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KReworkD 1.7 - Moveset reworks for Sonic and Tails, new Force Shield ability Details »»
KReworkD 1.7 - Moveset reworks for Sonic and Tails, new Force Shield ability
Version: 1.7, by Dabir (Nitpicker) Dabir is offline
Developer Last Online: Aug 2020

Version: SRB2 Rating: (2 votes - 3.40 average)
Released: 07-16-2020 Last Update: 08-10-2020 Favourites: 4
Scripts Re-Useable Content Sprites/Graphics

With Krabs's blessing, I've adopted KRework and have been working on it to get it out of beta and refine it into something really solid.

KreworkD is a three-part mod. The base mod changes all characters to allow you to chain any action into virtually any other action, making the game more dynamic and improving gameplay flow. There are also two optional mods, one which replaces Sonic's moveset, and one which replaces Tails's.

IMPORTANT
KRework makes a lot of changes which may cause weird behaviour with custom characters. To avoid many, but not all, incompatibilities, add KRework before you add any custom character mods.

Sonic
Ability 1: Double Jump
Jump a second time in the air!

If you hold a move direction, Sonic will be propelled in that direction.


Ability 2: Drop Dash
Hold spin in the air to rev up, then land while you're revving to blast off at high speed!

Revving up long enough can reach a second or even a third stage, which blasts off even faster! You rev up twice as fast when you have Super Sneakers or when you're Super Sonic.


New console command: kr_superpowers
When on, Super Sonic's powers are the double-jump and drop dash. When off, Super Sonic's powers are the thok and the hover (unless you have another mod that changes that). Defaults to on.

Tails
Ability: Fly Boost
Boost into the air up to three times per jump!

After boosting, you hover for a while, then drop out of the air. Use all your boosts as fast as you can to maximise height, or space them out to maximise distance!

Comes with an icon to track how many boosts you have left in first-person mode!

Variant ability: Swim

Just like fly boost, but underwater, and there's no limit on how many times you can do it! Hitting the water also refreshes your fly boosts!

The Force Shield
New ability: Emit Force
Fires a bubble of force forwards while simultaneously pushing you backwards. The bubble blocks projectiles, damages enemies on contact and explodes on contact or when it expires.

The faster you're going, the faster the bubble travels!


Spinning characters
Press spin in the air to curl up into a ball! Hold spin as you hit a spring to stay curled from the moment it launches you!

Uncurl at any time while rolling on the ground!


New console command: kr_uncurltoggle
When on, press spin to uncurl. When turned off, release spin to uncurl. Defaults to on.

Features for everyone
Your jump and shield abilities get refreshed after bopping an enemy or monitor! (Attraction Shield excluded)

Any character can use their jump and shield abilities after walking off an edge!

Pull off all kinds of goofy chains!


But wait, there's more!
New controls for shield abilities! They now only activate if you tap the spin button, not if you hold it!
When you get hurt, you regain control of yourself shortly afterwards! No more waiting to hit the ground before you can do anything!
When you hit a boss or a tough enemy, the speed you bounce away at is reduced!
Spindashing has had its minimum speed buffed!

New console command: kr_freeaim
When on, abilities go the direction your character is facing in Standard controls. When off, abilities go straight forward in Standard controls. Currently only applies to Sonic's abilities. Doesn't affect Simple or Strafe controls. Defaults to on.

Known issues
- Some custom characters have weird behaviour when used with this mod.
-- Examples: The Derp is believed to work correctly. Eggman is known to not work correctly.

Changelog
Version 1.7
- I've split the mod into three separate parts. The base pack, which MUST BE APPLIED FIRST, contains the general character changes and new Force Shield ability. The Sonic and Tails packs contain the moveset replacements for those characters.
- Fixed the boss bounce speed reduction not actually being applied.
- Fixed Amy being able to spam her jump+spin hammer swing.

Older versions:
Spoiler:
Version 1.6c
- Fixed a bug that reduced speed to virtually 0 on hitting a boss instead of the intended 75% of your previous speed.

Version 1.6b
- Fixed ability aiming (dropdash, double jump etc) in 2D mode.

Version 1.6a
- Added a check to stop Knuckles accidentally using shield abilities or turning Super when he detaches from a wall with spin.
- Fixed the unintentional removal of Knuckles's landing crouch, which seriously nerfed Super Knuckles by taking away his ground shockwave.

