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Silver The Hedgehog [V2.6] Details »»
Silver The Hedgehog [V2.6]
Version: 2.6, by Lat' (Absolute territory where) Lat' is offline
Developer Last Online: Sep 2020

Version: SRB2 Rating: (16 votes - 4.63 average)
Released: 02-08-2020 Last Update: 02-17-2020 Favourites: 23
Characters Scripts

Silver leaps through time to once more end up in our cursed timeline!
But this time, he's got a whole 300 something polished up sprites, some suntan, and has honed his telekinetic powers!



Abilities & Tips:
  • Float: Double jump and hold jump to float. You can start floating again after letting go if you still have energy.
  • PsychoBoost: While floating, tap spin to start boosting forward. You can adjust your height with the movement keys. In this state, you will destroy spikes, floors, walls and weak enemies. Be careful, this ability uses a lot of energy up!
    • Tip: If you hit the floor while using Psycho Boost, you will start spinning.
  • Telekinesis: On ground, tap spin near targets (marked by a teal arrow) to lift them. Press spin again to toss them. If more targets are nearby when you throw, they will automatically home in to deal damage.
    • Tip: You can use the Ringslinger weapon select buttons to throw individual objects. You can also drop them by tapping Toss Flag.
    • Tip: Holding Toss Flag will enable friendly Silver players to grab you and even use you as projectile! You can press Toss Flag again to be let go off.
Be mindful, all of those abilities use your energy meter to a varying degree. This meter will recharge on its own over time if you aren't using your abilities.

Shield Abilities:
Silver cannot use regular Shield abilities. Instead, they will enhance his Psycho Boost!
Spoiler: List of shield abilities

Whirlwind (passive):
Drastically increase the vertical angle cap of the boost, allowing Silver to travel much higher than usual.

Attraction: Magnet Dash:

After activating your boost, press spin again to dash towards nearby enemies. You can hold spin to keep chaining enemies if they are near one another!

Elemental: Dash Plummet:

Drastically increase the downwards angle cap and speed. Hold down to plummet to the ground and destroy enemies near you as you land. You are also immuned to wall bumps when going down.
You are also able to dash at full speed underwater.

Force: Force Hold:

After dashing, press and hold spin again to halt all your momentum. You can turn and adjust your vertical angle while on hold, and the energy cost is drastically reduced. Let go off of spin to redirect yourself in your chosen direction.

Armageddon: Dash Blast::

Your boost will constantly be at the maximum possible speed. Hitting a wall will detonate the shield and stun you.

Thunder: Magnet Pull:

Pulls nearby enemies into you, damaging them.

Flame: Flame Dash:

Increases your maximum boost speed as if you had constant Super Sneakers.

Bubble: Plummet Bounce:

While dashing, hold down to plummet to the ground similar to the Elemental Shield. Upon hitting the ground, you will bounce back up and will be able to start floating again.


Spoiler: Screenshots!










Spoiler: Changelogs & Modding support information


2.5 (10/07/2020)
  • Added brand new Shield Abilities for Silver. Check the OP for details!
  • Silver config is now automatically generated and updated in luafiles/silverconfig.dat
  • Fixed an issue with score being awarded in BattleMod when it shouldn't have been.

2.4 (23/05/2020)
Fixes:
  • Fixed an oversight where thrown objects would consider any other object as solid on contact and get damaged. Only Solids, Enemies, Shootables and Missiles will count as collision now.
  • Fixed an error in the NiGHTs code which resulted in a warning and drill afterimages not matching the player's roll angle.
  • Fixed the NiGHTs drill sprites being of inconsistent sizes which caused horrible jitter with rotsprite.
  • Simple Mode controls (or lmaogalog) can now use strafe keys to turn while using Psycho Boost. (This is a hack and is not 100% accurate with the actual turn keys)
  • Simple Mode controls (or lmaogalog) will no longer make you activate Psycho Boost backwards if you were holding down to go down before activation.

2.3 (10/04/2020)
Fixes:
  • Fixed a game freeze involving Fang dying from his own bombs thrown back at him.
  • By extension, this should fix some cases where missiles thrown don't die or continuously die on another object.

