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Revised character and shield abilities Details »»
Revised character and shield abilities
Version: 1, by Katmint Katmint is offline
Developer Last Online: Jan 2020

Version: SRB2 Rating: (4 votes - 3.40 average)
Released: 01-06-2020 Last Update: Never Installs: 4
Characters Scripts Re-Useable Content Sprites/Graphics

This is a script I made to adjust character and shield abilities to suit my tastes. Since character balance and such is always a hot topic, I decided to release it here to fan the flames. The list of changes can be found in the spoilers below. Permission is not required to use any of these abilities for your own project.

Spoiler: Character ability changes
~Sonic~
-New ability Instashield: press Spin during a jump when not equipped with a shield
--Instashield renders Sonic invulnerable for a short time and expands the radius of his attack range
--Unlike the 2.1 Instashield, this version is fairly accurate to the source material in function and also less buggy
-Increased shield scale to 1.05

~Tails~
-True holdfly implemented (not the multiability holdfly)
-Reduced max spindash charge to 55, down from 70
-Fly timer increased to 12 seconds, up from 8 seconds
-Ascending now doubles rate of flight consumption

~Knuckles~
-Cannot regain speed in the air after canceling a glide until the landing animation is complete
-Momentum is no longer halted when landing from a canceled glide
-Base glide speed increased to 30, up from 25
-Can hold spin while landing during a glide to transfer momentum into a spin rather than skid to a stop

~Amy~
-Bouncing off an enemy or monitor with Twinspin grants bonus upwards momentum
--Performing consecutive bounces results in diminishing returns for this bonus
-New ability Rebound: Hit the ground with a Twinspin to rebound off it, regaining 3/4 of your initial height
--Rebound will not activate when landing on spikes or goop
-Significantly reduced the ending lag of hammering while on the ground
-Act clear name shortened to Amy to prevent text overlap

~Fang~
-Reduced ending lag and momentum loss of shooting
-Can press spin at any speed on the ground to shoot the nearest valid target
-Initiating or ending Bounce no longer cuts momentum
-Bouncing with the Elemental Shield will spawn fire upon impact
-Reduced jump factor to 112 fracunits, down from 120
-I would have increased his shield scale but it takes an unreasonably large shield to cover him properly

~Metal Sonic~
-Hover ability heavily reworked
--Metal Sonic now hovers for a short time while emitting sparks to damage enemies
--Hover can be canceled early by pressing spin
-New ability Charge: Hold spin in the air with no shield to stall and charge dash mode
--Once dash mode is ready, you'll rocket forwards
-Will always enter dash mode shortly after a spindash becomes fully charged
-Dash mode grants an instant bonus to jumpfactor instead of a gradual increase
-Increased shield scale to 1.05
-No longer skids

~All~
-Minimum spindash speed increased to 25, up from 15
-Super characters charge spindash instantly
-Toss flag can be used to cancel super or remove your shield
Spoiler: Shield ability changes
-Attraction Blast homing attack can be chained

-Force Stop now freezes your character in place while spin is held and will redirect your old momentum to the direction you're currently facing when spin is released

-Intentionally triggering Armageddon Shield's explosion will cause it to leave behind an Ash Shield
--Ash Shield has no ability but will damage the enemy that destroys it

-Elemental Stomp forces roll and no longer cancels momentum
--Cosmetic appearance of Elemental Shield adapts to the environment

-Whirlwind Jump has a cosmetic updraft effect

-Flame Burst and Bubble Bounce can still damage enemies when used by nospin characters
--Hold spin while landing after performing a Flame Burst to carry your momentum into a spin

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File Type: pk3 VL_Renovation-v1.pk3 (174.6 KB, 357 views)

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Comments
Old 1 Week Ago   #2
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Welcome to releases!
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Old 1 Week Ago   #3
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These are some pretty interesting changes. I haven't had time to play every character in depth, so I can't give you a comprehensive list of my thoughts on it right now, but I did play around with Metal enough to get a basic feel for him, since he's the character I'm most interested in seeing rebalances for.

I think for his hover move, it'd be more intuitive if canceling it was as simple as letting go of the jump button, rather than pressing spin. It feels a bit awkward to use, because my brain expects it to work similarly to Knuckles and vanilla Metal's hovering. Other than that, I kinda like what you're going for with this move. A part of me feels that its duration is a bit too short, but I found that it's good for jump correction while platforming at low speed, and crossing long distances like a long jump when running or in boost mode. I also think making him enter a spinning state while falling is a good call, so he doesn't feel too vulnerable while using it.

