SRB2 Message Board  

Go Back   SRB2 Message Board > Sonic Robo Blast 2 > Releases > Lua

Reply
 
Thread Tools
MMT (Many Minor Tweaks) Details »»
MMT (Many Minor Tweaks)
Version: 1.1, by birbhorse (local eevee petter) birbhorse is offline
Developer Last Online: Jan 2020

Version: SRB2 Rating: (3 votes - 3.60 average)
Released: 12-25-2019 Last Update: 01-13-2020 Installs: 1
Scripts Re-Useable Content

Welcome to...
MMT (Many Minor Tweaks)!

This mod includes a whole bunch of minor tweaks that can be toggled via command line! Things including tailsball (which replaces tails' descent using spin to curl him up into a ball), superkey (which lets you change what key is used to turn super), and more! It also includes my previous lua script, Cancelable Super Form, now with the ability to change which key is used!

You can use "mmthelp" in-game to view what commands are available, and a brief description of what they do.
Do note that the list changes if you enter multiplayer, due to there being commands that work only in multiplayer, and ones that only work in singleplayer!

List of commands:
Spoiler:
  • tailsball <on/off> <jump/spin/bop>: Tails now turns into a ball instead of descending when using the spin key in flight. Default: off jump
    Second option changes how much control you have over tails when in ball form; jump for more, spin for less.
  • tokentorings <on/off>: If all chaos emeralds are collected, player is granted 50 rings instead of a continue. Default: on
  • everysuper <on/off/disable>: Allows every character to go super. If set to off, only vanilla super characters can go super. If disabled, nobody can go super. Default: on (admins only)
  • superkey <value>: Changes key used to transform into character's super form. Default: spin
  • mmtdefaults: changes everything related to MMT back to default variables. (admins only)
  • toggleafk <on/off> <15-90/timeroff/timeron>: sets the player into an AFK mode. (netplay exclusive)
    The second argument is used to set how long it takes until you are automatically set to AFK mode, or to turn off the functionality altogether.
  • cancelsuper <on/off>: Disable the player's super form when using spin (or custom key set by command) in mid-jump. Default: on (admins only)
    Singleplayer has second argument, used to change the key. Options: spin, tossflag, ringtoss, ringtossnormal, customaction1/2/3, nextweapon, prevweapon
  • classicshields <on/off>: Changes all SRB2 Monitors to their S3K equivalents. (admins only)
  • cancelsuperkey <value>: Change the key used for cancel superkey to another value. Default: spin (netplay exclusive)
    options: spin, tossflag, ringtoss, ringtossnormal, customaction1/2/3, nextweapon, prevweapon
  • musicfade <on/off>: Fades music out when crossing the goalpost. Default: on
  • classicsuper <on/off>: Jumping will automatically turn you super when elligble to do so. Default: off
    Do note that turning this on disables superkey and cancelsuper!
  • preserveshield <on/off>: Preserves shield upon completion of level, allowing you to keep the shield in the next map load. Default: on (admins only)
  • classicspecialstage <on/off>: Replaces emerald tokens with the ability to enter the special stage if the player clears w/ 50 rings. Default: off (admins only)
  • banskin: <value>: adds skin to a banlist, prohibiting players from selecting them. (netplay exclusive, admins only)
  • unbanskin: <value>: removes skin from banlist, allowing usage of them again. (netplay exclusive, admins only)
  • orderpizza+: -size <value> -address <value> -toppings <value>: order a pizza!
There will be many more features in the future, my current plans are listed out in the lua script itself if you're interested.
For returning users, there is no longer a netplay variant, for the script itself detects if it's in a multiplayer game or not, and acts accordingly.

Don't be afraid to bug report in the replies, even if you find like, a hundred of them! Even with real bugs--actually don't, that's off-topic unfortunately. If you do bug report, please provide what other addons you had on, if you were in multiplayer, and provide each step you did so I can diagnose the problem easier. Saying "x does not work" and leaving it at that is not helpful.
I do also accept suggestions, however this does not mean I will include them for any number of reasons.

