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MMT (Many Minor Tweaks) -- v5.1 Details »»
MMT (Many Minor Tweaks) -- v5.1
Version: 5.1, by birbhorse (local eevee petter) birbhorse is offline
Developer Last Online: Oct 2020

Version: SRB2 Rating: (5 votes - 4.40 average)
Released: 12-25-2019 Last Update: 09-12-2020 Favourites: 6
Scripts Re-Useable Content

Welcome to...
MMT (Many Minor Tweaks)!

This mod includes a whole bunch of minor tweaks that can be toggled via command line! Things including tailsball (which replaces tails' descent using spin to curl him up into a ball), superkey (which lets you change what key is used to turn super), and more! It also includes my previous lua script, Cancelable Super Form, now with the ability to change which key is used!

You can use "mmthelp" in-game to view what commands are available, and a brief description of what they do.
Do note that the list changes if you enter multiplayer, due to there being commands that work only in multiplayer, and ones that only work in singleplayer!

List of commands, taken from mmthelp:
Spoiler:

-- The Good Stuff --
  • mmthelp <num>: Lists all the available commands, by using the second argument as a page number.
  • superkey <value/off>: Changes key used to transform into character's super form. If disabled, all code relating to this is disabled.
    Options: off, weaponnext, weaponprev, attack/ringtoss, use/spin, camleft, camright, tossflag, firenormal/ringtossnormal, custom1, custom2, custom3
  • cancelsuper <value/off> : When the key set is pressed, the player is taken out of their super form.
    Options: off, weaponnext, weaponprev, attack/ringtoss, use/spin, camleft, camright, tossflag, firenormal/ringtossnormal, custom1, custom2, custom3
  • skincolor: <value/default>: Changes the player's skin color, used for single player modes.
  • supermusic <on/off>: Toggles the super form's music.
  • dropdash <on/off>: Enables the Drop Dash for Sonic. Notice: Disables superhover when turned on.
-- The Minor Tweaks --
  • recurl <on/off>: Allows the player to curl up into a ball after using a spring, tornado, etc.
  • supertrail <on/off>: Leaves behind a more noticeable trail when the player is in their super form.
  • totalrings <on/off>: Displays total amount of rings in level in the scoreboard hud.
  • supershield <on/off>: Allows shields to be shown when the player is in their super form.
  • tokentorings <on/off>: If all chaos emeralds are collected, player is granted 50 rings instead of a continue.
  • preserveshield <on/off>: Preserves shield upon completion of level, allowing you to keep the shield in the next map load.
  • musicfade <on/off>: Fades music out when crossing the goalpost.
  • infinitelives <on/off>: Allows for infinite lives in singleplayer. (singleplayer only, duh)
  • scorecontinues <on/off>: When enabled, after reaching above 25,000 points in a level, the player is granted a continue. (singleplayer only)
-- Other Tweaks --
  • tailsball <jump/spin/bop/off>: Tails turns into a ball instead of descending when using the spin key in flight.
  • everysuper <on/off/disable>: Allows every character to go super. If set to off, only vanilla super characters can go super. If disabled, nobody can go super.
  • instantrespawn <on/off>: Respawns the player instantly when they die, 0 wait time. (Co-op/singleplayer only)
  • classicsuper <on/off>: Jumping will automatically turn you super when the player is elligble to do so.
  • classicshields <on/off>: Changes all SRB2 Monitors to their S3K equivalents.
  • classicspecialstage <on/off>: Replaces emerald tokens with the ability to enter the special stage if the player clears w/ 50 rings.
  • superhover <on/off>: Toggles whether or not Super Sonic can use the hover ability.
-- Netplay, Admin, and Meta --
  • mmtloadsettings: Load in settings from files in a folder located in luafiles/mmtsettings.
  • mmtsavesettings: Saves settings to files in a folder located in luafiles/mmtsettings.
  • mmtautoload: Automatically loads the user-saved settings when loading the MMT add-on.
  • mmtautosave: Automatically saves MMT user settings before exiting the game.
  • mmtdebugger <on/off>: enables various debugging tools, used for both MMT and for other developers to use.
    Extra options: enablehud, disablehud; enableprint, disableprint
    If using the HUD functionality, pressing Custom 2 will toggle debug information regarding player stuff, such as player.mo.state and player.pflags values.
  • banskin: <value>: Adds skin to a banlist, prohibiting players from selecting them.
  • unbanskin: <value/all>: removes skin from ban list, allowing usage of them again. Specify "all" to remove all from the banlist.
  • toggleafk <on/off>/<15-90/disabletimer>: sets the player into an AFK mode; alternate argument is used as an automatic timer to be put AFK.
    Options: options: on, off, disabletimer, exitdisable, exitenable, number between 10 and 90
  • charability <CA1> <CA2>: Changes the player's main ability, and secondary ability. (admins only)
    Options: fly, glide, homing, swim, doublejump, float, slowfall, telekinesis, fallswitch, jumpboost, airdrill, jumpthok, bounce, twinspin
    Secondary options: spindash, gunslinger, melee
  • mmtdefaults: changes everything related to MMT back to default variables.
  • orderpizza+: -size <value> -address <value> -toppings <value>: order a pizza!
-- ???????? --
  • orderpizza: -size <value> -address <value> -toppings <value>: order an ordinary pizza!

