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Hi

This is just some edits I made to battle mod 9.3 plus some things from Jab Patch (no wall combos...for now) with wall combos added as of v1.3.6

If you have no idea what battle mod is please check out the original

- replaced some P_TeleportMoves

- removed dodge roll code

- Slightly edited jump physics

- power springing is nerfed while holding the flag/diamond
- reduced max charge of spindash if holding flag/diamond

- rings now take chip damage to collision based attacks (loosely inspired by ring racers)
- collision attacks cannot be blocked if the defender has no rings but the attacker does
- rings take chip damage to projectiles that are blocked

- wall combos, when a player is hit into wall with enough speed they will tumble off it leaving them open to another attack

- added new collectable battle spheres
- when a players has battle spheres and uses a battle move the spheres are spent instead of rings
- battle spheres do not spawn in survival
- in survival players will spawn with 30 battle spheres
- killing a player rewards 10 battle spheres

- whirlwind and force's shield ability's can be used out of tumble

- Guard start up sprites changed
- Guarding a projectile effects the attacker if within guard's effect range
- Guard preserves ground momentum better
- Converted guard's timers to ticrate in an attempt to fix lag issues

- Air dodge no longer invulnerable to player based collision attacks
- Converted Air dodge timers to ticrate in an attempt to fix lag issues
- Air dodge end lag reduced

- Converted Armageddon shield ability timers to ticrate in an attempt to fix lag issues
- Armageddon shield ability now has invulnerability frames during the charge time
- Parrying a player during Armageddon's ability charge removes the shield
- Armageddon shield ability now auto triggers should the player take a hit, the charge time becomes longer if triggered this way

- Elemental shield's fire that is produced by spinning now has is duration dependent on player speed, the less the speed the less time they last

- Battle abilitys can now be used while holding the flag/diamond
- All battle abilitys have an extra 2 seconds of cool down added if holding a flag/diamond
- Battle abilitys that have exhaust time are significantly reduced if holding a flag/diamond

- Dash mode now only has increased defense from the front
- Every 3 seconds dash mode leaves behind turbulence which other players can collect for a speed boost

- Players in no spin states now have a passive defense of 1 from below, as long as weight is 75 or more

Sonic

- thok rebalanced, its speed is now tied to a cool down this cool down only re charges if moving at moderate speeds or more
-can multi thok if thoks speed is high enough
-high speed thoks leave behind thok turbulence which other players can collect for a speed boost
-Super spin jump renamed to shin spin jump
- Shin spin jump cool down reduced
- Shin spin jump now has a few frames of invulnerability on start up
- Increased shin spin jump's attack from above to 3
- Increased ground pound's attack from below to 3
- Ground pound now has a few frames of invulnerability on start up
- Landing a direct hit with ground pound greatly reduces the cool down
- Landing a direct hit with ground pound awards a few frames of invulnerability
- Altered the knock back of ground pound when it lands a direct hit
- Ground pound's drop dash speed increased and added few frames of invulnerability
- Rock projectiles tumble if blocked with a defense of 1
- Killing someone a specific way with ground pound plays a funny sound
- Added battle ability spin wave

Tails

- Increased flying defense from above to 3
- Tail swipe no longer has any defense
- Tail swipe has more end lag while in the air
- Tail swipe projectile hitbox height slightly reduced
- Tail swipe now has a hitbox that appears in front a few frames before the projectiles come out
- Tail spin now has a few frames of invulnerability on start up

Knuckles

- Doubled exhaust time
- Has a defense of 1 from the front while landing from a glide or running
- Can now glide after being bumped out of a jump
- Drill dive now has an attack of 3 from below
- Can now glide after landing a direct hit with drill dive
- Dig now has a hitbox that appears on top few frames before the rock projectiles come out
- Dig's hitbox can attack players out of super and invincibility (as seen in sonic 3)
- Can glide after canceling a dig
- Rock projectiles tumble if blocked with a defense of 1
- Added battle ability explosive punch

