Hey, I wanted to drop some bugs I found. All of the lines referenced are from the L_SapherosDropDashStandalone_v2.0.pk3 version of this mod, but these should happen in every verison.
There is a section of code (462-496) that will run on all characters, even if they don't have a drop dash ability flag. This is particularly bad because of line 490 and 494:
player.charability = skin.ability. This causes a problem with some modded characters that rely on temporarily changing the ability flag of the character to do something, namely
Trip,
Espio and
Mighty, who cannot climb walls with this mod loaded. I fixed this by moving the
end on line 461 to under the 462-496 block, thus stopping them from running if the conditions on line 91 are false. However, this might have some unintended consequences, though I didn't run into anything in my testing.
The second bug is an improper implementation of SF_MULTIABILITY. Changing the SF_MULTIABILITY flag will not stop PF_THOKKED from being active after the drop dash is cancelled (letting go of jump before hitting the ground). First, SF_MULTIABILITY is being checked incorrectly. The only check is on line 219:
if player.skinflags == SF_MULTIABILITY. This will almost always return false. Instead, it should look like this:
if player.charflags & SF_MULTIABILITY. However, even after I fixed this check, PF_THOKKED would only be inactive for a frame after cancelling, and tapping jump without charging would still activate PF_THOKKED. I think what you would need to change to fix this is when you would normally activate PF_THOKKED, check if the character has SF_MULTIABILITY. If they do, don't touch PF_THOKKED and instead reset the charge timer. Unfortunatly, this might require rewiting a bunch of code.
Sorry if any of this is not descriptive enough, I can record some gifs of the issues if you like. Though I don't really check this forum that often, so I might be slow getting back to you.