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Character Ability - Jump Thok: Modifiable Version (v2.3) Details »»
Character Ability - Jump Thok: Modifiable Version (v2.3)
Version: 2.3, by Wolfy (wolfs) Wolfy is offline
Developer Last Online: Apr 2018

Category: Version: SRB2 Rating: (1 votes - 3.00 average)
Released: 04-22-2014 Last Update: 04-28-2014 Installs: 2
Scripts Re-Useable Content

For those unaware, the Jump Thok ability has recently been added into the game as CA_JUMPTHOK. This version exists in case anyone wants to make modifications to the ability itself or as a means of avoiding the hardcoded behavior since the balancing was changed somewhat.

Old description:
Quote:
Back from SRB2 Riders and TopDown is the Jump Thok, a more balanced variation of Sonic's regular thok for racing that brings a medium between a double jump and a thok. This script serves as a fully featured character ability, including support for super forms, multiple colors, and custom thokitems. A homing version is also included along with the default version.
Screenshots:


Practicality!


Proper momentum balancing for 2D mode and color switching!


Homing!

Note: The Jump Thok in this script is based off of the TopDown version, meaning that you remain in spin frames after ability use rather than switch to fall frames. You can enable the fall frame switch by removing the comments designated for it near the end. Numerous other balance features remain commented out in code as well.

Spoiler: Update Changelog!

Version 2.3
  • Rewrote both scripts under the AbilitySpecial hook
  • Fixed an issue where the player was able to thok on the ground
  • Added quicksand compatibility (thanks to AbilitySpecial)
  • Overhauled the homing script to remove the recoded homing behavior used, fixes the issue with monitors launching you too far after homing attacking them
  • Removed the actionspd limiting behavior from the homing script
Version 2.2 (unreleased)
  • Fixed an issue regarding incorrect thok mobj colors
  • Corrected an issue where the Riders fall code would not function properly with the homing script
Version 2.1
  • Quick fix. Corrected a bug with the optional Riders fall code.
Version 2.0
  • The ability was entirely rewritten thanks to Sryder13! With it comes more stability.
  • Custom thokitems are now fully supported.
  • Jump Thok now uses the player's attacksound instead of the default thok sound, meaning custom characters will hear their custom thok sounds.
  • Bugs involving ropes/item hanging should now be fixed.
  • New balance options have been added into the comments.
  • The fall frame switch from Riders has been added and can be enabled by uncommenting it from the code.
Version 1.0
  • Initial Release.

Spoiler: Known Bugs
  • Nothing for now!
Remember, if you find a bug, please do not hesitate to report it.


LightDash.org Mirror

This ability is free to use and edit as long as proper credit is given. Have fun!

Download Now

File Type: zip JumpThokAbility.zip (2.2 KB, 515 views)

Screenshots

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Views:	479
Size:	7.23 MB
ID:	4668  

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Comments
Old 04-28-2014   #22
Iceman404
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Not really... Considering your peelout has no charge time necessary, never slows down until you hit a wall, and retains speed when you jump. I'd say a combination of this and something more similar to Metal Sonic's overdrive ability would create the ideal Sonic.

Though the peelout keeps updating nonstop so I can't tell.
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Old 04-30-2014   #23
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Quote:
Originally Posted by Iceman404 View Post
Not really... Considering your peelout has no charge time necessary, never slows down until you hit a wall, and retains speed when you jump. I'd say a combination of this and something more similar to Metal Sonic's overdrive ability would create the ideal Sonic.

Though the peelout keeps updating nonstop so I can't tell.
ive been meaning to add a charge time, and as for the slowing down? he does it just takes a little while longer than you might expect. i already fixed the jump thing as well. i was updating like crazy because the moment i released it, my mind went bonkers and said, FIX EVERYTHING. on top of that, i had to change attachments and fix tiny bugs.
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Old 05-11-2014   #24
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Quote:
Originally Posted by Blue Warrior View Post
After playing this for a bit, I'd have to say the jump thok is far and away more powerful on Sonic than the regular thok. The extra jump itself trivializes a lot of platforming, but the horizontal speed in tandem is just enough to be useful for all sorts of repositioning and juking.

