Entity and Trigger Documentation - EverestAPI/Resources GitHub Wiki

Table of contents

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Click to see objects (entities only) listed by chapter

Entities

Badeline Boost

This is how Badeline can help out Madeline by literally giving her a boost. If placed individually, it will activate the "final boost" used to transition into the next checkpoint in the Summit vanilla chapters. Final Boosts boost Madeline upwards indefinitely until she either goes through a screen transition or hits a Stop Boost trigger (or Summit Background Manager). If the badeline boost is noded, it will launch Madeline a shorter distance (can be interrupted with a dash), then move to its next node. If "can skip" is enabled, the Badelne Boost ball will move to its next node whenever the player goes 100 pixels to the right of a given node (used in Reconciliation checkpoint, for speedruns)

Badeline Boosters have 3 options relating to "Final Ch.9" things; all 3 enable behavior hardcoded to the end of Farewell's final room (or golden room, in the case of Final Ch.9 Golden Boost); Final Ch.9 Boost will transfer madeline to the room "end-granny" or "end-golden", and will crash the game unless a Blackhole styleground exists in the background of the level (or the specified room isn't in the map); Final Ch.9 Dialog will make badeline say "Say goodbye to her for me" and Final Ch.9 Golden Boost modifies Final Ch.9 Boost to never send Madeline to the golden room.

"Lock Camera" makes the camera never pan too far above the badeline boost's current position.

badeline-boost

Badeline Boss

The Badeline Boss entity begins wherever the initial mode is set, and she will traverse her nodes in order as the player hits her. Badeline has a big hitbox, and will try to move slightly away from the player once they get close, though that movement is purely visual. While she moves from node to node, she can break Dash Blocks in her path, and will activate all the Badeline Boss Falling Blocks or Badeline Boss Moving Blocks which she passes underneath. After a hit, Madeline will be thrown either left or right--whichever direction takes her further from Badeline's next node.

Normally, the camera will follow the player a certain distance below Badeline, but no lower. The Camera Past Y parameter controls this distance (it's the distance in pixels from Badeline to the top of the screen when the screen is as low as Badeline will let it get). Disabling Camera Lock Y will disable this behavior altogether.

The "Can Change Music" parameter controls whether the music should change to Confronting Myself. The "Start Hit" option makes Badeline immediately move to her second node, as if the player hit her the moment the room loaded.

Attack patterns are set for each individual boss entity.

Click to view Badeline Boss attack patterns
  1. Nothing
  2. Slow Shots
    • Wait 0.5s initially
    • Shoot every 1.95s
  3. Beam > Shot
    • Beam after 0.5s
    • Shoot after 0.7s
    • Wait 0.8s
  4. Fast Double-shots
    • Wait 0.1s initially
    • Shoot twice (0.15s in between), five times (0.5s in between)
    • Wait 2.7s
  5. Fast Double-shots > Beam
    • Wait 0.1s initially
    • Shoot twice (0.15s in between), five times (0.5s in between)
    • Beam after 1.5s
    • Wait 1.5s
  6. Beam > Double-shots
    • Wait 0.2s initially
    • Beam
    • Shoot twice (0.15s in between), three times (0.5s in between) after 0.9s
    • Wait 0.8s
  7. Beam
    • Beam every 0.7s
  8. Normal Shots
    • Shoot every 1.6s
  9. Slow Beam
    • Wait 0.1s initially
    • Beam every 0.9s
  10. Slow Double-shots
    • Wait 0.5 seconds initially
    • Shoot twice (0.15s in between) every 1s
  11. Nothing
  12. Slower Shots
    • Wait 0.6s initially (if first node)
    • Shoot every 2.5s
  13. Nothing
  14. Nothing if first node, else Slow Shots
  15. Fast Beam
    • Wait 0.2s initially
    • Beam every 0.5s
  16. Slower Beam
    • Wait 0.2s initially
    • Beam every 1.4s

badeline-boss

Badeline Chaser

Badeline Chasers follow Madeline's movements precisely, with a delay of 1.55 seconds. If there are more than one, the others follow behind 0.4 seconds before the one in front of it. Their hitbox is much smaller than the player's. They ignore otherwise solid entities if they ever cross their paths. Where they are placed only determines where they appear at first; they always move towards where the player started moving.

