6 Player Parameters
SkyanUltra edited this page 2026-02-19 19:15:54 -05:00

Player Parameters

NOTE THESE ONLY APPLY TO THOSE USING THE 1.1 SNAPSHOTS, OR BY USING THE 1.1 BRANCH

These are all the parameters used for the player! Every single one, is customizable by adding it into the characters CharacterInfo.json file. Note that values may vary depending on the Physics Style setting, so any differing values between the two physics styles, are shown, otherwise, they're identical.

Physics Parameters

Note, that the values for "Superball" and "Fire" are the exact same as "Big"

COLLISION_SIZE

The size of the players collision box, and hitbox, measured in pixels [x, y]

  • Default Value -
    • Big[8, 28]
    • Small[8, 14]

CROUCH_COLLISION_SIZE

The size of the players collision box, and hitbox, while crouching. Measured in pixels [x, y]

  • Default Value -
    • Big[8, 14]
    • Small[8, 12]
  • Classic Default Value -
    • Big[8, 14]
    • Small[8, 14]

CAN_AIR_TURN

Allows the players sprite to turn around, while in mid-air.

  • Default Value - false

CAN_BREAK_BRICKS

Determines if the player can break bricks in their current form.

  • Default Value -
    • Bigtrue
    • Smallfalse

CAN_BE_WALL_EJECTED

Determines if the player gets pushed out of blocks if inside of them.

  • Default Value -
    • Bigtrue
    • Smallfalse

Jumping

JUMP_WALK_THRESHOLD

The minimum velocity the player must move at to perform a walking jump.

  • Default Value - 60.0

JUMP_RUN_THRESHOLD

The minimum velocity the player must move at to perform a running jump.

  • Default Value - 135.0

JUMP_BUFFER

The number of frames jump input will be buffered before landing.

  • Default Value - 10
  • Classic Default Value - 2

JUMP_GRAVITY_IDLE

The player's gravity while jumping from an idle state, measured in px/frame.

  • Default Value - 11.0
  • Classic Default Value - 7.5

JUMP_GRAVITY_WALK

The player's gravity while jumping from a walking state, measured in px/frame.

  • Default Value - 11.0
  • Classic Default Value - 7.03

JUMP_GRAVITY_RUN

The player's gravity while jumping from a running state, measured in px/frame.

  • Default Value - 11.0
  • Classic Default Value - 9.375

JUMP_SPEED_IDLE

The strength of the player's idle jump, measured in px/sec.

  • Default Value - 300.0
  • Classic Default Value - 248.0

JUMP_SPEED_WALK

The strength of the player's walking jump, measured in px/sec.

  • Default Value - 300.0
  • Classic Default Value - 248.0

JUMP_SPEED_RUN

The strength of the player's running jump, measured in px/sec.

  • Default Value - 300.0
  • Classic Default Value - 310.0

JUMP_INCR

How much the player's X velocity affects their jump speed.

  • Default Value - 8.0
  • Classic Default Value - 0.0

JUMP_CANCEL_DIVIDE

When the player cancels their jump, their Y velocity gets divided by this value.

  • Default Value - 1.5
  • Classic Default Value - 1.0

JUMP_HOLD_SPEED_THRESHOLD

When the player's Y velocity goes past this value while jumping, their gravity switches to FALL_GRAVITY.

  • Default Value - 0.0

CLASSIC_BOUNCE_BEHAVIOR

Determines if the player can only get extra height from a bounce with upward velocity, as opposed to holding jump.

  • Default Value - false
  • Classic Default Value - true

BOUNCE_SPEED

The strength at which the player bounces off enemies without any extra input, measured in px/sec.

  • Default Value - 200.0
  • Classic Default Value -
    • SMB1248.0
    • SMBLL370.0

BOUNCE_JUMP_SPEED

The strength at which the player bounces off enemies while holding jump, measured in px/sec.

  • Default Value - 300.0
  • Classic Default Value -
    • SMB1310.0
    • SMBLL370.0

Falling

FALL_GRAVITY_PREDETERMINED

Determines if the player's gravity is determined by their last X velocity from leaving the ground rather than their current X velocity.

  • Default Value - false
  • Classic Default Value - true

FALL_GRAVITY_IDLE

The player's gravity while falling from an idle state, measured in px/frame.