Charge, on the other hand, feels redundant and not terribly useful to me due to spin dash already being a good way to charge him up. I think it's cool to try incorporating his boss's pinch move into his moveset, but here it just doesn't feel enough. I don't know what I'd replace it with, to be honest... maybe his projectiles, or making him be able to bounce off of walls like in his boss? It's an ability I don't really miss whenever I get a shield, so I think providing some incentive to using both his mid-air charge or spin-dash charge would be a good thing to account for.

I also played around with the shields. I really love some of these adjustments, especially attraction blast being chainable and the stomp letting you move after hitting the ground. I also think your take on force stop is ingenious, it's extremely fun slingshotting my character into a different direction without having to stop moving entirely. However, I do think the vanilla game's ability has some usage for those who use it as a platforming tool, so my suggestion is to make it so that tapping spin uses the vanilla behavior of causing you to drop down, while holding spin lets you redirect your momentum.

I did try out the other characters to observe their changes, but I haven't played them enough to formulate any helpful insight on them. I think overall they're good or at least sensible changes; there's a few I don't agree with but I can at least infer your reasoning for them. The important thing is that to me it feels like you put a lot of thought into these rebalances and didn't simply get rid of every little thing people don't like about 2.2 like glide crouching. It's some good work and I'm interested in messing around with it more in the future.

Last edited by Jake; 1 Week Ago at 04:04 AM.
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Old 1 Week Ago   #4
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[redacted]

Last edited by Frostiikin; 1 Week Ago at 05:29 AM.
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Old 1 Week Ago   #5
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Now these are a lotta lil tweaks I like hearing the concept of. I especially like the fact you made the spindash go faster, cuz it does feel like it takes forever to rev up to max speed, when in basically any official Sonic game, you'd get there instantly (either by button mashing or just by holding the button for two seconds)

Also I LOVE the concept for the force shield, that was honestly one of my first thoughts with the shield like "dang, it'd be cool if it did that"!

...also, cancelable super form, it's good :p
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Old 1 Week Ago   #6
Rumia1
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Hello! I know compatability isn't usually your top priority and there's no obligation for you to do this, but could you add this to your Instashield check?
Code:
or player.mo.skin == "sonic"
Classic.wad completely disables Sonic's thok already and thus he can't use the instashield when it's loaded alongside this. I would've tried to do something about this myself but it would probably be easier just to have you add that.
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Old 1 Week Ago   #7
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You should probably set the player.drawangle = player.mo.angle when Metalsonic uses his air charge thingy. Otherwise this can happen and it looks quite odd.
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Old 1 Week Ago   #8
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Quote:
Originally Posted by Jake View Post
I think for his hover move, it'd be more intuitive if canceling it was as simple as letting go of the jump button
The reason I made it function like that is because the ability is on a fairly short timer and I thought it would feel awkward if the hover suddenly ended while jump is still being held. I'll mess around with the controls for it some more. As for the charge, I disagree about its redundancy but would still consider replacing the ability with something else if I have a better idea. Metal Sonic in general was very difficult to come up with decent ideas for despite being the character who ultimately caused me to make all of this in the first place.
Amy also deserves an honorable mention for being "I intrude on Fang's gameplay if you add anything to my kit" the character. I still might nerf the rebound.
Quote:
Originally Posted by Jake View Post
I also think your take on force stop is ingenious, it's extremely fun slingshotting my character into a different direction without having to stop moving entirely. However, I do think the vanilla game's ability has some usage for those who use it as a platforming tool, so my suggestion is to make it so that tapping spin uses the vanilla behavior of causing you to drop down, while holding spin lets you redirect your momentum.
I had a variant of this implemented in an earlier copy where pressing jump while in stasis would cause you to drop down. I cut it out partly for the sake of not overcomplicating the shield and partly because it was too easy to accidentally use the wrong ability. It's still on the table for v2 if I can find a satisfactory input for it. I'll give your suggestion of tapping spin a try.
Quote:
Originally Posted by MotdSpork View Post
You should probably set the player.drawangle = player.mo.angle when Metalsonic uses his air charge thingy. Otherwise this can happen and it looks quite odd.
I sort of forgot directionchar existed and didn't bother to test any of this using it. I also noticed the charge timer doesn't reset correctly when the ability is interrupted. These issues will be fixed in the next update, coming whenever 2.2.1 happens because said update includes something that doesn't work in 2.2.0.

