Practice & All Jumps
| Mode | For |
|---|---|
Normal | Real attempts. Earns everything. |
Practice | Learning a tower, with tools and your own checkpoints. Can't win. |
AllJumps | Beating a tower with your own checkpoints. Earns an All Jumps win. |
Switching mode inside a tower restarts it (a rush restarts from its first tower). allJumpsEnabled and practiceEnabled in Config > Project turn a mode off entirely.
Placing Checkpoints
In both modes, players place their own checkpoints:
| Action | Default key |
|---|---|
| Place checkpoint | E |
| Go to checkpoint | Q |
| Remove checkpoint | V |
Checkpoints stack: Remove takes off the newest, and Go and dying both return to the newest. With no checkpoint, dying returns to the tower's spawn. With Restart on Death on, dying restarts the tower instead and clears the checkpoints. Players can rebind the keys in Settings.
A restart in these modes is instant: only the player moves back to the spawn, and the tower isn't rebuilt. ResetCOs in MainMenu > Main > ButtonsContainer rebuilds the tower's moving parts without restarting the run.
Practice Mode
- The player gets the practice tools: noclip, heal and godmode.
- They can place checkpoints (if All Jumps is on).
- They can't win the tower.
Godmode
PracticeGodmode switches damage off and on with a click; its name shows Godmode [ON] or [OFF]. It lasts through deaths and switches off on restart, leaving the tower, or leaving Practice. The server only allows it in Practice.
All Jumps Mode
A win records an All Jumps completion and can give the tower's AJBadgeID. It's checked like a Normal win, but gives no tickets or completion tools, and counts for less Elo.
The Checkpoint Panel
In both modes, ButtonsHolder > AJMenuButton opens MainMenu > AJSettings:
| Part | Does |
|---|---|
CheckpointPlaced | How many checkpoints are placed. |
CPLoadCam > ToggleButton | Whether going to a checkpoint also turns the camera to where it faced. |
CPTransparency > InputBox, Button | How see-through the markers are, 0 to 1. |
TPCheckpoint > InputBox, Button | Go to a checkpoint by number. |
CPLoadButtons > ToggleButton | Whether going to a checkpoint also puts the tower's buttons back as they were. Optional. |
CPLoadLighting > ToggleButton | Whether going to a checkpoint also puts back the lighting its lighting changers had set. Optional. |
Enter in a box does the same as its button. The choices are saved, starting from checkpointCamera, checkpointTransparency, checkpointButtons and checkpointLighting in Config > Settings. The panel is optional.
Buttons and lighting at a checkpoint
A checkpoint remembers the tower's buttons and lighting when it's placed, and puts them back when it's loaded, whether by teleporting to it or by dying:
- Buttons: every button goes back to pressed or not. A timed one comes back with the time it had left, so a button pressed 3 seconds into a 10-second timer lets go 7 seconds after the checkpoint loads, counting down on the button and in the timer list as if it had just been touched. This works for v5 and v6 buttons alike.
- Lighting: whatever the lighting changers had set, of either version: the time of day, fog, sky and effects.
Each is taken whether its switch is on or not, so turning one on later still works with checkpoints already placed.