Reference - CommunalHelper/CommunalHelper Wiki

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Reference

Dream Refill

CommunalHelper/DreamRefill

One Use: Whether the Dream Refill should be only used once.

Respawn Time: The time taken by the Dream Refill to respawn.

Dream Jellyfish

CommunalHelper/DreamJellyfish

  • Dream Jellyfish (Floating)

Bubble: Whether the entity should hover in the air before being grabbed.

Tutorial: Whether the entity should show the usage tutorial.

Dream Booster

CommunalHelper/DreamBooster

  • Dream Booster (Hidden Path)

Hide Path: Hides the path until the player enters the Dream Booster. Plays an audio cue once when entering.

Path Style: The style of this booster's path.

  • 'Arrows' draws two lines forming the tip of an arrow, and indicates the direction.
  • 'Perpendicular lines' draws a single line perpendicular to the path direction.
  • 'Dotted line' draws small lines along the path, regularly leaving gaps.
  • 'Points' draws single pixels.

Curved Dream Booster

CommunalHelper/CurvedDreamBooster

  • Dream Booster (Hidden Path, Quadratic Curve)

  • Dream Booster (Quadratic Curve)

  • Dream Booster (Hidden Path, Cubic Curve)

  • Dream Booster (Cubic Curve)

Hide Path: Hides the path until the player enters the Dream Booster. Plays an audio cue once when entering.

Path Style: The style of this booster's path.

  • 'Arrows' draws two lines forming the tip of an arrow, and indicates the direction.
  • 'Perpendicular lines' draws a single line perpendicular to the path direction.
  • 'Dotted line' draws small lines along the path, regularly leaving gaps.
  • 'Points' draws single pixels.

Curved Booster

CommunalHelper/CurvedBooster

  • Curved Booster (Hidden Path, Quadratic Curve)

  • Curved Booster (Quadratic Curve)

  • Curved Booster (Hidden Path, Cubic Curve)

  • Curved Booster (Cubic Curve)

Hide Path: Hides the path until the player enters the Dream Booster. Plays an audio cue once when entering.

Path Style: The style of this booster's path.

  • 'Arrows' draws two lines forming the tip of an arrow, and indicates the direction.
  • 'Perpendicular lines' draws a single line perpendicular to the path direction.
  • 'Dotted line' draws small lines along the path, regularly leaving gaps.
  • 'Points' draws single pixels.

Summit Gem

CommunalHelper/CustomSummitGem

  • Custom Summit Gem

Index: Determines the texture and sound used for this gem (clamped within 0 and 7). Must be unique within a room. To use a custom texture, put it at Graphics/Atlases/Gameplay/collectables/summitgems/$mapSID/$roomName/$index.

Attached Wall Booster

CommunalHelper/AttachedWallBooster

  • Attached Wall Booster (Right)

  • Attached Wall Booster (Left)

Left: Whether the Attached Wall Booster should attach to the left sides of solids.

Not CoreMode: Whether the Attached Wall Booster should ignore the current Core Mode and be in Ice Mode.

Legacy Boost: Makes this Attached Wall Booster apply the expected speed boost to the player. If disabled, the vertical boost is applied twice if the player isn't moving horizontally, due to a bug that was accidentally introduced in 1.11.2. Also, if disabled, this entity is reskinned with a variant of the wall booster textures.

Station Block

CommunalHelper/StationBlock

  • Station Block (Normal, Pushing)

  • Station Block (Normal, Pulling)

  • Station Block (Moon, Pushing)

  • Station Block (Moon, Pulling)

Allow Wavedash: Whether Wavedashing on top of the Station Block is allowed or not even while it's not moving (doesn't bounce you upwards).

Allow WavedashBottom: Similarly to the allowWavedash option, allows an inverted player to wavedash on the Station Block.

Speed Factor: The factor by which the speed of the Station Block is multiplied. This value can only be between 0.1 and 2.

Theme: Aspect theme of the Station Block.

Behavior: Behavior of the Station Block. Pulling will make it move towards you, and Pushing does the opposite. This changes slightly the appearance of the block, depending on the behavior.

Custom BlockPath: This is the path you should specify if you're using a custom texture for the block, leave empty for default textures. It looks for Graphics/Atlases/Gameplay/objects/<path>. The block should be a 24x24 texture, that preferably gets tiled correctly. Example: "catapillie/customStationBlock/custom_block", where the texture is located at Graphics/Atlases/Gameplay/objects/catapillie/customStationBlock/custom_block.png. DON'T add the ".png".

