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Why do you need this feature?
It would allow for better accuracy for Baldi for presets that I'm developing that try to mimic BB+ physics(where many things are faster than in BBCR, BBC, and BB1YBB), and also be helpful for other things (like making Baldi appear to teleport if set to a low enough value)
Describe the feature
so you know how baldi moves a certain distance (decided by the already existing speed modifier)over a certain amount of frames? well this feature would modify that "over a certain amount of frames". it would be numeric input under Baldi's modifiers, that is 1 by default, and multiplies the amount of frames baldi moves, so smaller values means baldi would move over a less amount of frames. the total distance he moves would stay the same, though.
Baldi moves over less frames but moves faster in BB+ than he does in BBCR, BBIEAL, and BB1YBB, where baldi moves a distance over a longer amount of frames than in BB+. that is where i got this idea from
The text was updated successfully, but these errors were encountered:
Why do you need this feature?
It would allow for better accuracy for Baldi for presets that I'm developing that try to mimic BB+ physics(where many things are faster than in BBCR, BBC, and BB1YBB), and also be helpful for other things (like making Baldi appear to teleport if set to a low enough value)
Describe the feature
so you know how baldi moves a certain distance (decided by the already existing speed modifier)over a certain amount of frames? well this feature would modify that "over a certain amount of frames". it would be numeric input under Baldi's modifiers, that is 1 by default, and multiplies the amount of frames baldi moves, so smaller values means baldi would move over a less amount of frames. the total distance he moves would stay the same, though.
Baldi moves over less frames but moves faster in BB+ than he does in BBCR, BBIEAL, and BB1YBB, where baldi moves a distance over a longer amount of frames than in BB+. that is where i got this idea from
The text was updated successfully, but these errors were encountered: