Hello! How's it going? This is the first update of the year!
I have fixed two issues in this update:
Here's a comparison with the beginning of ERZ2, where it's extremely dark for some seconds:
- 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 havingsfaura_opacity2
set to 0 would make the second aura's overlay not visible.
Left: v3.0.1
Right: v3.0.2
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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:
This should address the compatibility with "squash and stretch" addons. Here's a comparison:
- Fixed the outline objects not getting scaled according to the player object's
spritexscale
andspriteyscale
values.- Fixed the outline objects not having their sprite offset values set correctly according to the player object's
spritexoffset
andspriteyoffset
values.- The outline objects will now flicker in sync to the player after getting hit (temporary invincibility).
Left: v3.0
Right: v3.0.1
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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:
As the
- 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
andssjf
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
andsfaura_scale2
commands 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 thesfaura_preset
command.- Added an uncolorizable UI aura, which will replace the original
ui
aura style. The colorizable version now hasuic
as its ID.- Added an aura overlay for the
ui
aura style.
- Keep in mind that
uic
doesn't have this overlay. If you need it, you can set the sprite of the second aura toui
and set its opacity to 0%.- The
scale
andoverlay_scale
variables in theSFA_AuraStyles
definitions can now be safely ignored. If that happens, it will be set to one fracunit by default.- The
color
andsound
variables in theSFA_AuraStyles
definitions are now deprecated in favor of thesfaura_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
mui
ID.
- It uses the same aura sprite as UI, but with a different overlay sprite.
- Renamed the
sfaura_style
andsfaura_style2
commands tosfaura_sprite
andsfaura_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/
.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:
Credits to Buggie for Sonic New's super aura code (edited and used for the glowing sprite outline feature).
- Go to the
/luafiles/client/
folder located in your SRB2 installation. The SFA config files are named after the commands used to change them.- Delete the
sfaura_autoconfig.dat
file.- Rename
sfaura_style.dat
andsfaura_style2
.dat tosfaura_sprite.dat
andsfaura_sprite2.dat
.- Create a new folder named
SuperFormAuras
and move the SFA config files to that folder.
[Open Assets] - Team New
The Team is here! And Recent Tails as addition and some fixed/changes for Sonic and Knuckles. But before the characters some stuff that will be useful. Custom 1 - Action Button. The button used for cool stuff like Cyloop, Tornado and Crouch(More...mb.srb2.org
Hello! I'm back with another update for Super Form Auras!
Check the changelog below:
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.
- 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.
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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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 withsprite
.overlay_frames
: The amount of frames the aura's overlay has. Works in the same way asframes
.overlay_tics
: The speed of the aura's overlay animation in tics. Works in the same way astics
.overlay_scale
: The scale of the aura's overlay. Must be set in fracunits just like withscale
.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.