Custom ArrowPath: This is the path you should specify if you're using custom textures for the arrow, leave empty for default textures. It looks for Graphics/Atlases/Gameplay/objects/<path>/small, med, or big. There should be 16 sprites for each size, so 48 in total, labeled like so: small00, small01, 02, 03, etc.. up to small15, and same goes for med and big. The first texture is the arrow pointing UP, the fifth pointing RIGHT, the ninth pointing DOWN, and the 13th pointing LEFT, the other sprites in between are the animation going from one direction to another. You can take a look at how Communal Helper has them setup. Example: "catapillie/customStationBlock/arrow", where the arrow textures are located at Graphics/Atlases/Gameplay/objects/catapillie/customStationBlock/arrow/small00, small01... small15, same for med(00 - 15) & big(00 - 15). This should point to a directory, not an image.

Custom TrackPath: This is the path you should specify if you're using custom textures for the tracks, leave empty for default textures. It looks for Graphics/Atlases/Gameplay/objects/<path>/node.png, trackv.png and trackh.png. There should be 3 textures in the folder you specified in the path, all of size 8x8, called: node.png, trackv.png, and trackh.png. The node.png texture is the point of intersection between tracks. trackv.png and trackh.png are the track horizontal & vertical textures, they should loop over seamlessly. Example: "catapillie/customStationBlock/tracks", where the texture are located at Graphics/Atlases/Gameplay/objects/catapillie/customStationBlock/tracks/node.png, trackv.png and trackh.png. This should point to a directory, not an image.

Wavedash ButtonColor: The hexadecimal color of the allowed wavedash button indicator when it's not pressed. Must not include the hash (#) symbol!

Wavedash ButtonPressedColor: The hexadecimal color of the allowed wavedash button indicator when it's pressed. Must not include the hash (#) symbol!

Dash CornerCorrection: Makes wallbouncing off of this Station Block less precise (by allowing it up to 4 pixels deep into the block horizontally, dashing from the bottom).

Station Block Track

CommunalHelper/StationBlockTrack

  • Station Block Track (Horizontal, No Switching)

  • Station Block Track (Horizontal, Switched On)

  • Station Block Track (Horizontal, Switched Off)

  • Station Block Track (Vertical, No Switching)

  • Station Block Track (Vertical, Switched On)

  • Station Block Track (Vertical, Switched Off)

Multi BlockTrack: Whether this set of tracks can support more than one Station Block.

Horizontal: Whether the track should be handled as a horizontal one.

Track SwitchState: The starting state of the track. "None" will make it unswitchable. "On" will make it turned on by defaul, and "Off" will make it turned off.

Move Mode: This option will determine the behaviour of blocks sitting on this track.

  • "None" : Changes nothing.

  • "ForwardOneWay" : Makes blocks only able to travel along this track if they're moving RIGHT or DOWN.

  • "BackwardOneWay" : Makes blocks only able to travel along this track if they're moving LEFT or UP.

  • "ForwardForce" : If any block can travel along this track in the RIGHT or DOWN direction, they will be force to. Behaviour from "ForwardOneWay" also applies here.

  • "BackwardForce" : If any block can travel along this track in the LEFT or UP direction, they will be force to. Behaviour from "BackwardOneWay" also applies here.

Indicator: Whether this track shows an indicator for its specific Move Mode (only "...Force" moves).

Indicator Color: The color of the indicator.

Indicator IncomingColor: The color of the indicator when a station block is moving towards this Track.

Track Switch Box

CommunalHelper/TrackSwitchBox

  • Track Switch Box (Session Switch)

Global Switch: Whether the level should keep the state of the ON/OFF tracks, even after reloading or dying. If unticked, the state will be reset at every reload.

Floaty: Whether the box should float up and down; this also causes the box to sink down if the player stands on it. If unticked, the box will stay in its place.

Bouncy: Whether the box should bounce away from the player when dashed into.

Custom Cassette Block

CommunalHelper/CustomCassetteBlock

  • Custom Cassette Block (0 - Blue)

  • Custom Cassette Block (1 - Rose)

  • Custom Cassette Block (2 - Bright Sun)

  • Custom Cassette Block (3 - Malachite)

Index: The color of the Custom Cassette Block.

Tempo: The tempo of the cassette music in the room.

Custom Color: Optional hexadecimal color code, visual-only change.

Cassette Falling Block

CommunalHelper/CassetteFallingBlock

  • Cassette Falling Block (0 - Blue)

  • Cassette Falling Block (1 - Rose)

  • Cassette Falling Block (2 - Bright Sun)

  • Cassette Falling Block (3 - Malachite)

Index: The color of the Cassette Falling Block.

Tempo: The tempo of the cassette music in the room.

Custom Color: Optional hexadecimal color code, visual-only change.

Cassette Zip Mover

CommunalHelper/CassetteZipMover

  • Cassette Zip Mover (0 - Blue)

  • Cassette Zip Mover (1 - Rose)

  • Cassette Zip Mover (2 - Bright Sun)

  • Cassette Zip Mover (3 - Malachite)

Index: The color of the Cassette Zip Mover.

