging nearby players and enemies with fire. Cooldown: 30 seconds.
  • You can run on water with the Elemental Shield.
Whirlwind Shield
  • Pressing Custom Button 1 charges Vertical Lift, which lifts you spinning in the air with a 20 second cooldown.
  • You get 20% more jump height with the Whirlwind shield.
  • You won't skid with the Whirlwind Shield.
Force Shield
  • Pressing Custom Button 1 will charge the Telekinesis ability, which pushes away nearby enemies and throws other players around you up into the air. Cooldown: 25 seconds.
  • If you get hit with the Force Shield, you will be prevented from getting hit backwards once. Afterwards, your Telekinesis ability strength will be doubled, but with half the reach.
Attraction Shield
  • Pressing Custom Button 1 will charge Magnet Pull, which attracts enemies and pulls other nearby players inwards towards you and, if they're pretty close to you, it'll also pull them towards the ground. Cooldown: 25 seconds.
Armageddon Shield
  • Pressing Custom Button 1 charges Bomb Toss, which will toss a bomb into the air that will explode immediately upon it touching the ground. You will not be hurt by the flames if you have an Armageddon or Elemental Shield, but you will be knocked back on contact. Cooldown: 40 seconds.
Pity Shield
  • Pressing Custom Button 1 charges Retreat Leap, which allows you to retreat backwards into the air, even if you're in air already. Free jump! Cooldown: 10 seconds.
Fire Flower
  • Pressing Custom Button 1 charges Flame Drop, which drops a line of fire from the sky in front of you for 20 seconds. Cooldown: 45 seconds.
Super Form Abilities
  • In your super form, you can have multiability, meaning you can thok more than once in midair and glide more than once!
  • Chaos Emeralds appear around you while you're transformed for an awesome effect in your super form, and slightly fade away in first person mode so you can aim in Match and CTF. You may adjust how this transparency works in the SkyLua menu.
  • Running and jumping will produce more super sparks for more awesome effects!
  • Pressing Custom Button 1 activates Chaos Blast, which unleashes a powerful blast that shakes the whole level. Cooldown in SP/Coop: 1 minute. Cooldown in Match/CTF: 2 minutes.
Additional Details
  • Hitting a 1up monitor will reset your ability cooldown.
  • Hitting a Recycle Monitor will reset everyone's ability cooldown.
  • Gaining rings will reduce your ability cooldown ever so slightly.
  • Hitting a Super Ring monitor will cut your ability cooldown down by 1/10.
  • These cooldown reductions do not apply when you're super.
Extra Abilities
  • bunnyhop <on/off>: the Bunny Hop! Running around with this enabled will make you hop around like a bunny!
  • missile <on/off>: the Missile Maker! Pressing custom button 2 while enabled will spawn a missile above you. If you're in the air, you will grab onto the missile immediately.
  • statsrandomizer <on/off>: the Stats Randomizer! With this enabled, go into the SkyLua menu > Extra Abilities > Stats Randomizer and into the Stats Randomization menu to randomize your stats. The more rings you consume with it, the better stats you'll get.
  • noflash <on/off>: No Flash! With this enabled, you'll have no invincibility time after you get hit!
  • dietele <on/off>: Die Teleport! With this enabled, when anyone dies, everyone's positions will be scrambled (basically activates the Teleporter monitor effect everytime someone dies).
Extra Abilities are adjustable from the SkyLua menu, detailed right below.

SkyLua Menu
  • Press and hold Custom Button 3 to open up the SkyLua menu!
  • You can adjust options (such as the listed above ones and the transparency of SkyLua UI elements), enable/disable Extra Abilities, and utilize all the commands in the SkyLua menu.
Well, I hope you have fun with SkyLua! The download is below, along with some brief GIFs.

Spoiler: GIFs



Download mirror 1: https://drive.google.com/file/d/1UwN...ew?usp=sharing
Download mirror 2: http://srb2skybase.org/files/SkyLua/SkyLua-v7.0.1.wad
Download mirror 3: https://www.mediafire.com/file/t0ohp...Lua-v7.0.1.wad

WAD File MD5: 443C37154F7A90F45E2A97A03E635A42

Download Now

File Type: zip SkyLua-v7.0.1.zip (34.7 KB, 181 views)

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  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 06-10-2014   #2
Sryder13
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Sorry for the long wait, this all checks out so it's moving to releases.
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Old 06-11-2014   #3
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For those who don't tell what's happening, I can't transform in Super when charging other WADs apart from SkyLua. Apart from that:



I freaking love this. It's hilariously amazing.
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Old 09-16-2014   #4
Sky The Destroyer
 
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SkyLua is being updated to version 5.0! Here are the changes.

