These are all based on the in-game "HTP Themes" (how-to-play themes).
These are not built for readability; they are just novelty looks for fun :P
The default is "White-on-Black (Dark)".
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.
| Name | Used for | Type | Default 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 |