Tempo: The tempo of the cassette music in the room.

No Return: Whether the Cassette Zip Mover should return to its starting point or not.

Permanent: Whether this block should lock in place after being triggered.

Waiting: Whether this block requires the player to trigger it each node in the path.

Ticking: Causes this block to tick 5 times at every node before going back to its starting point, unless the player triggers it again. If permanent is true and the player doesn't trigger the Zip Mover in time, it'll lock in place.

Custom Color: Optional hexadecimal color code, visual-only change.

Cassette Move Block

CommunalHelper/CassetteMoveBlock

  • Cassette Move Block (0 - Blue)

  • Cassette Move Block (1 - Rose)

  • Cassette Move Block (2 - Bright Sun)

  • Cassette Move Block (3 - Malachite)

Direction: The direction in which the Cassette Move Block moves.

Move Speed: The speed at which the block moves (accepts any number).

Index: The color of the Cassette Move Block.

Tempo: The tempo of the cassette music in the room.

Custom Color: Optional hexadecimal color code, visual-only change.

Cassette Swap Block

CommunalHelper/CassetteSwapBlock

  • Cassette Swap Block (0 - Blue)

  • Cassette Swap Block (1 - Rose)

  • Cassette Swap Block (2 - Bright Sun)

  • Cassette Swap Block (3 - Malachite)

No Return: Whether Cassette Swap Block should return to its starting point or not.

Index: The color of the Cassette Swap Block.

Tempo: The tempo of the cassette music in the room.

Custom Color: Optional hexadecimal color code, visual-only change.

Cassette Jump Fix Controller

CommunalHelper/CassetteJumpFixController

Persistent: Whether the controller should apply for the entire level, only applies to the current room if this is turned off.

Off: Turns off the fix, regardless of the persistent option.

Manual Cassette Controller

CommunalHelper/ManualCassetteController

Start Index: The color of Cassette Block that should start activated.

Underwater Music Controller

CommunalHelper/UnderwaterMusicController

Enable: Whether to always enable or always disable underwater sound modifiers.

Dash SFX: Whether to also affect the additional in-water dash sound effect.

Timed Trigger Spikes

CommunalHelper/TimedTriggerSpikesUp

  • Timed Trigger Spikes (Up, Default)

  • Timed Trigger Spikes (Up, Outline)

  • Timed Trigger Spikes (Up, Cliffside)

  • Timed Trigger Spikes (Up, Reflection)

  • Timed Trigger Spikes (Right, Default)

  • Timed Trigger Spikes (Right, Outline)

  • Timed Trigger Spikes (Right, Cliffside)

  • Timed Trigger Spikes (Right, Reflection)

  • Timed Trigger Spikes (Down, Default)

  • Timed Trigger Spikes (Down, Outline)

  • Timed Trigger Spikes (Down, Cliffside)

  • Timed Trigger Spikes (Down, Reflection)

  • Timed Trigger Spikes (Left, Default)

  • Timed Trigger Spikes (Left, Outline)

  • Timed Trigger Spikes (Left, Cliffside)

  • Timed Trigger Spikes (Left, Reflection)

Type: Determines the visual appearance of the spike.

Delay: The delay, in seconds, before the spikes come up, after triggering. Spikes take 0.0667 seconds to come up (4 frames).

WaitForPlayer: Setting this to true will make the spike only come up after the player leaves the spike area. Useful for when you need to return to a space in a time limit.

Grouped: Setting this to "Grouped" will trigger all spikes in the line if any spike in the line is triggered. "Grouped" requires Max's Helping Hand to work, and will throw an error in its absence.

Rainbow: Makes these spikes rainbow.

Connected Solid Extension

CommunalHelper/SolidExtension

  • Connected Solid Extension (Uncollidable)

Collidable: Whether this extension can be collided with. If turned off, the entity will appear darker and in the background, will basically act like background tiles.

Dream Zip Mover

CommunalHelper/DreamZipMover

Below: Determines whether the Dream Move Block should render below foreground tiles.

No Return: Whether the Dream Zip Mover should return to its starting point or not.

Dream Aesthetic: Optional look for this entity, mostly unused, but left there.

Feather Mode: Whether the Dream Zip Mover has the Dream Block Feather controls enabled.

One Use: Whether the Dream Zip Mover should shatter upon exit.

Refill Count: Number of dashes the Dream Zip Block should refill (-1 for default).

Double Refill: Whether the Dream Zip Mover should refill two dashes, instead of one.

Permanent: Whether this block should lock in place after being triggered.

Waiting: Whether this block requires the player to trigger it each node in the path.

Ticking: Causes this block to tick 5 times at every node before going back to its starting point, unless the player triggers it again. If permanent is true and the player doesn't trigger the Zip Mover in time, it'll lock in place.

