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frosthelper's Introduction

FrostHelper

A Celeste mod using Everest that adds way too much stuff.

NOTE: This repo only contains the code. For an actual download, check the Gamebanana page

WIKI: https://github.com/JaThePlayer/FrostHelper/wiki

Feature list:

Entities:

  • Blue Boosters -> They don't recover your dash
  • Yellow Boosters -> They kill you if you don't fastbubble
  • Gray Boosters -> They immediately fastbubble you
  • Increment Boosters -> They increase the amount of dashes you have after leaving them
  • Toggle Swap Blocks -> Like regular Swap Blocks, but they don't return to their initial position when you stop dashing. Instead, the swap between the 2 positions each dash
  • Temporary Keys and Keydoors -> They don't persist between deaths
  • Static Bumpers -> Like regular ones, but they don't move around randomly. Has customizable sprites, lerp modes for movement
  • Skateboards -> They move fast and give you tons of momentum... kinda cursed
  • Plus One Refill -> Instead of setting your dashes to a fixed amount, they give you 1 additional dash (Though dash cap is still respected)
  • No Dash Area -> An area in which you can't dash. Can move like space jam
  • Ice Key -> Like a regular key, but dissapears when you dash if you collected it, respawning at it's initial position
  • Custom Zip Movers -> Tons of customizability - from speed to sprites and line colors
  • Custom Springs -> Springs with extra customizability - sprites and launch speed
  • Custom Rising Lava -> Rising Lava with customizable colors and speed
  • Custom Fire Barrier -> A Fire Barrier with customizable colors
  • Custom Dream Blocks (Space Jam) -> Space Jam with customizable speed and colors. You can also allow the player to redirect their dash inside of them
  • Custom Crystal Spinners -> Speen but with customizable colors. They can also be dash-throughable
  • Core Berries -> Berries that respect Core Mode -> Hot berries will dissapear when you switch to cold mode and vice versa
  • Bubblers -> Puts the player in the "Cassette Fly" state, just like Cassettes.
  • Colored Lightbeams
  • Entity Mover -> An entity that can move other entities
  • Custom Flutterbirds -> They have customizable colors.

Triggers:

  • Anxiety Trigger -> Triggers the Anxiety effect, the same as badeline causes
  • Cassette Tempo Trigger -> Allows you to change the cassette tempo mid-room
  • Lightning Color Trigger -> Changes the color of Lightning blocks
  • Chronos Trigger -> Activates the gimmick from the New Year's Mapping Contest map Chronos
  • Forced Fastfall Trigger -> Forces the player to fastfall while in the trigger
  • Cap Dash On Ground Trigger -> Forces the player's dash count to respect the max dash count when they're on the ground (a.k.a you can't conserve the 2 dashes from a two-dash refill)

Credits

This mod uses a MIT Triangulator libary: https://github.com/kellygravelyn/Triangulator

Nyan: Default Spiky Puffer sprites

Flagpole1up: Core Berry sprites

RadleyMcTuneston: Badeline Chaser Block sprites

Maddie480: some linux testing, some code snippets from Maddie's Helping Hand

Communal Helper team: some code snippets from Communal Helper

frosthelper's People

Contributors

aaa1459 avatar jatheplayer avatar swoolcock avatar

Stargazers

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Watchers

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frosthelper's Issues

Feature request for object in closed issue instead - second node of Entity Move Trigger acting as a target destination

Since the trigger rendering in Loenn cannot be changed, I propose a feature that could benefit us - make the second node act as a toggle-able target.

This can be done easily by excluding the Move by X and Y properties, and calculating relatives like so:

Vector2 relative = (nodePos - entityPos) - relative position to be added to the target node

With this, we can set the entities' positions to this:

targetPos + relative

(or you could just set the entities' positions to the target node anyway)

Ability to remove outlines on Blue Boosters

I'm working on a map with 0% room lighting, meaning blue boosters just turn into black blobs, I wanted to change this by reskinning the blue booster to be transparent in some places. But due to the boosters outline that wouldnt work.

image

It would be great if there was an option to remove the outline!

[Feature Request] Bubbler visual bobble

The bubbler entity looks pretty awkward when it's not hidden because it just hangs in midair, would be nice to give it the visual bob that entities like refills have to make it so the sprite isn't completely static.

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