  • Default Value - 25.0
  • Classic Default Value - 26.25

FALL_GRAVITY_WALK

The player's gravity while falling from a walking state, measured in px/frame.

  • Default Value - 25.0
  • Classic Default Value - 22.5

FALL_GRAVITY_RUN

The player's gravity while falling from a running state, measured in px/frame.

  • Default Value - 25.0
  • Classic Default Value - 33.75

MAX_FALL_SPEED

The player's maximum fall speed, measured in px/sec.

  • Default Value - 280.0
  • Classic Default Value - 255.0

CEILING_BUMP_SPEED

The speed at which the player falls after hitting a ceiling, measured in px/sec.

  • Default Value - 45.0

Ground Movement

CLAMP_GROUND_SPEED

Determines if the player's speed will get clamped while moving on the ground, emulating snappier movement.

  • Default Value - false
  • Classic Default Value - true

MINIMUM_SPEED

The player's minimum speed while actively moving.

  • Default Value - 0.0
  • Classic Default Value - 4.46

WALK_SPEED

The player's speed while walking, measured in px/sec.

  • Default Value - 96.0
  • Classic Default Value - 90.0

GROUND_WALK_ACCEL

The player's acceleration while walking, measured in px/frame.

  • Default Value - 4.0
  • Classic Default Value - 2.23

WALK_SKID

The player's turning deceleration while running, measured in px/frame.

  • Default Value - 8.0
  • Classic Default Value - 6.1

CAN_RUN_ACCEL_EARLY

Determines if the player can hold run before reaching walk speed to begin running.

  • Default Value - false
  • Classic Default Value - true

RUN_STOP_BUFFER

Determines the amount of time in seconds before running will stop once it's initiated.

  • Default Value - 0.0
  • Classic Default Value - 0.167

RUN_SPEED

The player's speed while running, measured in px/sec.

  • Default Value - 160.0
  • Classic Default Value - 150.0

GROUND_RUN_ACCEL

The player's acceleration while running, measured in px/frame.

  • Default Value - 1.25
  • Classic Default Value - 3.34

RUN_SKID

The player's turning deceleration while running, measured in px/frame.

  • Default Value - 8.0
  • Classic Default Value - 6.1

Skidding

CLASSIC_SKID_CONDITIONS

Determines if the player's speed must be over SKID_THRESHOLD to begin skidding.

  • Default Value - false
  • Classic Default Value - true

CAN_INSTANT_STOP_SKID

Determines if the player will instantly stop upon reaching the skid threshold.

  • Default Value - false
  • Classic Default Value - true

SKID_THRESHOLD

The horizontal speed required to be able to start skidding.

  • Default Value - 100.0

SKID_STOP_THRESHOLD

The maximum velocity required before the player will stop skidding.

  • Default Value - 10.0
  • Classic Default Value - 33.75

Deceleration

GROUND_WALK_DECEL

The player's grounded deceleration while no buttons are pressed, measured in px/frame.

  • Default Value - 3.0
  • Classic Default Value - 3.05

GROUND_RUN_DECEL

The player's grounded deceleration while no buttons are pressed while running, measured in px/frame.

  • Default Value - 3.0
  • Classic Default Value - 3.05

DECEL_THRESHOLD

The speed threshold below which deceleration behavior may change.

  • Default Value - 0
  • Classic Default Value - 33.75

AIR_DECEL

The player's airborne deceleration while no buttons are pressed, measured in px/frame.

  • Default Value - 0.0

Air Movement

AIR_WALK_ACCEL

The player's usual acceleration while in midair, measured in px/frame.

  • Default Value - 3.0
  • Classic Default Value - 2.23

AIR_WALK_SKID_ACCEL

The player's usual skid acceleration while in midair, measured in px/frame.

  • Default Value - 4.5
  • Classic Default Value - 3.04

AIR_RUN_ACCEL

The player's running acceleration while in midair, measured in px/frame.

  • Default Value - 3.0
  • Classic Default Value - 3.34

AIR_RUN_SKID_ACCEL

The player's running skid acceleration while in midair, measured in px/frame.

  • Default Value - 4.5
  • Classic Default Value - 3.34

AIR_BACKWARDS_ACCEL

The player's backwards acceleration while in midair, measured in px/frame.

  • Default Value - 3.0
  • Classic Default Value - 4.46

AIR_BACKWARDS_SKID_ACCEL

The player's backwards skid acceleration while in midair, measured in px/frame.