Quick Destroy: Makes this Dream Zip Mover shatter a little faster.

Connected Dream Block

CommunalHelper/ConnectedDreamBlock

  • Connected Dream Block (Normal)

  • Connected Dream Block (Feather Mode)

  • Connected Dream Block (Normal, One Use)

  • Connected Dream Block (Feather Mode, One Use)

Below: Determines whether the Connected Dream Block should render below foreground tiles.

Feather Mode: Whether the Connected Dream Block has the Dream Block Feather controls enabled. Connected Dream Blocks only connect with other dream blocks with the same controls.

One Use: Whether THIS Connected Dream Block should make its entire group shatter upon leaving it.

Refill Count: Number of dashes this group of Connected Dream Blocks should refill (-1 for default).

Quick Destroy: Makes this Connected Dream Block shatter a little faster.

Dream Swap Block

CommunalHelper/DreamSwapBlock

Below: Determines whether the Dream Swap Block should render below foreground tiles.

No Return: Whether the Dream Swap Block should return to its starting point or not.

Feather Mode: Whether the Dream Swap Block has the Dream Block Feather controls enabled.

One Use: Whether the Dream Swap Block should shatter upon exit.

Refill Count: Number of dashes the Dream Swap Block should refill (-1 for default).

Quick Destroy: Makes this Dream Swap Block shatter a little faster.

Dream Move Block

CommunalHelper/DreamMoveBlock

Below: Determines whether the Dream Move Block should render below foreground tiles.

Direction: The direction in which the Dream Move Block moves.

Refill Count: Number of dashes the Dream Move Block should refill (-1 for default).

Move Speed: The speed at which the Dream Move Block moves (accepts any number).

No Collide: Whether the Dream Move Block should go through solids.

Feather Mode: Whether the Dream Move Block has the Dream Block Feather controls enabled.

One Use: Whether the Dream Move Block should shatter upon exit.

Quick Destroy: Makes this Dream Move Block shatter a little faster.

Dream Falling Block

CommunalHelper/DreamFallingBlock

  • Dream Falling Block (Chained)

Feather Mode: Whether the Dream Falling Block has the Dream Block Feather controls enabled.

One Use: Whether the Dream Falling Block should shatter upon exit.

Refill Count: Number of dashes the Dream Falling Block should refill (-1 for default).

Below: Determines whether the Dream Falling Block should render below foreground tiles.

No Collide: Whether the Dream Falling Block should go through solids.

Fall Distance: The maximum distance this block can fall before the chains tightens and stops the block (in other words, the chain length).

Centered Chain: Renders only one chain at the horizontal center of this block.

Chain Outline: Whether the chain of this block should have a black outline.

Indicator: Renders below the block a dark transparent rectangle of the path it is going to take when it starts to fall. This indicator might not be visible against dark backgrounds.

Indicator AtStart: Makes the indicator (if enabled) visible before the block is triggered.

Quick Destroy: Makes this Dream Falling Block shatter a little faster.

Dream Switch Gate

CommunalHelper/DreamSwitchGate

Below: Determines whether the Dream Switch Gate should render below foreground tiles.

Feather Mode: Whether the Dream Switch Gate has the Dream Block Feather controls enabled.

One Use: Whether the Dream Switch Gate should shatter upon exit.

Permanent: Whether the Dream Switch Gate should stay at its node permanently after being activated for the entire level.

Refill Count: Number of dashes the Dream Switch Gate should refill (-1 for default).

Quick Destroy: Makes this Dream Switch Gate shatter a little faster.

Dream Flag Switch Gate

CommunalHelper/MaxHelpingHand/DreamFlagSwitchGate

Flag: The session flag this switch gate reacts to. Give the same to multiple touch switches and switch gates to group them.

Icon: The name of the icon for the switch gate (relative to objects/MaxHelpingHand/flagSwitchGate), or "vanilla" for the default one.

Persistent: If enabled, the switch gate will stay open when the player dies or changes rooms.

Inactive Color: The gate icon colour when not triggered yet.

Active Color: The gate icon colour when triggered, but the group is not complete yet.

Finish Color: The gate icon colour when the group is complete.

Shake Time: The time (in seconds) the block spends shaking before starting to move. Vanilla value is 0.5 seconds.

Move Time: The time (in seconds) the block takes to move to its destination after shaking. Vanilla value is 1.8 seconds.

Move Eased: Whether the block should slow down before reaching its final position. If unchecked, the block will move at constant speed.

Allow Return: Whether the block should return to its original position if the flag is turned off. Only works if the gate is persistent.

Move Sound: The sound played by the gate when it starts moving.

Finished Sound: The sound played by the gate when it is done moving.

Below: Determines whether the Dream Flag Switch Gate should render below foreground tiles.

Feather Mode: Whether the Dream Flag Switch Gate has the Dream Block Feather controls enabled.

