Capability Card
Measures how far the character jumps, climbs and falls. Levels are built to numbers the character can really reach.
What the character can do, in metres and seconds: how far it jumps standing, running and sprinting, how high it climbs, how far it may fall. Level designers build to these numbers; the gyms colour their challenges by them. It measures the character by simulating it, so the numbers are never out of date with the settings.
How it works
Capability Card: what this character can do, measured by simulating it (the Calibrate button): speeds, the longest gaps by approach, the reach curve, the highest catch and mantle, safe and deadly falls, and its size and step in the navigation tools' terms. Distances are edge to edge, to about a centimetre (right at an edge, a landing can turn on the last millimetre of the physics). Each value keeps the recipe that achieved it. A fingerprint of the character's settings says when the card is out of date.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Fingerprint | Fingerprint of the settings the card was measured with; it no longer matches after a change. | None | |
| Measured At | When it was measured. | None | |
| Radius | Radius of the collision shape, metres. | 0 | |
| Height | Height of the collision shape, metres. | 0 | |
| Step Height | Highest step walked up without jumping, metres. | 0 | |
| Max Slope | Steepest walkable slope, degrees. | 0 | |
| Values | Speeds, jumps, climbing and falls, each with its recipe. | (empty) | |
| Reach | Longest gap by the target's height above the take-off, landing on the feet. | (empty) | |
| Catches | Highest marked ledge caught by the gap to it. | (empty) |