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Trainer 0.4.0: the trick line list is called Tricklining; docs
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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# Changelog
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## Next (0.4.0, in progress)
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## v0.4.0 - 2026-10-06 (test build)
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From what players asked for in the ReSkate Discord. Everything marked "untested" is in so that it
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Built on ReSkate 1.1.3. From what players asked for in the ReSkate Discord. Everything marked "untested" is in so that it
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can be tried: tell us what it does.
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- **Camera tab.** Move the game's own cameras: distance, height and side for the low camera, the
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@@ -32,14 +32,14 @@ can be tried: tell us what it does.
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curves it used to leave alone, which is why x0.4 only slowed a flip by a third. And below 1 it
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stretches the flip catch times by the same factor: the game hurries any flip that would not
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finish inside its catch time, so slowed flips used to snap back to full speed.
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- **Trick lines** (a fourth list on the Tune tab). Everything that makes a trick line in one place (reverts and powerslides,
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- **Tricklining** (a fourth list on the Tune tab). Everything tricklining needs in one place (reverts and powerslides,
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pumping, pops, spins and flips, manuals and grinds), under a "play like" choice:
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skate., Skate 3 Easy, Skate 3 or Skate 3 Hardcore (the choice heads every list of the Tune tab), plus
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Skate 3's trick line extras. The revert boost's rules are yours to change there: how much spin
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Skate 3's tricklining extras. The revert boost's rules are yours to change there: how much spin
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counts, how far out of line the board must land, what each kind of revert is worth.
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- **Skate 3 presets grind the older way.** They also set 21 grind and pumping values from the unused
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tuning set the game still carries (Skate 3's wherever the two can be compared): grind friction,
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slide angles, no automatic turning between grinds. Each trick line card says what it is for.
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slide angles, no automatic turning between grinds. Each tricklining card says what it is for.
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- **Board bending boost** (TRICKS; it was first called the revert speed boost). Land a spin the game has to auto revert and get speed back, as
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earlier builds of the game did; chain reverts to build speed. 0 is off. The measuring and the
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numbers are AutoRevertBoost's, by Sivaes, jaq and OVM (github.com/Sivaes/AutoRevertBoost). It also
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@@ -1,6 +1,6 @@
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# ReSkate Trainer
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A TRAINER page in the ReSkate menu (Insert): live physics tuning, presets, practice markers and a
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The PHYSICS page in the ReSkate menu (Insert): live physics tuning, tricklining, Skate 3 presets, cameras, practice markers and a
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telemetry HUD. It ships no game data: the list of values is built at run time from the player's own
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`Gameplay/SkatePhysicsTuning`.
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@@ -8,7 +8,7 @@ telemetry HUD. It ships no game data: the list of values is built at run time fr
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| Tab | What you get |
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|---|---|
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| **TUNE** | Three lists: REALISTIC, FUN and EVERYTHING. Each opens on the dials: every built-in preset as one slider (Ollie height, pop out of grinds, on-board gravity, landings, revert friction, pumping, Push speed, Body flip and spin speed, Bail resistance, Grind lock-on and friction, on-foot jump and sprint, glide, torpedo), where 1 is the game's own and the preset's button jumps to the preset; then the switches (Auto Push, No Speed Wobble, Smooth Surfaces, Long Wheelbase, Never bail), the trick sliders (flip trick speed, no comply, boneless, hippy and off-board jump height, and a revert speed boost: speed back on a landing the game auto reverts, from AutoRevertBoost by Sivaes, jaq and OVM) and the values themselves: a short plainly named list, or under EVERYTHING the whole table (the physics tuning's values, one multiplier per curve and graph, and the 314 values of the game's other tuning classes) with groups, "only what I changed", locks, your own saved presets and a preset a map applies every time it loads. One search box finds dials, trick sliders and values on every list; pointing at a named value says what it does. The built-in presets include Skate 3 (and its Hardcore and Easy): Skate 3's numbers for every value this game still shares with it. "Share" copies one of your presets as a line of text and "Import from clipboard" adds one you were sent. Changes apply while you skate. Values the game was never found or seen reading are hidden unless you ask for them. **Reset everything**, above the tabs, puts the game back as it shipped. |