  • Default Value - 4.5
  • Classic Default Value - 4.46

AIR_SKID_JUMP_SPEED_MINIMUM

The minimum jump speed required to use "skid" parameters instead of "accel" parameters for air control.

  • Default Value - 0.0
  • Classic Default Value - 105.0

LOCK_AIR_SPEED

Determines if the player can surpass their walk speed while in the air, aside from on trampolines.

  • Default Value - false
  • Classic Default Value - true

USE_BACKWARDS_ACCEL

Determines if the player will use backwards acceleration while travelling backwards.

  • Default Value - false
  • Classic Default Value - true

CAN_AIR_RUN_WITHOUT_RUN_BUTTON

Determines if the player must be holding the run button to allow for running speed in the air.

  • Default Value - false
  • Classic Default Value - true

CAN_AIR_SKID_ALWAYS

Determines if the player uses "skid" parameters instead of "accel" parameters if jump started below a certain speed.

  • Default Value - true
  • Classic Default Value - false

CAN_AIR_RUN_EARLY

Determines a multiplier to the player's acceleration when moving backwards in the air.

  • Default Value - false

Climbing

CLIMB_OFFSET

The X position offset applied to the player when climbing.

  • Default Value - 5.0

CLIMB_UP_SPEED

The player's speed while climbing upwards, measured in px/sec.

  • Default Value - 50.0

CLIMB_DOWN_SPEED

The player's speed while climbing downwards, measured in px/sec.

  • Default Value - 120.0

Trampolines

TRAMPOLINE_SPEED

The strength of a jump on a trampoline, measured in px/sec.

  • Default Value - 500.0

SUPER_TRAMPOLINE_SPEED

The strength of a jump on a super trampoline, measured in px/sec.

  • Default Value - 1200.0

Swimming

SWIM_SPEED

The player's horizontal speed while swimming, measured in px/sec.

  • Default Value - 95.0

SWIM_GROUND_SPEED

The player's horizontal speed while grounded underwater, measured in px/sec.

  • Default Value - 45.0

SWIM_DECEL

The player's deceleration in water while no buttons are pressed, measured in px/frame.

  • Default Value - 3.0
  • Classic Default Value - 0.0

SWIM_HEIGHT

The strength of the player's swim, measured in px/sec.

  • Default Value - 100.0

SWIM_EXIT_SPEED

The strength of the player's jump out of water, measured in px/sec.

  • Default Value - 250.0

SWIM_GRAVITY

The player's gravity while swimming, measured in px/frame.

  • Default Value - 2.5

MAX_SWIM_FALL_SPEED

The player's maximum fall speed while swimming, measured in px/sec.

  • Default Value - 200.0

Power Parameters

STARTING_POWER_STATE

Determines the default starting power state.

  • Default Value - "Small"

STAR_TIME

Determines how long a Star will last for, measured in seconds.

  • Default Value - 12.0

WING_TIME

Determines how long Wings will last for, measured in seconds.

  • Default Value - 10.0

HAMMER_TIME

Determines how long a Hammer will last for, measured in seconds.

  • Default Value - 10.0

Projectile Setup

PROJ_TYPE

Determines what projectile scene is used. Scenes are called through "res://" and their file path in the game's code itself. Leaving this blank disables firing projectiles.

  • Default Value - ""
    • Fire"res://Scenes/Prefabs/Entities/Items/Fireball"
    • Superball"res://Scenes/Prefabs/Entities/Items/SuperballProjectile"

Valid Projectiles:

  • Fireball ("res://Scenes/Prefabs/Entities/Items/Fireball")
  • Superball ("res://Scenes/Prefabs/Entities/Items/SuperballProjectile")
  • Bowser Flame (res://Scenes/Prefabs/Entities/Enemies/BowserFlame)
  • Hammer (res://Scenes/Prefabs/Entities/Items/Hammer)
  • Wrench (res://Scenes/Prefabs/Entities/Objects/WrenchProjectile)
  • Explosion ("res://Scenes/Prefabs/Entities/Explosion")

NOTE: Any scene which extends the "Projectile" class in the code can be affected by all projectile modifiers. Others will instead only maintain basic parameters like initial velocity, but will otherwise behave as they normally would.

PROJ_PARTICLE

Determines what particle scene is used. Scenes are called through "res://" and their file path in the game's code itself. Leaving this blank disables displaying particles.

