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[v1.2] CrossMomentum - A complete gameplay overhaul Details »»
[v1.2] CrossMomentum - A complete gameplay overhaul
Version: 1.2, by Frostiikin (Insert funny hahas here) Frostiikin is offline
Developer Last Online: Jan 2021

Version: SRB2 Rating: (13 votes - 4.69 average)
Released: 10-20-2020 Last Update: Never Favourites: 14
Characters Scripts Re-Useable Content Sprites/Graphics

Credits to DrSteph and Icezer for this incredibly poggers banner thingy

Warning: If you suffer from epilepsy, or are sensitive to flashing lights, please type "hyperflash off" in the console (press ~ to open console) before turning hyper.

It's finally here!
The massive project that i've been working on for the last few months is finally complete! CrossMomentum, also known as XMomentum is my envisionment of how srb2 would play if I was put at the helm. Featuring momentum, new character movesets, tricks, hyper forms, and much, much more!

This mod has a downright ridiculous amount of content, so i'm gonna split this up into sections.

Global changes

Almost all characters now are able to gain momentum by either running/rolling down slopes, or simply running on flat ground for a long enough time. Additionally, all characters who can spindash are capable of uncurling at any time, and bonus acceleration is given for rolling down any slope regardless of height. Due to this, it's typically a good idea to roll down any slope you can find.

Press Jump off of a spring to start tricking. While tricking, you can press Spin to rotate clockwise, and Jump to rotate counter-clockwise. The more flips you can do without touching the ground, the greater the eventual speed boost will be once you land! Just make sure you don't land on your head...

Hueshifted Skincolors
Each member of the vanilla cast gets their own unique skincolor, complete with hue shift! While not an objective improvement over vanilla, I think the characters look far nicer with these.

Hyper Forms
Any character who can go super can also go hyper! Just make sure you've got 150+ rings before transforming. I'll go into much more detail about the various hyper abilities you can get later down in the post.

no more airwalking
i don't like airwalk lol

Water Running
When running at high speeds, you may notice a trail of dust appearing behind you. This means that you're moving fast enough to water-run! Just make sure you keep your speed up, or you'll fall right through that lake...

Character-Specific changes

Returning from the SADC, Sonic gets the Momentum Thok! I took all the criticism that was given for the original ability into account here, and have made significant changes to how it works.
The momentum thok is, as the name implies, a thok that is heavily affected by your current momentum. The faster you're moving, the faster it'll fling you! Additionally, if you hold down jump after initiating a momentum thok, it'll turn into a momentum jumpthok!

Instead of his normal flight, tails gains three upwards "Bursts" that don't take away any speed. These allow him to skip major chunks of levels, but don't directly aid him in gaining or redirecting speed in any way. Additionally, you can also tap spin for a quick downwards burst, which is useful for getting around various bits of level geometry that may be right in your way. You can also hold spin for a normal fast-fall.

As a little bonus, you can also change the color of tails' shoes via the console command "Blueshoes"!

...knuckles doesn't really have many changes aside from those present in vanilla momentum mod, those being that he has less speed reduction from landing, and canceling a glide no longer halts momentum. May have more substantial changes in an update.

Amy has been almost entirely changed from her vanilla counterpart. Her new double jump move is an ability which I have dubbed the "Amycopter". Essentially, the amycopter allows you to redirect momentum in the direction you're currently facing, and gives you a slow fall effect for around a second. Additionally, hitting an enemy while in your amycopter state will send you flying into the air, and allow you to do another amycopter without touching the ground. She also now has the hammer jump, which is activated by pressing jump during the grounded hammer attack's landing phase. This jump will send you higher the faster you was moving before activating it. Amy also makes heavy use of powerspringing in order to do even more tricks then any other character can from a single spring. Don't forget that you can do a normal twinspin by simply pressing spin midair with no shield!

Fang's gun is the main change here, you can now use it in the air or on the ground, and you can use it at any speed. This allows him to take out tons of badniks in record times!

Metal Sonic
The vast majority of metal's changes are purely aesthetic, though there is one major gameplay alteration: He can no longer lose dashmode while airborne. Use this alongside his hover to take dashmode through areas that are normally too platforming-heavy to maintain it!

...Vanilla sonic?
Just to appease thok fans, I added the option to play as sonic, but with none of the fancy xmomentum stuff. He gets no tricks, no uncurling, no momentum, none of that jazz, just your standard thok.

