Because of course I forgot something lmao
Visual Timers:
- Added an entry to Timer Table to account for Vanilla Grow.
I've pushed HugeQuest to its limits with this latest update and now consider it complete. Lots of changes since Nora so grab a snack.
- Wallbonk penalty removed.
- Invincibility visuals now more distinct, inspired by Sonic Rush Adventure.
- Grow/Invincibility timers reverted to default (Vanilla) values.
- Grow now has 150% accel boost.
- Super will revert you to 1x scale, while providing an 80% top speed boost (100% during sneaker state).
- Super can roll up to two Sneakers, to diversify the item pool in light of the scaling change. Additionally, rolling Grow/Invincibility will automatically extend the timer by 6s and remove the item from your possession.
- Super activation no longer guarantees a 10 second duration: It now scales normally, with a max duration of 10s. e.g. You have 5 seconds of Grow left when activating Invincibility: (5+10)/2 = 7.5s Super timer. This will discourage players from holding onto the Super trigger until the last second to still get the full 10 seconds of Super.
- Explosive items no longer extend Power/Super timer.
- New command: hq_allsuper(default off). Good for testing Super frames/music, or usable as an alt game mode votable.
- New command: hq_dynamictimer (default on). Applies a hard cap to Grow+ and Invincibility+ and controls relevant mechanics.
-- Bonuses for item hits and direct contact nerfed to .5s and 1s, respectively.
-- Dynamic timer no longer dependent on position: Instead, it only tracks when you're in the lead and drains your timer progressively faster the longer you're in front. Makes Super finishes viable while not evaporating your timer when directly BEHIND the lead in 2nd.
-- With Power item timers reverted to Vanilla values, penalties have been adjusted to only subtract 1s from item hits, and 1.5s from direct explosions. Stage hazards - that aren't Kart attack items - no longer trigger penalties, making shortcuts like Machine Labyrinth viable again.
-- Boost Extensions: Using sneakers during Grow/Inv will slowly increase your timer, while Super's timer is frozen during sneaker boosts and while in midair. However, you cannot extend during an active Acro trickboost nor during a sneaker boost granted by a boost pad. This prevents ludicrous extensions.
-- Lead buffer now increments by 2 per tic. Dynamic Timer revised where timer now drains by (p.hqleadbuffer/TICRATE)+1. This means accelerated decay will now kick in around 0.25 seconds after hitting 1st. Jankpoints don't usually last this long, so this shouldn't affect you if you're suddenly first but truly bottom half.
-- Super timer will freeze in midair unless you're rolling an item.
- Revised Dynamic Super Glow Color code for consistency.
- Visual timers for various states (Sneaker, Hyuu, Super, etc) are now displayed at the bottom center of your HUD.
- Super damage revised: Kill > Punt. Players hit by Super will be punted, suffering extended spinout.
- New Command: hq_altsquish (default on). Reworks the squish state and applies a different damage type depending on the source.
-- Grow damage type revised: Squish > Fling. Players hit by Grow+ will be flung upward at an angle.
-- Global hazard squish revised: Squish > Kill. Hazards like Megablock's Jack-In-A-Box, Egg Quarters' crusher, and Spring Casino's chip stacks will now kill you if you are caught under them, and Power states are not exempt from this. Additionally, you will be forced to respawn at the last checkpoint you crossed on the map, whether or not kmp_respawnpoints is enabled on the server.
- BUGFIX: Fixed an issue where certain hazards would still spin you out in Grow. This is due to the fact spin sources aren't always valid inflictors, so some hazards wouldn't spin you, while others would.
- BUGFIX: Fixed a music change issue where Grow music would play at the start of a level if you either exited or restarted the level while Huge.
As of this update, HugeQuest is now a fully open asset. I've worked on this particular mod for two years, and there isn't anything else I could personally add to what's already here now. So, y'all have fun hacking this script to kingdom come. More importantly...
"Don't ask me for anything ever again." ~ Masahiro Sakurai
Interop, QoL, accessibility, and fun custom stuff!
- Code revised to interact with Chaos Drives. Grow+ and Invincibility+ may react to the Chaos Drives in your possession and trigger Super Form on use. Probability scales with the number of Drives you have, capping at 40% with Max Drives.
- Super Flash now triggers on Super Form end as well, but is also a client-side CVar, hq_superflash. By default, it is enabled, but those with photo-sensitivity issues can disable this.
