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KReworkD 1.6b - Moveset reworks for Sonic and Tails, new Force Shield ability Details »»
KReworkD 1.6b - Moveset reworks for Sonic and Tails, new Force Shield ability
Version: 1.6b, 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 cleaned it up a bit.

This is a proof of concept of what Sonic could look like without the thok, coupled with a new moveset for Tails that nerfs him a bit while making him a lot more dynamic. It also includes a bunch of other changes for all characters that make the game flow a lot more smoothly.

NOTE: While this mod is fully compatible with most custom characters, it will cause weird behaviour in some characters. To maximise the chance of custom characters working normally, make sure you load this mod before you load any custom characters.

Sonic
Ability is now the double jump. It's no ordinary double jump though - there's some momentum redirection allowed. He can also perform a drop dash, and by charging for longer he can use a super drop dash or an ultra drop dash, which have even more speed. Charging speed doubles when your speed is powered up.

Tails
Ability is now 3 bursts of flight that allow him to gain height quickly and hover for a short while. His mobility may be reduced, but he now has the ability to enter a ball while flying, and has unlimited swimming. Overall, Tails is more agile while having less freedom to skip entire levels with ease.

Spin characters
Can recurl into a ball in midair by pressing spin
Can uncurl out of a ball on the ground by pressing spin
Buffed minimum spindash to 20 (40 with sneakers or in Super form)
Automatically spindash when you land at a standstill while holding spin

All
Regain control shortly after being hurt
Can use jump and shield abilities after hitting a spring or walking off an edge
Refresh jump and shield abilities after hitting an enemy or busting a monitor (Attraction Shield excluded)
Reduced rebound from hitting bosses
Shield ability only activates if you tap spin briefly mid-air, not if you hold it for longer (lets spinning characters roll as soon as they land without using their shield)

Force Shield
New ability: 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.
This is designed to give it a bit more of an identity as the 'combat shield', while also giving it the unique role of a shield that makes you go backwards and synergising extremely well with Sonic's new moveset.

Console commands
kr_freeaim (on/off) - in standard mode, allows drop dash and double jump to be aimed in any direction instead of using the camera angle (default on)
kr_superpowers (on/off) - makes the Sonic moveset changes also apply to Super Sonic (default on)
kr_uncurltoggle (on/off) - when off, releasing spin while rolling makes you uncurl, when on, pressing spin while rolling makes you uncurl (default on)

Known issues
-The Fire Shield's vanilla behaviour is weird as hell. It's not broken, but it doesn't really play nicely with this mod.
-Doesn't perfectly support all custom characters - Egg Pack is a good example of one that doesn't work properly.
-I need some new example footage.

Changelog
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.

Older versions:
Spoiler:

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, 128 views)
File Type: pk3 VL_KReworkD-v1.1.pk3 (223.0 KB, 125 views)
File Type: pk3 VL_KReworkD-v1.2.pk3 (224.6 KB, 102 views)
File Type: pk3 VL_KReworkD-v1.3.pk3 (225.8 KB, 128 views)
File Type: pk3 VL_KReworkD-v1.3a.pk3 (225.9 KB, 70 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, 129 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, 72 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, 17 views)

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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
Dabir is offline   Reply With Quote
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.
Dabir is offline   Reply With Quote
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.
Dabir is offline   Reply With Quote
Old 14 Hours Ago   #25
Dabir
Nitpicker
Default

1.6b is now available, adding a slightly obscure bugfix.

- Fixed ability aiming (dropdash, double jump etc) in 2D mode.
Dabir is offline   Reply With Quote
Old 12 Hours Ago   #26
CaptainMonochrome
Default

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; 12 Hours Ago at 06:29 AM.
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