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Helping Hand Entities
Click to expand Table of Contents
- Gameplay Elements
- Solids
- Decorative and Tutorial
- Collectables
- Hazards
-
Controllers
- Horizontal Room Wrap Controller
- Rainbow Spinner Color Controller
- Seeker Barrier Color Controller
- Parallax Fade Out Controller
- Parallax Fade Speed Controller
- Styleground Fade Controller
- Flag Logic Gate
- Set Flag On Spawn Controller
- Set Flag On Heart Collected Controller / Set Flag On Completion Controller / Set Flag On Full Clear Controller
- Set Flag On Button Press Controller
- Set Flag On Action Controller
- Expand Trigger Controller
- Disable Controls Controller
- Spike Refill Controller
- Mini Heart Door Unfix Controller
- NPCs
Moving platforms as found in chapters 3 and 4, except they can have more than 2 positions, and have more settings (speed, if they should loop or go back and forth, etc.) They can also be flag-activated: they won't move if a session flag is not active.
Bumpers that can move between more than 2 nodes, with the same options as multi-node moving platforms.
Bumpers that rotate around a point. They can also attach to the object they rotate around, and move along with it.
Touch switches that activate a flag, and switch gates that listen to a flag. Check further in this readme for more details on their usage. You can also customize the delays for the flag switch gate, customize sounds, or make the gates come back to their initial position. Note that those have a lot of options, but the default values match vanilla, so you just have to adjust "Flag" as needed if you don't need much customization.
- When used alone, flag touch switches can be used to activate a flag when you collect all the switches in a group. This allows, for example, to open a gate from Pandora's Box 🔗 with touch switches.
- When used alone, flag switch gates can be opened by activating a flag. This allows, for example, to open a switch gate with a lever from Pandora's Box 🔗.
- When used together, flag touch switches and flag switch gates can be used to:
- have multiple groups on a single screen: give them different flags (w/ different colors, icons coming soon)
- have a group scattered on multiple screens: give the same flag to a switch in another room and it will belong to the same group. If you do this, remember that non persistent switches get disabled when you leave the room they're in.
- have persistent touch switches (touch switches that stay collected even if you die / change screens and didn't collect the whole group)
- have a mix of persistent and non-persistent switch gates
- if all touch switches or all switch gates are persistent, the flag associated to them will activate once you complete the group, so you can use it
A mix of the above with moving touch switches from Outback Helper. You can also customize the time it takes to go from a position to another!
A flag switch gate that explodes into debris when triggered, instead of moving to another position. Check Vortex Helper if you need a version that works with vanilla touch switches.
A flag switch gate that has more than 2 positions, and is controlled by multiple flags. You can move the gate to one of the positions by activating one of the flags, in order or not depending on the options you set.
A barrier blocking Kevins, but letting everything else go through.
Jellyfish that respawns at its initial position after a small delay once it is destroyed (squished, destroyed by a seeker barrier, or fallen off-screen).
Just like a normal puffer fish, except it doesn't wave around randomly.
Like multi-node moving platforms, except facing left or right! The player can go through one side, and grab / climb / wall jump on the other side.
Like multi-node moving platforms, except upside-down. The player can fall through it, but not get back above it, and they can get squished by it.
No Dash Refill Springs are springs that don't give your dash back when you use them. Custom Dash Refill Springs are springs that give you (or take away!) a custom amount of dashes when you use them. Both are reskinnable, and you can also toggle whether they refill stamina or not.
Balls that explode when touching crystal spinners of the color you specify, breaking the spinner they touched and all the spinners connected to it. They have the same physics as Theo crystals.
This entity was done as a request in June 2020, but was never put into use and had no sprite made for it. As such, the entity is provided with a placeholder sprite, and you should replace it with your own. If you are interested in making a proper default sprite, let Maddie know!
An object you can pick up on the ground, that triggers a flag and starts following you like a strawberry when picked up. It is collected when another flag activates, or like a strawberry. It can also be made to appear only if a certain flag is set, and is reskinnable through Sprites.xml.
This can be used to make the player carry an item from a point to another in a map, in combination with other flag-triggered objects (like temple gates or switch gates).
Barriers that you can only cross left to right, or right to left. As opposed to sideways jumpthrus, you cannot climb on them, or walljump off them.
Platforms you can only cross in one direction (left to right, right to left, or up to down). The helper also comes with Floaty Space Blocks that support Sideways Jumpthroughs attached to them. For example, those will sink when the player grabs a jumpthrough attached to it, and they will move if the player dashes into the jumpthrough.
Exit blocks that only appear when a flag is enabled. You can also make them appear or disappear while Madeline is in the room.