  • Default Value - ""
    • Fireres://Scenes/Prefabs/Particles/FireballExplosion
    • Superballres://Scenes/Prefabs/Particles/SmokeParticle

Valid Particles can be found in "res://Scenes/Prefabs/Particles".

PROJ_PARTICLE_ON_CONTACT

Defines if the particle will play when making contact without being destroyed.

  • Default Value - false

PROJ_SFX_THROW

Defines the sound effect that plays when this projectile is fired.

  • Default Value - "fireball"
    • Superball"superball"

PROJ_SFX_COLLIDE

Defines the sound effect that plays when this projectile collides.

  • Default Value - "bump"

PROJ_COLLECT_COINS

Determines if the projectile can collect coins.

  • Default Value - false
    • Superballtrue

Projectile Limits & Interaction

MAX_PROJ_COUNT

How many projectiles can be fired at once. -1 and below count as infinite.

  • Default Value - 2

PROJ_COLLISION

Determines if the projectile can interact with collidable surfaces.

  • Default Value - true

PROJ_PIERCE_COUNT

Determines how many additional enemies this projectile can hit before being destroyed.
-1 and below count as infinite.

  • Default Value - 0

PROJ_PIERCE_HITRATE

Determines how much time must pass in seconds before this projectile can hit the same enemy it is currently overlapping.
-1 and below count as infinite.

  • Default Value - -1

PROJ_BOUNCE_COUNT

Determines how many additional enemies this projectile can hit before being destroyed.
-1 and below count as infinite.

  • Default Value - -1

PROJ_GROUND_BOUNCE

Determines if the projectile can bounce off the ground.

  • Default Value - true

PROJ_WALL_BOUNCE

Determines if the projectile can bounce off of walls.

  • Default Value - false
    • Superballtrue

PROJ_CEIL_BOUNCE

Determines if the projectile can bounce off of ceilings.

  • Default Value - false
    • Superballtrue

Projectile Physics

PROJ_LIFETIME

Determines how long the projectile will last for, measured in seconds.
-1 and below count as infinite.

  • Default Value - -1
    • Superball10.0

PROJ_OFFSET

Determines the offset [x, y] for where the projectile will spawn.

  • Default Value - [-4.0, 16.0]

PROJ_SPEED

Determines the initial velocity [x, y] of the projectile, measured in px/sec.

  • Default Value - [220.0, -100.0]
    • Superball[150.0, -150.0]

PROJ_SPEED_CAP

Determines the minimum and maximum X velocity [min, max] of the projectile.

  • Default Value - [-220.0, 220.0]

PROJ_SPEED_SCALING

Determines if the projectile's initial speed scales with the player's movement.

  • Default Value - false

PROJ_GROUND_DECEL

The projectile's deceleration on the ground, measured in px/frame.

  • Default Value - 0.0

PROJ_AIR_DECEL

The projectile's deceleration in the air, measured in px/frame.

  • Default Value - 0.0

PROJ_GRAVITY

The projectile's gravity, measured in px/frame.

  • Default Value - 15.0

PROJ_BOUNCE_HEIGHT

The projectile's bounce velocity upon landing on the ground, measured in px/sec.

  • Default Value - 125.0

PROJ_MAX_FALL_SPEED

The projectile's maximum fall speed, measured in px/sec.

  • Default Value - 150.0

Ending Parameters

Flagpole

FLAG_SKIP_GRAB

Determines if the player skips grabbing the flag entirely.

  • Default Value - false

FLAG_HANG_TIMER

How long the player will stick on the flagpole, measured in seconds.

  • Default Value - 1.5

FLAG_SLIDE_SPEED

How fast the player slides down the flagpole, measured in px/sec.

  • Default Value - 125.0

Flag Jump

FLAG_INITIAL_X_VELOCITY

Determines the player's initial X velocity after letting go of the flagpole.

  • Default Value - 0.0

FLAG_JUMP_SPEED

How high the player will initially jump after letting go of the flagpole, measured in px/sec.

  • Default Value - 0.0

FLAG_JUMP_INCR

How much the player's X velocity will influence the player's jump height after releasing the flag.

  • Default Value - 8.0

Ending Walk Speed Multipliers

FLAG_SPEED_MULT

The multiplier applied onto the player's max speed when walking to the flag.