One Use: Whether the Dream Flag Switch Gate should shatter upon exit.

Refill Count: Number of dashes the Dream Flag Switch Gate should refill (-1 for default).

Quick Destroy: Makes this Dream Flag Switch Gate shatter a little faster.

Dream Floaty Space Block

CommunalHelper/DreamFloatySpaceBlock

Below: Determines whether this block should render in the background or foreground.

Refill Count: Number of dashes the Dream Floaty Space Block should refill (-1 for default).

Feather Mode: Whether this block has the Dream Block Feather controls enabled.

One Use: Whether this block should shatter upon exit.

Quick Destroy: Makes this Dream Floaty Space Block shatter a little faster.

Dream Crumble Wall On Rumble

CommunalHelper/DreamCrumbleWallOnRumble

Below: Determines whether this block should render in the background or foreground.

Refill Count: Number of dashes the Dream Crumble Wall On Rumble should refill (-1 for default).

Feather Mode: Whether this block has the Dream Block Feather controls enabled.

One Use: Whether this block should shatter upon exit.

Persistent: Whether this block should remain broken permanently.

Quick Destroy: Makes this Dream Crumble Wall On Rumble shatter a little faster.

Connected Zip Mover

CommunalHelper/ConnectedZipMover

  • Connected Zip Mover (Normal)

  • Connected Zip Mover (Moon)

  • Connected Zip Mover (Cliffside)

Custom BlockTexture: Legacy. Replace this zip mover and use Custom Skin instead. The path to the custom texture for the Connected Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png).

Custom Skin: The path to a directory with custom textures for this Connected Zip Mover. This is relative to Graphics/Atlases/Gameplay. If set, this overrides the Theme option. Setting the Cliffside theme is equivalent to setting this field to objects/CommunalHelper/connectedZipMover/cliffside, and customising Colors to match.

Theme: If Custom Skin is not set, this determines the appearance of the Connected Zip Mover. This also determines the sounds used. The Cliffside theme is a custom theme.

Permanent: Whether the Connected Zip Mover should stay completely static after stopping.

Waiting: Whether the Connected Zip Mover should wait for the player at each node. Only useful if has more than one node.

Ticking: Whether the Connected Zip Mover should be ticking at each node, forcing the player to reactivate it within a limited amount of time. Will return to initial position if the player doesn't reactivate it, or locks in place completely if "permanent" is on. Only useful if has more than one node.

Colors: The background and rope colors for this Connected Zip Mover. Setting this value overrides the default values. This is a comma-seperated list of hex codes; the first is used as ther background color, the second as the main rope color, and the third as the lighter rope color (when present). For the Normal and Moon themes, this is 000000,663931,9b6157 by default; for the Cliffside theme, this is 171018,663931,9b6157 by default.

Connected Swap Block

CommunalHelper/ConnectedSwapBlock

  • Connected Swap Block (Reskinnable)

Custom GreenBlockTexture: The path to the custom green variant texture for the Connected Swap Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png).

Custom RedBlockTexture: The path to the custom red variant texture for the Connected Swap Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png).

Theme: The appearance of the Connected Swap Block.

Connected Move Block

CommunalHelper/ConnectedMoveBlock

  • Connected Move Block (Up)

  • Connected Move Block (Down)

  • Connected Move Block (Left)

  • Connected Move Block (Right)

  • Connected Move Block (Reskinnable)

  • Connected Move Block (Flag-controlled)

Move Speed: The speed at which the block moves (accepts any number).

Direction: The direction in which the Connected Move Block should travel.

Custom BlockTexture: The path to the custom texture for the Connected Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png). For adding arrow textures, name the texture for tiles "tileset.png", the arrow textures "arrowXX.png" (00 thru 08), and the breaking "X" sprite as "x.png".

Idle Color: The color of the arrow when not moving.

Pressed Color: The color of the arrow when moving.

Break Color: The color of the arrow when breaking.

Outline: Gives this Move Block an outline.

Connected Temple Cracked Block

CommunalHelper/ConnectedTempleCrackedBlock

  • Connected Temple Cracked Block (Persistent)

Persistent: Persistent blocks will stay broken after dying or leaving the room.

Equation Move Block

CommunalHelper/EquationMoveBlock

  • Equation Move Block (Up)

  • Equation Move Block (Down)

  • Equation Move Block (Left)

  • Equation Move Block (Right)

  • Equation Move Block (Reskinnable)

  • Equation Move Block (Flag-controlled)

Equation: The equation used by the Equation Move Block. 0: y = ax 1: y = ax^2 + bx 2: y = ax^3 + bx^2 + x 3: y = asin bx 4: y = acos bx 5: y = ae^bx 6: y = ax^b 7: elliptic, x-scale = a, y-scale = b

Move Speed: The speed at which the block moves (accepts any number).