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| **TUNE** | Four lists: REALISTIC, FUN, TRICKLINING and EVERYTHING, under a "Play like" choice (skate., Skate 3 Easy, Skate 3, Skate 3 Hardcore). TRICKLINING gathers what a line needs: the board bending boost (speed out of a landing with the board out of line, as in Skate 3) with its rules, revert and powerslide friction, pumping, pops, spins and flips, manuals and grinds, each with a line on what it is for. Each opens on the dials: every built-in preset as one slider (Ollie height, pop out of grinds, on-board gravity, landings, revert friction, pumping, Push speed, Body flip and spin speed, Bail resistance, Grind lock-on and friction, on-foot jump and sprint, glide, torpedo), where 1 is the game's own and the preset's button jumps to the preset; then the switches (Auto Push, No Speed Wobble, Smooth Surfaces, Long Wheelbase, Never bail), the trick sliders (flip trick speed, no comply, boneless, hippy and off-board jump height, and a revert speed boost: speed back on a landing the game auto reverts, from AutoRevertBoost by Sivaes, jaq and OVM) and the values themselves: a short plainly named list, or under EVERYTHING the whole table (the physics tuning's values, one multiplier per curve and graph, and the 314 values of the game's other tuning classes) with groups, "only what I changed", locks, your own saved presets and a preset a map applies every time it loads. One search box finds dials, trick sliders and values on every list; pointing at a named value says what it does. The built-in presets include Skate 3 (and its Hardcore and Easy): Skate 3's numbers for every value this game still shares with it. "Share" copies one of your presets as a line of text and "Import from clipboard" adds one you were sent. Changes apply while you skate. Values the game was never found or seen reading are hidden unless you ask for them. **Reset everything**, above the tabs, puts the game back as it shipped. |
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| **PRACTICE** | Game speed and pause, five marker slots per map (save / go / clear), return to the marker after a bail, teleport to coordinates, copy your position (game or Blender axes). |
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| **CAMERA** | Move the game's own cameras: distance, height, camera-only height and side for the low camera, the high camera and the on-foot camera, with buttons for SunJay's Low Cam numbers and a low camera that shows more of the skater. The cameras keep their smoothing and stay out of walls. Below it, an experimental camera of your own that replaces the game's (it does not avoid walls). |
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| **MAP & HUD** | Speed and air-time HUD, a read-out after every jump (takeoff speed and angle, height, distance, drop, landing speed, spin and flip), telemetry recording to CSV, and whatever the map's author ships for the trainer. |
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@@ -1880,7 +1880,7 @@ std::string trickline_command(const std::vector<std::string> &a) {
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if (auto *e = find_entry(key); e && !is_locked(*e)) set_entry(*e, on ? e->stock * factor : e->stock);
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s.revert_boost = on ? std::max(s.revert_boost, 1.0f) : 0.0f;
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changed();
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return on ? "Trick line extras on: speed back out of reverts, heavier revert and powerslide friction." : "Trick line extras off.";
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return on ? "Tricklining extras on: the board bending boost, heavier revert and powerslide friction." : "Tricklining extras off.";
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}
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// The game's own cameras: `trainer camera rig low|high|foot <field> <number>`, or a preset for all three.
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std::string rig_command(const std::vector<std::string> &a) {
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@@ -20,7 +20,7 @@ void register_trainer_commands(Commands ®istry) {
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{"preset", "Apply, remove, save or delete a preset", "apply|remove|save|delete|export <name> | import [file]", false},
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{"revert", "What counts as a revert and what its speed boost is worth", "<field> <number> | reset", false},
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{"feel", "Which game the skating plays like", "stock|easy|normal|hardcore", false},
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{"trickline", "Skate 3's trick line extras: revert boost and heavier revert friction", "extras on|off", false},
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{"trickline", "Skate 3's tricklining extras: the board bending boost and heavier revert friction", "extras on|off", false},
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{"camera", "Your own follow camera: distance, height, tilt, shoulder, FOV", "on|off | game | preset <name> | set board|foot <field> <number>", false},
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{"dial", "Turn a built-in preset up or down: 1 is the game's own", "<multiplier> <preset name>", false},
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{"slot", "Select a marker slot", "<1-5>", false},
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@@ -33,7 +33,7 @@ struct Page {
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float hippy_edit{1}, nocomply_edit{1}, boneless_edit{1}, offboard_edit{1}, flip_edit{1};
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float revert_edit{};
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bool revert_editing{};
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// The Trick lines tab: rows of the value table per group, for one snapshot.
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// The Tricklining list: rows of the value table per group, for one snapshot.
