Hello! How's it going? I have made some tweaks to the add-on:
  • Refactored parts of the aura thinkers' code by using functions and variables.
  • I/O: console variables are now loaded as strings instead of integers.
  • The sfaura_allowsounds console variable is now saved by the I/O system.
  • Made tweaks to how floating point numbers are displayed when the aura scaling commands are used. It should now print accurate numbers with no zeroes at the end.
Hello! How's it going? It's been a while again since the last update; slightly more than a half-year has passed. Let's just say that I was very busy with other stuff. Anyways, here's a new version of Super Form Auras!

Changelog:
  • New Ultra Instinct aura sprites, which applies to both ui and muiaura styles. It should now look a bit more accurate to how it looks in the anime.
    • To clarify, I made the new aura sprites myself using Paint.NET effects, mainly with "Clouds".
  • Overhauled the overlays of the ui and mui auras.
  • Improved the bottom edge of all the SSGSS-based auras' sprites.
  • Changed the ID of the colorizable Roll the Dice's UI aura: uic --> uirtd
  • The player's outline now uses palette translations in order to have a fully solid color. It's now limited to specific colors: type sfaura_olcolor without arguments to see the possible values.
  • Added normal (translucent) blending mode for the player's outline.
  • Removed subtractive blending mode for the player's outline, as it seemed to be quite buggy.
  • SFA's aura scaling commands now reject values lower than 0.01.
  • Fixed a tiny issue where SFA's aura scaling commands wouldn't accept the maximum of 5 as an integer value.
  • Fixed a bug where the console would spam "You must be in a level to use this." if a player joined as a spectator on Ringslinger gamemodes.
  • Fixed warnings appearing in the console if a player with an active aura becomes a spectator.
  • Fixed an issue where transformation sounds would still play if a player changed their aura's sound scheme via sfaura_soundsch even if sfaura_sounds or sfaura_allowsounds was set to 'Off'.
  • If SFA finishes loading with the aura conditions switcher button set to "None", it will now display a different message.

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Hello! It's been a very long while since I released v3.3 of Super Form Auras, but here I am now. To start, I wanted to say thanks for the 10k+ downloads! It's really nice to hear that my addon is getting more popularity. Anyways, here's a new version of SFA with a couple fixes and changes.

Changelog:
  • Renamed some of the SFA console commands. This implies that a part of your settings are gonna be reset, but you can avoid that by renaming the files in the /luafiles/client/SuperFormAuras folder. I do apologize if this gets to annoy some of you, but I felt like my commands were badly named.
    • sfaura_soundscheme --> sfaura_soundsch
    • sfaura_sprite --> sfaura_style
    • sfaura_sprite2 --> sfaura_style2
    • sfaura_outlinecolor --> sfaura_olcolor
    • sfaura_outlineblend --> sfaura_olblend
  • Improved the I/O system and the commands:
    • It can now detect if one of your config files point to an invalid value. In that case, SFA will warn you of this and automatically set it to the default value.
    • Fixed (hopefully) the bug where the last setting being loaded by SFA would occasionally print its output text in the console.
    • Fixed the bug where turning Super before SFA finishes loading the settings would throw some LUA warnings in the console.
    • Reworked the text printed in the console after SFA finishes loading.
    • Reworked the commands' code to avoid redundancy.
  • Fixed the issue where the player's outline would be rendered behind the main aura.
  • Some other slight changes in the code that shouldn't affect the addon's functionality.
  • Added an optional variable called colorable for aura style definitions in the SFA_AuraStylesglobal table.
    • If your aura's sprites aren't meant to be colorable, then you can set this to false, which will disable the ability to change its color through the sfaura_color commands. If not defined, it's set to true by default.
  • Changed the ID of an aura style: firesonic --> rtd
  • Cool!
Reactions: BlueTorch
Hello! It's been a while since the last update, but here's a new one...

Changelog:
  • A new variable called blending has been added for the SFA_AuraStyles definitions.
    • If your custom aura's sprite is meant to be used with a certain blending mode, you can set this variable to an AST_* constant.
    • If this variable is not defined, it will use the blending mode set by the sfaura_blendmode command.
    • sfaura_blendmode will notify you if the current aura sprite you're using has a blending mode overriding it.
  • Made changes to the UI aura's sprite.
    • The colors were changed.
    • The aura now uses an additive blending mode.
  • Made minor changes to the MUI aura's overlay sprite.
  • The sfaura_presets command has been removed. I decided to do this because it was a redundant feature, since console scripts already exist. Basically, you can insert the SFA setting commands in the script, and then execute it in the console using exec. That way, you can have aura presets without having to create a LUA script.
    • This means that the SFA_Presets global table is now deprecated and won't be loaded by SFA.
Here's how the new UI aura looks like:
srb20009.gif
Fixed the issue where setting the aura's sprite to mui would force it to have an additive blending mode. That issue was actually meant to be a feature for a future version, sorry.
Fixed an error where having sfaura_condbutton set to none would cause problems with SFA settings loading.
Hello! Apologies for taking a lot of time, but here's a new version of Super Form Auras!

Changelog:
  • Aura activation conditions are now changed by pressing a button.
    • The sfaura_conditions command has been replaced with a new one called sfaura_condbutton.
    • Every time you press the button, it will switch between "Never", "Super/Sol Form Only" and "Always".
  • Added support for RushChars' Sol forms. Changing the aura activation conditions to "Super/Sol Form Only" will activate the aura if the player enters in their Sol form.
  • Fixed the ui and uic aura sprites being slightly misaligned.
  • Tweaked the I/O system to solve some issues with loading settings.
So, the reason why this update took a lot of time to get released was because of a development hell regarding I/O. I saw that the I/O system was still causing some issues in Multiplayer games, so I tried various methods to fix it. The only solution I found was to constantly try to load each setting until they were all set. It should work fine in Multiplayer games now.
The only issue I have is that when the last setting is loaded, sfaura_condbutton, it occasionally shows its output text in the console after finishing. I couldn't figure out how to fix it, so I guess that I'll leave it there. Maybe it'll be useful for you if you need to remember which button was the setting mapped to.

I will update the addon's Overview page later, so you people can have enough time to download this update before the addon gets sent back to the approval queue.
Sorry again, I fixed an issue where the I/O system couldn't load the default settings if the SFA config files weren't present.
Sorry, the aura burst sound didn't play when the aura's sound scheme was changed, so I fixed it now.
Hello, everyone! Here's a new update for SFA addressing some bugs that appeared in online Multiplayer games. Hopefully, the addon should now be stable and good for use in SRB2 servers. Here's the changelog:
  • Fixed a bug in the I/O system where players couldn't see other players' auras until the later ones used a command that changed SFA settings (example: sfaura_preset)
  • Fixed a bug in the I/O system where a player's settings would be replaced if another player changed their SFA settings.
  • Fixed a bug where LUA errors could be thrown if a player with an active aura disappeared from the map (either by getting kicked from the server or becoming a spectator).
The first bug mentioned has appeared since SFA v3.0, when I turned every SFA command into local functions and replaced every automatic insertion of these commands to the console buffer into direct calls to these functions. These bugs went unnoticed by me while I was testing, so I apologize for that.

As the automatic settings loading system now inserts commands to the buffer, your settings will take a little bit more time to load, since a small delay of 3 tics is made between every command to avoid NetXCmd errors from popping up.
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