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Posted by: Thebugger4
File description: 2.1 (patchnotes too big)
File size: 899.97 KB
Total download count (all mod files): 661
Mod changelog:
If your smashjump height would result in a lower height than your base jump height, you will perform a normal jump instead of a smashjump upon clicking the space key.
Some optimizations.
Added a new config that, when toggled to true, will display a red "!" symbol on top of the head of any player with an open parry window.
You now just need to have a speedometer in your hotbar to make it display your speed instead of having it in one of your hands.
Changed the speedometer texture.
Added configs to change how high you need to be to trigger each smash tier.
You can now add piercing of any level to projectile-boosted arrows using the config.
You can now add knockback of any level to projectile-boosted arrows using the config.
You can now make projectile-boosted arrows always crit through the config.
Projectile-boosted projectiles' physics have been reworked: the speed can no longer be set in the config because it’s not a static number. Instead, it will be the current speed of the projectile multiplied by the "Projectile Parry Speed Multiplier" configuration number.
You can now ride a projectile-parried/boosted projectile if you somehow manage to make it hit yourself.
Changed the way physics work when you bounce on water while sliding... again.
Fixed some desync issues with projectile boosts on servers with low TPS (this is the third time I’ve added this to a changelog; I just keep finding tiny problems).
The slidejump, smashjump, and air movement keys have been removed. These abilities now trigger based on your jump or movement keybinds.
Fixed a bug that made controlling any ability with WASD impossible if you had Enhanced Air Movement disabled.
Changed the way the yellow double-jump particles look since they made me want to vomit.
Changed the slidejump sound.
You can now edit some sound volumes and more in a new config called "SFX Config." Smash tier is now based on fall distance and not on how far you were from the ground before clicking the smash key.
Smashjump height is now FULLY based on fall distance. There’s no cap, so you can technically bounce for 8,000+ blocks if you fall from about 16,730.
Changed the smash texture to a pink arrow to make it fit more with the mod's theme.
reworked the way walljump direction is handled to make it feel less clunky
added 3 new projectile parry animations that play based on what items the player is holding
now projectileparried projectiles spawn a particle ''explosion'' when hitting a block or entity, you can configure spread, amount of particles, speed, and more
fixed a bunch of errors caused by unfinished scripts and broken textures
Optimized how wallrun checks for walls
Changed how Smash Detects the ground since it was causing a lot of issues with many other mods (might revert it later since it could be laggy)
You can now DashJump (ultrakill mechanic)
Changed Dash Sound When On the ground
Finally added proper magic circles to ReDdash
added a new slide animation that plays when sliding sideways
Dev Note: if you readt this thing all the way u're a hero and you deserve a cookie, i probably forgor to add some stuff just because i added/changed SO MUCH STUFF i couldn't even distinguish what was already in the previous version of the mod and what wasn't, so sorry for that, (it's not like someone reads changelogs anyways, lmao)
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