Version 1.6
- NEW ABILITY FOR THE FORCE SHIELD: Emit Force!
-- Fires a bubble of force forwards while simultaneously pushing you backwards. The faster you're going, the faster the bubble travels!
-- The bubble blocks projectiles, damages enemies on contact and explodes at the end of its life or when the center of it impacts on something.
- Hold spin as you hit a spring to curl up automatically when it launches you! Now you can stay comfortably curled up no matter how many springs you get bounced between!
- Added an animated HUD icon for Tails's flight boost! It shows up in first-person, or when you have powerupdisplay set to 2 in the console. It has a number showing you how many boosts you have, and its animation changes depending on a couple of things - try it out for yourself and find out what!
- Fang, Amy and other non-spinning characters can now use shield abilities after walking off an edge without having to use their air abilities first, just like their spherical friends!
- Fixed some weird situations involving Fang's bounce and shield abilities, especially that pesky Whirlwind Shield.
- Made it so only stock characters' abilities reset on bopping enemies and monitors. For non-stock characters, I'm leaving that decision up to the character's creator.
-- Yes, this is another change designed to suit Derp.

Version 1.5a
- More refactoring
- Fixed Super Sonic not using his console variables to decide which powers to have
- Added a (fairly subtle) sound cue when you try to fly boost but you're out of boosts
- Fixed a scenario where Tailsbot could generate a "attempt to index local 'source' (a nil value)" warning

Version 1.5
-Console commands are now proper console variables! They'll save what you set them to as long as you have this mod load automatically when you run the game.
-Sorted out the situation with player 2 Tails. He should now behave basically correctly in all situations.
-Fixed a couple of things I broke in the last refactor.
-Reorganised a bit more.

Version 1.4
- Behind the scenes refactoring that should make it easier to add changes for other characters.
- Improved aiming for Sonic's drop dash.
-- In simple mode, or standard mode with kr_freeaim on, it now launches you in the direction you're inputting, rather than the direction Sonic is facing. This might take a little getting used to, but it should put an end to Sonic going off at an unexpected angle because he isn't facing the way you want to go yet.
-- In strafe or standard with kr_freeaim off, it launches you straight forwards as before.
- Improved compatibility with custom characters, using The Derp as a test case.
-- Abilities now only reset if you're on the ground in one of a number of 'normal' states (standing, walking, in pain etc), rather than just any time you touch the ground.

Version 1.3b
- Fixed a bug preventing characters with CA_FLY (particularly player 2 Tails) from flying.

Version 1.3a
- Fixed a conflict between standing landing spindashing and Sonic's Drop Dash
- Fixed infinite Whirlwind jumping finally, for real, at last, this time for sure, forever, never to be seen again, probably.

Version 1.3
-Bit of a behind-the-scenes refactor and general code cleanup.
-BUGFIX: When a character (other than Sonic) fully expended their jump ability then used the Whirlwind Shield special, they could perform the Whirlwind Shield's emergency jump immediately afterwards.
-Made anything that falls under pw_carry refresh your abilities. That includes Dust Devils, Rope Pulleys, Pterabyte grabs, Rollout Rocks and so on.
-Increased minimum spindash speed to 40 while you're under the effects of Super Sneakers or in Super form (doesn't stack).
-Made it so landing at a standstill while holding spin instantly puts you into a spindash.
-Applied Sonic's double charging speed with Super Sneakers to Super Sonic as well (doesn't stack).
-Made Tails's flight boost dust clouds shrink as you run out of boosts instead of changing color.
-Added bubble trails coming off Tails's feet when he swim boosts.

Version 1.2
- Fixed a few situations where shields wouldn't let you use jump abilities after using their shield abilities.
-- I hate shields SO MUCH
- Slighly paranoid refactoring that ensures no other mod should ever conflict with this one.
- Rewrote character select descriptions for Sonic and Tails.
- Sonic now leaves a trail of dust clouds when his double jump is not available.
- Tails now has his original flight ability when he's player 2, meaning bot Tails can carry you again.
- Tails now leaves two trails of dust from his tails when he's boosting. The dust changes colour depending on how many boosts you have left - yellow, then orange, then red. (Hoping to change this to shades of grey in future)
- BUGFIX: Tails incorrectly curled up into his jumping state when flying into water instead of starting to swim.

