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Helping Hand Triggers
A trigger allowing to fade between two color grades in a similar way as Light Fade Trigger (color grade A on the left, color grade B on the right).
Allows to switch between two rainbow spinner colors smoothly within the same screen. When using this, place a Rainbow Spinner Color Trigger on each spawn point in the room to ensure the spinner color is correct if the player dies in the room.
Gives the dust sprites in your rooms a color gradient, similarly to rainbow spinners.
A trigger turning Madeline into a ghost playback. Madeline's color will match her hair color.
A trigger turning on another skin for Madeline, changing her hair color and appearance to look more like a ponytail.
Allows to set how fast the camera reaches its target. This is useful for really fast sections, where growing offsets would be necessary otherwise.
Camera offset, camera target and smooth camera offset triggers you can turn on or off with a session flag.
This trigger will act as a screen border for the camera. This can be used to stick the camera in a part of the room that is bigger than one screen. The border can be toggled by the player position (for example, only be active if the player is on the top-left of it), and/or with a flag.
Prevents the camera from going in some directions while the player is in it. For example, it can make the camera go to the right only in an area of your map. Also has an option to block the player if they try to go in a blocked direction, and can be toggled with a flag.
A zone where strawberries are collected, even if Madeline is not on the ground. The opposite of Strawberry Blockfield, if you want.
Madeline will lose all the strawberry seeds she is carrying when entering this trigger.
Badeline bosses will stop attacking Madeline while she sits inside this trigger.
Makes the ground not slippery even in ice mode.
This will freeze the timer of timed touch switches (from Outback Helper) until you hit the trigger, which can be useful if you want to give the player a break before the timer starts.
Similarly to a music fade trigger, this allows you to make any music parameter fade, but the new value of the parameter will persist even if the player dies or saves & quits.
This allows modulating a music param depending on the player's speed, for example to enable a layer or make it louder when the player is fast enough. The change is persistent (the music param will continue to be adjusted even when the player leaves the trigger and goes to other screens), but you can override/disable this with another trigger.
Allows you to lower the ambience volume, much like music fade triggers.
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