Added compatibility with Score Generations
This update makes this adventure pack compatible with Score Generations by Hyper, and it aims to recreate the score system from Sonic Unleashed. When using this mod without Score Generations, scoring functions the exact same as it always has been, so it's required that you also enable Score Generations in lower priority if you want to play with the modded score system. Testing was done with Unleashed physics, so it's recommended to do the same for intended difficulty. Also, it's worth noting that the Unleashed HUD is currently not supported with Score Generations. It's a visual mess during gameplay, so it's necessary to disable the Unleashed HUD while Score Generations is enabled until it eventually gets updated.
If you've already downloaded and set up the unofficial patch, or you, for some reason, want to use this score system without setting up the patch, I've provided a seperate download link that just has the score files. This way, you will only need to place these files in the Holoska Adventure Pack's root folder.
Due to certain limitations with both Sonic Generations and Score Generations, and a lack of full understanding for how certain parts of Unleashed's score system work, the score system I've made isn't a complete 1:1 experience, but I've tried to make it as accurate as I could. The information below details how this score system works and how it compares to Unleashed:
Rings - The player isn't given any points for simply collecting rings but is awarded a Ring Bonus of 100 points per ring kept at the end. This is 1:1 with Unleashed.
Enemies - In Unleashed, each enemy type gives a different base score, a homing chain gives an extra bonus 300 points for every enemy destroyed during the chain, and slamming enemies with boost in quick succession doubles the base score for every three enemies slammed. Currently, Score Generations can only give the same score for all enemy types, so this base score for all ememies is 300 points. The lack of potential points is conpensated by tweaking the slam bonus to give more points. Slamming more than one enemy in quick succesion gives an extra bonus 300 points that doubles for every enemy destroyed. If one second has passed without the player slamming into another enemy, the slam bonus is reset.
Rainbow Rings - Interacting with a rainbow ring grants 1000 points. This is 1:1 with Unleashed.
QTEs/Tricks - Quick Time Events are completely absent in Generations, so the lack of points that would be received from them is conpensated by having trick ramps grant points. For every trick performed, the player is awarded 1000 points, and performing a trick finish grants 5000 points.
Time Bonus - Custom lua scripting has made it possible to receive almost the same amount of time bonus score as Unleashed in every stage. The only big difference is that time bonus increments down every millisecond in Unleashed, but Score Generations only increments time bonus down every second. An extreme hypothetical example is that if time bonus subtracts by 100 points/second, and the player finishes the stage with 1 millisecond on the timer, they would keep 99 more points with Score Generations than they would with Unleashed, but if they would have finished a millisecond later, Score Generations would have subtracted those 100 points all at once.
Speed Bonus - The most I understand about Unleashed's speed bonus is that it records the player's speed when passing every checkpoint and at the very end when touching the goal ring. Currently, I haven't figured out what Unleashed does with those speeds to calculate the speed bonus. In Score Generations, it only records the player's speed when passing checkpoints and not when touching the goal ring. How speed bonus is calculated is that it takes the average velocity from those recorded speeds and multiplies it by a number that changes depending on the stage. This should add a speed bonus to the total score that's somewhat close to what speed bonus the player would get in Unleashed.
Ranking - Rank score requirements have been increased to compensate for the overall increase of potential score. These rank requirements are 1:1 with Unleashed as far as I know. This means beating a stage will almost surely overwrite your existing high score, so backup your save file if you don't want those scores wiped.
Score Limit - Normally in Sonic Generations, the score is capped at 999999 points or six digits. This has been increased to 99999999 or eight digits as in Unleashed.
If you are knowledgable of Sonic Unleashed's score system and notice that this recreated version could be improved to be more accurate, please let me know via the comment section.