Hello! I have something very important to say.

So, I once told Kori, an SRB2 Hangout hoster which you may know, to add this addon on his server, but it turns out that it was still quite unstable in Multiplayer games. I wasn't able to see other people's auras, but some of them and I could see my aura. I figured out that this bug was caused by an issue in the I/O system that was present since SFA v3.0.

Not only that, but, because of another possible bug, there's also a possibility that, if you joined a server with SFA loaded in, your SFA settings may have been replaced with other player's settings without your knowledge, although I haven't really checked if this does actually happen. If it did for you, then I'm really sorry.

Right now, I'm trying to fix the former bug, which isn't easy to do unlike the later one.
Hello! Apologies for taking some time, but I was doing some other stuff, and I was refactoring some code.
Anyways, here's a new version of SFA with some changes:
  • Cleaned some of the aura spawning/removing code. It looked pretty messy to me, so I had to do this.
  • Fixed a bug where trying to change sfaura_soundscheme would trigger a LUA warning if the aura mobj didn't exist (either by setting sfaura_conditions to "Never" or to "Super Only" without transforming into Super).
  • Fixed a bug where the secondary aura's overlay would not get removed when the main aura was deactivated (either by detransforming or setting sfaura_conditions to "Never") if sfaura_sprite2 was set to an ID that has an aura overlay set in its definition.
  • Removed the feature that allowed you to change your main and secondary aura's rendering order. I'm really sorry for this, but I had to do it because I realized that this feature didn't work properly in Multiplayer games. It took me a while to discover this.
    • The sfaura_draworder and sfaura_draworder2 commands have been removed. As such, the variables connected to these commands on the SFA_Presets global table are now deprecated and won't be run by the sfaura_preset command.
    • By default, the main aura is now rendered behind the player, and the secondary aura is now rendered in front of. The aura overlays will still be rendered in front of the player and the auras.
    • The default SFA presets have been updated to adapt to this change.
Maybe I could develop a feature to add a third aura that is rendered behind the main aura by default, but I'm not sure if anyone wants that. If you want it, then feel free to tell me.

Anyways, I've found out an issue with the player outline feature that started occurring in SRB2 v2.2.14. The outline is now being rendered behind the main aura instead of the player. I have tried to fix this issue by using other methods of spawning and maintaining the outline mobjs, but unfortunately, these were a failure.

The outline feature won't be removed, so if you're in v2.2.14, then you'll have to deal with this issue. Some workarounds you could do to make your outline still visible would be to change the value of sfaura_sprite to an ID that has transparency inside its sprite, or reduce the opacity of the aura by changing the value of sfaura_opacity.

Anyways, that was all.
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Hello, everyone.
I wanted to inform you all that some info on the Overview page is currently a bit outdated. I will update it as soon as I finish developing a new version of SFA.

Disregard the warning that I wrote at the start of the page if you're using 2.2.14. Apparently, the crash has been fixed in that version. However, I've also noticed some issues with the sprite outline feature, as it looks like that it's now rendered behind the aura. I'll try to fix this.

Anyways, that's all I needed to say.
Hello! The addon is nearly reaching 3k downloads! Anyways, here's a new update for Super Form Auras.

Changelog:
  • Changed the way the auras and their overlays set their target mobj. This should fix most of the flickering bugs in the OpenGL rendering mode. The main and second aura's overlays will now be shown in front of the auras and the player.
  • Fixed an error where the second aura's scaling would depend on the definitions of the main aura's sprite.
  • Fixed an error where the player's followitem wouldn't have full brightness (RF_FULLBRIGHT) if they had set sfaura_conditions to "Always" and weren't in their Super form.
  • Added a new variable for the SFA_AuraStyles global table: overlay_rescalable. This allows you to set if your custom aura's overlay should be affected by SFA's scaling commands. If not defined, it will be set to true by default.
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
srb20008.gif
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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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!
srb20008.gif
srb20009.gif
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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 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)
srb20011.gif
srb20008.gif
srb20009.gif
srb20010.gif

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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