  • Default Value - 1.0

FLAG_ACCEL_MULT

The multiplier applied onto the player's max acceleration when walking to the flag.

  • Default Value - 1.0

TOAD_SPEED_MULT

The multiplier applied onto the player's max speed when walking to a Toad.

  • Default Value - 1.0

TOAD_ACCEL_MULT

The multiplier applied onto the player's max acceleration when walking to a Toad.

  • Default Value - 1.0

PEACH_SPEED_MULT

The multiplier applied onto the player's max speed when walking to Peach.

  • Default Value - 1.0

PEACH_ACCEL_MULT

The multiplier applied onto the player's max acceleration when walking to Peach.

  • Default Value - 1.0

Ending Pose Offsets

DOOR_POSE_OFFSET

The offset of where the player performs their PoseDoor animation, if applicable.

  • Default Value - 0.0

TOAD_POSE_OFFSET

The offset of where the player performs their PoseToad animation, if applicable.

  • Default Value - -12.0

PEACH_POSE_OFFSET

The offset of where the player performs their PosePeach animation, if applicable.

  • Default Value - -12.0

Death Parameters

DEATH_COLLISION

Determines whether the player will still collide with the level during the death animation.

  • Default Value - false

DEATH_HANG_TIMER

The amount of time the player will freeze in the air during the death animation, measured in seconds.

  • Default Value - 0.5

DEATH_X_VELOCITY

The horizontal velocity the player is launched at when dying, measured in px/sec.

  • Default Value - 0

DEATH_DECEL

The player's deceleration during death, measured in px/frame.

  • Default Value - 3.0

DEATH_JUMP_SPEED

The strength of the player's "jump" during the death animation, measured in px/sec.

  • Default Value - 300.0

DEATH_FALL_GRAVITY

The player's gravity while falling during death, measured in px/frame.

  • Default Value - 11.0

DEATH_MAX_FALL_SPEED

The player's maximum fall speed during death, measured in px/sec.

  • Default Value - 280.0

Cosmetic Parameters

WING_OFFSET

The visual offset of the wings that appear with the Wing power-up.

  • Default Value - [0.0, 0.0]
    • Small[0.0, 10.0]

HAMMER_OFFSET

The visual offset of the hammer that appears with the Hammer power-up.

  • Default Value - [0.0, -8.0]

Animation

MOVE_ANIM_SPEED_DIV

Determines the value used for division in the animation speed formula for walk/run animations. Lower values result in faster animations.

  • Default Value - 32

ICE_SPEED_MOD

Multiplier for movement animation speed while on ice.

  • Default Value - 1.5

CHECKPOINT_ICON_HEIGHT

The vertical offset of the checkpoint icon.

  • Default Value - -40
    • Small-24

Rainbow Effects

RAINBOW_STAR_FX_SPEED

Determines the speed of the rainbow effect while under the effects of a star, measured in cycles/sec.

  • Default Value - 15.0

RAINBOW_STAR_SLOW_FX_SPEED

Determines the speed of the rainbow effect when nearing the end of a star's duration, measured in cycles/sec.

  • Default Value - 7.5

RAINBOW_POWERUP_FX

Determines whether the player will play the rainbow effect when powering up.

  • Default Value - true
    • Smallfalse
    • Bigfalse

RAINBOW_FX_SPEED

Determines the speed of the rainbow effect in other scenarios, measured in cycles/sec.

  • Default Value - 15.0

Sound Effects

WALK_SFX

Determines which sound effect to play when walking.

  • Default Value - "walk"

RUN_SFX

Determines which sound effect to play when running.

  • Default Value - "run"

SKID_SFX

Determines which sound effect to play when skidding.

  • Default Value - "skid"

JUMP_SFX

Determines which sound effect to play when jumping.

  • Default Value - "big_jump"
    • Small"small_jump"

TRAMPOLINE_SFX

Determines which sound effect to play when bouncing on a trampoline.

  • Default Value - "big_trampoline"
    • Small"small_trampoline"

TRAMPOLINE_USED_SFX

Determines which sound effect to play when actively using a trampoline.

  • Default Value - "big_used_trampoline"
    • Small"small_used_trampoline"

GROUNDED_WALK_SFX

Forces walk sounds to only play when on the ground.

  • Default Value - true

GROUNDED_RUN_SFX

Forces run sounds to only play when on the ground.

  • Default Value - true