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Helping Hand Triggers

Maddie edited this page Jan 3, 2024 · 21 revisions

Table of Contents

Click to expand Table of Contents

Visual

Color Grade Fade

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).

Rainbow Spinner Color Fade

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.

Gradient Dust

Gives the dust sprites in your rooms a color gradient, similarly to rainbow spinners.

Madeline Silhouette

A trigger turning Madeline into a ghost playback. Madeline's color will match her hair color.

Madeline Ponytail

A trigger turning on another skin for Madeline, changing her hair color and appearance to look more like a ponytail.

Set Bloom Base Trigger, Set Bloom Strength Trigger and Set Darkness Alpha Trigger

Those 3 triggers simply set the values of bloom base, bloom strength and darkness alpha when Madeline enters them.

Bloom Base Fade Trigger, Bloom Strength Fade Trigger and Darkness Alpha Fade Trigger

Same as above, but with a fade when Madeline walks through the trigger instead!

Camera

Camera Catchup Speed

Allows to set how fast the camera reaches its target. This is useful for really fast sections, where growing offsets would be necessary otherwise.

Flag-Toggled Camera

Camera offset, camera target and smooth camera offset triggers you can turn on or off with a session flag.

Camera Offset Border

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.

One-Way Camera

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.

Gameplay

Strawberry Collection Field

A zone where strawberries are collected, even if Madeline is not on the ground. The opposite of Strawberry Blockfield, if you want.

Pop Strawberry Seeds

Madeline will lose all the strawberry seeds she is carrying when entering this trigger.

Pause Badeline Bosses

Badeline bosses will stop attacking Madeline while she sits inside this trigger.

Disable Ice Physics

Makes the ground not slippery even in ice mode.

Activate Timed Touch Switches Timer (requires Outback Helper)

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.

Instant Lava Blocker

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.

Extended Dialog Cutscene

Works like a Dialog Cutscene from Everest, except with 2 extra features.

Custom Font

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).

Auto-skipping dialogue

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.

Using custom fonts in Lua Cutscenes

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("maddie480_testmap_comicsans", "maddie480_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("maddie480_testmap_comicsans", "maddie480_choice1", "maddie480_choice2", "maddie480_choice3"))
local choiceIndex = luaCutscenesUtils.GetChoice()

Set Custom Inventory

A trigger that allows you to set each inventory property, in order to get combinations that are absent from vanilla. You can change:

  • the amount of dashes Madeline has
  • whether dream blocks are unlocked or not
  • whether Madeline's dash refills on ground
  • whether Madeline has a backpack (purely visual)

Audio

Persistent Music Fade

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.

Flag-Toggled Music Fade

Works like a music fade trigger, except it can be enabled or disabled using a session flag.

Speed-Based Music Param

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.

Ambience Volume

Allows you to lower the ambience volume, much like music fade triggers.