CollabUtils2 Triggers - EverestAPI/ModResources GitHub Wiki
CollabUtils2 Triggers
Table of Contents
Chapter Panel Trigger
This trigger will bring up the chapter panel, like in chapter select, but within a map. This is intended for lobbies.
The trigger is the zone in which the player will be able to bring up the chapter panel by pressing Talk. The node is where the speech bubble will be.
The "Map" setting should be the path to your bin, without the .bin at the end. If you followed the collab structure, it should look like CollabName/LobbyName/binname
(for example 2021SeasonCollab/2-Summer/map3
).
The chapter panel works in the same way as the ones in chapter select (for chapter naming, the icon and colors). The only differences are:
- Instead of showing a chapter number, it will display a map author. To define that, use English.txt and define a new dialog with the same ID as the map name + an
_author
suffix:
2021SeasonCollab_1_Spring_map1_author= by Matt Makes Games
- Instead of showing checkpoints, it will display credits. To define them, use English.txt and define a new dialog with the same ID as the map name + a
_collabcredits
suffix:
2021SeasonCollab_1_Spring_map1_collabcredits=
Map by Maddy Thorson
Code by Noel Berry
Art by Pedro Medeiros
If you don't define this dialog ID, the credits page will be skipped.
- You can also add tags to the credits: those will be displayed in smaller text under credits, each in its own rectangle. To define them, use English.txt and define a new dialog with the same ID as the map name + a
_collabcreditstags
suffix, and write 1 tag per line:
2021SeasonCollab_1_Spring_map1_collabcreditstags=
Tag 1
Tag 2
Tag 3
The "Return to Lobby" option
When using a Chapter Panel Trigger, you can make a "Return to Lobby" button appear in the pause menu. This depends on the "return to lobby mode" you set on the chapter panel trigger:
- "Set Return to Here": when the player will hit Return to Lobby, they will be returned to the current map and room, on the spawn point that is closest to the chapter panel trigger. Useful for lobby > map teleports.
- "Remove Return": the "Return to Lobby" button will be removed from the pause menu. Useful for lobby > lobby or map > lobby teleports.
- "Do Not Change Return": the "Return to Lobby" button won't be changed. Useful for teleports within maps.
If you followed the collab structure described at the beginning of this document, you'll also get a fallback measure: if someone uses the load
command to teleport straight into a map, the collab utils will automatically add a "Return to Lobby" button to the corresponding lobby.
Since this is a fallback, using it will bring the player back to the starting point of the lobby.
Customizing the skull (death counter) for a lobby
If you want to have custom skulls for a lobby, drop the skull on the following paths:
Graphics/Atlases/Gui/CollabUtils2/skulls/CollabName/LobbyName.png
: for the chapter panelGraphics/Atlases/Journal/CollabUtils2Skulls/CollabName/LobbyName.png
: for the "deaths" column in the journalGraphics/Atlases/Journal/CollabUtils2MinDeaths/CollabName/LobbyName.png
: for the "minimum deaths" column in the journal
If you don't define those images, they will use A-side skulls instead.
You can take the skulls that ship with the collab utils as a reference.
You can change the chapter panel skull icon for any campaign using this feature: if the maps are in Maps/foldername
, put the skull icon at Graphics/Atlases/Gui/CollabUtils2/skulls/foldername
.
Journal Trigger
This trigger allows you to bring up a journal similar to the overworld, but showing your progress on a particular level set. This journal will also include speed berry PBs.
The trigger is the zone in which the player will be able to bring up the journal by pressing Talk. The node is where the speech bubble will be.
If you followed the setup at the beginning of this document, the level set should look like CollabName/LobbyName
. For example, 2021SeasonCollab/1-Spring
If you have a heart side or similar (a level that only unlocks after you beat all other maps in the lobby), name the bin ZZ-HeartSide.bin
and place it along with the other maps in the lobby; it will be hidden from the journal until it's unlocked (all mini hearts in the lobby have been collected), and will be displayed separately (much like Farewell in the vanilla journal).
If your collab uses chapter icons to represent difficulties and you want them to be ordered in the journal, make all your icons start with numbers. For example, 1-easy.png
, 2-medium.png
and 3-hard.png
.
More customization for the journal
If you want the hearts to have a custom color or graphic in the journal for a lobby, you can put the image for it in Graphics/Atlases/Journal/CollabUtils2Hearts/CollabName/LobbyName.png
. If the line you want to customize does not match a lobby (for example for a Prologue), put it in Graphics/Atlases/Journal/CollabUtils2Hearts/CollabName/0-Lobbies/BinName.png
instead.
If you don't define this, the blue heart will be used by default.
You can also define a custom display name for a lobby in the overworld journal, by adding an entry in English.txt. Define a new dialog with the same ID as the map name + a _journal
suffix:
2021SeasonCollab_0_Lobbies_2_Summer_journal= Summer
This is useful to make the journal say "Beginner Difficulty" instead of "Beginner Lobby" for example. This is optional; if you don't define it, the map name will be displayed instead.
To put an image in the last page of a lobby journal, put it in Graphics/Atlases/Journal/collabLobbyMaps/CollabName/LobbyName.png
. The Spring Collab uses this to display a rough map of the lobby.