player extensions

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do_not_corkscrew

Introduced around 1.1.1.7, this extension in the affirmative eliminates the "corkscrew" maneuver that occurs when turning and moving in the same direction resulting in the player character turning at an accelerated rate. When dashing the accelerated turning is accompanied by ducking resulting in a downward spiral, or corkscrew.

It is still possible to corkscrew manually using the CORKSCREW extended #keyboard key code. Values are limited to binary statements.[#]

do_not_jump

Introduced around 1.1.1.7, this extension in the affirmative eliminates the jumping maneuver that can occur automatically on release of the SPACE #keyboard key under different input scenarios.

It is still possible to jump manually using the JUMP extended #keyboard key code. Values are limited to binary statements.[#]

Tip: manual jumping puts the player at a slight disadvantage, and may prove impossible to execute effectively without a game controller.

player_character_bob...

Introduced around 1.1.1.7, this extension establishes the distances covered by bobbing (and derivative) walking effects when moving at peek speeds. The default value is 0.075, or about 3 inches, when the part after player_character_bob is omitted. Refer to #bob_distance_multiplier and #sway_distance_multiplier. Values are limited to positive real numbers.[#]

player_character_dip...

Introduced around 1.1.1.7, this extension establishes how far the player character may dip when landing flat footed. Maximum dip is achieved after a relatively short fall, or even a jump. This effect is not intended to encompass falls from great heights. Refer to #do_buckle.

The part after player_character_ can be omitted or 2. The defaults are 0.3 and 0.532359, or 30 degrees. player_character_dip2 contributes a nodding effect. Refer to #player_character_nod.... Values are limited to positive real numbers.[#]

player_character_duck...

Introduced around 1.1.1.7, this extension establishes how far the player character ducks down when dashing and ducking all of the way down to the ground while remaining flat footed. When dashing the lowest point is reached after #tap_or_hold_ms_timeout.

The part after player_character_ can be omitted or 2 or 3. The defaults are 0.15, 0.3, and 0.75. 2 is achieved by combining the left and right rear view inputs while dashing with an empty gauge. 3 is reached by doing a standing jump from the lowest point, also known as ducking, and by following a dashing "corkscrew" maneuver to all of the way down. Values are limited to positive real numbers.[#]

player_character_fence...

Formerly player_character_ascent prior to 1.1.1.7.

Introduced around 1.1.1.5, this extension establishes the height of obstacles that the player character is able to pass over. The default value is 0.51 when the part after player_character_fence is omitted. The default unit is meters. Values are limited to positive real numbers.[#]

player_character_height...

This extension did not make it into 1.1.1.5. It will be implemented as soon as it is convenient and or necessary to do so. Its purpose is to establish the physical height of the player character for purposes of passing underneath obstacles. The default value is 1.6 when the part after player_character_height is omitted. This corresponds to the physical height of the character when standing upright.

Note: It is recommended that #pov_baseline_adjustment be used to achieve an apparently taller or shorter player character, either to be in keeping with the narrative of the game or to customize height in order to enhance immersion, without inadvertently making areas of the game inaccessible or the game itself unwinnable.

player_character_nod...

Introduced around 1.1.1.7, this extension establishes symmetric angular limits when the player character looks up and down. The default value is 0.785398 radians, or plus or minus 45 degrees, when the part after player_character_nod is omitted. player_character_nod2 sets an outer limit reached by holding down the controls that defaults to 80 degrees. Values larger than 1.570796 are converted to radians from degrees. Values are limited to positive real numbers.[#]

player_character_radius

Introduced around 1.1.1.5, this extension establishes the player character's shoulder width as measured from the center. Conceptually the classical character is cylindrically shaped, circular around the width and depth. The default value is 0.25. The default unit is meters. Values are limited to positive real numbers.[#]

Note: as of 1.1.1.5 it is absolutely necessary to set this value to something larger than the default in order to accommodate the new analog framework. If not done the player clips into obstacles if held up against one. A larger radius can make preexisting games unwinnable. Ideally the project and or game should be fixed. Using an older version also works, but 1.1.1.5 introduces numerous important fixes. #do_dpad effectively disables analog, but did not make it into 1.1.1.5. A new #Analog section is on the way only for now the analog parameters are inaccessible. Until a clipping framework (#do_clip) is setup a final solution could well prove elusive.

tap_or_hold_ms_timeout

Introduced around 1.1.1.7, this extension tweaks keyboard and button gesture recognition. A press is determined to be a tap if release occurs before tap_or_hold_ms_timeout milliseconds. A press is determined to be a hold if not released in time.

Taps and holds may often result in different outcomes. The default timeout is 750 milliseconds. This is the timeout used by Sword of Moonlight's dashing game mechanic. If the timeout is shortened the transition from walking to dashing is shortened. Values are limited to positive whole numbers.[#]

Note: that this is an accessibility feature. 500 may make input appear more responsive, but some players may have a difficult time releasing the button with a half second. Sword of Moonlight's 750 figure likely constitutes a compromise.