CHANGELOG:
Spoiler:

v1.1
  • classicshields has been added! This allows you to swap out the SRB2 monitors for the S3K equivalent monitors! The elemental shield has a 50/50 chance of spawning as a water/fire shield (unless on a few certain stages), the whirlwind & attraction shield is changed to the electric shield, the armageddon shield is fire, and the force shield is bubble.
  • I have hopefully resolved issues coming from superkey, cancelsuper(key), classicsuper, and tailsball in multiplayer by removing their local functions, by instead having them all be placed in the script itself. This makes the code a lot messier unfortunately, but such is life.
  • unbanskin now allows you to say "all", unbanning all skins.
  • Fixed the AFK Sign not disappearing when exiting in multiplayer.
  • toggleafk now has an automatic timer, where if the player is not moving for more than a minute, they are switched to AFK mode. This can be adjusted to be down to 15 seconds, or to 1.5 minutes. Default is 1 minute. This can also be disabled with "timeroff", and re-enabled with "timeron"
  • toggleafk now puts the player in an exit state if there is more than one player in the server. They are still able to exit their afk status, and resume playing the level if it has not already ended.
v1.0
  • afktoggle has been added, when used it sets the player into a Safe State:tm:, protecting you from being bullied online when you gotta get that pizza you ordered.
  • mmtdefaults has also been added, it resets all commands back to their default values.
  • Various tweaks to tailsball's boppin' mode: Made tailsball's bop mode a bit more versatile; it now works regardless of what's bein Bopp'd (before it was only enemies). Fixed an exploit with tailsball's bop mode that let you use shields in this state. Fixed "bop" not being allowed to be set as the first and only variable in console.
  • Optimized this code quite a bit, stuff like the checks for multiplayer have been condensed into one line, as opposed to branching out and duplicating the function when needed.
  • Fixed cancelsuperkey not working in multiplayer.
  • Finally fixed when armageddon shield is used, it'd conflict with the superkey. The fix used here should also fix other problems that might arise with this.
  • Another "at long last" fix, musicfade no longer happens when only you have finished, it only happens when *everyone* finishes.
  • And many, many other minor bug fixes that improve overall system stability.
  • Speaking of bugfixes, from this point forward, bug-fix only updates can and will be released, under labels such as "v1.0B, v1.0C", etc., and will be appended to the changelogs of their respective versions.
Bugfix 1.0A: Fixed Amy not being able to go super.
v0.9
  • This is now bundled in a .pk3 file, for a couple reasons. One of which is that tailsball has a new sound effect! It's similar to the dropdash noise in Sonic Mania.
  • tokentorings also has a custom sfx now; it's similar to the combine ring noise found in Knuckles' Chaotix/Sonic Mania.
  • tailsball has a new upgrade, bop mode! With this, you can start "flying" again after bouncing, and re-curl up after! Do note that this isn't full flight, so you won't be able to gain too much height from it, however you can use to to chain bops together with ease!
  • banskin now has HUD elements; when your skin is banned, it dims the screen and tells the player to change their skin. Previous behavior just spammed the console, but now this doesn't happen anymore.
  • Fixed everysuper not showing the key strings, again.
  • banskin no longer allows players to throw rings/flags when their skin is banned.
  • Change SFX used for banskin; now plays an error noise instead of the skidding noise.
Unfortunately due to how lua scripting is set up, any changes made via command line can not be saved at the moment. If you wish to make the changes permanent, rename the file and make your changes to the variables found at the top of the document!

Known problems/bugs:
Spoiler:
  • toggleafk displays two prints when inputting second argument.
  • tailsball's bop mode will not work with the bubble shield, due to how the bubble shield functions.
  • Players in AFK mode can be carried around.
  • tokentorings is awarded to the wrong player when used in multiplayer, seems to be the player in the last slot to join.
WARNING
This addon does not function well when hosting a game via the in-game multiplayer menu. The player hosting will experience anything the other players are doing, e.g. using tailsball.
You must host a dedicated server by opening the program via -dedicated, so that scripting conflicts like this do not occur!