Battlemod:
  • Regular thrown objects no longer damage players with 1 DEF or more and will knock them back instead.
    • Projectiles thrown back at you will however use their own properties to check whether or not you should be damaged.
  • Thrown objects only home in for 10 tics (About 1/3rd of a second) instead of a full second.
  • Fixed an issue where Silver could grab Tails' buzzes and bully him. That was fun while it lasted.
  • Silver can no longer grab Amy's love hearts.

2.2 (28/03/2020)
  • Battlemod:
    • Fixes:
      • Fixed Silver's projectiles not functionning at all in BattleMod.
      • Fixed Ringslinger abilities not working at all in Ringslinger gamemodes if BattleMod was added.
    • Balance changes:
      • Psycho Shock base speed changed from 24 to 32. It should land more reliably.
      • Psycho Boost now gets melee priority depending on how fast it's going, starting at 1 attack 1 defence, all the way up to 4 attack and 4 defence.

2.1 (24/02/2020)
  • Fixes:
    • Fixed Silver's aura colour being wrong because of 2.2.2's new colours. This should now be future proof thanks to R_GetColorByName.
    • Fixed interactions with the Skim enemies.
    • Fixed a small ringslinger oversight.
  • Psychokinesis:
    • Thrown item speed changed from 55 to 75
    • Thrown items now target the center of their targets rather than their Z position. This should make throws against moving targets much more likely to land.

2.0 (17/02/2020)
  • General:
    • Critical energy level increased from 1/5 to 1/4 max energy.
    • Modified some sound effects.
    • Added silverconfig.cfg (Included in the OP's download)
      • /!\ Place this file in your SRB2 root folder, or it won't run. /!\
      • This config file will run as soon as Silver is added and allows you to set your playstyle:
      • 'silv_auracolor <colourname / colournumber>' Sets Silver's aura colour for multiplayer games. Set it to -1 or 'Opposite' to use your current skincolour's opposite colour.
      • 'silv_invertflight <On/Off>' Inverts the vertical axis for Silver's Psycho Boost. You can now play plane simulator and insult air control.
      • 'silv_throwall <On/Off>' Reverts the Telekinesis to the old behavior where all objects are thrown at once by default.
      • 'silv_norollangle <On/Off>'. If set to On, disables sprite rotation on grabbed objects, which makes for a performance boost on weaker machines.
      • Technically speaking, any other cvar can be set in here to adapt Silver's playstyle to your needs.
  • Float:
    • Fixed an oversight where landing on a Spring after dropping from a Float would leave you in your falling frames and wouldn't start energy regeneration.
  • Psycho Boost:
    • Added the 'silv_invertflight' command to invert flight controls. Check the Silver Config section above for more information.
    • Psycho Boost now bumps off sturdy enemies such as the Castle Bot Facestabber.
    • Fixed collisions with spikes and monitors not taking the Z axis into account properly.
    • Psycho Boost now bumps off solid objects instead of hugging them.
  • Telekinesis:
    • Telekinesis now uses searchBlockmap instead of the old table method, which greatly improves performance overall.
    • Grabbing multiple objects only costs a fixed 1/4 max energy instead of a variable amount.
    • Telekinesis now defaults to throwing objects one at a time.
    • The delay for throwing objects has been almost nullified. A 1 second delay is still applied after you throw the last object.
      • This creates a way more dynamic combat gameplay for silver where the player is more in control of their individual shots.
    • Single throws now display secondary targets for the remaining items you can throw.
    • Single throws now properly prioritize the target closest to Silver instead of targetting whatever they felt like.
    • Thrown objects now destroy walls.
    • Fixed the Crawla Commander not abiding by the throw's momentum.
    • Fixed the Pointy's spikeballs not following along when it was thrown.
    • Fixed the psychic overlay being offset incorrectly when using models.
  • Ringslinger
    • Silver will begin losing energy after holding a player for too long
    • Added support for CBW's Battle Mod.
      • In this mod, Silver is unable to grab players by default. He must instead use his new ability, Psycho Shock, a chargeable projectile that will render any player it hits vulnerable to being grabbed for a few seconds. Charging the projectile will increase its explosion radius, potentially making multiple players vulnerable to Silver's grab.
  • Modding:
    • Added 'boostbump = (boolean)' field to TKextra tables. If true, Silver will bump out of his Psycho Boost state when hitting that object as if he hit a wall.
    • Added 'boostcf = function(mobj_t silver, mobjt_t bumpedobject)' function to TKextra tables. This will run once when Silver bumps off an object. Will not run if boostbump isn't set.
    • Added a scale field on Silver's idle objects as the 3rd index of the table. FRACUNIT is the default scale, FRACUNIT/2 will be half of the player's scale, and so on.

