Now triggers when locked on instead of when out, and has a temporary HUD colorize animation when ring pickup is locked.
also:
- SPB spawns rings more frequently
- There's only a chance for Super Ring while in debt if you mashed at all
- Added Battle fallback items when alone, for the future Break the Capsules
- Ring pickup is disabled while SPB is locked onto you (HUD animation to signify this is not implemented yet)
- Ring afterimages only spawn while in the air, to reduce lag
- Ring attraction is now much more preformant. Instead of each ring checking for all players for a shield & then doing a distance check, players with an attraction shield already will do a blockmap check around them for rings.
- Draft leeway period is longer, from 10 tics to 1 second
- During the draft leeway period, your draft sparkles will still be attached to the last player you drafted, but transparent
- Scale drafting speed requirements, distances, and visuals with player scale instead of map scale. While shrunk, this will make it so you need to be closer to draft, but don't need to be moving as fast.
- Re-enable ring respawn
- Make Attraction Shield chasing rings faster
- Combi-band is invisible to non-affected players
- Used rings animate faster
- Sync ring animation to a global timer
- Thunder Shield now attracts rings
- Colorize the ring counter at max yellow
- Rings in the collecting animation are considered for determining if you can't pick up rings anymore, preventing a LOT of rings being deleted from the map over time.
- Flung rings don't lose speed over time anymore
- Flund rings last way longer
- Using rings is much less touchy (holding the button from before an item roulette will let you continue using them until you let go, using certain items won't make you use a couple rings afterwards)
- 0 rings is now counted as debt when getting hit, making debt easier to get out of (getting hit by a spike now would put you at -2 instead of -5)
- Move Super Ring toward the end of the item (so I don't have to modify gfx.kart to fix dropped items)
- Fix typo that could potentially invalidate the wait phase
- Prevent dying during target phase causing it to redirect to someone else
- Ease speed back up to default whenever slowed down
- SPB intensity now biases against high drift sparks + acceleration, instead of only acceleration.
- Slow speed is scaled w/ SPB intensity too
- Fix Orbinaut/Jawz not accepting top speed changes (This means back-spam being slower now for real works, and the speed buff on boosters for real works.)
- Make the top-speed buffs for boosters not work for back-spam
This makes it so that if the SPB'd person is passed, then the person who's getting SPB'd won't get the increased item odds for the weird feedback loop.