There will be many more features in the future, my current plans are listed out in the lua script itself if you're interested.

Don't be afraid to bug report in the replies, even if you find like, a hundred of them! Even with real bugs--actually don't, that's off-topic unfortunately. If you do bug report, please provide what other addons you had on, if you were in multiplayer, and provide each step you did so I can diagnose the problem easier. Saying "x does not work" and leaving it at that is not helpful.
I do also accept suggestions, however this does not mean I will include them for any number of reasons.

CHANGELOG:
Spoiler:

v5.1
  • Tweaked the drop dash so that it's slightly more momentum based, as in you don't get a huge speed boost from a stand-still. It'll be just about as fast when you're running though.
  • Made it so single-player/multi-player only commands only show up in their respective modes in mmthelp. The full list of commands still exist in the forum post!
  • Corrected recurl's description to include the fact it can accept "jump" and "spin" as valid inputs.
  • Removed the redudant printing of options for tailsball
  • Fixed scorecontinues not working properly.
  • Fixed debug.lua so that if you're using it independently, away from MMT, the HUD will get restored when done cycling through the many variables provided.
  • Added new value to track in the debug stuff: player.losstime
v5.0
  • Bumped minimum required SRB2 version to 2.2.5.
  • Replaced "player.loaded" with "player.mmtloaded", to help not conflict with mods.
  • Removed the need for mmtsettings.lua, since lua I/O is a thing! ...and it's been a thing shortly after I stopped making SRB2 mods! Oh well, it's here now.
    By default it reads and writes to a folder called "mmtsettings", located in "luafiles/mmtsettings/", if you don't have it, it will be automatically created when loading the addon.
    Added new command "mmtsavesettings".
    Changed "mmtloadsettings" to work with this.
    Added new command "mmtautoload".
    Added new command "mmtautosave".
    Do note that this does *not* work in multiplayer for the time being, I might look into making this work for it soon.
  • Fixed mmthelp to work on numbers lower than 0. Not sure why you'd enter a number lower than 0, but hey, it works now.
  • Fixed mmtdefaults command not working on stuff like the dropdash and supershield commands.
  • *Hopefully* fixed a bug with PreviousSkin in multiplayer, unsure what's causing it though.
v4.1
  • Added 2.2.2 features; mainly R_GetColorByName and R_GetNameByColor. BE SURE TO UPDATE TO SRB2 v2.2.2!
  • Added pw_justlaunched, another 2.2.2 feature, to mmtdebugger's many list of variables.
  • totalrings will not show up in stages with 0 rings.
  • Removed notice when enabling superhover; this was a leftover from when older code was ued and it bugged things out.
  • Hopefully fixed bug where dropdash caused resynch issues.


Known problems/bugs:
Spoiler:
  • Players in AFK mode can be carried around.
If you're a mod maker and you wish to detect if this mod is loaded...
You can check for the presence and value of "mmtVersion", for this is a value that's been put in _G. Do something like this:
Spoiler:
Code:
if mmtVersion
--your code here, ofc you can optionally do "else" for your own code
end

WARNING
This addon has not been tested when hosting a game via the in-game multiplayer menu. Previous versions have experienced errant issues, such as tailsball causing the host player to react when other players use it.
It is highly recommended that you a dedicated server by opening the program via -dedicated, so that scripting conflicts like this do not occur!

Download Now

File Type: pk3 VL_ManyMinorTweaks-v5.1.pk3 (149.9 KB, 232 views)

Screenshots

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Name:	tailsball.gif
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Name:	everysuper and cancelsuper.gif
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Name:	preserveshield.gif
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Name:	tokentorings.gif
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Size:	1.70 MB
ID:	24829   Click image for larger version

Name:	tailsball bop.gif
Views:	476
Size:	6.55 MB
ID:	25095  

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Name:	banskin.png
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ID:	25097   Click image for larger version

Name:	toggleafk.jpg
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Name:	totalrings.png
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Name:	supertrail.jpg
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Name:	recurl.gif
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ID:	26124  

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Views:	437
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ID:	26253  

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Comments
Old 12-25-2019   #2
D00D64
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Welcome to releases!
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Old 12-25-2019   #3
Naluigi
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For some reason tailsball isn't working when I try to turn it on and use it.
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Old 12-25-2019   #4
glaber
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(sees every super) Does this mean we have 2 mods that enable super everyone now?
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Old 12-25-2019   #5
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Quote:
Originally Posted by glaber View Post
(sees every super) Does this mean we have 2 mods that enable super everyone now?
Yes, but i think i'll stick to this one.
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Old 12-25-2019   #6
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I'd prefer if Tails still had control over his movement during tails fall like a regular jump, and was slightly less floaty, making it easier to land on enemies and resume flight... which you should be able to do. That's just in my opinion though.
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Old 12-26-2019   #7
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Quote:
Originally Posted by Pyrakid Wolfo View Post
I'd prefer if Tails still had control over his movement during tails fall like a regular jump, and was slightly less floaty, making it easier to land on enemies and resume flight... which you should be able to do. That's just in my opinion though.
This is what I was originally going to do, by setting Tails' mode when he falls down to jump instead of spin. However I've ran into too many complications to get it to work, the most prominent being that it activates Tails' super form when used w/ 50+ rings.

