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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.
Those 3 triggers simply set the values of bloom base, bloom strength and darkness alpha when Madeline enters them.
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.
This trigger works similarly to Everest's Lava Blocker Trigger. The difference is that it blocks rising lava immediately if you spawn inside the trigger. Regular Lava Blocker Triggers wait for you to move before blocking the lava. In either case, lava does not kill you before you move since it stops slightly before hitting you, so you should pick one of the two triggers depending on the behavior you want in that specific case.
This trigger also works with Custom Rising Lava from Frost Helper, and with Sideways Lava.
Works like a Dialog Cutscene from Everest, except with 2 extra features.
You can customize the font used by the dialogue. You can use a vanilla font that isn't the one currently loaded, for example if you're using Japanese characters while the game's language is set to English:
-
Noto Sans CJK SC Medium
is the Chinese font -
Noto Sans CJK JP Medium
is the Japanese font -
Noto Sans CJK KR Medium
is the Korean font -
Noto Sans Med
is the Russian font -
Renogare
is the font for other languages
You can also use custom fonts. The Font Generator can help you convert any font into a format the game can read.
Custom fonts go in the Dialog/Fonts
folder of your mod, and you can find the expected value for the "Font" parameter in the *.fnt file, in the face
field: <info face="Noto Sans CJK JP Medium" ...>
. If you used the Font Generator, the value here will match the name of the font file you sent to it, without the extension (for example, if you sent comic.ttf
to the Font Generator, the font name will be comic
).
You can make some dialog textboxes skip themselves without the player pressing Confirm:
- use
{trigger 0}
to enable auto-skipping - use
{trigger 1}
to disable it
This can be used to give a "one character interrupts another" effect.
Example English.txt:
skippy_dialog_cutscene=
[MADELINE left normal]
This is a skippy dialog cutscene.
{trigger 0 skip}
[MADELINE left normal]
Time to skip
{trigger 1 stop skipping}
[BADELINE left scoff]
This is looking pretty weird, isn't it?
Celeste_2021-11-24_22-48-46_00.00.00.00000.00.09.915.webm
For accessibility reasons, auto-skipping can be disabled in Mod Options, by turning on Disable Dialogue Auto Skip.
You can display dialogue with a custom font in a Lua cutscene, in a similar way as the say
command, by doing this:
local luaCutscenesUtils = require("#Celeste.Mod.MaxHelpingHand.Module.LuaCutscenesUtils")
coroutine.yield(luaCutscenesUtils.SayWithDifferentFont("max480_testmap_comicsans", "max480_dialog"))
You can also make the player pick a choice with a custom font, like the choice
command, by doing this:
local luaCutscenesUtils = require("#Celeste.Mod.MaxHelpingHand.Module.LuaCutscenesUtils")
coroutine.yield(luaCutscenesUtils.ChoiceWithDifferentFont("max480_testmap_comicsans", "max480_choice1", "max480_choice2", "max480_choice3"))
local choiceIndex = luaCutscenesUtils.GetChoice()
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.
Works like a music fade trigger, except it can be enabled or disabled using a session flag.
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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Brokemia Helper Entities
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Brokemia Helper Extra Features
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Helping Hand Customisable Entities
Helping Hand Triggers
Helping Hand Customisable Stylegrounds
Helping Hand Extra Features