Core change! Several core code changes and added checks have been done.
Core change! SkyServ's ESOC system has been integrated into SkyLua. There is more info about it in the first post.

Changed! The Elemental Shield now uses the hardcoded runonwater flag.
Changed! The Elemental Shield now allows you to boost on water with custom button 1.
Changed! The Elemental Shield now allows you to swim underwater with custom button 1.
Changed! The Elemental Shield now allows you to spawn fire trails while not in a spin with custom button 1.
Changed! The Whirlwind Shield custom button 1 boost now doesn't halt you in place when used.
Changed! The Whirlwind Shield now prevents you from skidding.
Changed! The Attraction Shield now has a magnet ability with custom button 1.
Changed! The Force Shield now allows you to use Telekinesis with custom button 1, allowing you to normally use your ability otherwise.
Changed! The Armageddon Shield custom button 1 ability no longer costs 10 rings to use.
Changed! In your Super form, you can simply tap the spindash key to do a full speed spindash.
Changed! The Super Nuke ability now has a 30 second cooldown in Match and CTF due to balancing issues.
Changed! The Super Nuke ability now has a camera shake effect.

New! You can now run on water with speed shoes.
New! Rings do not fly farther and farther with each hit you take.
New! The Explosion Ring firing cooldown is now reverted back to the 2.0 firing delay.
New! You can now normally transform into Super forms with characters other than Sonic!
New! Jumping in your Super form will produce Super Sparks.
New! Press custom button 3 in first-person mode while standing still to activate a scope! It is controlled by the console command 'scope'. Type 'scope 1' or 'scope 2' into the console to activate it, and 'scope 0' to disable. Please note that the scope only works while standing still and in OpenGL.
New! Type 'getemeralds' into the console to get all seven Chaos Emeralds. This also works with Tails and Knuckles, and in Match/CTF too! Requires admin privileges in netgames.
New! Type 'forcesuper' into the console to force everyone into their Super form with 50 rings. You must have all seven Chaos Emeralds or this will not work. Also requires admin privileges in netgames.
New! Type 'playtime' into the console to view your current game session playtime!
New! Type 'info' into the console for a list of features.

Fixed! Spindashing off an edge will now produce afterimages.
Fixed! The shield ability icons will now only be displayed for yourself and not shared.
Fixed! The shield ability icons now work with first-person mode and CTF properly.
Fixed! The shield ability cooldowns now use their own cooldown system as to not conflict with firing rings normally.
Fixed! The shield ability cooldown will now reset when switching shields.
Fixed! Super forms other than Super Sonic will now produce Super Sparks.

Removed! Invincibility no longer has a larger hitbox.

Download is in the first post as usual.
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Old 09-17-2014   #5
Flare957
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Could you make it possible for custom characters to turn super in single player?
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Old 09-17-2014   #6
Sapheros
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Um, there is a way for that to happen... but just don't expect anyone to download it...
Spoiler:
Just use the SF_SUPER script from Blaze the Cat and that character can become super!
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Old 09-19-2014   #7
Serenity101
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Spindashing in super form doesn't make a sound. Other than that small nitpick, I really like this mod ^^
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Old 09-23-2014   #8
Larztard
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I would do something about the emeralds rotating around the player while super in a first person view.
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Old 09-27-2014   #9
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Thanks for your feedback, guys! Here's a change log of what's new in SkyLua v5.1.

Core change! Several code checks and functions have received major optimization and updates.

Changed! The skill cooldown code has been improved.
Changed! The skill cooldown reduction code when changing shields has been improved.
Changed! The code for the skill HUD cooldown icons and normal icons has been drastically improved, especially in the detection of chasecam 1 and chasecam 0.
Changed! Falling off the edge with falling states is now expanded to support custom characters and custom characters with SF_SUPERANIMS.
Changed! All custom characters can now turn super. This is no longer limited to just Tails and Knuckles.
Changed! The afterimages thok and spin code has been improved to expand to custom characters.
Changed! The Egg Mobile no longer fires a single projectile.
Changed! The circling Chaos Emeralds will disappear while in chasecam 0 mode as to not interfere with your aim.
Changed! The Missile ESOC firing delay has been reduced down to 1 second.

New! Pressing jump while you're hurt will allow you to do a recover jump.
New ESOC feature! Stats randomizer: to enable, type 'randomstats on'. To disable, type 'randomstats off'. Once enabled, collecting 15 rings and typing into the console 'randomize' will change several of your stats to random values.

Fixed! Speed Sneakers and super form now have the spindash charging sound restored.
Fixed! The Whirlwind Shield jump boost now correctly scales for characters that have a jumpfactor that is not 1.0.
Fixed! The skill cooldown icon when using the super nuke ability in Match/CTF has been balanced correctly.
Fixed! The 'scope' function now works when you move, and the detection of chasecam has been improved.
Fixed! The 'getemeralds' command will no longer print the get emeralds message into the console multiple times in multiplayer.
Fixed! The 'getemeralds' command will now affect playing players when you're spectating.
Fixed! The Missile ESOC angle will now correctly adjust to the player's angle on spawn.

Removed! The eggspawn command has been removed.

Download is in the first post as usual.
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Old 09-27-2014   #10
YevaEA
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I love this, I really do, but why did you remove eggspawn?
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Old 09-27-2014   #11
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Quote:
Originally Posted by Zubat View Post
I love this, I really do, but why did you remove eggspawn?
It tended to cause sync errors, and wasn't very practical.

Also, A_Boss1Laser is glitched at the moment, so if I keep eggspawn, I have to change Eggman to fire one projectile otherwise the game would crash when Eggman attacked.

I can add eggspawn back into SkyLua once the A_Boss1Laser crash is patched.
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Old 09-27-2014   #12
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Originally Posted by Sky The Destroyer View Post
I can add eggspawn back into SkyLua once the A_Boss1Laser crash is patched.
However, this will still causing sync issues. Better to keep that variable away for now (ever).
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Old 09-27-2014   #13
BlasterGuy
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This is a really nice lua wad. For the future version of it, can you please have the Attraction Shield Pick Up make a sound effect of the Electric Shield sound effect from S3&K.
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Old 09-28-2014   #14
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SkyLua v5.1.1 is now out, just a quick patch.

Fixed! The skill icon for the super form nuke in first person mode is now aligned correctly.

Download is in the first post as usual.

EDIT: Fixed another bug with the super form nuke icon, except the other bug was in third person mode. SkyLua is now at v5.1.2.

EDIT 2: ...fixed another bug, I think this should be the last patch.
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Old 09-29-2014   #15
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So I tried this out for a bit when I saw your CTF server running it. I haven't played it outside of that, so I don't care about the goofaround stuff you've added, but the modifications that affect multiplayer serve to do little other than make the game difficult and less fun to play with unintuitive little tweaks everywhere.

For starters, the recovery jump: while it sounds like a good idea, all it really means in practice is that I end up jumping away from the items I desparately need to recover upon being hit whenever I take a ring to the face while zooming around. And what the fuck was happening with the force shield? I had one, got bounced around a couple of times and suddenly I had no shield and all of my items scattered on a hit without warning. If there was something happening, it wasn't made clear at all and served only to frustrate.

The armageddon powerup wasn't even good in concept, let alone in execution. Armageddon is already powerful enough as it is, making for guaranteed blast radius on hit or on trigger, and you've decided to take it a step further by adding bombs that completely block off a large section of a room for what feels like ages. In more confined maps, this leads to entire hallways being completely blocked off. And the bombs and resulting fire don't even obey the normal projectile rules of not harming your team, so if a teammate throws a bomb out carelessly, there's nothing you can do to avoid burning in fiery hell.

In general, there's no attempt made to telegraph movements that are being made to a player in first-person. This leads to confusion as the end result appears to be nothing more than the game randomly tossing the player around in firefights. It needs SOMETHING. Add some goddamn sounds. Add a few visual effects or something. Don't just throw things around and expect the player to be able to figure it out in a heated match! That's a terrible thing to do in any case, but especially when you're modifying core behaviors of an already existing gameplay system in a multiplayer setting.

Your modifications to the super form were probably the worst part of the gameplay mods. Why does a super player get free WOP at 15-second intervals? Why does a super player get endless invincibility sparks, making it impossible to stop them? You've taken something that already leads to a pretty much guaranteed victory by anyone decent enough to use it and turned it into a total curbstomp.