Initial Release (08/02/2020)
  • General:
    • Sprites have been remade from scratch and greatly improved upon!
    • Silver's stats are now normalized to be the same as everyone else. He still has a higher jump.
    • Greatly improved visual effects for Silver's abilities
    • Brand new, more modern sound effects for Silver's abilities
    • Added the 'auracolor <colorname / integer>' command which can change the color of Silver's visual effects. For instructions, supply no arguments.
  • Psycho Boost
    • Initial momentum is now fully kept when activating Psycho Boost. Running starts now actually matter!
    • More momentum is kept when the Psycho Boost ends. (2/3 instead of 1/4 previously)
    • Psycho Boost can now break floors. Enables Silver not to get stuck at some point of the campaign.
    • The upwards vertical angle cap has been reduced. Downwards is untouched.
    • Hitting the floor while boosting will make Silver spin instead of slide. Functionally, this is the same thing, but allows greater interactions with slopes.
  • Telekinesis
    • Arrows now show up on targets to show you what you're aiming at
    • Monitors can now be auto aimed at
  • Ringslinger
    • If Silver takes damage, a delay is set to prevent him from firing back straight away.
    • Reduced delay when grabbing a player from 2.5 to 2 seconds.
    • Psycho Cuts now have a smaller hitbox
    • Psycho Cuts can now destroy monitors
    • Can no longer fire while a delay is active
    • Weapon pickups and max ammo were drastically increased
    • Individual weapon changes:
      • Automatic: You can now hold the button to fire a constant stream of cuts
      • Scatter: Hitbox size made consistent with every other cut. Fixed an error related to firing on walls
      • Grenade: Now drops speed over time and explodes after 6 seconds. It will also bounce on walls.
  • Modding:
    • TBA: Wiki page containing the information below in a cleaner form if demand is high enough
    • Keep in mind that these are only intended for use if the default behaviors don't satisfy you, they are in no way required for your mod(s) to support Silver
    • For custom HUDs, there is now a function to draw Silver's energy bar anywhere you want!
      Use
      Code:
      silv_drawBarHUD(drawer v, player_t p, int x, int y, int maxbarlen, int flags)
    • You can now add custom sprites to Silver's Idle animation.
      Use 'silv_addIdleSprite(table)' and 'silv_addRareIdleSprite(table)'
      The format to do so is {SPR_SPRITE, FRAME}
      For exemple, if I wanted to add a rare object where Silver grabs a default player frame;
      Code:
      silv_addRareIdleSprite({SPR_PLAY, A})
    • You can now add entierely new custom behaviors for objects interacting with Silver's Telekinesis and Silver in general with 'silv_addTKextra(int mobjtype, table t)'. The syntax is as follow, for exemple:
      Spoiler: Large code and exemple

      Code:
      /*
      local properties = {
      	// telekinesis properties:
      	nograb 	 	boolean,	// sets whether the object can be grabbed
      	noaim 	 	boolean,	// sets whether the object can be aimed at with throws
      	noroll 		boolean,	// if true, rollangle will not be applied when this object is grabbed
      	killonwall 	boolean,	// if true, the object will be killed when thrown at a wall regardless of hitpoints
      	killonfloor	boolean, 	// if true, the object will be killed when thrown on the floor regardless of hitpoints
      	nodamage 	boolean, 	// if true, the object cannot be damaged by throws
      	
      	shield =	mobjtype,	// MT_ constant expected to be the shield mobjtype held in mobj.tracer. 
      							// mobj cannot be grabbed for as long as their shield is valid. Used for Crushstaceans and Egg Guards.
      	
      	// silver specific properties:
      	bossdamage = boolean,	// if true, silver cannot use Psycho Boost or his spin jump to damage this enemy
      	msondamage = boolean,	// used specifically for Metal Sonic. Lets silver damage the boss through normal jumps only if MF_SHOOTABLE is not applied.
      	
