DUXPLIMA Documentation

Throws and landings

When a pad throws, the direction, the cooldown, one throw per arrival, and the fall grace.

When a pad throws

A pad throws a player when all of these hold:

ConditionNotes
The player's feet reached a new blockStanding still or turning on a pad throws nobody
They stand on a padA set pad at their feet or under them, or a type matched at their feet or under them
They are not flying, gliding, riding or in spectator
It is not the pad that last threw themUntil they stand on ground that is not that pad
They hold the type's permission, if it has one
cooldown-ms has passed since their last throw750 as shipped

A pad that does not throw says nothing: a pad is part of the floor.

The direction

PadThrows toward
Matched by its blocksThe way the stepping player faces
Set on a blockThe way the operator faced when they set it

The throw sets the player's speed: forward along that direction, flat, and upward up. A type with forward = 0 throws straight up whatever the facing. A throw replaces the speed the player had, so running onto a pad adds nothing.

One throw per arrival

After a throw, the pad remembers who it threw. Landing back on the same pad without having stood anywhere else does not throw again, so a straight-up pad does not keep a player bouncing. Stepping off onto other ground ends the arrival; walking back on throws again.

The cooldown

cooldown-ms = 750

Milliseconds before any pad throws the same player again. A player crossing a plate makes several moves inside it, and without the wait each could throw. Raise it for a chain of pads meant to be walked, not run. 0 is no wait.

The landing

fall-damage {
  grace-ms = 10000
}

After a throw, the first fall damage within grace-ms is cancelled. The grace is spent on that fall, so a player who lands, walks off a ledge and falls again takes the second fall. A new throw starts a new grace. 0 leaves fall damage alone. A death or a quit drops any grace a player held.

Related: Pad types, Effects, config.conf