Hyper Forms

As stated above, any character capable of going super is also capable of going hyper by collecting 150 rings before transforming. All hyper characters have a much higher jump height then a typical super form, faster acceleration, and their actionspeed is 2x what it normally is. Additionally, many characters have various buffs exclusive to them when they go hyper. Here's a list of various characters and what they can do.

Vanilla Characters


Hyper Sonic is able to fly, similarly to how he could in Doomsday Zone and Egg Reverie Zone. To begin flying, press spin midair. After you begin flying, press Jump to ascend, and Spin to descend. Aditionally, holding both Jump and Spin will allow you to do a boost, though you can't ascend or descend while boosting.

Hyper Tails gets infinite flight bursts. Pretty straightforward.

Hyper Knuckles no longer loses any height when gliding, can multiglide, and his glide goes significantly faster.

Hyper Amy can hover with her hammer indefinitely, and her hammer jump goes absolutely wild, allowing her to get just about anywhere in meer seconds.

Hyper Fang's popgun essentially turns into a machine gun, and his bounce is capable of going as high as a red spring, while causing a small screen nuke.

Instead of Hyper metal sonic, you get Hyper Metal Sonic!
...does nobody get the reference? I thought you guys loved the ova!
Aaaaanyways, Hyper Metal causes an armageddon shield-teir screen nuke whenever he enters dashmode, and his hover now allows him to slowly float upwards.

Modded Characters

There are a lot of these, and as such, they'll simply be getting explanations instead of their own gifs (atleast for now, may come back and update the thread later lol)

Hyper Srbii:
Multi Momentum Thok + Mini screen nukes.

Hyper Milne:
Her thoks send you significantly higher.

Hyper Ray:
Infinite gliding.

Hyper Modern Sonic:
No ring drain from flight, and mini screen nukes when you activate the boost.

Hyper Eggpack:
He can hover upwards much faster when hyper then he can when super.

Hyper Noob [TORD]:
Similarly to eggpack, he can gain much more height much more quickly when hyper.

Hyper Junio Sonic:
Infinite uses of the Bullet Dash.

Hyper Gemma:
Jumping off of a rock makes you go significantly higher

Hyper Rafael:
Free-Flight, Similar to Hyper Sonic, though Rafael has the advantage of being able to taunt while flying!

Hyper Robe:
Electric Vortex is significantly faster, and Shock Jump makes you rise way faster

Hyper Nasya:
...It's literally just super mystic nasya, lmao. Draykon requested I just give her her super mystic abilities for her hyper, and I delivered on that request :P.

And many, many more!

Hyper Flareblis
Hyper milne but less lazy lol
Hyper Feels
XMomentum: Mapper's Edition


Added a new HUD element in first person mode that appears while tricking in order to help you land tricks more easily
Fixed Amy getting screwed over by Green Snappers
Fixed Super Sonic losing his hover
Added a new trick failure sprite for Knuckles courtesy of SuperPhanto
Water Wakes are now recolored to be orange when they appear while running on lava
AltSonic now has access to the momentum half of XMomentum
Fixed Nasya randomly falling out of the sky, and gave her a hyper form
Fixed Tails' Tails not showing up while tricking
Fixed Robe getting screwed over when he enters his Hyper-Form
Fixed RollAngle resetting being too overzealous
Fixed various characters being able to cause extreme lag by going Hyper (Milne, FlyingSonic, Rabbid, Xtreme, and a few others)
Fixed VanillaSonic being able to go Hyper
Fixed Bandages being able to zoom around while charging spindash

Added tons of little things for other mods to hook into to disable various bits of XMomentum when needed

Fixed skip being able to slide around while crouching
Fixed some various bugs regarding amycopter

Fixed Fang being able to do tricks by shooting underwater
Made the hyper music loop properly (thanks zolton & yume)
Hyper Metal now rises faster
Tails can no longer turn hyper/super while flying
Made Neo Sonic actually capable of using his abilities
Fixed Hyper Sonic being able to do infinite tricks while flying if you timed it just right
Fixed a hidden character being able to crash the game

How to add XMomentum compatibility to your mods/characters

How to add Trick Failure sprites

First off, create a sprite of your character faceplanting (duh), then put it in the character's pk3 in the same place you put the rest of their normal sprites, and name it SHITALAR. After you've done that, simply put this soc into your character's SOC folder. After that, you're good to go!

Little lua bits and bobs that disable various things, enable various things, and check for various things. Thought it'd be worth documenting since a few people have asked.