      	// telekinesis related functions:
      	grabf 	function(mobj_t mo, mobj_t grabber)
      				-- runs continuously while grabber is using telekinesis on mo
      			end,
      	
      	throwf 	function(mobj_t mo, mobj_t thrower)
      				-- runs contunuously while mo is being thrown by thrower
      			end,
      	
      	resetf 	function(mobj_t mo)
      				-- runs once when mo is being reset from Telekinesis status (after a throw or being let go off of).
      			end,	
      
      	shieldf function(mobj_t shield)
      				-- runs once the frame where the shield is being grabbed.
      			end,	
      }
      
      silv_addTKextra(MT_MOBJTYPE, properties)
      */
      
      -- exemple:
      local prop = {
      	nograb = true,
      	bossdamage = true,
      }
      silv_addTKextra(MT_BLUECRAWLA, prop)
      -- The above will result in every crawla being impossible to grab and damage physically for Silver.



      It's also possible to supply an empty table with the function, which will enable the object type to be both grabbed and thrown at with no additional properties.

      Although it's also possible to directly edit the 'silv_TKextra' table, using this function will ready the Hooks necessary to get your objects to work properly, as well as check each existing field for userdata types to avoid errors.
      NOTE: This will not work if the mobjtype in question has MF_NOTHINK, MF_NOCLIP or MF_SCENERY defined in their mobjinfo as these are skipped when checking for grabbable / aimable objects
    • WARNING: Make sure to use a ThinkFrame to ensure the proper loading of your object modification / idle sprites addition, here is a non exhaustive exemple of a way to do it:
      Spoiler: exemple

      Code:
      local added		-- flag that checks if we've already added our properites
      
      local function addsilverstuff()
      	
      	if not added		-- check if we haven't already added the data.
      	and silv_addTKextra	-- this checks if silv_addTKextra exists, AKA if Silver has been loaded
      	
      		-- custom properties / idle sprites go here.
      		-- do NOT use P_Random functions here, as the properties here need to be synched.
      	
      		
      		added = true	-- set this flag to true
      	end
      end
      
      silveraddstuff()	-- attempt to load properties on addon load. If Silver was already added beforehand, this saves us the troub
      if not added	-- we failed to add the data on script load
      	addHook("ThinkFrame", do
      		addsilverstuff()
      	end)
      end
      -- So then we'll try to load it every frame until it works. This is the least desirable outcome but ultimately has no impact



Spoiler: Known Issues. (Yes, there are some)
  • Splitscreen is only partially supported. Many visuals and HUD elements will not display properly under certain circumstances (Mostly Ringslinger related). Nothing I can do to my knowledge.
  • Lua amper the stability of larger netgames, so you may experience more frequent synchronization failures / netgame-specific framerate drops.


I grant explicit permission to STJr to port this character going forward should I not be here to do it myself or unreacheable for another major release.

Credits:
  • Snu : Spriting (and motivational) assistance (touch ups)
  • MotorRoach : Spriting assistance (original standing rotation / character select portrait)
  • Inazuma : Spriting assistance (character select animation)
  • zxyspku : Spriting assistance (walk animation)
  • Q.T.D. : Spriting assistance (idle stance)
  • Look I can't list all the testers this would get too long, but you know you're listed there if you helped!

Download Now

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Comments
Old 02-24-2020   #42
Lat'
Absolute territory where
 
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Small patch seeing as 2.2.2 broke some things in Silver;

2.1 (24/02/2020)
  • Fixes:
    • Fixed Silver's aura colour being wrong because of 2.2.2's new colours. This should now be future proof thanks to R_GetColorByName.
    • Fixed interactions with the Skim enemies.
    • Fixed a small ringslinger oversight.
  • Psychokinesis:
    • Thrown item speed changed from 55 to 75
    • Thrown items now target the center of their targets rather than their Z position. This should make throws against moving targets much more likely to land.
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glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two
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Old 02-24-2020   #43
rocklight124
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Can you add a brighter aura around the object you currently have selected please.
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Old 03-07-2020   #44
TripleT
 
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I like Silver mod like one of the best made. However I got one annoyance and that is why does Silver easily get stopped by walls? That used to not be a thing. Now every wall he runs into during boost mode all his speed is immediately stopped. It pointless than.
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Old 03-07-2020   #45
Magnemania
 
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I phenomenally enjoy this character. I put Silver right up there vanilla Sonic for replay potential. It feels like there's always new, fascinating ways to break the levels with Silver's moveset that I haven't yet discovered. The duality between abusing the Psycho Boost and running through levels vanilla while waiting for the bar to recharge is incredibly satisfying.