Direction: The direction in which the Connected Move Block should travel.

Custom BlockTexture: The path to the custom texture for the Connected Block, starting from Graphics/Atlases/Gameplay/objects/. A template is provided in Mods/CommunalHelper/Graphics/Atlases/Gameplay/objects/CommunalHelper/customConnectedBlock. The filename should NOT include the file extension (.png). For adding arrow textures, name the texture for tiles "tileset.png", the arrow textures "arrowXX.png" (00 thru 08), and the breaking "X" sprite as "x.png".

Idle Color: The color of the arrow when not moving.

Pressed Color: The color of the arrow when moving.

Break Color: The color of the arrow when breaking.

Outline: Gives this Equation Move Block an outline.

Activator Flags: The flags which activate this Equation Move Block.

Breaker Flags: The flags which break this Equation Move Block.

Barrier BlocksFlags: Whether Seeker Barriers make this block ignore 'on break' flags.

Constant A: The value of the A constant used in this block's moving equation.

Constant B: The value of the B constant used in this block's moving equation.

On ActivateFlags: Flags set when this block is activated.

On BreakFlags: Flags set when this block is broken.

Wait ForFlags: Makes this block start off invisible and waiting for flags to become visible (and collidable).

Bouncy Panel

CommunalHelper/BouncyPanel

  • Bouncy Panel (Up)

  • Bouncy Panel (Left)

  • Bouncy Panel (Right)

Override AllowStaticMovers: Enable a hack that allows this entity to attach to SolidTiles, among other things.

Orientation: The way this Bouncy Panel faces.

Sfx: The sound that plays when the player bounces off this panel.

Dash Collision Panel

CommunalHelper/DashCollisionPanel

  • Dash Collision Panel (Up)

  • Dash Collision Panel (Down)

  • Dash Collision Panel (Left)

  • Dash Collision Panel (Right)

Orientation: The way this Dash Collision Panel faces.

Dash CollideResult: The type of collision result returned when the player dashes into the solid on which this panel is placed.

Dream Tunnel Entry

CommunalHelper/DreamTunnelEntry

  • Dream Tunnel Entry (Up)

  • Dream Tunnel Entry (Down)

  • Dream Tunnel Entry (Left)

  • Dream Tunnel Entry (Right)

Override AllowStaticMovers: Enable a hack that allows this entity to attach to SolidTiles, among other things.

Orientation: The way this Dream Tunnel Entry faces.

Depth: The depth value for this entity. Used to make it render below or above other entities.

Frictionless Panel

CommunalHelper/FrictionlessPanel

  • Frictionless Panel (Up)

  • Frictionless Panel (Left)

  • Frictionless Panel (Right)

Orientation: The way this Frictionless Panel faces.

Surface Sound Panel

CommunalHelper/SurfaceSoundPanel

  • Surface Sound Panel (Up)

  • Surface Sound Panel (Left)

  • Surface Sound Panel (Right)

Orientation: The way this panel is facing. Up for changing the top sound index, Left & Right for the climbing sounds.

Sound Index: The index associated with the surface sounds played on this panel.

Chained Kevin

CommunalHelper/ChainedKevin

  • Kevin (Chained, Up)

  • Kevin (Chained, Down)

  • Kevin (Chained, Left)

  • Kevin (Chained, Right)

Chillout: Whether the block should have the large face and get tired after being hit.

Chain Length: The length of the chain holding the block, which will be unable to go past this distance.

Direction: The only direction in which this block will travel.

Centered Chain: Renders only one chain at the horizontal or vertical center of this block, depending on the direction.

Chain Outline: Whether the chain of this block should have a black outline.

Chained Falling Block

CommunalHelper/ChainedFallingBlock

  • Falling Block (Chained)

Tiletype: Changes the visual appearance of this block.

Climb Fall: Whether the block should start falling when the player is climbing it.

Behind: Whether this entity should appear farther behind in the scene or not.

Fall Distance: The maximum distance this block can fall before the chains tightens and stops the block (in other words, the chain length).

Centered Chain: Renders only one chain at the horizontal center of this block.

Chain Outline: Whether the chain of this block should have a black outline.

Indicator: Renders below the block a dark transparent rectangle of the path it is going to take when it starts to fall. This indicator might not be visible against dark backgrounds.

Indicator AtStart: Makes the indicator (if enabled) visible before the block is triggered.

Chain

CommunalHelper/Chain

Outline: Whether this chain has an outline (black).

Extra Joints: The additional 'chain nodes' this chain has. Used to make the chain longer without distancing the endpoints of the chain any further away from eachother.

Core Mode Music Controller

CommunalHelper/CoreModeMusicController

  • Core Mode Music Controller (Disable)

Params: A list of parameters to change depending on the level's core mode (separated by the comma character ',').

