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updatermirror/mod_search_database.yaml

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\ multiple nodes, setting up multiple node delays or moving easers.<br><br>\r\n\
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<h2><strong>DecreaseRefill</strong></h2>\r\nThe reversed version of refill, instead\
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\ of giving you refills, it take away your dashes.<br><br>\r\nAlthough, you can\
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\ choose if you want to trade your dashes into stamina.<br><br>\r\n<h2><strong>Dream\
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\ Kevin</strong></h2>\r\nA special kind of Kevin that works as a Dream Block when\
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\ player is not in dream dashing state, as a Kevin when player is in Dream Dashing\
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\ state<br><br>\r\n<h2><strong>Fall Through (port from VivHelper)</strong></h2>\r\
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\nThe ported entities are from VivHelper as per requested, along with the features\
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\ VivHelper generously provided, the ported entities also includes customizable\
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\ hold time for the player to fall through, how the player fall through will be,\
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\ and how long will the effect keeps<br><br>\r\n<h2><strong>Flag Touch Switch\
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\ / Flag Touch Switch Wall</strong></h2>\r\nWhen it comes to a large collision\
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\ zone that requires a touch switch, the Touch Switch Wall from VivHelper could\
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\ be very useful, however... This entity doesn't support flag-controls<br><br>\r\
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\nWhich is why we combined it with the Flag Touch Switch from Maddie's Helping\
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\ Hand!<br><br>\r\nThis entity can choose to be a <strong>Touch Switch</strong>\
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\ or a <strong>Touch Switch Wall</strong> in the \"switch\" option while keeping\
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\ the attribute of grouping by flags, this way you can use multiple Touch Switch\
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\ Wall and Touch Switch in the same room or different rooms controlling different\
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\ flags like the original Flag Touch Switch does! Combine them however you want!<br><br>\r\
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\n<h2><strong>Flag Button / Flag Button Wall</strong></h2>\r\nAn entity that works\
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\ similarly like Maddie's Flag Touch Switch, except that it only exists to manage\
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\ flags instead of having to work with certain switch gates, when you collect\
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\ each one of them, they would let out a unique flag themselves, when all collected,\
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\ they would complete a full flag.<br><br>\r\nIn comparison of the normal switches,\
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\ Flag Button 2 provided a new set of animations that allows you to customize\
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\ your switches on each one of the states (idle, spin, completing and completed)<br><br>\r\
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\n<h2><strong>Floaty BG Tiles</strong></h2>\r\nThe entity that allows you to place\
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\ BG Tiles as an entity on the background.<br><br>\r\nThis entity allows modifying\
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\ the floating amplitude of it and make it static.<br><br>\r\n<h2><strong>Input\
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\ Flag Controller (require Communal Helper)</strong></h2>\r\nThe expanded version\
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\ of the Input Flag Controller from Communal Helper, allowing multiple keys activations,\
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\ also introduced flag restraints and trigger restraints.<br><br>\r\n<h2><strong>Killer\
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\ choose if you want to trade your dashes into stamina.<br><h2>Die Outside Camera\
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\ Controller</h2>If enabled, player will die if they're outside the camera bounds,\
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\ so don't use too much offset I guess?<br><br>\r\n<h2><strong>Dream Kevin</strong></h2>\r\
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\nA special kind of Kevin that works as a Dream Block when player is not in dream\
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\ dashing state, as a Kevin when player is in Dream Dashing state<br><br>\r\n\
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<h2><strong>Fall Through (port from VivHelper)</strong></h2>\r\nThe ported entities\
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\ are from VivHelper as per requested, along with the features VivHelper generously\
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\ provided, the ported entities also includes customizable hold time for the player\
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\ to fall through, how the player fall through will be, and how long will the\
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\ effect keeps<br><br>\r\n<h2><strong>Flag Touch Switch / Flag Touch Switch Wall</strong></h2>\r\
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\nWhen it comes to a large collision zone that requires a touch switch, the Touch\
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\ Switch Wall from VivHelper could be very useful, however... This entity doesn't\
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\ support flag-controls<br><br>\r\nWhich is why we combined it with the Flag Touch\
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\ Switch from Maddie's Helping Hand!<br><br>\r\nThis entity can choose to be a\
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\ <strong>Touch Switch</strong> or a <strong>Touch Switch Wall</strong> in the\
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\ \"switch\" option while keeping the attribute of grouping by flags, this way\
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\ you can use multiple Touch Switch Wall and Touch Switch in the same room or\
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\ different rooms controlling different flags like the original Flag Touch Switch\
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\ does! Combine them however you want!<br><br>\r\n<h2><strong>Flag Button / Flag\
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\ Button Wall</strong></h2>\r\nAn entity that works similarly like Maddie's Flag\
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\ Touch Switch, except that it only exists to manage flags instead of having to\
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\ work with certain switch gates, when you collect each one of them, they would\
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\ let out a unique flag themselves, when all collected, they would complete a\
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\ full flag.<br><br>\r\nIn comparison of the normal switches, Flag Button 2 provided\
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\ a new set of animations that allows you to customize your switches on each one\
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\ of the states (idle, spin, completing and completed)<br><br>\r\n<h2><strong>Floaty\
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\ BG Tiles</strong></h2>\r\nThe entity that allows you to place BG Tiles as an\