Version 1.1
- Fixed weird edge case behaviour relating to aircurling and double jumping while being carried by things, such as spinning on Rollout Rocks
- Ironed out all remaining shield wonkiness. All shield abilities except Attraction Shield homing refresh on hitting an enemy or a monitor. All shields can also be chained into, or from, your jump abilities.
-- The exception to the above is the Fire Shield, because when you activate it, its ability keeps running until you touch the ground.
- Might have fixed some weird behaviour when aiming dropdash in standard mode, but not actually sure.
- Aircurling no longer eats Tails's remaining flight boosts if he hasn't used them all.
- Cleaned up some edge cases on Tails's flight where he couldn't land into a roll after burning all three boosts and aircurling

Version 1.0
- Massive behind-the-scenes refactoring.
- Renamed freeaim to kr_freeaim and renamed uncurltoggle to kr_uncurltoggle
- Added a new console command, kr_superpowers.
-- Designed for compatibility with mods that specifically affect Super Sonic.
-- When set to on, replaces Super Sonic's power set with the double jump and dropdash that regular Sonic gets.
-- When set to off, makes no changes to Super Sonic's power set.
-- Defaults to on.
- Changed shield ability controls to activate when you tap and release the button quickly, instead of when you first tap the button.
- Removed character abilities refreshing when you get hurt.
- Made character abilities refresh after busting monitors.
-- This is in additon to the previous behaviour of refreshing after you hit enemies and bosses.
- Bugfix: Travelling upwards past a floor while moving towards it refreshed your ability and made Tails's physics go haywire.
- Made Sonic's drop dash charge twice as fast when under the effects of Super Sneakers.
- Bugfix: Sonic landing into a roll after a double-jump didn't play the 'start rolling' sound when it should have.
- Adjusted the audio/visual side of Tails's flight boost to make it more clear what stage of it you're in.
- Stopped Tails from dropping into a falling state while swimming.
- Bugfix: When Tails had a Whirlwind Shield, its emergency double-jump would activate when he tried to airboost more than once.
- Removed the Knuckles changes due to the latest version making them a bit redundant. The glide bounce nerf may go back in in future.
- Improved compatibility with custom characters. As a couple of examples:
-- The Derp has been verified to work normally with this mod.
-- Eggman has been verified to not work normally with this mod due to the way he keeps changing up what abilities he's assigned.


Credits / Thanks:
- Original version and design by Krabs
- Drop dash sprites by DirkTH
- Loosely based off scripting by CobaltBW
- Sonic moveset inspired by the work of CobaltBW (Drop Dash and Double Jump) & Chrispy (Pointy Sonic)

All scripting is free to reuse. Please credit DirkTH if the drop dash sprites are reused.

Download Now

File Type: pk3 VL_KReworkD-v1.pk3 (222.7 KB, 129 views)
File Type: pk3 VL_KReworkD-v1.1.pk3 (223.0 KB, 126 views)
File Type: pk3 VL_KReworkD-v1.2.pk3 (224.6 KB, 103 views)
File Type: pk3 VL_KReworkD-v1.3.pk3 (225.8 KB, 129 views)
File Type: pk3 VL_KReworkD-v1.3a.pk3 (225.9 KB, 71 views)
File Type: pk3 VL_KReworkD-v1.3b.pk3 (226.0 KB, 114 views)
File Type: pk3 VL_KReworkD-v1.4.pk3 (225.8 KB, 72 views)
File Type: pk3 VL_KReworkD-v1.5.pk3 (226.7 KB, 130 views)
File Type: pk3 VL_KReworkD-v1.5a.pk3 (226.5 KB, 78 views)
File Type: pk3 VL_KReworkD-v1.6.pk3 (235.5 KB, 73 views)
File Type: pk3 VL_KReworkD-v1.6a.pk3 (235.6 KB, 64 views)
File Type: pk3 VL_KReworkD-v1.6b.pk3 (235.7 KB, 22 views)
File Type: pk3 VL_KReworkD-v1.6c.pk3 (235.8 KB, 23 views)
File Type: pk3 VL_KReworkD-v1.7-base.pk3 (8.5 KB, 29 views)
File Type: pk3 VL_KReworkD-v1.7-Sonic.pk3 (217.6 KB, 26 views)
File Type: pk3 VL_KReworkD-v1.7-Tails.pk3 (11.3 KB, 24 views)