Set player.hasnomomentum to true when you wish to disable momentum on a character. This is necessary when you wish to mess with the player's normalspeed, as your normalspeed is constantly overwritten by XMomentum normally.
Pretty self explanatory, simply check "if player.isxmomentum" or "if not player.isxmomentum" depending on if you want something to only run when XMomentum is loaded, or when it's not loaded. Be sure you don't use true/false with this though, as that'll cause errors if xmomentum isn't loaded.
When set to true, this will allow the player to do a short frontflip when they enter their falling state. If set to false, it disables it.
This one's a bit more complex, but I think I can explain it. Basically, hyper capable is set when you have 150+ rings, and are not super, but is never removed if you're currently hyper. Essentially, what this means is that how you detect if the player is currently hyper is by doing this:
if player.hyper and player.hyper.capable and player.powers[pw_super]
Hope I explained that one well enough lol.
When set to true, the standard hyper form music won't be played. Could either be used to give your character custom hyper music, or simply be used to stop hyper forms from causing immense lag if you already have custom super music.

CobaltBW: Original momentum mod that was used as a base for this, aswell as making the air shooting sprites for fang.
Kwiin: Tons of help with figuring out how abilities should work, and general ideas.
Starlight/XStatic: Hyper Metal Sonic's really cool power aura
ArtBunny: Water-Running trail sprites. If it wasn't for you, water running wouldn't look nearly as cool.
Bloops: Coding in the water-running trail. You and artbunny did a damned good job with those wakes.
DrStephen: The incredibly hillarious trick failure sprites. Those things are gorgeous.
Knuckles' new trick failure sprite that was added in v1.2. No offense to steph, but this looks way better then the old one.

Tatsuru, SMS Alfredo, and many others from both srb2 discords: Help with fixing my poorly coded scripts lmao

The entirety of Team BlackRock: Help with beta testing. You all gave so many great ideas, found so many issues, and just were in general a blast to collaborate with. Thank you all so much.

Download Now

File Type: pk3 VCL_XMomentum-v1.2.pk3 (4.48 MB, 9713 views)


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Old 11-03-2020   #102
Xelork is Happy to see you.
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I would like to report a bug with the mod.

First, you go to a RingSlinger Gametype and stay as a spectator. This error will start flooding like crazy in your console.

WARNING: ...s\VCL_XMomentum-v1.2.pk3|LUA/XMomentum/LUA_XMOMENTUM:1504: attempt to index field 'mo' (a nil value)
Then, if you move foward or any direction while holding JUMP and join the match, you get a beautiful SIGSEV!

I also found these warnings that the log saved. They appear very quickly while you change to a RingSlinger Gametype:

Gametype was changed from Co-op to Match
Speeding off to level...
WARNING: ...ons\VCL_XMomentum-v1.2.pk3|LUA/Hyper Forms/LUA_HYPER:86: attempt to index field 'mo' (a nil value)
stack traceback:
...ons\VCL_XMomentum-v1.2.pk3|LUA/Hyper Forms/LUA_HYPER:86: in function <...ons\VCL_XMomentum-v1.2.pk3|LUA/Hyper Forms/LUA_HYPER:27>
WARNING: ...UA/Hyper Forms/character specific stuff/LUA_TALISMAN:12: attempt to index field 'mo' (a nil value)
stack traceback:
...UA/Hyper Forms/character specific stuff/LUA_TALISMAN:12: in function <...UA/Hyper Forms/character specific stuff/LUA_TALISMAN:11>
WARNING: ...s\VCL_XMomentum-v1.2.pk3|LUA/XMomentum/LUA_XMOMENTUM:253: attempt to index field 'mo' (a nil value)
stack traceback:
...s\VCL_XMomentum-v1.2.pk3|LUA/XMomentum/LUA_XMOMENTUM:253: in function <...s\VCL_XMomentum-v1.2.pk3|LUA/XMomentum/LUA_XMOMENTUM:250>
WARNING: ...s\VCL_XMomentum-v1.2.pk3|LUA/XMomentum/LUA_XMOMENTUM:1208: attempt to index field 'mo' (a nil value)
stack traceback:
...s\VCL_XMomentum-v1.2.pk3|LUA/XMomentum/LUA_XMOMENTUM:1208: in function <...s\VCL_XMomentum-v1.2.pk3|LUA/XMomentum/LUA_XMOMENTUM:1207>
Map is now "MAPMB: Meadow Match Zone"

I hope you can fix these errors. Even with errors, I love this mod so much!
Xelork Made this.
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Old 11-07-2020   #103
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I found a bug: If the player is small via shrinking, it's impossible to reach full speed, for example, with AltSonic, no matter how fast you go, you'll never go fast enough to activate the speed boost
Certified Emerald Hunter for online matches
-Oldbie that still sucks-

Still waiting for Controller Support to be fixed...
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Old 11-12-2020   #104
Mr. Macho
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I have one small problem with the hyper music

The hyper music overwrites all the music and putting "tunes -default" in the console will just restart the music. In multiplayer, If you finish the level while you're hyper, the music also restarts for some reason. I'd also rather listen to the vanilla super music.