I've gone ahead and recorded a full playthrough (no special stages) with Silver using the 3D models, as I haven't seen any other recorded gameplay with him. I've tried to be as flashy as possible, but it was a single segment recording without too much practice, so there's a couple of fumbles and deaths.
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Old 03-10-2020   #46
R3BiRtH
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As a suggestion, it'd be cool if there was an option to have psycho boost respond to mouse only controls for moving either up or down, so that instead of having the movement controls changing the angle it'd be based the direction a person is aiming.
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Old 03-14-2020   #47
SnocBoi
The Snoc
 
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Boy, this has to be one of my favorite add-ons of 2.1 and now 2.2, grabbing stuff and throwing it has to be the most fun thing in the game, floating and psycho-boosting is pretty useful, I had yet to try him in match since my internet is trash and I'm not good at match, but I guess if you're silver people are gonna fear you.
"Lat", you deserve a pat on the back for making this character, you created the most perfect incarnation of this character ever made for this game. Keep at it!




(Pardon my grammar)
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Old 03-14-2020   #48
Moose the Fat Cat
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Does anybody have enough patience to walk me through installing this for Mac OSX version? :/

I have not been able to successfully implement any mods or add-ons, but I watched Magnemania's playthrough and this character looks super fun.
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Old 03-14-2020   #49
Kwiin
[A person in a place]
 
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You may been asked this already, if so, my bad, but.

Why were the shield abilities from 2.1 Silver scrapped? I thought the abilities themselves were fun as hell and I can't do some of my favorite things with Silver from then here? (Annihilating a row of enemies with Electric shield, pulling pro gamer strats with the extra psychoboost time given with Force Shield). Not only was it really damn fun but it seems like too much work was put into that aspect of old silver to be tossed away. I might be talking out of my ass but the visuals and also the scripting of that seems like something that would take a lot of passion and time.
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Old 03-20-2020   #50
ChrisHedge
Also Known as CyanKnight
 
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I don't know if you know about this or not but Silver is broken in battle mod currently. Not "haha he's so op" broken no, He doesn't actually work anymore. His ability still hits badniks just fine in co-op but when it makes contact with players nothing happens meaning he can't pick people up and throw them in battle pvp. He also can't throw item boxes at people anymore. If you don't care enough to fix it that's fine i just wanted to let it be known that he's bugged in battle mod
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Old 03-20-2020   #51
Eis-Kold
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Quote:
Originally Posted by ChrisHedge View Post
I don't know if you know about this or not but Silver is broken in battle mod currently. Not "haha he's so op" broken no, He doesn't actually work anymore. His ability still hits badniks just fine in co-op but when it makes contact with players nothing happens meaning he can't pick people up and throw them in battle pvp. He also can't throw item boxes at people anymore. If you don't care enough to fix it that's fine i just wanted to let it be known that he's bugged in battle mod
I'm having the same issue. Psycho Shock no longer does anything to players, which is kind of a shame.
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Old 03-20-2020   #52
Zanda_Sama
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Basically his Psycho Shock does normal damage, rather than letting you pick them up. Which maybe isn't the worst idea since SMS Alfredo made tongue bad just because of some stages that have bottomless pits.
Also people complain Silver can change item-box locations, I kinda like that since you know you could use it strategically, buuuut maybe that is broken.
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Old 03-20-2020   #53
Eis-Kold
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Actually, it doesn't even damage for me. It literally does nothing.
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Old 03-20-2020   #54
Zanda_Sama
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Quote:
Originally Posted by Eis-Kold View Post
Actually, it doesn't even damage for me. It literally does nothing.
Must be a 5.0 bug or something, or even 4.0
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Old 03-20-2020   #55
ChrisHedge
Also Known as CyanKnight
 
