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Jackal
What is Jackal Helper 🔗?
Welcome to Jackal Helper! If you've ever thought, "Hey, I need a really obscure entity!", this is the place to be! Jackal Helper is host to whatever Jackal makes and could be interesting to publish, or anything that randomly get requested. This helper doesn't really have a theme, but will likely be updated whenever Jackal post a new map (if they ever get around to finishing Cryoshock).
Formerly applied wind and a color grade like in Cryoshock, but is now just a wind trigger I wrote the code for. No practical value beyond vanilla triggers, it’s only there because removing them breaks Cryoshock setups somehow. Can be toggled on a flag called “heart” being true.
Linked to above trigger, removes all wind and color grades upon entry.
Booster similar in behavior to a green vanilla booster, but does not restore dash upon entry. Further, the player is given a trail for a short time afterwards, during which any dash regaining is cancelled. This includes during spring and refill collisions. Coded with the intention of one-dash inventory gameplay, may have unexpected interactions with other inventories.
Refill form of a Cryo Booster, but with a fairly different effect. Provides a buff marked by a longer white trail, during which Obsidian Blocks become passive. This persists while carrying the dash until completing a dash with it.
Internal class of a former Obsidian Block build where an icy shell would encompass the block if a Cryo powered up player approached, scrapped for the cooling mechanic.
Special Fire Barrier which cools and becomes non-hostile when in proximity to a Cryo powered up player, either via using a Cryo Booster, using or holding a Cryo Refill dash, or exploding a nearby Cryo Bumper. Proximity distance can be controlled via the Cool Distance argument, where the distance is in pixels measured from player position to nearest vertex. Can also move in the motions described in Moving Lava.
Reskinned red booster with orange particles that cannot be interrupted, similar to the Farewell Power Source booster.
Custom fling birds with launch speed, trail color, reskinned directory, node skip, and other options. Only one type of fling bird can be used per room, so the alt bird permits two custom birds in one room, not including any other fling birds.
Custom bumpers which can only launch the player in cardinal directions, with the option to always provide a bumper speed boost to the player. Upon being hit, these bumpers will progress to their next node, reversing their path upon reaching the last node. Hitting any linked bumper will cause all bumpers to progress nodes.
Reskinned green booster which cycles through rainbow colors and particles, similar to rainbow boosters.
Zip mover which uses proximity to trigger movement, not grabbing. Useful for moving after a corner boost or a wall kick.
Booster which changes between red and green based on if the core mode is hot or cold, respectively. Also has the option to change the core state, which occurs every time the booster is used.
Dust sprite with customizable sprite path.
Red booster with customizable linear speed, acceleration/decay, sinusoidal motion in both dimensions, dashes, sprite path, tint, and ability to jump from. Sinusoidal and linear motion similar to Moving Lava, and acceleration/decay is similar to Dark Matter’s acceleration by frame. Please contact me if you have any questions, as I know this one is hard to explain.
Water which the player dies upon entry. Has options for color, and planned options for effect opacity.
Space Jam block which is permanently disabled. Intended for decoration purposes.
Refill which adds a wind trigger in the direction of dash, planned options for custom wind strength.
Summit Gem type entity which grants the player a grappling hook after breaking the gem. Grappling hooks are thrown via pressing grab when the player is not close to a wall, and latch onto solids or Lani Stars. Once latched, players are flung to the location, and can press jump to cancel the sling while carrying momentum. Planned to add dash cancels. If a player is close to a wall while being slung by a grappling hook, the player will grab onto the wall. Only one grappling hook can be used at once, and launching another hook destroys the former hook. Currently lacking sprites and polish.
Seeker variant with increased speed and the ability to see through walls. Not feasible for current use, may receive further development if I continue the map idea it was made for.
Grappling hook entity which cannot be touched by the player, but grappling hooks can catch onto and begin a launch.
Fire Barriers from the vanilla game which can move in linear or sinusoidal paths in both directions. Requires Linear Motion or Sine Motion to be checked to function, or simply Motion in later builds. For reference, the Linear Speed X/Y, Sine Amplitude X/Y, and Sine Frequency X/Y refer to the A, B, and C values of this equation (https://www.desmos.com/calculator/avq2galvla), respectively.
Seeker barriers which only function if the jellyfish passes through via a certain cardinal direction, has the option to disable itself with a player holding onto the jellyfish.
Throwables which destroy all spinners in a given radius, has the option for one or three hits
Non-moving Fire Barrier which is visible during cold Core modes.
Dummy Crystal:
Dummy Refill:
Kelvin (WIP):
Power Refill:
Power Dash Block:
Flag Timed Refill:
Stopwatch Refill:
Geyser:
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AltSides Customisable Fields
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Brokemia Helper Triggers
Brokemia Helper Extra Features
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CollabUtils2 Entities
CollabUtils2 Triggers
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Contort Entities
Contort Triggers
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Helping Hand Customisable Entities
Helping Hand Triggers
Helping Hand Customisable Stylegrounds
Helping Hand Extra Features