ISeal Wiki
Style System

Basic

The FILLER bonuses — small, constant payouts that keep you ahead of score decay.

These are the bonuses you hit over and over. Individually they're worth little, but they fire often enough to outpace your score decay between the bigger tricks — and most of them are the setup for those bigger tricks anyway.

They use category: FILLER in bonuses.yml.

+KEEP UP — 30 pts

keep_up — chain any two different moves together inside the streak window.

FieldDefaultMeaning
max_streak_time_millis1300How long you have between the two moves.

+NICE DROP — 60 pts

nice_drop — fall far enough, then transition straight into a sprint without losing speed.

FieldDefaultMeaning
min_blocks_fallen4How far you have to fall before the landing counts.

+SOFT LANDING — 75 pts

soft_landing — land any successful roll from a non-lethal height. No thresholds; it fires on the roll itself.

+CHECKPOINT — 100 pts

checkpoint — wall cling briefly to catch your breath, then carry on with the combo.

FieldDefaultMeaning
max_cling_time_millis1000The longest cling that still counts as a pause rather than a stop.

+SMOOTH TRANSITION — 100 pts

smooth_transition — drop straight into a slide coming out of a climb vault.

FieldDefaultMeaning
max_cling_time_millis1000How long after the vault ends the slide still counts.

+TOUCH AND GO — 100 pts

touch_and_go — touch a wall with a cling and leap off almost immediately.

FieldDefaultMeaning
max_cling_time_millis500The longest cling that still counts as a touch.

+MOMENTUM CONSERVATION — 100 pts

momentum_conservation — get the perfect speed boost out of a quick vault.

FieldDefaultMeaning
speed_match_threshold1.2How much speed you must carry out of the vault relative to what you went in with. Above 1.0 means you have to come out faster.
delay_ticks10How long after the vault your speed is measured.

+WALL TO WALL — 120 pts

wall_to_wall — cling on one wall and go directly into a cling on another one.

FieldDefaultMeaning
max_chain_time_millis10000The gap allowed between leaving the first wall and catching the second.

+STAYING AIRBORNE — 150 pts

staying_airborne — keep yourself off the ground using any combination of moves.

FieldDefaultMeaning
required_airborne_ticks60How long you have to stay in the air.

+WAVEDASH — 150 pts

wavedash — jump-cancel a slide the instant it starts.

FieldDefaultMeaning
max_chain_time_millis50How soon after the slide begins the jump has to come.
min_y0.2How much upward velocity the jump-cancel needs to produce.

+CONVEYOR BELT — 150 pts

conveyor_belt — hold a single unbroken slide down an incline.

FieldDefaultMeaning
min_downhill_distance5.0How far downhill the slide has to carry you, in blocks.

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