Circuit wouldn't change for shit. The thok speed may be lower, but that doesn't matter when it's on the already fastest character in the game. All it means is that good Sonics would be taking advantage of different platforming shortcuts and bad Sonics would die less.
Extensive testing in real netgames when we were still fucking around with:

says otherwise.

The drop in speed is exactly what allows Tails and Knuckles to keep up, since Sonic is no longer moving on an average of 50 fracunits per tic (or more). All of the shortcuts Tails and Knuckles can take could easily overcome a Sonic with jumpthok, because the speed difference is now 36, 34, 32, instead of what we have now, which is 66-36, 34, 32. The numbers applying to Sonic, Knuckles, and Tails respectively.
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Old 05-11-2014   #25
ManicTH14
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Will this SRB2 Rivals be another EXE mod, and if it is, will their be special abilities for each individual character?
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Old 05-11-2014   #26
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Quote:
Originally Posted by ManicTH14 View Post
Will this SRB2 Rivals be another EXE mod, and if it is, will their be special abilities for each individual character?
Quote:
Originally Posted by Chrome View Post
Extensive testing in real netgames when we were still
fucking around with:
Don't count on it.
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Old 05-11-2014   #27
ManicTH14
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Okay then, just dont wanna get hype for nothing.
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Old 05-11-2014   #28
D00D64
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About time you guys brought up SRB2 Rivals here, I've been wanting to do that for ages but it looked like the project died when it was almost FNISHED. Seriously, we've been holding onto that for way too long. Think if netgames ever get fixed up, it'll make a comeback?
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Old 05-11-2014   #29
SeventhSentinel
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Quote:
Originally Posted by Chrome View Post
Cool title screen image
This is a thing?

Anyway, this is certainly an interesting change of pace. Where levels were once easy to thok through, I now find them a bit more difficult to navigate quickly. You may have actually balanced out Sonic. However, I really think to ought to be a multiplayer-only option.
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Old 05-13-2014   #30
Maximus Universal
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How do you "Uncomment" the thing or whatever to get the riders style jump thok?
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Old 05-13-2014   #31
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Open the file using a text editor like notepad or notepad++. If you don't want to download notepad++, you can rename it temporarily to a .txt file and open notepad. From there, the script should have instructions on how to uncomment that part of the script. Make sure you rename it back to what the original file extension was.
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Old 05-13-2014   #32
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Quote:
Originally Posted by Torgo View Post
Open the file using a text editor like notepad or notepad++. If you don't want to download notepad++, you can rename it temporarily to a .txt file and open notepad.
You could also just open it directly by choosing Notepad (though I prefer Wordpad) as the default program to open .lua extension files.
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Old 05-13-2014   #33
fickleheart
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Never use Wordpad for editing code

But yeah, just opening it directly in Notepad works. But get Notepad++, it's much better for scripting.
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Old 05-20-2014   #34
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May I ask, is there anything more you have to change other than the skin restriction to change who it affects, as I have been trying to set it to Metal Sonic (so I simply changed the skin restriction from "sonic" to "metal_sonic") yet it still refuses to have Metal use the Jump Thok. Any idea what I am doing wrong?
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Old 06-03-2014   #35
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Okay, I'm having trouble with the homing attack script. By enabling the fall code, the character becomes an anti-enemy killer, in other words, you will home into enemies and monitors and become completely vulnerable, you can't kill crawlas, or get 10 rings...
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Old 06-03-2014   #36
Wolfy
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Quote:
Originally Posted by Duon the Adventurer View Post
Okay, I'm having trouble with the homing attack script. By enabling the fall code, the character becomes an anti-enemy killer, in other words, you will home into enemies and monitors and become completely vulnerable, you can't kill crawlas, or get 10 rings...
Accidentally left that in. The code itself isn't supposed to be compatible with the Homing Thok, but I might change this in the future.
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Old 08-24-2014   #37
Wolfy
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Sorry for double-posting, but the scripts have finally been updated! It shouldn't really be of interest to people who don't intend on making any modifications to the scripts, but you can find a list the changes in the first post.
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Old 3 Days Ago   #38
ToeiSoni1998
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Can you make it compatible with FSonic please?

Last edited by ToeiSoni1998; 3 Days Ago at 11:37 PM.
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