badeline-chasers

Big Waterfall

These are big decoration elements, that unlike their smaller variants can be scaled horizontally. Also unlike normal waterfalls, these entities are not on the gameplay plane, appearing in either the far background (random parallax -0.7 to -0.9) or foreground (random parallax 0.1 to 0.3).

image

Bird Path

When the player enters the room, the blue bird flies along the path specified by the entity's nodes. Must have an even number of nodes (not counting the entity itself), or the game will crash. The birds' speed can be adjusted, and it can be made to only activate if the player enters the room to the left of the entity.

bird-path

Bonfire / Campfire

Bonfires, such as the one Madeline lights up during the ending cutscene of Forsaken City. These have no gameplay purpose, but can be used as a decorative element. These entities have one parameter, used to set whether the campfire is visually Lit, Smoking or Unlit (completely still). If the bonfire is set to Lit, and the map's metadata has the "dreaming" parameter enabled, the fire's flames will be green like in the beginning of Old Site.

campfire

Booster (Green / Red)

Often called bubbles because of their appearance. Once the player enters one, after a delay of 15 frames or pressing dash, the player will boost forwards in whichever direction they were holding, around the distance of a regular dash (6 tiles), at a speed of 240 pixels-per-second. During this state, the player can either jump off if directly touching the ground, wallbounce if touching a wall, break Dash Blocks, or (not seen in vanilla, but possible with custom maps) activate Kevins or go through Dream Blocks.

Red boosters will keep going indefinitely instead of breaking after 6 tiles, and can even transition through screens. They'll still break if the player dies, interacts with another object or solid, or dashes out. Wind affects the trajectory of these boosters.

green-booster red-booster

Boosters contain a parameter "Ch.9 Hub Booster". The parameter is used in one vanilla booster (the red one in the Power Source hub in farewell), and handles some mostly-visual behavior relating to the transition to the Remembered checkpoint. If the player uses the booster to go upwards, and the room has no existing or locked Lock Blocks, the player will not be allowed to dash out of the booster before the end of its path, and a timeline for the music sequence used during the Remembered transition will start. These boosters will also modify the opacity of stylegrounds with the Tag "bright" and affect the level's bloom under some circumstances.

Caution

The Ch.9 Hub Booster functionality is being documented here for completeness, but I'd advise never using it in custom levels outside of perhaps recreating the exact subarea transition used in Farewell. These boosters' effects are very specific, confusing, and can almost all be accomplished with other methods if desired.

Bridge

This is the prologue bridge. Its length can be set, and it comes with two red "markers" that are used to mark the location of one pre-existing hole in the bridge. Other behavior (e.g. where the player should be relative to its leftmost point such that it starts crumbling, and the section at the end that falls away early) is hardcoded. The speed the bridge crumbles at is relative to the player's own speed.

image

Bridge (Fixed)

A decorative, patched-up version of the prologue bridge that does not crumble. Its sprite is drawn in sections, but the hitbox only extends as far as the length of the entity (so double check that they match up!)

image

Bounce Block / Core Block

If the Core mode is None or Hot, when the player grabs on or lands on top, it will retract a bit, and "bounce" towards where the player is in relation to its center, marked by the diamond center, giving a boost to the player only if they jump when it's "bouncing", and it will break after this.

If the core mode is Cold, it will instead start sinking very slowly for about 1.25 seconds before collapsing.

Regardless of the core mode when the block broke, it reforms after 96 frames (1.6 seconds). If a player, Pufferfish, holdable, Seeker or solid object is inside the block's position while it tries to reform, the core block will delay its reappearance until the obstruction is gone, before reforming immediately.

Core blocks have one parameter: Not Core Mode, which makes the block always behave like the core mode is Cold.

core-block

Bumper

The player can interact with them, which "bumps" the player in the opposite direction they hit it from. They "wobble" slightly, horizontally and vertically, when idle, which does affect their hitbox. If the player hits a bumper from one of its sides, and holds the direction they will be boosted into during the freezeframes (or on the frame they interact), they will be boosted further.

Bumpers have no parameters, however they can have up to 1 node. Noded bumpers will move back and forth between their position and their node. Additionally, bumpers react to the level's Core mode. If the Core mode is None or Cold, bumpers will act as above; if it's Hot, Bumpers will appear red and kill the player on contact.

bumper

Cassette

These entities are used to gate a B-side of a level. Upon collection, the game will stop, play a cutscene, and then move the player through the nodes until it reaches the last one, where the bubble pops and the player is free to move. Collecting it will disable all cassette blocks in the entire level, forcing them off and stopping their alternating.

