Character Physics

Hitpoints

 * Maximum HP = 18 at level 6


 * Respawns when HP=0, or by leaving the map, or by issuing respawn command.
 * Respawning restores HP to maximum. You can restore 3 HP to your health via eating 'Chicken' available from Home section of the shop.
 * Hostile NPCs do 0..12 HP damage per hit. No armor.

Strength

 * Can not do damage without a weapon equipped.
 * Weapons do 1-10 HP damage per hit and can hit multiple enemies at once.

Inventory

 * Inventory holds 250 items.
 * Items can not be unintentionally lost (by dying, for example).

Gold

 * Characters carry gold and plat(inum).
 * There is a gold timer for the amount of gold collected per 45 minute cycle.

Shop

 * The shop interface is always available.

Movement
Note: details are based on in-game experiments and may be imprecise.

Walking
Speed depends on the material being walked on:
 * Speeds in x and y directions are independent, meaning that they are not adjusted for diagonal movement.
 * Horizontal speed is not affected by climbing, falling, or attacking.
 * approx. 5.5 spans per second normally
 * 2x normal on road blocks
 * 1/2 normal on sand blocks

Climbing and Falling

 * Characters can walk over physical obstacles of 8 pixels, but not 10 pixels.
 * They can walk while falling.
 * Descent speed while falling is 3/4 of walking speed.

Crossing gaps
Player characters do not begin falling until completely past any supporting ground. This means that they fall at a different distance from the edge depending on which direction they go, because they are 12 pixels wide in the X direction but practically flat in the Y direction.

This together with the fall:walk speed ratio and maximum climbable height tells us how high the character can land after "fall-walking" across a gap.

Where "gap" is the number of cells:

Obstruction
Characters can not move through solid obstacles.


 * 8bmo-charhitbox.png The character graphic is on the front face of the hitbox.


 * The main body shape is fixed relative to the hitbox, while arms and feet vary.


 * The horizontal offset is the same regardless of the character&apos;s direction, not flipped.

Special case: They can climb through a diagonal join walking north or south, but not reliably. This behaviour is not confirmed as a permanent feature and might be &apos;fixed&apos; in future.
 * The hotspot is where the character&apos;s location matches the world pixel coordinates.