These gates can be used to block the player unless they collected a certain amount of strawberries in the chapter, campaign or save file. You can also choose if they should open once per save file, or once per session (like vanilla heart gates).
They look and behave just like the Strawberry Gates from Lunatic Helper 🔗... and in fact they are Strawberry Gates from Lunatic Helper, which is why you need to have this helper as well to use them. The only difference is that Strawberry Gates only count berries collected during the current session, while Save File Strawberry Gates read those from the save (for the current chapter, campaign, or entire save).
Like the Custom Bird Tutorial from Everest... but without the bird, just with the bubble. You can use it with a decal to make something else "talk" for example. You can also make the bubble point in any of the 4 directions, or remove the pointer entirely and turn the bubble into a rectangle! Can be used with Custom Tutorial Bird Triggers to show or hide the bubble.
Like the Custom Bird Tutorial with No Bird above, this is a floating bubble that can be used for tutorials. The difference is, instead of displaying a title followed by controls, it displays arbitrary text that supports formatting like regular dialogue! So you can use colored or floaty text for example, and insert line breaks. You can also change the size of the font. Can be used with Custom Tutorial Bird Triggers to show or hide the bubble.
Decals that only show up when a given button is held (by default H on keyboard, Right Shoulder on controller). Intended for optional hints for a puzzle.
The helper also comes with a Custom Tutorial Bird preset to tell the player about the button.
Decals that only show up when a flag is active or inactive. You can give it an "appear" and a "disappear" animation as well.
You can either set up the animation paths in the entity properties, or use the version "from XML" for more customization, by defining your animations in your map's Sprites.xml. Here is an example that makes the bird fly in place when the flag is enabled, or being on the ground with a random peck animation when it is disabled:
<flaggy_bird path="characters/bird/">
<Origin x="16" y="24"/>
<Anim id="disabled" path="crow" delay="1" frames="0" goto="disabled,disabled_peck"/>
<Anim id="disabled_peck" path="crow" delay="0.08" frames="14-26" goto="disabled"/>
<Anim id="appear" path="crow" delay="0.08" frames="29-35" goto="enabled"/>
<Loop id="enabled" path="fly" delay="0.1" frames="3,0-2"/>
<Anim id="disappear" path="hover" delay="0.10" frames="0-5" />
</flaggy_bird>
- When the decal spawns,
disabled
orenabled
is played depending on the state of the flag. - When the flag is disabled while in the room, the
disappear
animation is played. When it is done, or if there is nodisappear
animation, thedisabled
animation is played. - When the flag is enabled while in the room, the
appear
animation is played. If it does not exist,enabled
is played directly instead. - If you want the decal to be invisible when the flag is disabled, you can omit the
disabled
animation. In that case, the decal will be hidden instead of playing that animation.
Sets a flag when the Hint button is held (by default H on keyboard, Right Shoulder on controller), and unsets it when the button is not held anymore. This is the same button as the one used by Hint Decals. This can be used to trigger other arbitrary entities.
A glass block that fades in when you get out of its hitbox, like vanilla exit blocks. Only works in combination with customizable glass blocks from this helper.
A glass block that falls when Madeline grabs on it or stands on it, like vanilla falling blocks. Use a Customizable Glass Block Controller in order to fill the block with the colors you want.
A temple eye that follows Madeline instead of Theo.
A blue torch (as found in Mirror Temple), except it starts out already lit... and that's it.
Strawberry seeds that don't pop when you touch the ground (you keep them even if you die, like keys), and can be carried across multiple rooms. They will form a strawberry if you collect them all and reach the room where the strawberry is.
Work exactly like strawberry seeds, except you don't lose them when standing on ground. You will still lose them if you die or change rooms: if you don't want this, use multi-room strawberry seeds instead (see above).
Trigger spikes that all come out at the same time once the player leaves the group.
Spikes that change textures depending on core mode. By default those spikes look like "cliffside" ones that turn red when the core mode is hot, but those are reskinnable like vanilla ones.
Lava that comes from the sides of the screen (either from the left, from the right, or both, like sandwich lava).
Drop this controller in a room, and Madeline will reappear on the left if she goes off-screen on the right! For this to work, be sure to lock the camera horizontally by using a Camera Target Trigger with lerp = 1 and X Only enabled. Pulled from Celsius by 0x0ade.
A controller that changes the color gradient of all rainbow spinners in the room. If you want to only change the color of some spinners in the room, you can also do that by putting a Rainbow Spinner Color Area Controller over the spinners you want to recolor! Those have "flag" versions, so you can have different sets of colors depending on whether a session flag is active or not.