Hot: The values to which the parameters will be set when the core mode is "Hot".

Cold: The values to which the parameters will be set when the core mode is "Cold".

None: The values to which the parameters will be set when the core mode is "None".

Disable: If this is ticked on, this controller will look for every controller with the same parameter list (in order), and disable it (remove it). It also removes itself afterwards.

Heart Gem Shards

CommunalHelper/CrystalHeart

  • Crystal Heart (Shards)

Remove CameraTriggers: Whether the heart should remove camera triggers onces its triggered.

Heart Gem Shards, Aventure Helper

CommunalHelper/AdventureHelper/CustomCrystalHeart

  • Crystal Heart (Shards) [Adventure Helper]

Color: Determines the glow and particle color of the heart as well as its tint if no sprite path is set.

Path: If set, determines what sprite will be used for the heart. The hitbox is not altered! If not set, the fake heart's white heart will be tinted. The sprites of the default 4 hearts are treated differently and they will take the behavior of those. They are the following:

  • 'heartgem0' : A-side, Blue
  • 'heartgem1' : B-side, Red
  • 'heartgem2' : C-side, Gold
  • 'heartgem3' : Farewell, White

Input Flag Controller

CommunalHelper/InputFlagController

Flags: Multiple flags can be separated by commas, and sequences of flags can be separated by semi-colons.

Toggle: If enabled, flags will be toggled and the sequence will loop. If disabled, flags will be enable once.

Reset Flags: If enabled, all specified flags will be disabled upon leaving the room this entity is in.

Delay: The minimum delay in seconds between inputs.

Grab Override: Overrides the user's button binding to use the grab bind instead.

Melvin

CommunalHelper/Melvin

  • Melvin (All Strong)

  • Melvin (All Weak)

  • Melvin (Horizontally Weak)

  • Melvin (Vertically Weak)

Weak Top: Whether this Melvin can be dashed into from above.

Weak Bottom: Whether this Melvin can be dashed into from below.

Weak Left: Whether this Melvin can be dashed into from the left.

Weak Right: Whether this Melvin can be dashed into from the right.

Move Block Redirect

CommunalHelper/MoveBlockRedirect

  • Move Block Redirect (One Use)

  • Move Block Redirect (Delete)

  • Move Block Redirect (Reskinnable)

Direction: Determines the direction the Move Block moves after being redirected.

Fast Redirect: Skips the redirect animation.

Delete Block: Breaks the Move Block that goes through.

Operation: The type of operation to apply to the current Move Block speed.

Modifier: The number with which the operation is applied to the Move Block speed.

One Use: Whether this Move Block Redirect can only be used once or not.

Reskin Folder: The path to the folder containing custom sprites required for this entity's reskinning. This folder can contain up to 5 files used in code, unless they aren't found which will cause the entity to use the default one.

Here is a list of the files you'd want to have in the folder:

  • "block.png" is the outline of the redirect entity. It's 3 tiles wide and tall (24 x 24).

  • "arrow.png" is the icon shown for simple redirects, when speed is unaffected.

  • "x.png" is the icon shown for delete mode redirects.

  • "fast.png" and "slow.png" are the icons shown for redirects that increase or decrease speed respectively.

Please note that these images will be recolored in-game and so they must preferably be close to white/grayscale. If you want to use any color, you can set the Override Color and Overrde Used Color to ffffff, so that the colors are not affected.

Override Color: The hexadecimal color code that, if set, replaces whatever color the block originally has. Must not include the hash (#) symbol!

Override UsedColor: The hexadecimal color code that, if set, replaces whatever color the block originally has when it's being used. Must not include the hash (#) symbol!

Move Swap Block

CommunalHelper/MoveSwapBlock

Can Steer: Whether the Move Swap Block can be moved by the player.

Direction: The direction the Move Swap Block moves in upon activation.

Freeze OnSwap: Whether the block will continue moving while swapping.

Move Acceleration: The speed at which the block will move upon activation.

Move Speed: The maximum speed of the block while moving.

Returns: Whether the block will return after swapping.

Swap SpeedMultiplier: The speed multiplier for swapping.

Theme: Unsupported by this entity!

Player Bubble Region

CommunalHelper/PlayerBubbleRegion

No Overlay Lookout

CommunalHelper/NoOverlayLookout

  • Watchtower (No Overlay)

Summit: Whether the watch tower should zoom on the final node or not. Requires nodes to function, otherwise game will crash.

Only Y: Whether the watch tower can only move vertically. If the watch tower has nodes it will still follow CommunalHelper/NoOverlayLookout

Railed Move Block

CommunalHelper/RailedMoveBlock

  • Railed Move Block (Horizontal)

  • Railed Move Block (Vertical)

  • Railed Move Block (Both)

Steering Mode: Represents the way in which you can steer the block using the side buttons.

