- Auto accel
- 800% acceleration
- 110% top speed
- Infinite tether like Lightning Shield
- Resists going upward on slopes
- Less friction
- Can always turn your sprite
- Turning speed does not get weaker at high speeds
- Turning speed is normal underwater
- Keeps moving in momentum direction, regardless of how
you turn
- Releasing a drift redirects all your momentum in that
direction
- Floats over bananas, damage sectors and offroad
- No stair janking while floating
- Hold drift for extra gravity. Not only does this fast
fall (this stacks with true fast falling), it builds
momentum down slopes too!
- Parries Big Players (Grow), Invincibility, Flame Shield
and, of course, other Tops -- all except if you're
grinding
- Wipes out anyone you touch
- Infinite weight like Bubble Shield
- Does not water skip
- Does not water run while holding drift
This is all the visual effects and item logic of the Top
minus (almost all [1]) physics adjustments when a player is
riding one.
While on a Top:
- Otherwordly humming while floating
- Cannot drift [1]. Instead, holding drift begins grinding
the Top into the ground -- sparks fly out
- Sprite tilts left and right as you turn
- No wheel screech when turning too far
- Speed lines while holding drift
- Tripwire Boost effect scales to cover you AND the Top
- One hit and you lose it
- Throwing forward, getting hit or just losing it because
you were in first place for too long: the Top flies out
from under you and begins snaking like crazy
- Throwing backward also makes the Top fly out from under
you but it also thrusts you forward. The Top dies
instantly so it's not dangerous ;-)
- If you're in first for too long, it begins vibrating
- If you tumble, it dances across your entire screen
A loose top will tumble anyone it hits.
- Banana, Eggman Items, Proxi Mine, Land Mine, Hyudoro, and Drop Targets are now placeable in maps.
- By default, will only appear when in 1v1s. (Extra flag can be checked to enable spawning in all modes.)
- Most of these objects will need tweaks to account for being placeable now.
The actual issue was that turning was nerfed by a flat x0.5 when strafing was enabled, but the strafe amount was speed based. This meant that you got way less turning at low speed, and no strafe to make up for it.
Water skipping is enabled for Orbinaut, Jawz, and Ballhog currently. Jawz can water run, as long as their target is on/above the plane they're at -- once their target goes into the water, they'll start skipping.
- Use Digital Empire's water running conditions (fully prevents ever being able to water-run on water that isn't level)
- Code cleanup of other parts of this code
- Made the threshold for water skipping much more strict
- Fixed water skip being scaled to player scale instead of map scale
- Make water run / tripwire easier for rubberbanding bots
Instead of a static 5 tic delay each time the reticule changes, its a timer that increments the longer your target is on someone, up to 10 tics. When trying to swap targets, it will reduce this timer, and only swap when it reaches 0.