Uninhibited voices/horns (see the "meme" setting in v1).
Removes the SECRET_MEMETAUNTS unlock, which didn't fit the general level of cohesion main game content should have.
Set a specific gamespeed per gametype. KARTSPEED_AUTO for it to be decided by game settings.
Wanted this for a while, but also it makes game speed display logic for DRP very straightforward.
Extremely simple condition - finish the level without NO CONTEST. Good for two specific Challenges that were trying to make do with "finish in good standing" as a substitute
- `EncoreMusic` on mapheader
- Supports up to 3 alt musics, as with every other type
- Do not vape/nightcoreify if provided
- To avoid complicating the Alt Music logic too much, uses "side B" of the same Prison Egg CD
- That is to say, if there are 2 encore tracks and 3 normal tracks, the second Encore track will only play if you've gotten the CD associated with the second normal track
I haven't actually tested it *with* any Encore music, but I've triplechecked literally everywhere to make sure it didn't break standard play
- It is possible to have a circuit map separated into
sections, where there are multiple "laps" before making
a full loop
- Normally the lap count is used to multiply the finish
line distance, but it fails for these maps
- The LapsPerSection property fixes the calculation by
specifying how many laps make up a full loop
- Default = 1 lap (most maps)
- Prevents a map from appearing on the vote screen if
there are too many players
- LobbySize
- Duel - 2 players max
- Small - 5 players max
- Medium - 10 players max
- Large - 16 players max (default if not set)
- Future proofing
- Doesn't count bot players in gametypes that don't
support bots
All courses are restricted in Match Race/Time Attack/Online if not visited in GP UNLESS:
- It is the first Race Course of a Cup
- Course has "NoVisitNeeded = True`
- The Controls Tutorial and Test Run are the only two stages that will need this
The above replaces:
- A lot of restricted courses having to be marked with `FinishNeeded = True`
- Hidden Palace
- Sealed Stars 1-14
- Once Special Mode is unlocked, it will now be possible to practice Sealed Stars before rematching them in GP
- Almost all Tutorial-specific behaviour, since it was heinously hacky
HOWEVER, `FinishNeeded = True` was left in specifically for future releases, and I reserve the right to use it on Adventure Example again before launch.
New condition for tracking multiple cups' windata.
`Condition1 = AllCupRecords RR_Egg Bronze`
- All cups up to Egg Cup must be completed at Bronze or better
`Condition1 = AllCupRecords`
- All cups in the game must be completed
`Condition1 = AllCupRecords All Any Master`
- All cups in the game must be completed on Master mode`
- Go to a MainCfg-specified map on its guessed gametype
- `TutorialChallengeMap = RR_ZonedCity`
- Some unique settings
- K_CanChangeRules() == false
- If GTR_CIRCUIT, make it Hard Speed
- If GTR_BUMPERS, die in one hit
- If GTR_BOTS, make them all difficulty 13 of the default bot skin
- No Medals or Spray Cans during the Tutorial Challenge
- Complete the stage in 1st place or don't bother at all
- Has the "Give up" menu option available, but no "Try Again"
- Condition for successfully completing the Tutorial Skip
- `Condition1 = TutorialSkip`
Related bugfixes:
- Correctly wipe skipstats when returning to the Title/menus
- Typing of `ultimatemode` (hey this isn't accessible by anything right now I wonder)
- Gametypes have "GPpic" and "GPpicMini" parameters
- These are shown in contexts where a Round Number would be shown in GP, but an eventmode is under way.
- Instead of having different rules to show up on the pause menu, titlecard, and tally/intermission...
- Pause Menu Roundqueue, Tally, and Intermission have all been aligned to the same rules.
- As long as the titlecard is standard, it will show the GP Pic per those rules. (GTR_SPECIALSTART and GTR_BOSS still have their unique behaviour here)
If you're hypothetically gating a Character behind 100% of Characters unlocked... that'll never come true!
To that end, allow a fudge value to be specified.
It's added to the unlock count before comparing it against the percentage.
`Condition1 = TotalTumbleTime 30*TICRATE
"tumble through the air for 30:00"
Also makes all the time-based non-playing Conditions use get_number so TICRATE can be provided
You have to destroy all objects of a certain list of types.
UNLIKE OTHER CHALLENGES, this is dependent on a mapheader parameter!!
The author of this commit just didn't want to create too laggy a condition check.
- `Condition1 = MapDestroyObjects RR_ESPRESSOLANE tables & chairs
- Map RR_ESPRESSOLANE
- DestroyObjectsForChallenges = MT_ESPTABLE,MT_ESPCHAIR
"hit a racer drafting off you while looking back at them"
Self-explanatory set of conditions
Wrote a commented out more compicated check for valid angles between player and target, but lastdraft probably is good enough for these purpses
Insta-Whip another racer while you yourself are invisible from Hyuudoro, it's shrimple
Also updates the phrasing used for UCRP_TRIPWIREHYUU to match ("afflicted by Hyudoro")
- `Condition1 = Faulted Yes`
- `FAULT during POSITION`
- for example, combine with "& finish in 1st"
- `Condition1 = Faulted No`
- `don't FAULT during POSITION`
- Removed all old dev title screen remainders that were interfering with titlemaps.
- F_VersionDrawer displays on all title screen types
- SA2 intro sound only plays whenever there's am actual title card to show (before it checked for not GS_CEREMONY?)
- Removed redundant customversionstring check in menus (F_VersionDrawer already handles customversionstring)