  • "Horizontal" will enable buttons on the left and right side of the block.
  • "Vertical" will enable one button at the top of the block.
  • "Both" will enable the two above.

Speed: The maximum speed this block can go at.

Reset State Crystal

CommunalHelper/ResetStateCrystal

One Use: Whether the crystal should permanently disappear after being collected.

Synced Zip Mover Activation Controller

CommunalHelper/SyncedZipMoverActivationController

Zip MoverSpeedMultiplier: Speed Multiplier for the controlled Zip Movers.

Color Code: Target color code.

Summit Gem Manager

CommunalHelper/CustomSummitGemManager

Gem Ids: Comma separated list of gemIDs. ID format is $mapSID/$roomName/$index. If no mapSID is provided, the current map will be used.

Melody: NOT Comma separated list of numbers from 0-7 for a custom melody during collection. Defaults to the gem index if not provided.

Heart Offset: Determines where the crystal heart will move to relative to this summit gem manager once all gems are collected.

Redless Berry

CommunalHelper/RedlessBerry

Persistent: Whether this Redless Berry stays with the player, even throughout deaths.

Winged: Makes this Redless Berry winged, meaning that it won't appear if the player was tired at some point in the session.

Dream Strawberry

CommunalHelper/DreamStrawberry

Checkpoint ID: Manually determine what checkpoint section strawberries are visually grouped up in, showing up on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)

Order: Manually determine what order strawberries are visually placed in on the start menu during gameplay and level select. Overrides Everest's automatic berry IDs. (Default= -1)

Seeker Dash Refill

CommunalHelper/SeekerDashRefill

One Use: Whether the crystal should permanently disappear after being collected.

Player Seeker Barrier

CommunalHelper/PlayerSeekerBarrier

Dash State Trigger

CommunalHelper/DashStateTrigger

  • Dash State

Dash State: The dash state to set.

Mode: The changing mode. 'Trigger' changes the dash state when the player enters the trigger. 'OneUse' makes this trigger remove itself when used. 'Field' makes it change the dash state constantly while the player is inside.

Music Param Trigger

CommunalHelper/MusicParamTrigger

  • Music Parameter

Enter Value: The value to which the parameter(s) are set when the player is touching the trigger.

Exit Value: The value to which the parameter(s) are set when the player is outside the trigger.

Param: The name of the affected parameters. You can specify more than one parameter by separating them with a comma (,).

Sound Area Trigger

CommunalHelper/SoundAreaTrigger

  • Sound Area

Event: The name of the audio event that plays inside the trigger.

Switch Track Trigger

CommunalHelper/TrackSwitchTrigger

  • Track Switch

One Use: Allows for only one use of this trigger.

Flash: Whether the screen should flash and shake when triggered.

Global Switch: Whether the level should keep the state of the ON/OFF tracks, even after reloading or dying. If unticked, the state will be reset at every reload.

Mode: Specific switch mode -> (ON & OFF: switch to their corresponding state - ALTERNATE: will switch between ON and OFF.)

Cassette Music Fade Trigger

CommunalHelper/CassetteMusicFadeTrigger

  • Cassette Music Fade

Fade A: Determines the parameter value at the start of the fade.

Fade B: Determines the parameter value at the end of the fade.

Parameter: The name of the affected parameter. Uses "fade" if left blank.

Direction: The direction the music fades in.

Redless Berry Collection

CommunalHelper/RedlessBerryCollection

Cloudscape Color Transition

CommunalHelper/CloudscapeColorTransitionTrigger

Mode: Represents which direction in which the transition works.

Colors From: The array of hex color codes that define the gradient at the beginning of the transition. The values must be comma-separated.

Colors To: The array of hex color codes that define the gradient at the end of the transition. The values must be comma-separated.

Bg From: The hex color code for the background color at the beginning of the transition.

Bg To: The hex color code for the background color at the end of the transition.

Cloudscape Lightning Configuration

CommunalHelper/CloudscapeLightningConfigurationTrigger

  • Cloudscape Lightning Configuration (Enable)

  • Cloudscape Lightning Configuration (Disable)

Mode: Represents which direction in which the transition works.

Enable: Whether lightning should be enabled by this trigger.

Lightning Colors: The array of hex color codes that define the gradient used for the lightning colors. Colors are randomly picked from this gradient.

Lightning FlashColor: The hex color code that defines the lightning's flash color.

Lightning MinDelay: The minimum delay waited for lightning to occur on a cloud.

Lightning MaxDelay: The maximum delay waited for lightning to occur on a cloud.

Lightning MinDuration: The minimum duration of a lightning occurring on a cloud.

Lightning MaxDuration: The maximum duration of a lightning occurring on a cloud.

Lightning Intensity: A value between zero and one that determines how strong a cloud with lightning can flash.

Cloudscape

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