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This addon has been superseded by its remake here. The following content is archived as is.
Certain aspects of the mod are broken in versions 2.2.5 and up.
This is a script which overhauls character abilities, shields, and some of the physics. The list of changes can be found in the spoilers below.
Also includes these console variables:
twinspinspin - Swap Amy's aerial Twinspin input between spin and jump. Enabled by default.
supersound - Play the super music while transformed. Enabled by default.
Certain aspects of the mod are broken in versions 2.2.5 and up.
This is a script which overhauls character abilities, shields, and some of the physics. The list of changes can be found in the spoilers below.
Also includes these console variables:
twinspinspin - Swap Amy's aerial Twinspin input between spin and jump. Enabled by default.
supersound - Play the super music while transformed. Enabled by default.
~Sonic~
-New ability Arc Jump: a double jump which extends airtime while jump is held
--Shield abilities can be combined with this ability
-Thok moved to Metal Sonic
-Increased shield scale to 1.05
~Tails~
-True holdfly implemented (not the multiability holdfly)
-Speed of flight reworked
--Tails quickly loses speed if flying faster than 20 fracunits while ascending
--Can accelerate up to normalspeed while not ascending
--Cannot accelerate while tired if speed is greater than 20 fracunits
-Fly timer reduced to 5 seconds, down from 8 seconds
~Knuckles~
-Speed capped at 20 fracunits while falling from a canceled glide
-Momentum is no longer halted during landing animation
-Can hold spin while landing during a glide to transfer momentum into a spin rather than skid to a stop
-Climbing is slightly faster
~Amy~
-Striking the ground with a Twinspin will cause a small rebound
--Rebound will not occur when landing on spikes or goop
-Hammering a horizontal spring will force Amy into a spin state
-Significantly reduced the ending lag of hammering while on the ground
-Twinspin refreshes after a short cooldown instead of upon striking an enemy
-Hammer frames provide invulnerabilty to enemies and projectiles (but not sector hazards)
-Act clear name shortened to Amy to prevent text overlap
~Fang~
-Reduced ending lag and momentum loss of shooting
-Can press spin at any speed on the ground to shoot the nearest valid target
-Initiating or ending Bounce will not cut momentum
-Enemies have defense against Fang's corks
--Stronger enemies can withstand more shots
-Bouncing with the Elemental Shield will spawn fire upon impact
-Reduced jump factor to 112 fracunits, down from 120
-I would have increased his shield scale but it takes an unreasonably large shield to cover him properly
~Metal Sonic~
-Hover replaced with Thok
--Thok uses dash frames
--Maintains speed when moving faster than actionspd
-Breaks spikes on contact
-Increased shield scale to 1.05
-No longer skids
~All~
-Jumping and spinning physics modified
-Minimum spindash speed increased to 25, up from 15
-Nospin characters can use their ability while in spring states
-Super characters charge spindash instantly
-New colors and descriptions for character select screen
-New ability Arc Jump: a double jump which extends airtime while jump is held
--Shield abilities can be combined with this ability
-Thok moved to Metal Sonic
-Increased shield scale to 1.05
~Tails~
-True holdfly implemented (not the multiability holdfly)
-Speed of flight reworked
--Tails quickly loses speed if flying faster than 20 fracunits while ascending
--Can accelerate up to normalspeed while not ascending
--Cannot accelerate while tired if speed is greater than 20 fracunits
-Fly timer reduced to 5 seconds, down from 8 seconds
~Knuckles~
-Speed capped at 20 fracunits while falling from a canceled glide
-Momentum is no longer halted during landing animation
-Can hold spin while landing during a glide to transfer momentum into a spin rather than skid to a stop
-Climbing is slightly faster
~Amy~
-Striking the ground with a Twinspin will cause a small rebound
--Rebound will not occur when landing on spikes or goop
-Hammering a horizontal spring will force Amy into a spin state
-Significantly reduced the ending lag of hammering while on the ground
-Twinspin refreshes after a short cooldown instead of upon striking an enemy
-Hammer frames provide invulnerabilty to enemies and projectiles (but not sector hazards)
-Act clear name shortened to Amy to prevent text overlap
~Fang~
-Reduced ending lag and momentum loss of shooting
-Can press spin at any speed on the ground to shoot the nearest valid target
-Initiating or ending Bounce will not cut momentum
-Enemies have defense against Fang's corks
--Stronger enemies can withstand more shots
-Bouncing with the Elemental Shield will spawn fire upon impact