Last edited by Katmint; 1 Week Ago at 08:15 AM.
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Old 1 Week Ago   #9
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Is it intended for Metal Sonic to keep his Air Charge between jumps as long as he doesn't actually use it?
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Old 1 Week Ago   #10
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Quote:
Originally Posted by ​boost View Post
​is it intended for metal sonic to keep his air charge between jumps as long as he doesn't actually use it?
Quote:
Originally Posted by katmint View Post
​i also noticed the charge timer doesn't reset correctly when the ability is interrupted.​ these issues will be fixed in the next update, coming whenever 2.2.1 happens because said update includes something that doesn't work in 2.2.0.
​​​​​​​​​​

Last edited by Katmint; 1 Week Ago at 10:13 PM.
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Old 1 Week Ago   #11
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zI think Force Stop should re-set player's vertical momentum, I wish you could have it to where you could charge it to dash, but that's probably too much. Sonic already has a midair dash (Thok) so it'd be redundant. Just an idea for Force Stop resetting the player's vertical momentum.z

---------- Post added at 06:13 AM ---------- Previous post was at 06:02 AM ----------

Also I think that Insta-Shield shouldn't be forced. I kinda like the Sonic Lost World Bounce mod. So, you can leave it like seperate. There's already an insta-shield.lua. If this is not the same .lua you can like just leave it here seperate. Or even add a console that disables insta-shield (the lamest option). The Ash Shield allows me to use the SLW bounce tho also. Also when having the ash shield and dropping into a pit, you get hit as if the pit was a spike, and then you die.z
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Old 1 Week Ago   #12
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The Ash Shield also allows you to drown and survive.z
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Old 6 Days Ago   #13
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Been playing with this - mostly to test rebalanced Metal, honestly - and it works great! I actually really like the bigger focus on his Overdrive, and how his new midair charge works like a delayed Thok if you need it for corners or boss hits. The hover nerf still feels strong, letting you get more out of pretty much any scenario where you'd think to use it.

Fang's changes definitely make shooting things outside of boss acts more viable, and bouncing around feels more fluid without the momentum cut. The biggest weirdness I've seen is probably his Elemental Shield slam, since you pretty much never see him in ball form otherwise.
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Old 6 Days Ago   #14
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There's a problem with this mod. Castle Eggman 2 (along with other levels) suffers under extreme lag thanks to this mod. Can you do something about it, please? I find there's no point in playing that level if you can't use the new gimmicks.
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Last edited by carlrev; 6 Days Ago at 08:06 AM.
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Old 6 Days Ago   #15
Katmint
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There's no slowdown with this loaded on my end.



Note that loading Lua does have some performance impact. If you're already struggling to run the game at full FPS a large script such as this is not going to do you any favors.
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Old 6 Days Ago   #16
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This is a really good script. It feels like it would've been in an official update. The Insta-shield, however feels like it lasts too long, and the sprites and hitboxes are too large. I would prefer if the duration of it was shorter and the hitbox was smaller. Kind of like how Dirk did it. Though, overall, this was really good script that I would recommend to anyone.

---------- Post added at 10:44 AM ---------- Previous post was at 10:35 AM ----------

Also, found out if you descend in flight assist with Tails, he seems to take longer to ascend. Is this intentional?
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Old 5 Days Ago   #17
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Quote:
Originally Posted by Katmint View Post
There's no slowdown with this loaded on my end.

Note that loading Lua does have some performance impact. If you're already struggling to run the game at full FPS a large script such as this is not going to do you any favors.
I think it might be my PC. Because this lua is the only lua that lags the game. I'll try splitting the lua in seperate parts, but if that doesn't work, there might be something wrong with an individual strip of code.
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Old 5 Days Ago   #18
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Why does the interface do that? And why haven't most people noticed this by now? (I know I'm not the only one with a crappy PC, and this only RECENTLY started happening.) And why only in 2.2?
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Last edited by carlrev; 4 Days Ago at 04:51 PM.
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Old 5 Days Ago   #19
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Quote:
Originally Posted by birbhorse View Post
Now these are a lotta lil tweaks I like hearing the concept of. I especially like the fact you made the spindash go faster, cuz it does feel like it takes forever to rev up to max speed, when in basically any official Sonic game, you'd get there instantly (either by button mashing or just by holding the button for two seconds).
Gotta love how people like the idea of instant spindash charge when Super. I edited the script so that when I play, the instant spindash charge is gone when Super. I've always liked it that way, because it's more "classic-ized" to me. (Also, I already had a script that makes characters charge their spindashes in 1.5 seconds instead of two.)
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Old 4 Days Ago   #20
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Quote:
Originally Posted by carlrev View Post
I think it might be my PC. Because this lua is the only lua that lags the game. I'll try splitting the lua in seperate parts, but if that doesn't work, there might be something wrong with an individual strip of code.
Adding any lua, including a blank script with nothing in it will cause the game to be laggier in general because SRB2 turning on the lua interface makes the game laggier. It's not specific to this script.

Also, please try to avoid double or triple posting. If you have more to add right after posting and nobody else has said anything, usually you can just edit your existing post.
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