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\ entity on the background.<br><br>\r\nThis entity allows modifying the floating\
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\ amplitude of it and make it static.<br><br>\r\n<h2><strong>Input Flag Controller\
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\ (require Communal Helper)</strong></h2>\r\nThe expanded version of the Input\
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\ Flag Controller from Communal Helper, allowing multiple keys activations, also\
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\ introduced flag restraints and trigger restraints.<br><br>\r\n<h2><strong>Killer\
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\ Series</strong></h2>\r\n<h3><strong>Killer Block</strong></h3>\r\nA block that\
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\ can kill player after touching its sides for a certain amount of time.<br><br>\r\
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\nThe mechanic is similar to placing Timed Trigger Spikes over some sides of a\
@@ -123076,22 +123078,22 @@
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\n<h3><strong>camera_zoom</strong></h3>\r\n<pre><code>camera_zoom, (float) zoom,\
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\ (float)changeTime, ease\r\n</code></pre>\r\n<h3><strong>disable_movement</strong></h3>\r\
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\n<pre><code>disable_movement, (bool) active\r\n</code></pre>\r\n<h3><strong>kill_player</strong></h3>\r\
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\n<pre><code>kill_player\r\n</code></pre>\r\n<h3><strong>passby</strong></h3>\r\
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\n<pre><code>passby (function name)\r\n</code></pre>\r\nsome of the functions\
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\ above are allowed to be performed at the same time, to do that, you simply need\
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\ to add a prefix passby at the very beginning of the line, for example:<br><br>\r\
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\nif the original function is<br><br>\r\n<pre><code>set_flag,myFlag,true\r\n</code></pre>\r\
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\nif you want it to execute but the entity doesn't have to wait for it to end,\
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\ use<br><br>\r\n<pre><code>passby set_flag,myFlag,true&nbsp;</code></pre>\r\n\
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<h2>Static BG Tile</h2><br><h2>Stopclock Action Controller</h2>Define whether\
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\ the player should be killed, or whether there should be a specific flag when\
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\ the stopclock time is up<br><br><h2>Stopclock Flag Controller</h2>Don't be misled,\
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\ this controller is for turning the stopclock digits into flags for per-frame\
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\ uses or likewise<br><br><h2>Stopclock Renderer</h2>Display the stopclock status\
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\ in-game<br><br><h2><strong>Tile Block</strong></h2>\r\nJust a block, but the\
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\ latest version allows different slice sizes so you can create a block using\
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\ diffferent sized assets instead of the default of 8 px (which leaves the sprite\
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\ to 24 x 24 px)<br><br>\r\n<h2><strong>Touch Gate Block (multi-node)&nbsp;(<a\
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\n<pre class=\"SelectedElement\"><code>kill_player\r\n</code></pre><h3>random_flag</h3><pre>random_flag,\
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\ flag1, (flag2, flag3, ...)</pre>\r\n<h3><strong>passby</strong></h3>\r\n<pre><code>passby\
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\ (function name)\r\n</code></pre>\r\nsome of the functions above are allowed\
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\ to be performed at the same time, to do that, you simply need to add a prefix\
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\ passby at the very beginning of the line, for example:<br><br>\r\nif the original\
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\ function is<br><br>\r\n<pre><code>set_flag,myFlag,true\r\n</code></pre>\r\n\
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if you want it to execute but the entity doesn't have to wait for it to end, use<br><br>\r\
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\n<pre><code>passby set_flag,myFlag,true&nbsp;</code></pre>\r\n<h2>Static BG Tile</h2><br><h2>Stopclock\
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\ Action Controller</h2>Define whether the player should be killed, or whether\
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\ there should be a specific flag when the stopclock time is up<br><br><h2>Stopclock\
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\ Flag Controller</h2>Don't be misled, this controller is for turning the stopclock\
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\ digits into flags for per-frame uses or likewise<br><br><h2>Stopclock Renderer</h2>Display\
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\ the stopclock status in-game<br><br><h2><strong>Tile Block</strong></h2>\r\n\
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Just a block, but the latest version allows different slice sizes so you can create\
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\ a block using diffferent sized assets instead of the default of 8 px (which\
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\ leaves the sprite to 24 x 24 px)<br><br>\r\n<h2><strong>Touch Gate Block (multi-node)&nbsp;(<a\
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\ href=\"https://gamebanana.com/mods/344736\">Sorbet Helper</a>&nbsp;required)</strong></h2>\r\
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\nSee <a href=\"https://gamebanana.com/mods/344736\">SorbetHelper</a> for more\
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\ info about this entity, in this helper the entity is extended and allow creating\
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\ [string: keyboard tag] [string: password] (bool: caseSensitive)</pre><h2>chronia_get_password_hash</h2>Try\
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\ getting the encrypted keyboard-tag-combined password for PasswordKeyboard<br><pre><pre>chronia_get_password_hash\
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\ [string: keyboard-tag-combined password] (bool: caseSensitive)</pre></pre>\r\
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\n<br><h1><strong class=\"SelectedElement\">Migration from&nbsp;<a href=\"https://gamebanana.com/mods/481388\"\
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\n<br><h1><strong>Migration from&nbsp;<a href=\"https://gamebanana.com/mods/481388\"\
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>TeraHelper</a></strong></h1>\r\n<a href=\"https://gamebanana.com/mods/481388\"\
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>TeraHelper</a> is an excellent helper that gives some entities their tera types\
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\ so players can interact with them as if they're in an RPG game, and the tera\
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\n<h2>These attacks <strong>won't work</strong>:</h2>\r\nAny to Ghost, vice versa<br><br>\r\
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\n<!-- notionvc: 3fabf885-1a93-44f5-af9a-5b6232d9e614 -->"
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CreatedDate: 1713203015
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ModifiedDate: 1765462156
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ModifiedDate: 1765462309
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UpdatedDate: 1765461775
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Screenshots:
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- https://images.gamebanana.com/img/ss/mods/68de9a60228c3.jpg

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