Basically, my experience with this mod was that it made the game more aggravating to try to play, and did nothing but exacerbate the "players who are ahead have the advantage" nature of SRB2 multiplayer balance. The claim of "a better SRB2" is beyond laughable, as the only experience I had with it ended when I quit out of the netgame in a frothing rage after being constantly thrown off by useless, incoherent little tweaks. The current nature of the game in its vanilla form is already a delicate balance of gameplay mechanics balancing out others just to get it to a somewhat enjoyable state, and doing things like giving out free nukes and guaranteed, no-effort wide area denial for free absolutely destroys what little entertainment value there is from the game.
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Old 09-29-2014   #16
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Quote:
Originally Posted by RedEnchilada View Post
For starters, the recovery jump: while it sounds like a good idea, all it really means in practice is that I end up jumping away from the items I desparately need to recover upon being hit whenever I take a ring to the face while zooming around.
Yeah, it ended up that the recovery jump doesn't really work well, and will be removed in the next version.

Quote:
Originally Posted by RedEnchilada View Post
And what the fuck was happening with the force shield? I had one, got bounced around a couple of times and suddenly I had no shield and all of my items scattered on a hit without warning. If there was something happening, it wasn't made clear at all and served only to frustrate.
...what? I don't know what happened with your items, but it wasn't SkyLua. It was probably synch failures messing everything up. With the bouncing around, maybe someone else had the Force shield too and used the ability, which is telekinesis to push other players away.

Quote:
Originally Posted by RedEnchilada View Post
The armageddon powerup wasn't even good in concept, let alone in execution. Armageddon is already powerful enough as it is, making for guaranteed blast radius on hit or on trigger, and you've decided to take it a step further by adding bombs that completely block off a large section of a room for what feels like ages. In more confined maps, this leads to entire hallways being completely blocked off. And the bombs and resulting fire don't even obey the normal projectile rules of not harming your team, so if a teammate throws a bomb out carelessly, there's nothing you can do to avoid burning in fiery hell.
Fair enough. I'll try to see what I can do to add friendlyfire checks to the fire, because it needs to be more powerful to whoever has the Armageddon shield apparently. It was supposed to be a double-edged sword.

Quote:
Originally Posted by RedEnchilada View Post
In general, there's no attempt made to telegraph movements that are being made to a player in first-person. This leads to confusion as the end result appears to be nothing more than the game randomly tossing the player around in firefights. It needs SOMETHING. Add some goddamn sounds. Add a few visual effects or something. Don't just throw things around and expect the player to be able to figure it out in a heated match! That's a terrible thing to do in any case, but especially when you're modifying core behaviors of an already existing gameplay system in a multiplayer setting.
Add sounds to...? The Force shield already has a screen shake and a sound, the Whirlwind shield has a wind effect and a sound, the Attraction shield has a sound, and the Armageddon shield has a sound as well from the bomb, and all the shields have icons. Any specific suggestions you'd like to add? I'll try seeing if I can telegraph better hints to the player without them needing to read anything, or heck, maybe I'll print a message into the console or something or draw a string to tell you what your shield can do.

Quote:
Originally Posted by RedEnchilada View Post
Your modifications to the super form were probably the worst part of the gameplay mods. Why does a super player get free WOP at 15-second intervals? Why does a super player get endless invincibility sparks, making it impossible to stop them? You've taken something that already leads to a pretty much guaranteed victory by anyone decent enough to use it and turned it into a total curbstomp.
First of all: the super nuke has a 30 second cooldown in competitive gametypes. Secondly: the super sparks are purely cosmetic and don't make them any more invincible than they already are. After that, fair enough. I'll see if I can change the super nuke in competitive gametypes to be more balanced.

Quote:
Originally Posted by RedEnchilada View Post
Basically, my experience with this mod was that it made the game more aggravating to try to play, and did nothing but exacerbate the "players who are ahead have the advantage" nature of SRB2 multiplayer balance. The claim of "a better SRB2" is beyond laughable, as the only experience I had with it ended when I quit out of the netgame in a frothing rage after being constantly thrown off by useless, incoherent little tweaks. The current nature of the game in its vanilla form is already a delicate balance of gameplay mechanics balancing out others just to get it to a somewhat enjoyable state, and doing things like giving out free nukes and guaranteed, no-effort wide area denial for free absolutely destroys what little entertainment value there is from the game.
Fair enough, though considering you don't find SRB2 enjoyable on its own, I don't think SkyLua can fix that core problem for you.