Download Now

File Type: pk3 VL_ManyMinorTweaks-v1.1.pk3 (62.8 KB, 63 views)

Screenshots

Click image for larger version

Name:	tailsball.gif
Views:	292
Size:	6.13 MB
ID:	24293   Click image for larger version

Name:	everysuper and cancelsuper.gif
Views:	219
Size:	7.25 MB
ID:	24294   Click image for larger version

Name:	preserveshield.gif
Views:	221
Size:	2.06 MB
ID:	24295   Click image for larger version

Name:	tokentorings.gif
Views:	128
Size:	1.70 MB
ID:	24829   Click image for larger version

Name:	tailsball bop.gif
Views:	69
Size:	6.55 MB
ID:	25095  

Click image for larger version

Name:	banskin.png
Views:	129
Size:	105.5 KB
ID:	25097   Click image for larger version

Name:	toggleafk.jpg
Views:	85
Size:	122.0 KB
ID:	25255  

Show Your Support

  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 2 Weeks Ago   #22
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

I went out of my way to redownload an entirely fresh installation of SRB2 just to test it out with no other config getting in the way. It works for me, so I'm honestly not sure what's going on with you. What's your spin key bound to?

Quote:
Originally Posted by Pyrakid Wolfo View Post
Singleplayer, enabled midgame. No other addons. Pressing spin or any other button doesnt do tailsball

---------- Post added at 11:28 PM ---------- Previous post was at 11:20 PM ----------

doesnt work if i enable it during the title screen either
__________________
------------
pichu.jpeg
------------
birbhorse is offline   Reply With Quote
Old 2 Weeks Ago   #23
Pyrakid Wolfo
Default

The X Button on my controller
Pyrakid Wolfo is offline   Reply With Quote
Old 2 Weeks Ago   #24
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

I went ahead and tested a controller with this, and that still seems to work, even when bound to the X button. Mind sending me your config file via PMs?
Quote:
Originally Posted by Pyrakid Wolfo View Post
The X Button on my controller
__________________
------------
pichu.jpeg
------------
birbhorse is offline   Reply With Quote
Old 2 Weeks Ago   #25
Pyrakid Wolfo
Default

Tails descends so i doubt its a button config problem tho
Pyrakid Wolfo is offline   Reply With Quote
Old 2 Weeks Ago   #26
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

Well...I don't know what else to do; every part of the script is working as intended. The only other thing I can think of is if you're doing it in local (same screen) co-op, since I haven't tried that yet, or if you're on another platform other than Windows and there's somehow a source code bug preventing this from working, like the unofficial Switch port or something.

EDIT: Okay, I found one thing that causes it to not work, and it's if you enable the addon via Pandora's Box while mid-session. If you did it that way, it doesn't work. That is the only thing I have been able to find that breaks it, in which exiting and going back into a level fixes this.

Quote:
Originally Posted by Pyrakid Wolfo View Post
Tails descends so i doubt its a button config problem tho
__________________
------------
pichu.jpeg
------------

Last edited by birbhorse; 2 Weeks Ago at 01:41 AM.
birbhorse is offline   Reply With Quote
Old 2 Weeks Ago   #27
Pyrakid Wolfo
Default

Pandora's Box? What's that. Im literally just pressing spin while flying in greenflower zone singleplayer, nothing else. /shrug
Pyrakid Wolfo is offline   Reply With Quote
Old 2 Weeks Ago   #28
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

Version 0.6 is now released! This includes a new command, classicsuper, which lets you transform into super sonic just by jumping, much like how Sonic 2 did it!

Superkey can also be disabled now, which will help fix compatibility with mods like the Classic.wad mod found in the lua section. Oh and, preserveshield now carries over from act 2 to act 3, this wasn't happening before due a fault in the detection of what stage you're in.

Enjoy!
__________________
------------
pichu.jpeg
------------
birbhorse is offline   Reply With Quote
Old 2 Weeks Ago   #29
glaber
Emblem Radar Ready
 
glaber's Avatar
Default

Awww, everysuper was removed? Why are there still gifs showing it in though?

also what was every super suppose to do? as far as I can figure it was suppose to allow everyone to go super as the Name implies and not just those who have a super state.

Last edited by glaber; 2 Weeks Ago at 02:43 PM.
glaber is offline   Reply With Quote
Old 2 Weeks Ago   #30
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

It just allowed everyone to go super. Due to how the superkey works, it can't work that way anymore, cuz now everyone is allowed to go super by default; the replacement for disabling the functionality now is disablesuper. I'm not sure how to read a character's default character flags (other than maybe using the ironically named super function), so that's how it works for now.
Quote:
Originally Posted by glaber View Post
Awww, everysuper was removed? Why are there still gifs showing it in though?

also what was every super suppose to do? as far as I can figure it was suppose to allow everyone to go super as the Name implies and not just those who have a super state.
EDIT: Now that this is a requested feature (even if it is by one person), I went ahead and found a way to detect the player's super flag at the start of the area, ergo I'll find a way to introduce everysuper once more.

