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Helping Hand Entities
Click to expand Table of Contents
- Gameplay Elements
- Solids
- Decorative and Tutorial
- Collectables
- Hazards
- Controllers
- 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!
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.
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 max480 know!
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.
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 remove the pointer and turn the bubble into a rectangle! 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.
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 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, 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 or "Not Flag"). 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.
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 in Ahorn!
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.
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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Brokemia Helper Entities
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Helping Hand Entities
Helping Hand Customisable Entities
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Helping Hand Customisable Stylegrounds
Helping Hand Extra Features