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Parkour

MovementRequires injection

Parkour is Safe Walk’s opposite: at the edge of a drop it jumps for you to clear the gap instead of stopping you at the lip. It fires on the direction you are actually moving and only once per gap, with a recharge so it does not stutter at the edge.

Slider0.05 blocks to 1.5 blocksDefault 0.6 blocks

How far ahead it looks for a drop, in blocks, labelled Edge Distance. It wants to be larger than Safe Walk’s: a jump has to leave the ground before the edge arrives, so cutting it fine means taking off a tick too late.

Slider100 ms to 800 msDefault 300 ms

How long to wait before it will jump again, in milliseconds, labelled Recharge. A gap has more than one edge tick in it, and without this the module fires on every one of them and stutters at the lip.

ToggleOff by default

On, it only jumps while you are holding the sprint key, since a sprint turns a jump into a leap that actually clears the gap. Off, it will also jump from a standstill. Named for what it can check: it reads the sprint binding being held, not whether the game considers you sprinting.

  • Safe Walk: Sneaks for you at the edge of a drop