Update of last mod:
imkulw.tbm
Gamerules:
- Turnframes were changed from 10,10,10,30,etc. to 15,15,30,etc.
- Matchframes changed from 450 to 480
- DQ timeout changed rom 45 to 40
- Gravity changed from -26 to -85 (approximately medium gravity)
- Fracture threshold changed from 320 to 275
- Thrust applied to each bodypart to alter the effects of gravity
~ Movement upwards is supported by a higher acceleration, making it marginally easier to jump whilst maintaining similar falling conditions
Environment:
# walls and lattice were tuned to both better facilitate movement towards the center of the dojo and enable more freedom and be less distracting
- Lattice changed from a x/y grid to a sectional polar grid with the standard x/y grid only inhabiting the center section
- Bounce and friction values changed from 0.593000, 60400.00 to .625000, 65800.00
- Lattice suspended at a max height of 3.12 and a min height of 2.87
Toris:
- Altered density distribution to have a less extreme disparity between the torso and limbs
- Altered point distribution from:
head - 97 to 140
neck - 65 to 125
breast - 60 to 110
groin - 86 to 127
glutes - 63 to 108
chest (joint), lumbar, pecs - 50 to 85
abs - 50 to 97
chest (bodypart), stomach - 40 to 72
pecs (bodypart) to 61
shoulders, hips - 25 to 43
biceps, thighs - 10 to 35
elbows, knees - 6 to 17
triceps, legs - 3 to 7
wrists, ankles - 0 to 0
Gamerules:
- The first two turns are only 15 frames long a piece
~ Intended to give you the ability to react to cheeses like rush openers
- Approximately medium gravity
~ Intended to allow:
* Quick comebacks
* Easy transition between the ground and lattice
~ Base gravity of -85, thrusts applied to bodyparts net to a total gravity of around -20 to -30
* Thrust appears to have a higher acceleration than gravity forces, makes jumping and moving upwards marginally easier
- 480 matchframes
- 200 (standard) engagement distance
- DQ timeout of 40
- Fracture threshold of 275
- Dismemberment threshold of 290 on the NECK ONLY
* General dismemberment is enabled - however, with a threshold of 1200, it should be near impossible.
* Decapitating your opponent will automatically trigger a win for you
~ For discovering this feature, a HUGE shoutout goes to Odlov
Environment:
# walls and lattice were tuned to better facilitate movement towards the center of the dojo
- Suspended lattice to assist with movement, positioning, etc.
* The lattice curls inward with it's highest point in the center and its lowest points near the edges
~ The center of the lattice is suspended at a height of 3.12, areas near the edges are suspended as low as 2.87.
* Grab-able if grip is enabled
- Hexagonal room of similar size to dojosize 500
* Walls are rotated upwards to allow for easier transition between the walls and the lattice
- All objects have much increased bounce and friction values
~ 0.625000 and 65800.00 respectively
* Either far increases how much force you receive from interacting with objects or far increases how effectively you cling to objects, depending on the angle or direction of your force
~ Translates into much higher mobility and agility around the environment
Toris:
- Different tori model
* Straighter posture
* Altered sizes of point zones to fit better with the scoring distribution of those bodyparts
* Not gunna lie basically thought it looked kinda cool
- Alternate density distribution
* Weight is centered in the torso, with minor central concentrations of weight in the ends of each limb
~ Allows for much easier general spinning movements and puts more weight behind strikes
- Alternate force and strength values for joints
* Altered in part to compensate for weight differences between this and the standard model
* Equalized forces between limbs
-'Fixed' point distribution that adjusts the amount of points each body part gives when struck
* Adjusts to allow for free and safe striking without giving tons of points to your opponents
* Likewise, obtaining significant amounts of points requires careful aim at the core of the character
* Compensates for the high damage zone around the head by adding a similar high damage zone in the crotch and around the glutes
~ Keeping your opponent from scoring significant amounts of points requires careful positioning and blocking to protect your groin and head (instead of just your head)
head - 140
neck - 125
breast - 110
groin - 127
glutes - 108
abs - 97
chest (joint), lumbar, pecs - 85
chest (bodypart), stomach - 72
pecs (bodypart) - 61
shoulders, hips - 43
biceps, thighs - 35
elbows, knees - 17
triceps, legs - 7
wrists, ankles - 0
- The area between the hand through elbow / the foot through knee on each limb is resistant to dq
- Fractures give NO extra points
~ Typically, fracturing your opponent gives you points. It does not here.
- Toris are totally resistant to being grabbed. Enabling grip through flags only allows you to grab the lattice, not your opponent.
- When you decap your opponent, you will automatically win the match.
~ For discovering this feature, a HUGE shoutout goes to Odlov
Both an optimization and a fix of the last one. Grip shouldn't work at all on body parts, plus all kinds of different changes described above
This is a pain from phone
Last edited by pouffy; Oct 20, 2016 at 12:02 AM.