Amy

- Can use her hammer attack after being bumped out of a jump
- Hammer attack now has a hitbox in front for a few frames
- Piko spin now has a few frames of invulnerability on start up
- can now hold jump during Piko spin to gain more height
- Piko spin can now damage badnicks and bosses without hurting herself
- Re added piko tornado
- Piko tornado can now damage badnicks and bosses
- Piko tornado cool down increased
- Hammer hearts now drop spin fire if she has an elemental shield
-"Amy tech" nerfed when holding the diamond/flag

Fang
- When shooting on the ground can alter the trajectory of his shots with the back and strafe keys
- Shots now leave behind spin fire if he has an elemental shield
- Can now shoot after exiting tail bounce in the air
- Fixed targetless shots falling too fast in reverse gravity
- reduced the nocontrol time for fang after inflicting a tumble with combat roll
- combat roll's vertical thrust is reduced if used on the ground

Metal Sonic
- Energy projectile speed doubled if overheat is below 80
- Can tap spin during dash slicer to skip to the rising part of the attack
- Added base ability ring spark field

Sonic
battle ability: Spin Wave
cost: 10 rings, cool down: 1.5 seconds
activation: on ground, charging a spin dash at least halfway.
bpsonic2.gif

Unleashes your spin dash charge as a projectile, it can pierce threw multiple enemies.

Knuckles
battle ability: Explosive Punch
cost: 10 rings, cool down: 1.4 seconds
activation: on ground, not rolling.
bpknuckles1.gif

Throws an explosive (parry breaking) punch, he is completely vulnerable during the wind up (but at least you can jump), really puts the knuckle in Knuckles.

Amy
battle ability: Piko Tornado
cost: 10 rings, cool down: 3 seconds
activation: when hammer is at full charge.
PikoRevenge.gif


Metal Sonic
basic ability: Ring Spark Field (original made by CloneFighter)
activation: press spin while hovering.
bpmetalsonic1.gif

Gains near impenetrable defenses at the cost of speed the spark field will damage or ensnare anyone in range Metal has no defense during the startup.

Reuse Disclaimer
Receive permission and give credit to the users below before reusing the following:
*SMS Alfredo (original guard script and some shield sprites) https://mb.srb2.org/threads/battle-sonic-battle-collection.28178/
*Flame (Smash cam) https://mb.srb2.org/threads/smash-cam-a-smash-bros-like-dynamic-2d-camera.27958/
*Kaysakado (Respawning objects and bustable FOFs) https://mb.srb2.org/threads/resource-respawning-objects-and-bustable-fof.28981/
*Clone Fighter (Ring spark's sprites and original code) https://mb.srb2.org/addons/ring-spark-field.3074/
*TehRealSalt (Simple character rebalancing) https://mb.srb2.org/threads/simple-character-rebalancing.27221/
*Inazuma (Stun Break VFX sprites)

- any lua scripting not listed above may be reused
- music that came from battle mod is reusable
- HUD assets not listed above may be reused

Anonymous
Denny
Kays
Lat'
Lianvee
LJ Sonic
reverbal
SMS Alfredo
Wane
DirkTheHusky
FlyingNosaj
Inazuma
MotorRoach
Panthonas
Clairebun
Krabs
FlareBlade93
TehRealSalt
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Author
JABSphere94
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Extension type
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File size
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MD5 Hash
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Latest updates

  1. Update v1.3.6 ring chip damage rework and wall combos

    - rings will drop from ring chip damage - wall combos added - fixed dashmode spawning...
  2. Update v1.3.5 bug fixes

    - fixed an issue where characters with no battle support can break collisions - fixed a bug...
  3. Update v1.3.4 new gimmick: ring chip damage, and battle spheres

    - power springing is nerfted while holding the flag/diamond - dashmode's sweet spot attack...

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