Note

If the cassette is collected at just the right time, one color of cassette blocks may be stuck in the On position until the room is reloaded. Keep this in mind if you design rooms where cassette blocks could be relevant after the player collects the cassette.

cassette

Cassette Block

These blocks pop in and out of the background into solid blocks to the tempo of the music. There are 4 colors available, though only 2 colors are used outside Farewell. Cassette blocks always cycle in the order Blue, Pink, Bright Sun (yellow), and Malachite (green). When the room is loaded, cassette blocks try to be timed such that the Blue blocks are on first. Any entity attached to cassette blocks will appear and disappear with the block, and attached spikes and springs will match the color of their block. If two blocks of the same color are next to each other, they will become visually connected. If the player jumps off a Cassette Block as it pops in, they will jump higher than normal.

cassette-block

Chaser Barrier

These invisible rectangular zones make it so once a chaser enters through it, it will stop on its tracks, do a "laughing" animation, and disappear after a bit. Used at the end of the badeline chase in Old Site.

chaser-barrier

Clothesline and Cliffside Flags

These are decorative wire-like entities that include several rectangular cloths attached to the wire. The two are nearly identical besides the color of the cloths, and Clotheslines have generally larger cloths.

Cloud and Fragile Cloud

Clouds act as bouncy platforms which can boost madeline if she jumps at the peak of the bounce. The "Fragile" option makes clouds pink, causing a single bounce or jumping off will break them (though they'll still refill dashes). Fragile Clouds reappear after 2.5 seconds. Regular clouds have a hitbox that is 32 pixels wide; small ones have a hitbox of 26 pixels. Since clouds are technically semisolid platforms, spikes can be attached to them.

Tip

If your level is working from a copy of a vanilla .bin file, note that clouds in vanilla levels are hardcoded to only, and always, be Small in B-sides. If the .bin file is edited directly, all clouds will not be Small, which will need to be changed like the spinner colors in other vanilla bins.

cloud fragile-cloud

Clutter Block, Cabinet, Door, and Switch

There are 3 types of clutter blocks, each one with its Clutter Switch. Clutter Blocks on their own serve to block off paths or form platforms.

Once a Clutter Switch is activated, all the clutter blocks tied to it will collect, clearing anything they were blocking. Clutter Switch presses remain until the chapter ends or is reset.

There exists a fourth Clutter Switch type, unused in vanilla, which has a lightning symbol on it and clears Lightning like a Breaker Box (one with its Flag attribute set).

Warning

Attempting to use a clutter switch in a room with no Clutter Cabinet will crash the game. "Lighting" switches are exempt from this.

Clutter Cabinets are where all clutter blocks get sucked into once a Clutter Switch is activated.

Clutter Doors block the player off a path once a specific Clutter Switch has been activated. In vanilla, Oshiro opens these up, but only the ones you haven't done yet. There exists a "Lightning" variant of this as well.

clutter-blocks clutter-cabinet clutter-door clutter-switch

Condition Block

These work similarly to Exit Blocks but only become solid once their condition is met. These conditions can be linked to keys, strawberries, or buttons (dash switches). The way the condition is set up is room name:entity id (for example, 00-a:413). If, when the room is loaded, the game recognizes the specific type of entity with the specified id in the specified room is collected, the block will be solid. To prevent softlocks, it's recommended that the Condition Block extends over the transition. This way, it won't already solid when the player transitions, but rather hidden until the player exits its hitbox.

Tip

In the editor Lönn, an entity's id is visible at the top of the popup seen when right-clicking the entity.

Core Mode Toggle

These double heart-shaped switches change the Core mode from Hot to Cold and/or vice versa. They can be set to only change to Cold, only change to Hot, or Both. If a switch is set to only change to one, it won't be usable while that Core mode is active. If set to Both, it will be able to change between the two core modes back and forth, but it can only be used again after its 1-second cooldown has passed. All types change the Core Mode immediately, changing all entities affected by Core mode. If "Persistent" is checked, deaths will not return the Core mode back to what it was before the switch was hit.

core-mode-toggle

Cover-Up Wall

Exactly the same as Fake Walls, except that it will not disappear when the player enters one, and won't play a "secret revealed" sound. Used very scarcely in the vanilla game.