---------- Post added at 03:15 PM ---------- Previous post was at 01:46 PM ----------

Sorry for what's technically a double post, but it's here, v0.7 is now out!
This was a bigger update than expected, jam-packed full of bug fixes! It also adds a new command, viewbobbing, which lets you disable the bobbing in first-person view! Also everysuper is now back, replacing disablesuper (though you can still disable all super character's abilities if you want). Unfortunately, banskin is currently disabled due to synching issues found with it (which has always been present), it should be re-enabled by the next update hopefully!

Incidentally, I rewrote some of tailsball's code, so maybe this will fix it for the people who were saying it wasn't working for them, but I'm not sure since I have yet to replicate their issue.

Enjoy!
__________________
------------
pichu.jpeg
------------

Last edited by birbhorse; 2 Weeks Ago at 07:08 PM.
birbhorse is offline   Reply With Quote
Old 2 Weeks Ago   #31
PencilVoid
Circuit Enthusiast
 
PencilVoid's Avatar
Default

The effect of your viewbobbing command can already be accomplished by typing "movebob 0" into the console. I'd forgive you for not knowing this however, I haven't seen it documented anywhere.
__________________
<Matcher&Matcher> pls wait
<PencilVoid> this is race but ok
PencilVoid is offline   Reply With Quote
Old 2 Weeks Ago   #32
Pyrakid Wolfo
Default

Tailsball now works for me. I don't know why it didn't in the first place tho :/. Anyway I can't fly, drop, land on an enemy, and resume flight. Maybe that's intentional, but it would be cool to be able to resume flight after dropping on an enemy to get some height and speed.
Pyrakid Wolfo is offline   Reply With Quote
Old 2 Weeks Ago   #33
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

Ahh, yeah I didn't see a lick of info about it on the wiki, besides how viewbobbing is calculated. I'll remove it in the next update then, thanks for the info.

Quote:
Originally Posted by PencilVoid View Post
The effect of your viewbobbing command can already be accomplished by typing "movebob 0" into the console. I'd forgive you for not knowing this however, I haven't seen it documented anywhere.
__________________
------------
pichu.jpeg
------------
birbhorse is offline   Reply With Quote
Old 2 Weeks Ago   #34
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

v0.8 is now out! With it, out goes the viewbobbing command (since it's already a part of the game), in comes the return of banskin (since it now functions correctly), and a new command, classicspecialstage enters the ring! This command removes all the emerald tokens, replacing it's functionality by letting you enter the special stage when you finish the stage with 50 rings!

And as per usual, buttload of bugfixes has been implemented!
__________________
------------
pichu.jpeg
------------
birbhorse is offline   Reply With Quote
Old 1 Week Ago   #35
Pyrakid Wolfo
Default

Or SONIC3 Special Stage, where you go into a special stage when you get the token. As it encourages exploration. The tokens are just an easier version to program as it doesnt have to remember location, rings, shield, etc.
Also you did remove "remember shield" from NiGHTS and MP Special Stages right? Cause getting EVERYTHING in a 100 MILE RADIUS with Attraction Shield feels like cheating and I *never* want to use it. It's a free rainbow A i guess, if you don't want to earn anything using your own skill. Since Sonic 2, you've been able to get multiple chaos emeralds in one stage, which makes it a double plus. I doubt you'd be able to hide a "big ring" under that bridge in gfz2. So try some new locations I guess, thats if you can. Big Rings don't really fit in the token locations, so I doubt they'd be added. They'd have to be in different locations, and thats if it can be programmed anyway. z

Last edited by Pyrakid Wolfo; 1 Week Ago at 10:50 PM.
Pyrakid Wolfo is offline   Reply With Quote
Old 1 Week Ago   #36
Pyrakid Wolfo
Default

actually tailsball doesnt work, idk why
z
Pyrakid Wolfo is offline   Reply With Quote
Old 1 Week Ago   #37
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

Another day, another update. We're slowly approaching the 1.0 release, but for now, we have v0.9!