Screenshots

Click image for larger version

Name:	Krework-Sonic-DJump.gif
Views:	102
Size:	2.33 MB
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Name:	KRework-Sonic-DJumpRedirect.gif
Views:	101
Size:	5.12 MB
ID:	36706   Click image for larger version

Name:	KRework-Sonic-DropDash.gif
Views:	101
Size:	3.73 MB
ID:	36707   Click image for larger version

Name:	Krework-Sonic-DropDash2.gif
Views:	5
Size:	7.11 MB
ID:	36712   Click image for larger version

Name:	KRework-Tails-FlyHeight.gif
Views:	102
Size:	3.03 MB
ID:	36717  

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Name:	KRework-Tails-FlyDist.gif
Views:	101
Size:	5.86 MB
ID:	36718   Click image for larger version

Name:	KRework-Tails-Swim.gif
Views:	104
Size:	5.49 MB
ID:	36719   Click image for larger version

Name:	KRework-Force-Closeshot.gif
Views:	105
Size:	2.84 MB
ID:	36720   Click image for larger version

Name:	KRework-Force-Longshot.gif
Views:	103
Size:	5.49 MB
ID:	36721   Click image for larger version

Name:	KRework-Aircurl.gif
Views:	100
Size:	3.31 MB
ID:	36728  

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Name:	KRework-Uncurl.gif
Views:	103
Size:	4.93 MB
ID:	36729   Click image for larger version

Name:	Krework-EnemyBopping.gif
Views:	105
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ID:	36730   Click image for larger version

Name:	KRework-AirAbility.gif
Views:	103
Size:	4.74 MB
ID:	36731   Click image for larger version

Name:	KRework-ActionChain.gif
Views:	102
Size:	6.03 MB
ID:	36732  

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Comments
Old 2 Weeks Ago   #22
Dabir
Nitpicker
Default

1.5a is available. Couple of bugfixes and some minor tweaks.

Changelog
- More refactoring
- Fixed Super Sonic not using his console variables to decide which powers to have
- Added a (fairly subtle) sound cue when you try to fly boost but you're out of boosts
- Fixed a scenario where Tailsbot could generate a "attempt to index local 'source' (a nil value)" warning
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Old 1 Week Ago   #23
Dabir
Nitpicker
Default

Version 1.6 is out now with a big new feature!

Changelog
- NEW ABILITY FOR THE FORCE SHIELD: Emit Force!
-- Fires a bubble of force forwards while simultaneously pushing you backwards. The faster you're going, the faster the bubble travels!
-- The bubble blocks projectiles, damages enemies on contact and explodes at the end of its life or when the center of it impacts on something.
- Hold spin as you hit a spring to curl up automatically when it launches you! Now you can stay comfortably curled up no matter how many springs you get bounced between!
- Added an animated HUD icon for Tails's flight boost! It shows up in first-person, or when you have powerupdisplay set to 2 in the console. It has a number showing you how many boosts you have, and its animation changes depending on a couple of things - try it out for yourself and find out what!
- Fang, Amy and other non-spinning characters can now use shield abilities after walking off an edge without having to use their air abilities first, just like their spherical friends!
- Fixed some weird situations involving Fang's bounce and shield abilities, especially that pesky Whirlwind Shield.
- Made it so only stock characters' abilities reset on bopping enemies and monitors. For non-stock characters, I'm leaving that decision up to the character's creator.
-- Yes, this is another change designed to suit Derp.
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Old 1 Week Ago   #24
Dabir
Nitpicker
Default

1.6a is now available with a couple of bugfixes relating to Knuckles.

- Added a check to stop Knuckles accidentally using shield abilities or turning Super when he detaches from a wall with spin.
- Fixed the unintentional removal of Knuckles's landing crouch, which seriously nerfed Super Knuckles by taking away his ground shockwave.
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Old 1 Day Ago   #25
Dabir
Nitpicker
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1.6b is now available, adding a slightly obscure bugfix.

