The game keeps much of its tuning in data-defined classes (push speeds,
everything on foot, dive and glide, bail speeds...). The trainer finds 24 of
them in memory by the defaults and field order the game's data ships and lists
their 314 values by name. Push speed now drives the push class's own speeds;
auto push, off-board jump height and wider trick height ranges come with it.
The Tune tab opens on a Realistic or a Fun short list. Built on ReSkate 1.0.7.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
The game hands its auto push flag to the animation and nothing comes of it.
With it on, the trainer's push code now brings a rolling skater that is not
braking up to the auto push speed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The game's trick scripts launch the no comply and the boneless through its
jump-trajectory setter; the trainer multiplies the launch speed there, told
apart by the physics states around the call. Pushing is scripted too, so the
push tuning values were never read: the top pushing speed is now applied after
each physics step, and push strength is hidden.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The hippy jump's height is set by the game's trick scripts, not by the tuning asset (traced:
no tuning value is read for it). The trainer recognises one starting (riding -> off board,
rising) and scales the off-board upward velocity through the existing off-board velocity
path; a plain dismount is not rising and is left alone.
The jump read-out gains degrees of spin (and the peak rate) and of body tumble. The table of
tuning values the game reads now includes offsets seen in traced play sessions.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>