- HugeQuest.cfg will now be created in your /luafiles folder, allowing you to set your Super Glow color and toggle the flash from Super transformations.
Speaking of Super glow colors...
Hyper Sonic color cycle has been added to the list of selectable glow colors!
You may have also noticed Sonic's sprites changing on transformation - that's Super Sonic... But he's not loaded on this server!
Transformations are possible thanks to Mindacos' work on his Chao characters. Place your secondary Kart sprites in Sprites, then use the Transformation lua to freeslot the sprite and determine the character skin the transformation would apply to, along with custom music(if any) and character glow color. Placeholder values are labeled, so replace them as needed. Included is a Super Sonic Transformation so you can see how applying a transformation to your character would work. Super Sonic does not have custom music, however, so please reference the standalone Transformation.lua for music.
Dynamic Character Glow changes:
- All base characters (plus bonuschars and a few community characters) now have a specific glow color by default.
Gold: Aiai, Ray
Orange: Tails, Kuze, Arle, Cream
Red: Knuckles, Kiryu, Mighty, Gamma, Omega, Eggman, Dark Chao, Motobug
Pink/Purple: Blaze, Majima, Ulala, Amy, Sakura, Espio, NiGHTS, Rouge
Blue: Vyse, Chaos 0
Aqua: Mike, Copen, Gunvolt, Chao
Green: Beat, Vector, Wonder Boy, Doomguy
White: Hero Chao, Aigis, Silver
Copper: Shadow, Metal Sonic
Hyper: Sonic, Flicky
Revisions:
- Dynamic color assignment code revised to allow for external scripts to assign colors for characters not listed in HugeQuest.
- MusicChange hook revised to allow for custom Super themes via external lua scripts.
- Clouds spawned during the last 3-5 seconds of your power/Super timer are now translucent to improve visibility in the affected areas.
Minor bugfixes (because what release is perfect on launch lmao) and QoL
- hq_superform now requires both Grow+ and Inv+ to be enabled, and disabling either will disable Super Forms.
- Clouds for timer warning now spawn every other tic instead of every tic for performace.
Massive balance changes for Grow and Invincibility, including a mechanic unique to the InvinciGrow combination: Super Form!
Universal Balance Changes:
- Both Grow and Invincibility now operate on a dynamic timer, decaying faster in larger rooms as you move into better positions. Don't even think about smuggling Grow into 1st place lmao
- Grow/Invincibility activations now start a chain for their respective item where the second activation will extend the timer normally, but further activations will extend by a scaled amount where the resulting timer is 75% of (current timer + item's base duration). The chain will reset once the power state runs out.
- Timers can be extended by either hitting players with items (+1sec), ramming/squishing players (+2sec), and driving over boost pads or Big Blue's recharge strip (+5tics/tic).
- Timers can be shortened by either hitting walls (-1sec), running into littered items/stage hazards (-2sec), or being within range of a powerful explosion (-3sec).
- Base timers have been buffed to accommodate the new timer mechanics: Grow - 15sec, Invincibility - 12.5sec
Visual Changes:
- No more HUD indicators for "Terrain Immune"
- White smoke will appear above your kart when your Power/Super state has 5 seconds remaining. At three seconds, the smoke will turn red, and an alarm will begin to play. Grow players will begin to flash red, and Invincibility players will emit red sparkles. Super players will only have smoke as a visual indicator, but the alarm will still play.
Super Form:
- Triggered when you activate both Invincibility and Grow. The screen will flash, and a special theme will play!
- Base timer is 10sec, and you cannot chain activations, as further use of Grow/Inv will only reset the timer. It is still possible to extend via aggressive driving and boost pads/recharge strips.
- Ramming players on the ground will force them to respawn where they died.
- While Super Form's timer can be shortened like Grow/Inv, it cannot be instakilled by the Kitchen Sink. Attempts to kill a Super player via kitchen sink will redirect the damage to you instead, with the server announcing the fact you just got ratio'd.
- Super Orbis will glow white when thrown, and split orbis will retain the glow if the player is still in Super Form when spawned.
- If Grow's size bonus isn't enough for you, turn on hq_extralarge. Super Mode will further increase your size to 200%! It's off by default - use at your own risk.
