Spyro the dragon, a Sonic Robo Blast 2 character mod by Nero1024
Originally based on Radicalicious' work. Sprites and additional coding by Nero1024.

After some finagling in Blender to render out sprites for Radicalicious' "Spyro the Hedgehog" mod, I took it upon myself to code in some (questionably buggy) enhancements.

---INSTALATION---
Extract .PK3
Uese the ADDONS menu item and navigate to where you extracted the .PK3 file, select .PK3 file.
????
Profit?

---PREFERED GAMEPAD CONTROL SETUP---
(on an Xbox controller)
Jump	= A
Spin	= X
Custom1	= B
Custom2	= Y
Fire	= Right Trigger (RT)
Tossflag= Left Analog Stick


---LORE (As in why is Spryo in Sonic's world in the first place?)---
Spyro partakes in a teleportation experiment that's being conducted by the Professor, however something weird happened and now Spyro is transported into Sonic's universe (probably something to do with Eggman's diddling with that asteroid). Separated from Sparx, Spyro must rely on collecting rings to keep himself safe while also avoiding the various hazards in Sonic's world. Spyro, with the help Sonic and his buddies must reach Eggman's base, as that is where a teleporter is believed to be located that can return Spyro home.



---INFO---
Character: Spyro
Description: Spyro can glide, breathe fire, and charge around among other things. His low speed and hover abilty makes him ideal for precision platforming.


---ABILITES---
Glide and Hover: Press the Jump button in the air to start gliding. Press Custom2 while gliding to end your glide with a brief hover. The hover move is great for just reaching distant platforms and to better stop above a specific spot.

Fire breath: Press the Custom1 button to breathe fire in front of you. The flames don't travel far however they're fairly effective at dispatching enemies. Certain enemies are not affected by your flames though.

Charge: Press and hold the Spin button to charge ahead with speed. Spyro's horns are pretty robust and can carge through most enemies, however certain enemies cannot be charged at due to their features such as spikes, so try not to get robusted by them. This move can also be used to bust through breakable walls.

Headbash: Press the Custom2 button while in the air after a hover to dive at the ground with a headbutt. This is a great move for quickly descending from heights and can break through bustable floors.

Bash-Rollout: When bashing down towards the ground hold the Spin button to roll into a ball and spin ahead a short distance. This can be used to get under low gaps that require the player to the player to be rolling.
NOTE: This move is not available by default, you need to enable it by setting "rolloutavailable" to 1 in the Console.

Supercharge: When you have the Super Sneakers powerup you can charge at great speeds with a Supercharge. If you can keep the charge going you can charge through spikes and above the surface of water.

Swim: Hold the Jump button while underwater to ascend. Be careful as Spyro is vunerable to drowning while in Sonic's world, what with Sparx not being there to help. You can also charge underwater to defeat some enemies and move quickly, however Spyro will quickly descend deeper when you do this and can be hard to regain upward momentum.

--Additional shield powers
In addition to the moves the shields provide some can give Spyro some additional powers.

- Flame Shield & Elemental Shield -
These shields will give Spyro the Superflame. Instead of a normal fire breath you will shoot a powerful fireball that can hit any enemy (that is vunerable to missiles). The Elemental Shield's flame drop ability will activate when you headbash.

- Bubble Shield -
This shield's bubble bounce ability will activate when you headbash the ground.

- Armageddon Shield -
This shield's explosive screen nuke will activate when you headbash the ground.

- Whirlwind Shield -
This shield will enhance Spyro's gliding abilities. His descent rate is significantly slower and can get back into a glide faster after a hover. Press Spin button to charge ahead and use the shield's wind jump ability.

- Electric & Attraction Shield --
These shields will replace Spyro's fire breath with an electric attack that can be charged up for a longer stream of bolts.

---BattleMod Actions
- Flameshot: Cost 9 rings. Press the Fire button to have Spyro fire a brief stream of Superflame fireballs. This move is pretty effective in going through enemies, and the flames left behind is dangerous to those without a Flame or Elemental Shield or any other kind of fire protection (including you!). Only available when the BattleMod is loaded.


---TIPS---
-Sparx, your dragonfly buddy, is not here to help (yet). Without Sparx's protective magic Spyro is especially vunerable to the hazards in Sonic's world. The rings can keep Spyro safe from most harm however he is still at risk of drowning, crushing, and other hazards.

-Certain enemies either can only be charged OR flammed, use caution when around enemies. A quiet ping sound will play when you try to torch nonflamable enemies.

-Make sure you commit to Spyro's hover; it's difficult to get back into a glide after a hover.

-Spyro is _very_ slow, use your movement abilities to your advantage!

-Don't charge or glide into walls you'll bonk and lose time or irreparibly mess up your glide. However bonking can sometimes be used to get up ledges, be clever!

-Some shields can interfere with Spyro's movement abilities so if you value maneuverability over whatever benefiets they provide it would be wise to avoid having a shield on him.

-As a magical dragon, the energy coming from the Black Rock asteroid can enhance certain abilities or give Spyro additoinal powers. Keep an eye out to see what Spyro can do while on the asteroid, especially around the core...

-The .zip file this readme resides in should have a .rtf file with a table of what enemies are chargeable/flammable.



---Notes, Bugs, Todos, and other Quirks:
-Spyro can reasonably complete all the normal singleplayer maps from all the hours of playtesting and debugging. The challenge maps may require the Bash-Rollout move depending on your preffered route. Think you're stuck? Try backtracking and search for alternate routes.

-Spyro's headbash won't enhance his bounce momentum and is especially ineffective on springs.

-Spyro can turn on dime when gliding (or charging with "spyrochargeturn" set to 0), all ready for exploitation. This ain't right but I can't be arsed to figure out how to fix it.

-Spyro can charge right after a hover even though he normally cannot in his games. You'll feel like a cool fast boi speedrunner once you get it down. You'll then wish you can do that in his normal games.

-Same goes for headbashing, though the Bash-Rollout mitigates it a little.

-Spyro's swimming ability is more in line with the base SRB2 rules than Spyro's original games, as in he will sink to the bottom rather than remain still, and cannot stay on the surface of water. You can still charge under water and move pretty fast.

-Hate bonking against walls? Turn it on/off with the "bonk" Console command (wuss).

-TODO(maybe): Sparx, however he is out of the scope of this project.