BoatMode

[Open Assets] BoatMode v1.4

What permissions do you give others to modify and/or maintain your submission?
Modify: YES - Maintain: YES - I give permission for my entire submission to be modified by others or used in their own work. I give permission for my entire submission to be maintained by others as well.
BoatMode is a reusable script that transforms bog-standard water into a unique gimmick, a second road with incredible handling and acceleration!

BoatMode is not designed to be loaded as a standalone addon.
BoatMode is not designed for RR 2.4. (yet)

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E-Brakes function somewhat the same. They will slow you down and bring you back to the surface, useful if you're way above it and need to get back on as quickly as possible. The downwards momentum won't sink you. Spindashes and Respawns will drop you down to the seafloor, but this is slow so only use it as a last resort.
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Drifting still charges sparks, and handles the same for all classes. If your racer tilts DOWN while drifting, you'll "Dolphin Dive" into the water at sparks above a red. If you don't want this, "null drift" before releasing your charge (drifting without accelerating). Otherwise, if your racer tilts UPWARDS, drifting will redirect your speed to your direction. You cannot sliptide on water, for technical reasons, and any wavedash charge you build up will be automatically used up.
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Trailing and orbiting items should act as normal, with some exceptions. Holding them for too long will drag you down to the seafloor until you release them. Maybe there could be some goodies down there? Bananas, Eggmarks, Orbinauts, and Gachaboms should all automatically water run or float on water. Both mines and Drop Targets cannot, for technical reasons.
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BoatMode offers multiple mapheader options and in-map sector actions for maximum customizability.

Map Header Options: (case insensitive)
Lua.Boat - (true/false) Must be set to something in order for any of the controls to take affect.
Lua.Boat_DriftDip - (true/false) Toggles diving for drifting, i.e., the tilting and dipping downwards when releasing a drift. See also: Sector Actions
Lua.Boat_BoatOnByDefault - (true/false) If TRUE, players will enter boat controls by default, otherwise, if FALSE, this variable ("allowboat") must be set manually through "BOAT_SETPVARS" actions.
Lua.Boat_DolphinJump - To be used in conjunction with Lua.Boat_DriftDip = true, players exiting the water will get a huge vertical boost depending on the level of sparks they charged.
Lua.Boat_SpeedIncrease - A flat increase added to every player's speed. Accepts any integer number.
Lua.Boat_SpeedMul - A multiplier applied to every player's speed. Accepts any decimal number.

Lua.Boat_Prop_Sprite - Cosmetic sprite change for the propeller sprite. Accepts "SPR_XXXX" and "XXXX", referring to sprite names.
Lua.Boat_Prop_Frame - Cosmetic frame for the propeller sprite. Accepts letters or numbers ("C" and "2" are equivalent)

Lua.Boat_PropOV_Sprite - Same as above, but for the propeller's overlay (the little circle that doesn't rotate)
Lua.Boat_PropOV_Frame - Same as above, but for the propeller's overlay (the little circle that doesn't rotate)


This was achieved with the following map headers:
Code:
Lua.boat_prop_sprite = SPDB
Lua.boat_prop_frame = C

Lua.boat_propov_sprite = SPR_SMCE

Sector Actions:
Call these with Action 443 "Call Lua Function". Recommended: Repeatable action, When player enters
Default format: (3 = Map Default (map header defined), 2 = Yes/On, 1 = No/Off, 0 = Leave as is)


Action BOAT_SETPVARS: Toggles variables related to boat behavior.
Argument slotNameAcceptable valuesDescription
String Argument 2"SpeedMul"Any decimal numberWhen Argument 2 on the menu is set to be a String, the decimal supplied will be set to the player's speed multiplier. Setting this to 0, or anything that isn't a number will remove its effect.
Note: This will not automatically go away when Argument 2 isn't a string. This can be stacked with "SpeedStack"
Argument 1"DriftDip"Default formatIf on, the player will dip down when they mini turbo.
Argument 2"AllowBoat"Default formatIf on, players WILL enter the boating state when they touch water. Useful if you want to have a mix of boating sections and underwater sections.
Argument 3"DolphinJump"Default formatIf on, and combined with "DriftDip", players exiting the water will gain a huge height boost after mini turbo-ing.
Argument 4"SpeedStack"Any integer numberThe value of this argument will be added to the player's speed. Setting it to 0 will remove its effect.

Action BOAT_DODOLPHIN: Call this when you need bots to perform a Dolphin Dive, since they cannot drift on their own.
Argument slotNameAcceptable valuesDescription
Argument 1"Spark Level""Emulated spark stage" (1 - 4)The spark stage used for height calculations. The higher the level, the deeper the dive and the bigger the jump.
Argument 2"AllowPlayers"Anything other than 0By default, this action will not affect human players. Setting this argument to anything other than 0 will make human players perform a Dolphin Dive as well, maybe for some automation.

The "DS_BoatTestMap" file is not required to be downloaded, but useful if you want to check out the documentation inside the map wad, or just for messing around with the boat controls. (Its map name is "TESTMAP" if you're using the map command)

KNOWN ISSUES:
  • Drift arcs get weaker with real delay (?)
  • Charger panels don't play nice with BoatMode (RR v2.4 milestone)
  • Inability to sliptide in boat driving
  • The start boost ("first blood") cannot decay while in boat driving due to it not being exposed to Lua. (RR v2.4 milestone)
If you encounter any bugs, please send them in the Discussions thread, or shoot me a message on my discord! (@epixgamer3333333)

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Author
EpixGamer21
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Even though I don't play rr, this mod might've made me decide to download rr for good, and besides what's the fun of not trying a good ol, Luigi budd mod? 5 starz.
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