Roll
Rolls fast along the ground, faster with a timed second press. It rewards rhythm and crosses open ground quickly.
Rolling along the ground at speed from a crouch, faster with a well-timed second press. A skill move that rewards rhythm and crosses open ground quickly.
RollHow it works
An action of Walking. Starts from any low state and any state in the air, on: Action + Crouch, or a fast landing. Committed while standing up. Ends when it slows, or after standing up, then Crouch and the Walking mode.
Roll: the fastest way along the ground, as in modern 3D platformers. Press the action button while crouching (or crouch sliding) to roll off at a set speed. Keep crouch held to keep rolling: friction is tiny, downhill speeds it up and uphill slows it, the stick turns it, and pulling back does not brake. Press the action button again in rhythm for a boost, each with a small hop; pressed too early, it is ignored. Holding crouch while a ground pound lands and pressing the action button rolls off fast; landing fast with crouch held rolls on (a long jump or a lunge landing). The roll ends below stopSpeed on level ground, or when crouch is let go: a short stand-up that cannot be steered, jumped or interrupted. Jump out of a roll with Long Jump for a long jump.
The motor's Body Facing must be States. Numbers from the modern 3D platformer measurements (D44).
Combine it
- Needs: Air Move. The Inspector warns while one is missing.
- Priority 18: when several states could run, the highest priority wins (see How modules combine).
- Body facing: works with characters whose body faces States.
- Used by the presets: Modern Platformer.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Character | The character this module belongs to. Drag its Character Motor here. | None | |
| Start Speed | A roll from a crouch starts at least this fast, m/s. | 0 or more | 15.2 |
| Ground Pound Speed | A roll out of a ground pound landing starts at this speed, m/s. | 0 or more | 22.8 |
| Ground Pound Window | Seconds after a ground pound lands during which crouch and the action button roll off. | 0 or more | 0.3 |
| Landing Speed | Landing with crouch held at least this fast rolls on, m/s. 0: never. | 0 or more | 12.9 |
| Max Speed | Fastest roll on the ground, m/s. | 0 or more | 26.6 |
| Kept Per Second | Share of the speed kept every second on level ground. | 0 to 1 | 0.887 |
| Slope Acceleration | Speed gained per second per degree of downhill slope (lost uphill), m/s². | 0 or more | 0.913 |
| Max Slope Acceleration | Most speed gained or lost per second on a slope, m/s². | 0 or more | 27.4 |
| Turn Rate | How fast a full stick turns the roll, degrees per second. | 0 or more | 300 |
| Stop Speed | The roll ends below this speed on level ground, m/s. | 0 or more | 12.9 |
| First Boost Delay | Seconds after a roll from a crouch before the first boost. | 0 or more | 0.267 |
| Ground Pound Boost Delay | Seconds after a roll from a ground pound before the first boost. | 0 or more | 0.533 |
| Boost Interval | Seconds from one boost before the next. | 0 or more | 0.267 |
| First Boost Speed | The first boost after a roll from a crouch raises the speed to at least this, m/s. | 0 or more | 17.5 |
| Boost Speed | Other boosts raise the speed to at least this, m/s. | 0 or more | 19.8 |
| Hop Speed | Upward speed of the hop each boost gives, m/s. | 0 or more | 8 |
| Stand Up Time | Seconds of the stand-up after letting go of crouch. | 0 or more | 0.167 |