- Super Form's animated glow can be configured via clientside command hq_supercolor. By default, it is set to -1, where certain characters have specific glow colors (all which come from SRB2), and other characters simply default to Gold. The following characters have set glow colors by default:
Sonic - Gold (Super Sonic)
Tails - Orange (Super Tails)
Knuckles - Red (Super Knuckles)
Blaze - Purple (Burning Blaze)
Gunvolt/Copen - Aqua (Anthem)
Kiryu - Red (Climax Heat Mode)
Majima - Purple (Heat Mode: Mad Dog of Shimano)
Kuze - Orange (Heat Mode)
Setting hq_supercolor to a value between 0-8 will force a particular glow color, listed below:
0 - Gold
1 - Orange
2 - Red
3 - Purple
4 - Blue
5 - Aqua
6 - Green
7 - White
8 - Copper/Bronze
Grow-specific changes:
- Giant Orbis will now split at a forward angle, allowing for point-blank attacks without destroying your momentum in the process.
- Split Orbis will now bounce during their lifetime, bouncing high enough where players can drive underneath if they're careful. Watch out for halfpipes!
- While offroad immunity is still a toggle, extended spinout from Grow+ items and Eggman karma boxes are now standard to Grow+.
- Grow+ now has a base acceleration bonus of 150%.
Misc Changes:
- Hitfeed support has been added for Super Form kills.
- KartMP support has been added for Super Form kills: If kmp_respawnpoints is enabled, respawning will use those functions instead.
- Hostmod support has been added for Super Forms.
- FunnyDeath support has been added for Super Forms: If FunnyDeath is loaded on a server (enabled or otherwise), Super Form kills will trigger the Tiny-Splosion death (shown above).
Hope you enjoy, and merry Christmas!
Forgot to delete a line in ThinkFrame related to old code; HugeQuest should now work as intended.
Small update; mostly moving the Awards to Kart VS Rating so bundled and standalone versions are no longer necessary. No more nil messages related to awards now!
- Awards have migrated to Kart VS Rating.
- Minor revision to how Grow+ interacts with Hitfeed; squishing players with Grow+ should now consistently display messages.
- hq_orbigift removed; was mostly there for testing purposes and showing people how Grow+ interacts with items, but ultimately unnecessary in the grand scheme of things.
- Grow+ and Invincibility no longer stack in Battle Mode if Battle Plus is loaded - Prevents cheese in game modes like Emerald Thief.
Seems like users have still been getting the nil warning regarding Awards, so that will now be separated from the mod, and going forward, any updates to HugeQuest will be in both bundled and standalone forms. If you aren't using the custom intermission scoreboard, download the standalone version. If you are using the custom scoreboard but either aren't using HugeQuest, or are and also want the Awards, download the Awards script or bundled version respectively. Feel free to ping me with any feedback or suggestions!
Minor change:
- You now flash green during offroad immunity instead of your inverted player color.
A few minor fixes this time around
hq_awards is now off by default - this should eliminate the nagging warning message about attempting to index a nil value. Thank you to everyone who DM'd me about this lmao
If hq_offroad is enabled, players will now flash the opposite color of their current skin color. Additionally, you'll get a written indicator saying Terrain Immune, located right below your item slot. This indicator will also appear during Invincibility and will flash red when you have three seconds of terrain immunity remaining from either power-up.
Grow+ now kills SMK Pipes and Thwomps on contact. Furthermore, Grow+ now ignores friction changes, in line with the other speed items.
Offroad dust no longer drawn during Grow+ terrain immunity, offering visual consistency.
Merry Christmas, everyone! Some fun stuff inbound:
Bold denotes new stuff
Italics denotes changes to existing stuff
- New variable: hq_hugespeed(default: 0.1) - You can now adjust Grow+'s speed boost, and this value is affected by whether hq_offroad is on. If hq_offroad is off, speed boost value is doubled.
- New variable: hq_eggkarma(default On) - Grow+ treats Eggboxes as Karma items/UFOs, giving you better item odds.
- Grow+ players now have a chance at rolling The Sink.
- Added hq_hugespeed to the hq_help table- Awards support! Add several awards for the Honorable Mentions section of a custom Hostmod scoreboard seen in several dedicated servers, written by freeman#7626. New awards are:
Superstar: Hit at least 5 players while invincible
Huge Quest: Flatten at least 5 players while in Grow
Demolitons Expert: Score at least 5 hits with explosives on other players (not yourself)
Jesus Take the Wheel/GBJ: Bump into walls at least 15/50 times in a race
- Changed speed boost code in Grow+ function to reflect hq_hugespeed value
- Bugfix where getting hit by Invincibility while in Grow+ no longer triggers pain lines