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Constants Override

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NEWEST NEW THING: (2026-08-22) v1.1 Released!


Constants Override

Note: This only applies to Lifeline.PYR v1.1. It does not exist in v1.0.1.

Constants override is a feature that allows you to change gameplay constants, which are the numbers that determine things like chances, speeds, etc..
To use it, add a file in the directory that the game executale (or main.py if source build) called constants.json. This is a JSON file, and the syntax is as such; if you do not know JSON syntax, look it up.
The file alone does not run constants override; to make it take affect, you must run the game in your terminal with the -c flag. Examples:

		  ./Lifeline.PYR-1.1 -c      # Linux
		  .\Lifeline.PYR-1.1.exe -c  # Windows
		

Below will be a table of all of the constants that you can override. Do not make typos! You can easily crash the game.

NameUsed forTypeDefault Value
life_depletion_time The amount of time that it takes for a life point to deplete, in ticks. Integer 60
score_increment How many points the score goes up per life tick. Integer 50
iframe_end_time The amount of time that you are invincible from enemies after getting hit, in ticks. Float 10
spawn_chance The chance of a heal or enemy spawning per frame. Float 4.7
enemy_indicator_offset The amount of pixels that the enemy indicator is offset, to make it hover above the enemy. Integer 6
heal_indicator_offset The amount of pixels that the heal indicator is offset, to make it hover above the heal. Integer 8
falling_thing_chance The chance of a falling object spawning per frame. Integer 1
dire_falling_thing_chance The chance of a falling object spawning per frame when in urgency. Float 3.5
falling_powerup_chance The chance of each falling object to be a power-up. Integer 10
falling_scorer_chance The chance of each falling object to be a scorer. Integer 25
dire_falling_powerup_chance The chance of each falling object to be a power-up when in urgency. Integer 80
falling_hazards The list of falling hazards. You should not add to this. List ["ow_a", "ow_b"]
falling_powerups The list of power-ups. You should not add to this. List ["max_life", "clear_enemies", "max_jump"]
falling_scorers The list of scorers. You should not add to this. List ["-50_pts", "25_pts", "50_pts", "100_pts"]
falling_ignore_pref_chance The chance of each falling object, in urgency, to not be the one that helps with the reason urgency was triggered. Integer 10
enemy_crowdedness The number of how many enemies must be present to trigger urgency. Integer 12
falling_hazard_x_range The range, in pixels, around your player that a falling hazard can spawn in. Integer 55
falling_object_init_y The Y coordinate that falling objects start at. Integer -9
jump_init The number that your jump charge starts at (1 charge unit is equal to -75). Integer -300
laser_chance The chance of a laser spawning per frame. Float 0.2
laser_fire_time The amount of time, in ticks, that a laser takes to fire after a warning appears. Integer 80
laser_frame_interval The amount of time, in ticks, in between each frame of the laser animation. Integer 5
laser_end_time The amount of time, in ticks, a laser takes to stop firing, starting from when the warning appeared. Integer 179
laser_warn_y_pos The Y coordinate that laser warnings appear at. Integer 59
plrx_slow_mod How much your player moves when slowed down. Integer 1
plrx_norm_mod How much your player moves when not slowed down. Integer 3
dash_decrement How much your dash charge goes down per tick that you are dashing. Integer 12
dash_multiplier The multiplier applied to your speed while dashing. Float 3.5
dash_constant_increment How much your dash charge increases per tick. Float 0.7
dash_max The dash charge limit. Integer 106
inertia_base_plrx_divisor The number that divides plrx_norm_mod/plrx_slow_mod with inertia on. Integer 3
inertia_divisor_slow The number that your velocity is divided by each tick when slowed down, with inertia on. Integer 2
inertia_divisor_norm The number that your velocity is divided by each tick when not slowed down, with inertia on. Integer 5
jump_tick_end The amount of time, in ticks, that a jump lasts for. Integer 60
jump_cooldown_time The amount of time, in ticks, that jump takes to recharge. Integer 300
jumpend_marker The amount of time, in ticks, that it takes after jumping for the player point to become an exclamation point. Integer 45
pointer_y The Y coordinate that the player pointer is at in 1D Mode. Integer 55
show_pts_time The amount of time, in ticks, that notifs take to disappear. Integer 10
show_pts_y_offset The offset from your player's Y coordinate that notifs are at. Integer 7
dash_functioning_min The number that your dash charge has to be greater than to dash. Integer 10
x_min The furthest X coordinate left that you and spawns can be. This changes depending on 1D and 2D mode. Integer 4 in 1D, 42 in 2D
x_max The furthest X coordinate right that you and spawns can be. This changes depending on 1D and 2D mode. Integer 249 in 1D, 211 in 2D
y_min The furthest Y coordinate up that you and spawns can be. This changes depending on 1D and 2D mode. Integer 64 in 1D, 19 in 2D
y_max The furthest Y coordinate down that you and spawns can be. This changes depending on 1D and 2D mode. Integer 64 in 1D, 107 in 2D