A controller that changes the background color and/or particle color and direction of all seeker barriers in the room.
If this controller is present in a room, the parallax stylegrounds that are set to "fade in" will fade out as well in this room.
If this controller is present in a room, it will change the speed at which the parallax stylegrounds will fade in or out, allowing you to make them (dis)appear faster or slower.
If this controller is present in a room, it will take control of all of the stylegrounds that have a given flag in their "Flag" or "Not Flag" field (depending on whether "Not Flag" is checked or not), and will make them fade in or out when the flag is toggled. This differs from the previous two ones, since it is not limited to parallax stylegrounds, and can also be used for effects.
In the rooms where the controller is, the stylegrounds should only be hidden by the flag and not by something else (such as room names). This is because the controller takes control of the stylegrounds' visibility and checks for the flag directly to make them fade. Those stylegrounds will behave as normal in other rooms of your map, so you're free to hide them using room names there!
This is a controller (invisible on the map) that allows you to calculate a flag based on other flags (for example flag1 = flag2 AND flag3). Useful for advanced setups.
This controller can set or unset a flag (or multiple of them) when the player enters the room it is in, or respawns in it. This is useful in (rare) cases where resetting a flag on respawn is necessary, and a flag trigger doesn't set the flag early enough after respawn.
Set Flag On Heart Collected Controller / Set Flag On Completion Controller / Set Flag On Full Clear Controller
This controller can set a flag based on the completion of the current map on the save file: if they collected the crystal heart, if they completed the level already, and if they full cleared it (collected all collectables in one go).
This controller sets a flag when one of the button bindings is held (Jump, Grab, Dash etc) and unsets it when the button is released, allowing you to bind extra actions to those buttons.
Alternatively, it can also toggle the flag whenever the given button is pressed, by enabling the "Toggle Mode" option.
This controller can also be made to toggle / activate the flag after the button was held for a certain amount of time, rather than instantly.
This controller sets a flag when the player stands on the ground, is in mid-air, is climbing, is dashing or is swimming, and unsets it when they are done doing so. This allows you to make extra things happen when they do that. If you need more actions, send Maddie a request on Discord or in GameBanana comments!
Drop this controller on a trigger, and it will be extended to cover the entire screen in-game. This can be useful to keep your map tidy in the editor, as triggers covering the entire screen can be annoying.
When in a room with this controller, select controls are disabled and will have no effect. You can pick between up, down, left, right, grab, jump and dash.
The "dash" option affects both dashing and crouch dashing. If you want to only disable the crouch dash bind, this is not the entity you are looking for!
Embedding spikes 1 pixel into the ground makes them harmless, but prevents dashes from refilling when standing on them. This controller makes it possible to regain a dash on such spikes, optionally depending on a flag being enabled.
This makes the Mini Heart Doors from Collab Utils 2 broken when using the "Start Hidden" option (which makes the door drop like in Farewell)... more specifically, it undoes this pull request. It was made for the Flusheline Collab because someone somehow relied on the heart doors being broken, and now someone else wants this to be publicly available for some reason. So here it is 🤷♀️
Custom NPCs from Everest, but you can add 2 nodes to define the zone in which they can be interacted with. You can also pick to only play some frames of the chosen animation: this is mainly useful for vanilla NPCs. This also comes with presets for Granny, Oshiro and Theo, and the Badeline boss you can directly use!
The "Auto Skip Enabled" option adds the possibility to auto-skip some dialogue boxes, in the same way as with the Auto-Skip Dialog Cutscene Trigger. Check its documentation for more details 🔗.
This is useful if you want to make a custom NPC with more complex animations (varying frame rates or randomized animations). If you give it no dialogue, you can use it as an "XML decal", without a speech bubble.
You can make it play an animation during a Lua cutscene with the following code:
celeste.Mod.MaxHelpingHand.Entities.MoreCustomNPC.GetNPC("bird"):PlayAnimation("jump")
bird
being the name of the sprite of the NPC you want to change the animation of, and jump
the name of the new animation.
You can make the sprite turn around with the following code:
celeste.Mod.MaxHelpingHand.Entities.MoreCustomNPC.GetNPC("bird"):SetHorizontalScale(-1)
-1 flips the sprite, 1 returns it back to normal.
A standing or floating Badeline NPC you can place in your map. Couple it with an invisible custom NPC and you'll get an interactable Badeline NPC with hair.
A standing Madeline NPC you can place in your map. Couple it with an invisible custom NPC and you'll get an interactable Madeline NPC with hair, that will respect hair color mods and player skins. You can set the amount of dashes (to determine the hair color) and whether she has a backpack or not.
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