Speaking of the super music, I'd like to be able to turn in off once in a while (in cases where I prefer the level's music.) I think the hyper (and super(?) ) music should be toggled by console commands. Just my tiny problem, but other than that, it's a great mod.

Last edited by Mr. Macho; 11-22-2020 at 01:06 AM.
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Old 11-13-2020   #105
Quiet Stargazer
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Not sure if this has been said yet, but Silver can perform tricks if he jumps straight up from a standstill. it stops if you hold a direction, only works from a standstill, and doesn't even give a boost.

Also, the spring frontflip seems to affect the zoomtubes, forcing the player into their falling state throughout
The universe is mine for the taking, but I'll never accept it without you by my side

Last edited by Xian.exe; 11-13-2020 at 04:13 AM.
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Old 11-13-2020   #106
Default This Mod is great

the way the mod actually changes the chars a lot is fantastic and hyper forms are awesome
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Old 11-13-2020   #107
Fang the sniper
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I LOVE THIS MOD SOOOO MUCH!!!!!!!!!!!!!!!!!!

With hyper abilities, hyper metal sonic becomes hyper hyper metal sonic
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Old 11-13-2020   #108
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Originally Posted by Extem the Hedgeho View Post
Love the OVA Reference :)

---------- Post added at 09:27 AM ---------- Previous post was at 09:26 AM ----------

That's DIE.pk3, you can get it on the Shining Archive
what does the publisher mean by hammer jump in hyper mode with amy?

---------- Post added at 12:03 PM ---------- Previous post was at 12:00 PM ----------

oh and how do i hammerjump? is this included with the mod or srb2 devs gaver her that move set?
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Old 11-13-2020   #109
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i have to ask.. what is that hyper music?? it's so catchy
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Old 11-13-2020   #110
Unknown person
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Originally Posted by ILikecheese33 View Post
what does the publisher mean by hammer jump in hyper mode with Amy?
This Hammer jump in hyper form will be crazy due to the hyper's momentum

Originally Posted by ILikecheese33 View Post
oh and how do i hammerjump? is this included with the mod or srb2 devs gaver her that move set?
Originally Posted by The Publisher (Frostikiin) in the current description of Amy
She also now has the hammer jump, which is activated by pressing jump during the grounded hammer attack's landing phase

Wait, did you made a question already answered on a post? Think in searching diamonds in a cave!

Last edited by Axolex53; 11-13-2020 at 09:00 PM. Reason: Organization of comment + misspelled
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Old 11-14-2020   #111

Is Tails supposed to be able to bop enemies while flying?
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Old 11-15-2020   #112
professional idiot
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this mod is the best but blue shoes on tails looks... wierd
kart android when
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Old 11-15-2020   #113

You can change his shoes via command tho
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Old 11-16-2020   #114
lazy person
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Old 11-16-2020   #115
The goofball
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Originally Posted by lookitsjoj View Post
i have to ask.. what is that hyper music?? it's so catchy
The music is a remix of the sonic 2 ending theme (Dreams come true) I believe, I could be wrong though
It ain't over 'till the cows come home
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Old 11-16-2020   #116
What is life?
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im wishing to see more!
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Old 11-20-2020   #117
Bandana dee the waddle de
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fix it is kinda buggy
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Old 11-20-2020   #118
The Real Inferno
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Originally Posted by Bandana dee the waddle de View Post
fix it is kinda buggy
Maybe try explaining which bugs you are referring to so that they can be fixed?

---------- Post added at 02:49 PM ---------- Previous post was at 02:45 PM ----------

Originally Posted by lookitsjoj View Post
i have to ask.. what is that hyper music?? it's so catchy
It's the true final boss theme of Sonic Before the Sequel, named "Unstoppable".
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Old 11-20-2020   #119
The Gamerman
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wait its now called crossmomentum
d00d64 is ebicccccccccc
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Old 11-20-2020   #120
Insert funny hahas here
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Originally Posted by SIG7 View Post
wait its now called crossmomentum
It's always been called crossmomentum lmao
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Old 11-21-2020   #121
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Wait. The name didn't change? Oh, boy. The Mandela Effect is back at it again.
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