diff --git a/script.js b/script.js index 3ec87ab..f4b7e4d 100644 --- a/script.js +++ b/script.js @@ -57,10 +57,10 @@ var characterData = [ // Default goes to 0 if I forgot to place my data for othe knockbackplus: 0, downspecialmove: false, downspecialmaxdmg: 0.2, - downspeciallaunch: 1, // How far up an up tilt sends the opponent. Lower is better, but below 0 does nearly nothing unless set to an extremely low number like -100. + downspeciallaunch: 1, // How far up an down special sends the opponent. Lower is better, but below 0 does nearly nothing unless set to an extremely low number like -100. meleeFox: false, // I mentioned this below, but this feature re-enables the Melee Fox glitch, which I turned into a feature for modders and future me. chargeAttackCheese: false, // Pretty much, this makes it so that pressing the charge attack removes any horizontal knockback. - pogo: true, // Makes the down special do a "pogo" like Fatal Book. Inspired by Hollow Knight. + pogo: false, // Makes the aerial down special do a "pogo" like Fatal Book. Inspired by Hollow Knight. }, { jumpheight: 4, @@ -73,7 +73,7 @@ var characterData = [ // Default goes to 0 if I forgot to place my data for othe downspeciallaunch: 1, meleeFox: false, chargeAttackCheese: false, - pogo: true, + pogo: false, }, { jumpheight: 4, @@ -85,7 +85,7 @@ var characterData = [ // Default goes to 0 if I forgot to place my data for othe downspeciallaunch: 1, meleeFox: false, chargeAttackCheese: false, - pogo: true, + pogo: false, }, { jumpheight: 4, @@ -712,7 +712,8 @@ var draw = function() { var jj = "g"; var kk = "h"; var ll = "j"; - if (((keys[RIGHT]&&!keys[LEFT]&&!keys[DOWN]&&p[a].player===0)||((keyNotCode[dd]||keyNotCode[dd.toUpperCase()])&&!keyNotCode[aa]&&!keyNotCode[aa.toUpperCase()]&&!keyNotCode[ss]&&!keyNotCode[ss.toUpperCase()]&&p[a].player===1)||((keyNotCode[ll]||keyNotCode[ll.toUpperCase()])&&!keyNotCode[jj]&&!keyNotCode[jj.toUpperCase()]&&!keyNotCode[kk]&&!keyNotCode[kk.toUpperCase()]&&p[a].player===2)||(p[a].cpu.right&&!p[a].cpu.left&&!p[a].cpu.down))&&p[a].movecoolframeCount) { - p[a].frame1=5; - p[a].frame2=0; - } - if (((keys[LEFT]&&!keys[RIGHT]&&!keys[DOWN]&&p[a].player===0)||((keyNotCode[aa]||keyNotCode[aa.toUpperCase()])&&!keyNotCode[dd]&&!keyNotCode[dd.toUpperCase()]&&!keyNotCode[ss]&&!keyNotCode[ss.toUpperCase()]&&p[a].player===1)||((keyNotCode[jj]||keyNotCode[jj.toUpperCase()])&&!keyNotCode[ll]&&!keyNotCode[ll.toUpperCase()]&&!keyNotCode[kk]&&!keyNotCode[kk.toUpperCase()]&&p[a].player===2)||(p[a].cpu.left&&!p[a].cpu.right&&!p[a].cpu.down))&&p[a].movecool1) { + if (p[b].movecoolframeCount) { // ouch codery + p[a].frame1=5; + p[a].frame2=0; + } if (p[a].frame1===1) { frameSpeed=20-ceil(abs(p[a].vx)*3); }