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std::array<std::vector<std::size_t>, 5> trick_rows;
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std::uint64_t trick_revision{~0ull};
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bool hippy_editing{}, nocomply_editing{}, boneless_editing{}, offboard_editing{}, flip_editing{};
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@@ -226,7 +226,7 @@ void tune_tab(SkateMenu &menu, const Model &model, const CallbacksV3 &callbacks,
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if (!view.editable) warn(view.blocked.c_str());
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// Two short lists, the trick line section and the whole table (modes 0, 1, 3 and 2).
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{
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static constexpr std::pair<const char *, int> modes[]{{"REALISTIC", 0}, {"FUN", 1}, {"TRICK LINES", 3}, {"EVERYTHING", 2}};
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static constexpr std::pair<const char *, int> modes[]{{"REALISTIC", 0}, {"FUN", 1}, {"TRICKLINING", 3}, {"EVERYTHING", 2}};
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const float width = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.x * 3) / 4;
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bool first = true;
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for (const auto &[label, mode] : modes) {
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@@ -459,7 +459,7 @@ void trick_heights(SkateMenu &menu, const CallbacksV3 &callbacks, Page &p, const
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("Board bending: land with the board turned out of line and the game snaps it straight. With this on, that snap\n"
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"throws you forward, as it did in Skate 3: chain bends to keep and build speed without pushing.\n"
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"x 1 gives about +1.5 to +2.6 m/s a landing. 0 is off, the game's own. The Trick lines list has the details.\n"
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"x 1 gives about +1.5 to +2.6 m/s a landing. 0 is off, the game's own. The Tricklining list has the details.\n"
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"From AutoRevertBoost by Sivaes, jaq and OVM.");
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ImGui::SameLine();
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float typed = view.revert_boost;
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@@ -618,12 +618,12 @@ void feel_buttons(SkateMenu &menu, const CallbacksV3 &callbacks, const trainer::
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void trickline_section(SkateMenu &menu, const CallbacksV3 &callbacks, Page &p, const trainer::View &view) {
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const bool can_edit = view.editable && callbacks.queue_console_command != nullptr;
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ImGui::BeginDisabled(!can_edit);
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begin_card(menu, "trickline", "TRICK LINE EXTRAS", "What Skate 3's trick lines had beyond its tuning");
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begin_card(menu, "trickline", "TRICKLINING EXTRAS", "What Skate 3's tricklining had beyond its tuning");
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bool extras = view.revert_boost > 0;
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if (toggle_row(menu, "Skate 3's trick line extras",
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if (toggle_row(menu, "Skate 3's tricklining extras",
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"The board bending boost below at x 1, and heavier revert and powerslide friction (x 3 and x 1.5: a first guess, tune them below).", extras))
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trainer_command(menu, callbacks, extras ? "trickline extras on" : "trickline extras off");
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note("Pick the game to play like above, then tune the trick line part of it here. Blue = changed; Reset puts one value back. Type in a box to go past a slider's end.");
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note("Pick the game to play like above, then tune the tricklining part of it here. Blue = changed; Reset puts one value back. Type in a box to go past a slider's end.");
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end_card();
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// Rows of the value table by id, looked up once per snapshot.
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@@ -680,7 +680,7 @@ void trickline_section(SkateMenu &menu, const CallbacksV3 &callbacks, Page &p, c
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if (i < view.rows.size()) value_row(menu, callbacks, p, view, view.rows[i], false, true);
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};
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begin_card(menu, "trick-revert", "BOARD BENDING, REVERTS AND POWERSLIDES", "Speed out of a bent landing, and what a revert or slide costs");
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begin_card(menu, "trick-revert", "BOARD BENDING, REVERTS AND POWERSLIDES", "Speed out of a bent landing");
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{
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// The revert speed boost: its strength, then what counts and what it is worth.
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const auto number_row = [&](const char *label, const char *command, float value, float low, float high, const char *format, const char *tip) {
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@@ -704,7 +704,7 @@ void trickline_section(SkateMenu &menu, const CallbacksV3 &callbacks, Page &p, c
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ImGui::PopID();
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};
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const auto &r = view.revert;
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note("Board bending is how a trick line keeps its speed. Land a spin with the board out of line (twisted off your body, or you and the "
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note("Board bending is how tricklining keeps its speed. Land a spin with the board out of line (twisted off your body, or you and the "
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"board together sideways to where you are going) and the game snaps the board straight. In Skate 3 that snap threw you forward, so "
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"liners bend the board on every landing instead of pushing. skate. gives nothing for it; this boost puts the speed back.");
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number_row("Board bending boost", "option revert_boost", view.revert_boost, 0.0f, 5.0f, view.revert_boost <= 0 ? "off" : "x %.2f",
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