Thanks for your feedback I suppose. I'll try to take some of this into consideration, especially in trying to relay hints to the player on how the abilities work without them having to read anything. Also removed that "Better SRB2" thing because SkyLua is apparently a laughable mod.

The next SkyLua version will probably be the last, minus bugfix patches in case a bug pops up. I'm losing ideas and motivation.
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Old 10-26-2014   #17
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Well, here's SkyLua update v5.2!

This update contains rather significant core code changes and balancing. This should be the last release for a bit, minus bugfix patches if bugs arise.

Core change! A ton of significant code optimizations and changes have been done.
Core change! The ESOC system is now known simply as "Extra Functions".

Changed! If you are in a position that does not allow your shield ability or the super nuke ability to be used, the icon will now be overlayed with a red color.
Changed! The custom button 1 display has been moved to be more aligned along with the first-person mode icons.
Changed! The custom button 1 ability will now be displayed alongside the Custom Button 1 string.
Changed! The ability icon display code has received significant code improvements.
Changed! The cooldown reset upon hitting monitors has received an overhaul.
Changed! When your items and shields are recycled through a Recycle Monitor, the ability cooldown now resets.
Changed! Scope now can be freely adjusted to your preference. The scope command now ranges from the value of 0 (off) to 80 (max). The higher the number, the higher the zoom.
Changed! Scope now displays the intensity of the zoom in the console when changed.
Changed! The 'playtime' command now has optional arguments so you can view specifically the number of seconds, minutes, or hours that have passed. Example: "playtime seconds" when it has been a minute and a half will print out 90 seconds.
Changed! Each ability now has a specific ability name.
Changed! The Elemental Shield now has a new icon while underwater.
Changed! Swim Ascend now produces a bubble.
Changed! Swim Ascend no longer pushes the player forward.
Changed! Boost Jump now shoots the player upwards at a weaker magnitude and now shoots the player into their spinning states.
Changed! Instead of hurting nearby enemies, Boost Jump now pushes nearby players and enemies away slightly if caught by the wind released when the ability is used.
Changed! Boost Jump now shoots the player at a more balanced magnitude underwater.
Changed! The Force Shield knockback reduction no longer shoots the player downwards.
Changed! Telekinesis now has a significantly less range and power, but now tosses other players up into the air when they are hit by it.
Changed! Telekinesis' cooldown has been increased to 13 seconds.
Changed! There will be a message in the console when Telekinesis is used and hits other players.
Changed! The Attraction Shield no longer changes your ability to double jump, but however, the damaging effect is still present.
Changed! The Attraction Shield's damaging ability attack radius has been slightly increased.
Changed! Magnet Pull's magnitude and range has been weakened, but now pulls nearby players down to the ground as an added effect if they're fairly close to the person using the ability.
Changed! Magnet Pull now has an effect when used.
Changed! Magnet Pull's cooldown has been increased to 12 seconds.
Changed! There will be a message in the console when Magnet Pull is used and affects other players.
Changed! Bomb Toss now tosses a smaller bomb into the air that is immediately denonated on contact with the ground, and touching flames from the bomb while having the Armageddon Shield will now only toss you back. Still beware, the flames damage you and your teammates if not holding an Armageddon Shield or an Elemental Shield.
Changed! Bomb Toss now has a 16 second cooldown.
Changed! The Armageddon Shield now has a clearer ability icon.
Changed! Super sparks will now spawn when using an ability such as flying and gliding.
Changed! Super Nuke now has a 30 second cooldown in non-competitive gametypes, and a one minute cooldown in competitive gametypes.
Changed! Super Nuke's area of effect is now the same as a regular nuke.
Changed! The super transformation code is now much cleaner.
Changed! The circling Chaos Emeralds while you're super are now faded in first-person mode rather than completely invisible like before.
Changed! The SkyLua in-game information center's format and functionality has been revamped.
Extra Function change! Bunny Hop will launch the player at different jump heights based on their jumpfactor.
Extra Function change! Bunny Hop now launches the player at a more balanced jump height if they are underwater.
Extra Function change! Explanation messages will now display in the console when Extra Functions are activated or deactivated.
Extra Function change! The Stats Randomizer command to toggle is now 'statsrandomizer'.
Extra Function change! Stats Randomizer now displays the difference between your default stats and your new randomized stats.