With this comes not new commands, but refinements of old(-ish). Most prominently, tailsball and tokentorings have new custom sounds! As such this is now bundled in a .pk3 file. Tailsball also received a new mode, which I dub "bop mode", for it lets you have some form of flight again after boppin' an enemy on their head! It's not full flight, but it does let you glide on over a lot easier after doing so, allowing easy chaining of enemy hits!

On top of all of that, banskin has received a number of new tweaks to make it work better, for one thing it now shows a HUD display instead of spamming the console for the player to change their skin. It also now no longer allows players to ringsling/flag throw, just for incase the skin was banned mid-session. And finally, instead of playing the skidding sound, it plays an error sound when choosing a banned skin.

Here's to hoping I can get 1.0 to have some nice and spicy features!
__________________
------------
pichu.jpeg
------------
birbhorse is offline   Reply With Quote
Old 1 Week Ago   #38
Pyrakid Wolfo
Default

Well, when I use the Attraction Shield's "Homing Attack", I can combo into fly... unless thats normal. Tailsball still doesnt work idk why.z
Pyrakid Wolfo is offline   Reply With Quote
Old 1 Week Ago   #39
SD2CSemiFinalVersion
Kid or Squid? :shrug:
 
SD2CSemiFinalVersion's Avatar
Default

I don't know if this has been noted at all yet but for some strange reason the super cancel key stays as spin even when using the command to change it. Unfortunately I wasn't able to replicate what happened to me earlier, where the super transformation kept spazzing out and I didn't get to go super. I know the gif below doesn't look like it shows, but in vanilla gameplay, Amy can use the spin button during a jump to use her hammer as well and I had used it due to the super cancel key even when it was changed to toss flag via the command. Oh and pressing toss flag didn't work either.
__________________
Don't ask what a "Melodyhog" is, I'd rather not explain.

Last edited by SD2CSemiFinalVersion; 1 Week Ago at 11:17 PM. Reason: Just had to mention that changing the cancel super key didn't work.
SD2CSemiFinalVersion is offline   Reply With Quote
Old 1 Week Ago   #40
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

Well dang, yeah cancelsuper(key) doesn't work in multiplayer, idk why, I'll go fix that. However, I wasn't able to replicate your problem with amy, neither in singleplayer or multiplayer.

EDIT: I went ahead and found the state value of amy when she's spinning due to pressing jump in mid-air, I'll make sure to add that in as something to not detect, despite it not being replicable for me.

Quote:
Originally Posted by SD2CSemiFinalVersion View Post
I don't know if this has been noted at all yet but for some strange reason the super cancel key stays as spin even when using the command to change it. Unfortunately I wasn't able to replicate what happened to me earlier, where the super transformation kept spazzing out and I didn't get to go super. I know the gif below doesn't look like it shows, but in vanilla gameplay, Amy can use the spin button during a jump to use her hammer as well and I had used it due to the super cancel key even when it was changed to toss flag via the command. Oh and pressing toss flag didn't work either.
__________________
------------
pichu.jpeg
------------

Last edited by birbhorse; 1 Week Ago at 01:39 AM.
birbhorse is offline   Reply With Quote
Old 1 Week Ago   #41
birbhorse
local eevee petter
 
birbhorse's Avatar
Default

And now, we've finally arrived at v1.0! Loads of changes, and now everything has been bugfixed so hard that...uh, something.

Two new commands, mmtdefaults, and toggleafk! mmtdefaults sets everything back to default, and toggleafk lets the player be set into an AFK state, where they can't do anything, but nothing can hurt them either.

Bug fixes like cancelsuperkey not working in multiplayer has been resolved, along with long-standing bugs like fademusic going out when not everyone is finished has been resolved too! The code has also been optimized in a lot of areas to not take up that much space.

Enjoy! This should be the last update for the next while!
Do note that from this point forward, bugfixes will be addressed in letter updates, e.g. v1.0B would have bugfixes that this version specifically had, so that we don't go long stretches without fixes.
__________________
------------
pichu.jpeg
------------

Last edited by birbhorse; 1 Week Ago at 02:03 AM. Reason: i typo'd toggleafk somehow, fix'd
birbhorse is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:56 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2020, vBulletin Solutions, Inc.