For now this is just gonna be how it is until I either figure out or it becomes possible to interrupt SRB2's super form call, since if I can interrupt it and bring in my own code, that will not only fix that, but also allow me to rebind the key to something else, and enable functionality like being able to use it while in a shield.
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Old 12-26-2019   #8
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Quote:
Originally Posted by glaber View Post
(sees every super) Does this mean we have 2 mods that enable super everyone now?
oof yeah we do
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Old 12-28-2019   #9
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New update released! Changelog is provided in post.

This update will please Pyrakid in particular, since I was able to get tailsball to work with more control, due to me FINALLY being able to figure out how to interrupt SRB2's super form call, ergo letting me handle it the way I want.

The only thing that I don't really like in this thus far is that it's an all or nothing with super forms, I'm trying to figure out how to detect what characters come with a super state by default, while accounting for custom characters, because then I'll bring back everysuper as a command.

Anywho, enjoy everyone!
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Old 12-28-2019   #10
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If you wish to make preserveshield not work between different zones, you might just be able to use levelname from the map header and a MapChange Hook(because from what the wiki says, MapChange happens the moment the game is told to load a new map, while MapLoad is after everything in the map is loaded) or something? If the value is the same as the previous map, then you're in the same zone. If it is different, then you are in a new zone?
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Old 12-28-2019   #11
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Well hey, thanks! I was trying to figure out how to read levelheader data earlier for unrelated purposes, but gave up because I didn't understand how to. With a little more perseverance, I got it to work, and now it works without carrying the shield to the next zone. It'll be done in the next version!

EDIT: This also unintentionally fixed a problem where the shield carried over into special stages, but you'd lose them afterward!

Quote:
Originally Posted by Sting the Cat View Post
If you wish to make preserveshield not work between different zones, you might just be able to use levelname from the map header and a MapChange Hook(because from what the wiki says, MapChange happens the moment the game is told to load a new map, while MapLoad is after everything in the map is loaded) or something? If the value is the same as the previous map, then you're in the same zone. If it is different, then you are in a new zone?
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Last edited by birbhorse; 12-28-2019 at 07:15 PM.
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Old 12-28-2019   #12
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Alright, new minor update out, this one should be the last one for awhile, assuming some new bugs don't pop up.
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Old 12-31-2019   #13
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Big ol update just got released, I've done a lot of behind-the-scenes work to make everything work as intended. It's all been thoroughly playtested over and over with all characters to make sure nothing's breaking.

There is only a couple minor problems that need to be patched, but they're minor enough to the point where I decided it's okay to release it in this state (all of which are stated inside the lua file itself). Have fun!
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Old 12-31-2019   #14
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v0.4 is now out! Tailsball is FINALLY working how it should! I've also adjusted superkey some more, now you won't automatically use your shield if you have it bound to spin, and many other minor changes including changing all true/false commands to use on/off instead.
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Old 01-01-2020   #15
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Finally, the orderpizza command returns. It's about time.
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Old 01-01-2020   #16
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I haven't tested it thoroughly, but sonic and metal appear to still be able to transform using the spin key for the first time (superkey set to tossflag, tested in a save already with the emeralds)

Thanks for this mod btw, it's in my "if you're using mods youu should be using this one" folder
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Old 01-01-2020   #17
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It has been done.

v0.5 is now out! Your eyes do not deceive you, it no longer comes with a seperate netplay script, for I have figured out a way to integrate both into the same place. It has not gone through the rigorous testing I'd like it to, but mild playtesting in netplay does seem to show it works properly; and rest assured, it all works properly in singleplayer.

Also tokentorings is now finally working, so it's re-enabled by default, woo!

EDIT: v0.5 fixed the problem addressed above; it wasn't just sonic and metal, it happened to all characters, due to a failed attempt at getting the special stages to properly show "you can now go super!", I'll figure out a way to get it working one day.
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Last edited by birbhorse; 01-01-2020 at 11:11 AM.
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Old 01-01-2020   #18
Pyrakid Wolfo
 
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Tailsball isnt working when i turn it on
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Old 01-01-2020   #19
birbhorse
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Quote:
Originally Posted by Pyrakid Wolfo View Post
Tailsball isnt working when i turn it on
Could you be more specific? Second time I've seen this kinda report, but no description was given, especially since I've checked it to be working before release.

Do you have any other addons enabled (and if so which ones)? Are you using this in multiplayer? And did you enable it mid-game or somewhere else (e.g. titlescreen)?
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Old 01-01-2020   #20
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Singleplayer, enabled midgame. No other addons. Pressing spin or any other button doesnt do tailsball

---------- Post added at 11:28 PM ---------- Previous post was at 11:20 PM ----------

doesnt work if i enable it during the title screen either
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