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FEATURES:
JMS's main feature is the Charge Abilities, moves that are charged up to improve their effects.
You can read the details here:
CHARGING
Pressing and holding JUMP while jumping will cause JMS to start charging. If charging is held for too long JMS will fall to the ground while completely vulnerable.
Charge Abilities has an energy meter. While charging, the meter will highlight the amount of energy that is being prepped for use. Energy is recovered while standing on the ground or hitting enemies.
JMS will charge 50% faster while under the effect of super sneakers.
Charging can be followed up by three different moves, which are as follows:
CHARGE THOK
Release JUMP while holding a direction to perform the Charge Thok.
The Charge Thok bounces off walls and, when fully charged, breaks bustable walls (and ACZ2 saloon doors).
The wall bounce and wall break function for as long as JMS has a trail of after-images.
CHARGE JUMP
Release JUMP without holding a direction to perform the Charge Jump.
CHARGE STOMP
Press SPIN while charging to perform the Charge Stomp. The Charge Stomp bounces off the floor and, when fully charged, breaks bustable floors. Stomping on a spring also causes JMS to get increased height. The extra height depends on how much energy is used to stomp.
Pressing and holding JUMP while jumping will cause JMS to start charging. If charging is held for too long JMS will fall to the ground while completely vulnerable.
Charge Abilities has an energy meter. While charging, the meter will highlight the amount of energy that is being prepped for use. Energy is recovered while standing on the ground or hitting enemies.
JMS will charge 50% faster while under the effect of super sneakers.
Charging can be followed up by three different moves, which are as follows:
CHARGE THOK
Release JUMP while holding a direction to perform the Charge Thok.
The Charge Thok bounces off walls and, when fully charged, breaks bustable walls (and ACZ2 saloon doors).
The wall bounce and wall break function for as long as JMS has a trail of after-images.
CHARGE JUMP
Release JUMP without holding a direction to perform the Charge Jump.
CHARGE STOMP
Press SPIN while charging to perform the Charge Stomp. The Charge Stomp bounces off the floor and, when fully charged, breaks bustable floors. Stomping on a spring also causes JMS to get increased height. The extra height depends on how much energy is used to stomp.
Outside of these Charge Abilities, JMS also has a couple of other abilities, which you can read about here:
Homing Thok
The main features of this Homing Thok are the increased range (+20% distance and can target enemies above JMS) and changed animations.
Monitors, springs, TNT barrels, Metal Sonic and Detons are ignored.
Forward momentum is given on a successful Homing Thok for easier chaining.
Dash Mode
JMS has a customized Dash Mode as of version 1.3.
Recurl
JMS can also recurl when jumping off springs by pressing either JUMP or SPIN as long as he is still on his way up. From this recurl he can perform his Charge Abilities and the Homing Thok.
COMBO COUNTER
As can be seen in the Homing Thok gif, when hitting multiple enemies without touching the ground a combo counter appears. It disappears when touching the ground. Note that ground bouncing does not cause the counter to reset.
The combo counter is purely cosmetic and does nothing functional.
The main features of this Homing Thok are the increased range (+20% distance and can target enemies above JMS) and changed animations.
Monitors, springs, TNT barrels, Metal Sonic and Detons are ignored.
Forward momentum is given on a successful Homing Thok for easier chaining.
Dash Mode
JMS has a customized Dash Mode as of version 1.3.
- Like vanilla, Dash Mode is built up by moving at high enough speed or charging a spindash.
- If fully built up via spindash, releasing the spindash immediately uncurls JMS.
- Pressing SPIN while on the ground in Dash Mode has JMS enter a fully charged spindash state.
- This can be used to redirect JMS or hold Dash Mode while standing still.
- While Dash Mode is active, normalspeed gradually increases up to a cap.
- Normalspeed caps out at +50%, not very high but a noticeable increase.
- The normalspeed increase also affects the Charge Thok speed cap.
- While Dash Mode is active, increase jumpfactor by 10%.
- While Dash Mode is active, enable water running.
- While Dash Mode is active, increase Charge Ability charging speed by 25%.
- This effect stacks with super sneakers and Super form.
- JMS breaks through ground/ceiling spikes while in Dash Mode.
Recurl
JMS can also recurl when jumping off springs by pressing either JUMP or SPIN as long as he is still on his way up. From this recurl he can perform his Charge Abilities and the Homing Thok.
COMBO COUNTER
As can be seen in the Homing Thok gif, when hitting multiple enemies without touching the ground a combo counter appears. It disappears when touching the ground. Note that ground bouncing does not cause the counter to reset.
The combo counter is purely cosmetic and does nothing functional.
JMS can be customized in a couple of ways using the custom menu which is opened with the console command "jetmetalmenu". Read about the contents of this menu here:
The energy meter's colour can be changed.
Visual effects (electric sparks, after-image trails, etc.) have a couple of available colour options as well.
The inputs for the Charge Jump and Charge Stomp can be swapped.
And finally, transforming into Super form can be mapped to Custom1, Custom2, Custom3 or TossFlag.
Finally, JMS has a Super form. Transforming is mapped to Custom1 by default.
You can read about what changes with Super Jet Metal Sonic here:
- SJMS gets +20% efficacy on Charge Abilities,
- SJMS charges 50% faster (does not stack with super sneakers),
- SJMS get an additional passive energy recovery effect.
COMPATIBILITY:
As of right now, JMS has no built-in compatibility with other addons.
RE-USABLE CONTENT CREDITS:
- ARjr - Spike breaking code as found in delf's reusable boost.
- CobaltBW - Fang's Popgun Modifications
- Felix44 - Simple Custom Menu
- Frostiikin - CrossMomentum
- Inferno - Max Control Pack
- Inuyasha - Boss HUD Example
- Katmint - Reveries
- Krabs - Rebound Dash