New! The spindash now has an effect while charging up that is much like SRB2JTE's spindash charge.
New! First person mode now has a Custom Button 1 string display when you have an ability for usage.
New! New command: 'abilityhelp <on/off>'. Toggles the Custom Button 1 string display and ability display. 'On' turns the string display on, and 'Off' turns it off.
New! New command: 'abilitylock <on/off>'. Default is 'Off'. If enabled, you cannot use Shield abilities or Super Nuke.
New! New command: 'spawnmobj <mobj> <x offset> <y offset> <z offset>'. Spawns a specified mobj at your location with optional offsets relative to your angle. <mobj> must be prefixed with MT_.

Fixed! All of the ability icons now display 100% correctly.
Fixed! The Custom Button 1 help text will no longer display with the Pity Shield.
Fixed! The Custom Button 1 help text now no longer collides with the weapon ring HUD in Match gametypes.
Fixed! The ability HUD will no longer display in splitscreen mode due to displaying improperly.
Fixed! The ability HUD help text will now not display in Tag or Hide & Seek due to it colliding with other text.
Fixed! You can no longer respin while you're dead.
Fixed! There is no longer a minor graphical glitch when respinning as a character with SF_SUPERANIMS into hovering.
Fixed! The amount of time your ability is locked while switching shields has been improved.
Fixed! You now cannot glitch by using Swim Ascend while climbing.
Fixed! Water Dash now acts properly if scaled to a different scale.
Fixed! You can now respin while in your super form with a Whirlwind Shield.
Fixed! You now cannot use Boost Jump while climbing and glitch.
Fixed! You no longer are able to use Boost Jump while being carried or riding a missile and glitch.
Fixed! You can no longer use abilities after you've finished the level.
Fixed! Getting hit by the flames leftover from the Armageddon Shield custom button 1 ability no longer prints a generic hit message.
Fixed! Characters with SF_NOSKID and SF_RUNONWATER in their S_SKINs should now retain those character flags.
Fixed! The super form multiability code now works properly, or rather, now doesn't activate with characters with abilities CA_SWIM and CA_AIRDRILL.
Fixed! The circling Chaos Emeralds should now hide in the correct situations.
Fixed! The Telekinesis and Magnet Pull abilities should now work correctly against players that are standing on the ground.
Fixed! The 'getemeralds' command should now work properly in all situations.
Fixed! 'forcesuper' now won't work on dead players or spectators.
Extra Function fix! Bunny Hop will no longer glitch and affect a player in their super forms.
Extra Function fix! The spawned missiles should now correctly adjust to the player's angle.
Extra Function fix! You will no longer be able to use the Whirlwind Shield jump boost ability while riding a missile due to glitching.
Extra Function fix! Missile will now correctly spawn in reverse gravity.
Extra Function fix! Getting hit by missiles will no longer print a generic hit message.
Extra Function fix! Miscellaneous stats randomizer code fixes have been done.
Extra Function fix! Randomized stats now return back to the normal S_SKIN stats when randomstats is turned off.

Removed! The recovery jump feature has been removed.

Wow...that's a lot of changes that I did.

As usual, the download is the first post, and feedback is always appreciated!
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Old 02-24-2015   #18
Saturn Ross
 
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This is a very well made mod, but the HUD doesn't line up properly in First Person View, the Fire Flower has no custom ability despite the HUD showing otherwise, and the Wind Shield is a little too powerful for my liking. Perhaps you could make it more like the S3&K Lua Wind Shield, or just simply less powerful?
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Old 02-24-2015   #19
golteam
 
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Well, that didn't work well.
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Old 02-24-2015   #20
Sky The Destroyer
 
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Quote:
Originally Posted by Saturn Ross View Post
This is a very well made mod, but the HUD doesn't line up properly in First Person View
You're not using an aspect correct resolution of SRB2 (the green resolutions in Video Options). I can't do anything about it if you're not using an aspect correct resolution. It even says in the options that you'll experience visual errors if you're not using a recommended resolution, and that's what's happening.

Quote:
Originally Posted by Saturn Ross View Post
the Fire Flower has no custom ability despite the HUD showing otherwise
Will be fixed in the next version. Thanks for reporting that bug.

Quote:
Originally Posted by Saturn Ross View Post
and the Wind Shield is a little too powerful for my liking.
I'll see about weakening the Wind Shield. I plan on redoing some of the shield abilities to be less powerful.
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