Hello! How's it going? This is the first update of the year!
I have fixed two issues in this update:
  • Fixed an issue where the player's sprite outline would get darker if the player was in a dark area while having sfaura_conditions set to "Always" and not in their Super form.
  • Fixed an issue where setting sfaura_sprite2 to an ID that contains an aura overlay while having sfaura_opacity2 set to 0 would make the second aura's overlay not visible.
Here's a comparison with the beginning of ERZ2, where it's extremely dark for some seconds:

Left: v3.0.1
Right: v3.0.2
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srb20011.gif

Note how the outline in v3.0.1 is not visible at the beginning. On the other hand, v3.0.2 maintains the outline visible.
Hello!
So, I noticed some irregularities with the sprite outline feature. I have corrected them in this update.

Changelog:
  • Fixed the outline objects not getting scaled according to the player object's spritexscale and spriteyscale values.
  • Fixed the outline objects not having their sprite offset values set correctly according to the player object's spritexoffset and spriteyoffset values.
  • The outline objects will now flicker in sync to the player after getting hit (temporary invincibility).
This should address the compatibility with "squash and stretch" addons. Here's a comparison:

Left: v3.0
Right: v3.0.1
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srb20009.gif

It still looks a little buggy, but it's better than the previous version.
Hello, everyone!
I want to say thanks for the 2k+ downloads! It means something to me. I'm amazed that some people really like my addon.
Anyways, I've updated Super Form Auras with some changes, new stuff and a few bug fixes!

Changelog:
  • Added the ability to activate a glowing outline on the player's sprites. To change the outline's settings, use the following commands:
    • sfaura_outline <on / off>
      Turns the outline on or off.
    • sfaura_outlinecolor <any valid skincolor / player / opposite>
      Sets the color of the outline.
    • sfaura_outlineblend <add / substract / multiply>
      Sets the blending mode of the outline.
  • Made a slight modification to the ssj and ssjf sprites' colors.
  • Added a command to change all of your aura's settings from a preset: sfaura_preset <id>
    • Type sfaura_preset list to see all the available presets.
  • You can now change the X and Y size of the auras separately. The sfaura_scale and sfaura_scale2commands were split into four:
    • sfaura_xscale <number 0 to 5, decimals allowed>
      This changes the width of the aura's sprite.
    • sfaura_yscale <same as above>
      This changes the height of the aura's sprite.
    • sfaura_xscale2 <same as above>
    • sfaura_yscale2 <same as above>
  • Removed the sfaura_autoconfig console variable in favor of the sfaura_preset command.
  • Added an uncolorizable UI aura, which will replace the original ui aura style. The colorizable version now has uic as its ID.
  • Added an aura overlay for the uiaura style.
    • Keep in mind that uic doesn't have this overlay. If you need it, you can set the sprite of the second aura to ui and set its opacity to 0%.
  • The scale and overlay_scale variables in the SFA_AuraStyles definitions can now be safely ignored. If that happens, it will be set to one fracunit by default.
  • The color and sound variables in the SFA_AuraStyles definitions are now deprecated in favor of the sfaura_preset command, although nothing bad will happen if your custom definition still includes them, as they are now ignored.
  • Added a new variable for the SFA_AuraStyles definitions: overlay_blending (must be an AST_* constant)
  • Added the "Full Power True Hyper Sonic" aura style, alongside its preset. Both use the fpths ID.
  • Added the Mastered Ultra Instinct aura style, alongside its preset. Both use the muiID.
    • It uses the same aura sprite as UI, but with a different overlay sprite.
  • Renamed the sfaura_style and sfaura_style2 commands to sfaura_sprite and sfaura_sprite2.
  • Fixed a bug where the aura scale commands would set the scale incorrectly if a number with zeroes behind the final decimals (ex: 1.0009, 2.0012, 2.04, etc.) was introduced.
  • Reworked the text that is printed in the console when you type any of the SFA commands without arguments.
  • Fixed sfaura_preset command and automatic SFA config loading throwing off NetXCmd errors.
  • Every time you switch to a different aura sound scheme, its aura burst sound will now play.
  • Added a new aura burst sound to the ssbk sound scheme.
  • SFA config is now saved in /luafiles/client/SuperFormAuras/ instead of /luafiles/client/.
As the sfaura_style commands have been renamed, sfaura_autoconfig has been removed, and the settings are now saved into a different folder, you will have to update your SFA settings. Here's how to do it:
  1. Go to the /luafiles/client/ folder located in your SRB2 installation. The SFA config files are named after the commands used to change them.
  2. Delete the sfaura_autoconfig.dat file.
  3. Rename sfaura_style.dat and sfaura_style2.dat to sfaura_sprite.dat and sfaura_sprite2.dat.
  4. Create a new folder named SuperFormAuras and move the SFA config files to that folder.
Credits to Buggie for Sonic New's super aura code (edited and used for the glowing sprite outline feature).

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  • Cool!
Reactions: Dark94
Hello! I'm back with another update for Super Form Auras!
Check the changelog below:
  • Added a command to change the aura's blending mode: sfaura_blendmode (normal/add/subtract/difference/multiply)
  • Added the ability to stack a second aura! Here's the commands to modify the properties of this aura (they work exactly like the ones to modify the main one):
    • sfaura_scale2
    • sfaura_color2
    • sfaura_style2
    • sfaura_opacity2 (This is set to 0% by default, so if you need to activate the second aura, you can set this to a different value.)
    • sfaura_draworder2
    • sfaura_blendmode2
  • Removed the SSBK aura style since it's no longer necessary (thanks to the previous feature mentioned above). Its sound scheme was not removed, though.
  • Fixed a text error that displayed "Set the aura's size" instead of "Sets the aura's opacity" when using sfaura_opacity without arguments.
The idea of an optional, second aura was suggested by someone I met on a SRB2 hangout server. When I developed it, I realised that this would be a really neat idea.
I will update the Overview page soon to reflect the new changes and to avoid misleading users.

That's all for today. Have fun adding Kaioken to your custom form!
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  • Cool!
Reactions: SusSped and 2Tailz
Hello! I've just made an update of this addon with some new features. Check them below:
  • Aura styles can now have an extra overlay that is always shown in front of the player.
    To add an overlay to your custom aura, freeslot its sprites and then add the following variables to your custom aura style's definition:
    • overlay: The aura's overlay sprite. Must be an SPR_* constant, just like with sprite.
    • overlay_frames: The amount of frames the aura's overlay has. Works in the same way as frames.
    • overlay_tics: The speed of the aura's overlay animation in tics. Works in the same way as tics.
    • overlay_scale: The scale of the aura's overlay. Must be set in fracunits just like with scale.
    • overlay_opacity: The opacity of the aura's overlay. Must be an FF_TRANS* constant.
  • Added the SSJ2 aura style (alongside its light-color fill version) and sound scheme (requested by Doom Guy Chara)
  • Added the Berserker True Super Sonic, Semi-True Hyper Sonic and True Hyper Sonic auras from the Sonic's Quest for Power series.
  • Added a new command to change the aura's drawing order (either in front or behind the player): sfaura_draworder (front/behind)
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I don't know if I'm supposed to put the additional credits on the Overview section as well as here... But anyways, here are the credits for the new sprites and sounds I added:

Woothrad and LukasAhl1: Source of the SSJ2 aura overlay (lightning sparks)

LgdVegetto: Creator of the SQFP series and the sprites for BTSS, STHS and THS auras.
I ripped them by downloading the SWF files and then using a program named "JPEXS Free Flash Decompiler".

Burcol: SSJ2 passive aura sound.
I used the same source linked in the Overview page.
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