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Quote:
Originally Posted by Zanda_Sama View Post
Basically his Psycho Shock does normal damage, rather than letting you pick them up. Which maybe isn't the worst idea since SMS Alfredo made tongue bad just because of some stages that have bottomless pits.
Also people complain Silver can change item-box locations, I kinda like that since you know you could use it strategically, buuuut maybe that is broken.
Silver being able to pick people up if he hit with psycho shock was fair, it took a lot of effort to hit with it even with auto aim since the tracking isn't that great, he's a nospin so he's more vulnerable than most at all times, he can't hold you very long and you can strafe out of his throw if he doesn't throw you close enough to a wall. Throwing monitors was his only other reliable form of attack its debatable if being able to move item locations is really that powerful though. I think in some cases it is like for example in a map like nimbus ruins he can make the item boxes in that map unreachable but he also wouldn't be able to use them, still evening the playing field for everyone. His kit was really well balanced the problem right now is that he just simply doesn't work correctly.
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Old 03-20-2020   #56
Lat'
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I'm aware of the issue, it seems BattleMod changed the way projectile damage is handled. I have plans to fix this alongside better BattleMod gameplay in general soon-ish.
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glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two
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Old 03-21-2020   #57
GUSTAV0
 
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Man I guess it's no use to not play this mod huh
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Old 03-28-2020   #58
Lat'
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Finally, we're matching the game release version!

Silver V2.2 (28/03/2020)
  • Battlemod:
    • Fixes:
      • Fixed Silver's projectiles not functionning at all in BattleMod.
      • Fixed Ringslinger abilities not working at all in Ringslinger gamemodes if BattleMod was added.
    • Balance changes:
      • Psycho Shock base speed changed from 24 to 32. It should land more reliably.
      • Psycho Boost now gets melee priority depending on how fast it's going, starting at 1 attack 1 defence, all the way up to 4 attack and 4 defence.
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glad there is no Zero Two in this pack,i really get mad everytime i see Zero Two
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Old 03-28-2020   #59
CobaltBW
Community Noise Maker
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Server experienced a script break earlier this morning.
Code:
WARNING: DOWNLOAD/VCL_Silver-v2.2.pk3|Lua/Defs.LUA:482: attempt to perform arithmetic on field 'pflags' (a nil value)
Mods were loaded, so I couldn't tell you what the source was. My best guess is perhaps that the script caught an argument that wasn't player userdata?
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Old 03-29-2020   #60
Zanda_Sama
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I don't know if you can fix this, but maybe make Silver not able to change item monitor spawn locations.

Battle Suggestions: - Make people able to mash out of Silver's telekinetic grasp (Like Dirk's freeze stun.)
- When Silver grabs an item, to make it not home in on the user, but instead make it like Fang's popgun where it only has auto-aim on the start of the move
- If the former isn't enough, make the item only as fast as fang's popgun cork, making it not too hard to hit with, but not undodgeable
- Maybe Item Boxes will not deal damage, but knock the player back, similar to fang's popgun, unless the thrown item is a Bomb, TNT Barrel.
- Silver's telekinesis is already very powerful, due to EVERY character having a projectile (Sonic's ground pound rocks, Knuckles rock blast, Amy's hearts (Silver cannot grab Charm Beam), Fang's popgun & bomb, and Metal Sonic's energy blast (might be grab-able, i don't know.)) So... I don't know if he really NEEDS to be able to grab players, (make the mashing somewhat easy because on maps like aerial garden you REALLY have to pray.) (Oh right you can mash out of Yoshi's eating, so that's something to go off of, but you cant throw immediately after grabbing someone, there's a delay, so maybe remove the delay but make mashing like yoshi's so that the Silver has less time to position the throw.) (Or just make it like Silver's boss fight where Silver is stuck in place during it maybe??? Just spitballing ideas, because Silver is actually overpowered. I'm pretty sure he's unbalanced.)
- Make Silver's Psycho Shock do something else when fully charged.

Last edited by Zanda_Sama; 03-29-2020 at 10:30 AM.
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Old 03-29-2020   #61
Icarus
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Is it normal that the "turrets" can still shoot at you while holding them with telekinesis?
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