-Reduced jump factor to 112 fracunits, down from 120
-I would have increased his shield scale but it takes an unreasonably large shield to cover him properly
~Metal Sonic~
-Hover replaced with Thok
--Thok uses dash frames
--Maintains speed when moving faster than actionspd
-Breaks spikes on contact
-Increased shield scale to 1.05
-No longer skids
~All~
-Jumping and spinning physics modified
-Minimum spindash speed increased to 25, up from 15
-Nospin characters can use their ability while in spring states
-Super characters charge spindash instantly
-New colors and descriptions for character select screen
-Attraction Blast homing attack can be chained as long as you don't miss
--Momentum from striking an enemy is reduced to make the ability more controllable
-Force Stop freezes your character in place while spin is held and will redirect stored momentum to the direction you're currently facing when spin is released
-Intentionally triggering Armageddon Shield's explosion will cause it to leave behind an Ash Shield
--Ash Shield has no ability but will damage the enemy that destroys it
-Elemental Stomp forces roll and provides invulnerability while stomping
--Cosmetic appearance of Elemental Shield adapts to the environment
-Flame Burst thrust speed is more consistent
--Can also damage enemies when used by nospin characters
-Bubble Bounce reduces momentum upon impact instead of canceling momentum on use
--Momentum from striking an enemy is reduced to make the ability more controllable
-Force Stop freezes your character in place while spin is held and will redirect stored momentum to the direction you're currently facing when spin is released
-Intentionally triggering Armageddon Shield's explosion will cause it to leave behind an Ash Shield
--Ash Shield has no ability but will damage the enemy that destroys it
-Elemental Stomp forces roll and provides invulnerability while stomping
--Cosmetic appearance of Elemental Shield adapts to the environment
-Flame Burst thrust speed is more consistent
--Can also damage enemies when used by nospin characters
-Bubble Bounce reduces momentum upon impact instead of canceling momentum on use
Super Sonic
Passive - enhanced Arc Jump
Active - Comet Dash
A fast air dash which prevents you from losing height for a short time. Combine it with the Arc Jump for true air supremacy.
Super Tails
Passive - 50% more flight time
Active - Updraft
An initially weak whirlwind jump which becomes more powerful the faster you're falling. Pick up an electric shield while super to enhance this ability into a lightning jump that can chain into fly.
Super Knuckles
Passive - Fast climbing
Active - Meteor Drop
An Elemental-style stomp except it doesn't cancel your momentum. Devastates nearby enemies upon impact. Pick up an Elemental Shield while super to additionally leave behind a fire ring.
Super Amy
Passive - Drain Hammer
Amy loses rings twice as quickly as other characters while super, but striking an enemy with her hammer will award her a pack of rings. Hearts spawned by the hammer while super will hunt down enemies to drain from.
Active - Spiral Jump
A double jump which reaches incredible heights but cancels your momentum on use.
Super Fang
Passive - Warp Corks
Automatically teleport to any enemy you shoot and gain a speed boost.
Active - Teleport
Teleports a short distance forwards. Can pass through solid objects, but not walls.
Super Metal Sonic
Passive - Infinite air
Active - Hover
Metal Sonic's vanilla ability.
Passive - enhanced Arc Jump
Active - Comet Dash
A fast air dash which prevents you from losing height for a short time. Combine it with the Arc Jump for true air supremacy.
Super Tails
Passive - 50% more flight time
Active - Updraft
An initially weak whirlwind jump which becomes more powerful the faster you're falling. Pick up an electric shield while super to enhance this ability into a lightning jump that can chain into fly.
Super Knuckles
Passive - Fast climbing
Active - Meteor Drop
An Elemental-style stomp except it doesn't cancel your momentum. Devastates nearby enemies upon impact. Pick up an Elemental Shield while super to additionally leave behind a fire ring.
Super Amy
Passive - Drain Hammer
Amy loses rings twice as quickly as other characters while super, but striking an enemy with her hammer will award her a pack of rings. Hearts spawned by the hammer while super will hunt down enemies to drain from.
Active - Spiral Jump
A double jump which reaches incredible heights but cancels your momentum on use.
Super Fang
Passive - Warp Corks
Automatically teleport to any enemy you shoot and gain a speed boost.
Active - Teleport
Teleports a short distance forwards. Can pass through solid objects, but not walls.
Super Metal Sonic
Passive - Infinite air
Active - Hover
Metal Sonic's vanilla ability.
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