- Fixed ability aiming (dropdash, double jump etc) in 2D mode.
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Old 1 Day Ago   #26
CaptainMonochrome
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Hi! I decided to go through the game with this mod with Tails, given that his new ability looked like it would reward skilled play over just blindly flying everywhere, and such was the case! Problem is, I sort of had to skip Castle Eggman Zone Act 3. The main problem is that, no matter what I do, I always end up getting stuck under Eggman's cage and dying. It might be a good idea to either create a way to decide whether you'd like to bounce off of a boss after hitting it or to simply revert boss knockback to normal.

Last edited by CaptainMonochrome; 1 Day Ago at 06:29 AM.
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Old 1 Day Ago   #27
Dabir
Nitpicker
Default

Aha, something's definitely going wrong there, you should still have some bounce but it seems like all your momentum gets eaten. I'll see what I can do.

---------- Post added at 12:54 AM ---------- Previous post was at 12:40 AM ----------

1.6c is available!

Changelog
- Fixed a bug that reduced speed to virtually 0 on hitting a boss instead of the intended 75% of your previous speed.

If anyone's curious, it was the momentum reduction being in a MobjMoveCollide hook instead of a TouchSpecial, so it triggered multiple times every damage instance. I've moved it to a TouchSpecial.
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Old 1 Day Ago   #28
LuxisLand
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There could be an option to Disable Sonic/Tails ability? (I really want to have Tails ability without Sonic's drop dash and double jump)
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Old 9 Hours Ago   #29
Dabir
Nitpicker
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Quote:
Originally Posted by LuxisLand View Post
There could be an option to Disable Sonic/Tails ability? (I really want to have Tails ability without Sonic's drop dash and double jump)
Good thinking, this is a perfect time to try something out...

Version 1.7 is now available!

Changelog
- I've split the mod into three separate parts. The base pack, which MUST BE APPLIED FIRST, contains the general character changes and new Force Shield ability. The Sonic and Tails packs contain the moveset replacements for those characters.
- Fixed the boss bounce speed reduction not actually being applied.
- Fixed Amy being able to spam her jump+spin hammer swing.

I've also completely redone the OP with updated footage from the current version of the mod.
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Old 1 Hour Ago   #30
CaptainMonochrome
Default Very fun, but also questionable in netplay environments.

So, after deeming this modification suitable for multiplayer, I went ahead and hosted a server. Unfortunately, this addon has a couple of issues that need fixing.

1. Sonic's abilities wreak havoc on the server, with resynchs happening left and right. This is by and large the most important issue on the list, as it forced me to leave Sonic's new and improved abilities out of the server. We tried to pinpoint which part of Sonic was causing the resynchs, but there just wasn't anything we could figure out.

2. Tails is missing some of his sound effects. In particular, he's missing his recurl sound effect; it uses a thok as a placeholder. This can be fixed by simply copying the sound effects from Sonic's wad and putting them into Tails' wad, something which I did for the sake of not making everybody go insane.

3. When Tails tries to boost when he's already run out of boosts, the corresponding sound will play for everybody, regardless of their location. It wasn't too much of an issue, as the sound is rather subtle, but it's still worth looking into.

4. Whenever Tails uses one of his boosts next to somebody, it launches them up and prints
"collision
rising"
into console twice.


5. Metal Sonic is capable of recurling mid-hover. As amusing as it is, it doesn't make sense.


Those are all of the problems which I've come across so far. I did have a few extra mods loaded, but I double checked and made absolute sure that each of them was caused by KReworkD in and of itself.

On a side note, everybody, myself included, was rather upset that Tails could not longer pick people up. I'm not sure if this was intentional or not, but, if not, I'd recommend looking into it.

Other than those problems, things are picture perfect, and I sincerely appreciate all of the work that you've been putting into cleaning up and improving this addon.
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Old 1 Hour Ago   #31
Snowy
PersistantRubine
 
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Quote:
On a side note, everybody, myself included, was rather upset that Tails could not longer pick people up. I'm not sure if this was intentional or not, but, if not, I'd recommend looking into it.
As someone who was on the server, I can attest to this. Not being able to fly people around as Tails kinda made me sad, especially because now his flight's more balanced- now I actually gotta consider if I'll have enough height to bring both myself and them to where we wanna go.
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