Crumble Block

These platforms begin to crumble as soon as you interact with them (whether landing or grabbing). If you land on them, they disappear after 0.6 seconds (36 frames) or immediately after jumping, dashing, or sliding off. If you grab their side, they will always disappear after a timeout of 1 second, during which you can still jump on or off them. They regenerate after 2 seconds. They have a texture parameter that can be set to the 2 vanilla texture variants, or a custom texture similarly to Jump Throughs.

crumble-block

Crumble Wall On Rumble

These blocks will crumble if a Rumble trigger is activated whose nodes horizontally encompass the block's position. The Tiletype parameter determines what tileset the block will appear as, and the Blending parameter will cause the block to blend with nearby walls when ticked (see fake walls vs fake blocks). The Persistent parameter will cause the block to stay gone once destroyed, even if the room is reset.

crumble-wall-on-rumble

Crystal Heart

The more serious collectibles. When the player touches one, they will bounce off and regain dashes. Dashing into it or throwing a Theo Crystal at it will make it shatter, and the player will collect it after a short cutscene, after which the player is frozen in place and the Chapter's Crystal Heart Poem line appears on the screen. The player can still die during this collection cutscene, which will not count as having collected it.

In the vanilla A-sides, Crystal Hearts are usually very hidden or hard to reach. In the vanilla B- and C-sides as well as Core, they are used as the chapter's end. The player can only collect one of them per side of a level, regardless of if there are more placed through the map.

In the metadata menu, there is an option to make the collection of a Crystal Heart count as the chapter's end, similar to the Core or B/C-sides. If this option is enabled, shattering the heart will also immediately "collect" every strawberry still following the player, even if the player then dies.

If Fake is ticked, the Crystal Heart will appear gray and will start the associated scene from Chapter 9 when collected. Shortly into the scene, the dialog ID specified by the Fake Heart Dialog parameter will play, and after that finishes, the heart graphic will shatter, and the dialog ID specified by the Keep Going Dialog parameter will play.

crystal-heart

Crystal Spinner / Dust Bunny

These are some of the most common obstacles used, especially from Celestial Resort onward. Their hitboxes look like this 🔗: they have a main, circular hitbox in the middle that's slightly smaller than the sprite, and a second, rectangular hitbox of 4 pixels of height and 16 of length, across the center. If 2 Spinners are set close enough, they will connect visually by covering the space between them with special Background sprites which have no hitbox. The 6 varieties of spinners are Blue/Red/Purple spinners (solid, unchanging colors); Core spinners (which react to the level's current Core Mode); Rainbow (used in farewell, have a green/blue/purple gradient that emanates radially from the level's origin); and dust bunnies used in resort. All 6 types share exactly the same hitboxes.

If the "Attach to solid" parameter is marked, spinners will attempt to attach to any moving entities within their hitbox. Spinners with this parameter marked will not visually connect to spinners with this parameter unmarked. If two spinners, both of which are set to attach, attach to different objects, the visual connection will only follow one of the two, which is usually undesirable.

It is generally advised to place spinners snapped to the tile grid when possible, as not doing so may result in several types of small visual or gameplay discrepancies (e.g. having a few pixels of room to stand on the edge of a block because the rectangular hitbox ended up underground). It is also best to avoid excessively placing spinners close enough that their primary sprites overlap.

If two spinners are placed one above the other, two tiles apart, with grid alignment, the space between the two spinners is just enough (4 pixels) for a player to demodash between the two.

dust-bunnies

Dash Block

Blocks that break with a dash or other special conditions. The entities or conditions that can break one are: a player's dash, moving Kevin blocks, falling Falling Blocks, or the player while inside of a Booster of either color.

If "Can Dash" is disabled, the player's dash can't break the block anymore, but everything else can. Marking "Permanent" means that the block will remain broken once destroyed, even after a respawn; having it unmarked will make the block reappear after every respawn. "Blending" means that, if it is in contact with Foreground tiles, it will appear to be part of the wall (see fake walls vs fake blocks).

dash-block

Note

The cracked parts of the block seen in the image above are something called "Object Tiles". These are a very unusual thing that is rare in the vanilla game, separate from Entities in Ahorn and not currently available in Lönn. It is recommended to use a custom decal with the overlay Decal Registry attribute to mimic this behavior.

Dash Switch

These switches are buttons which activate once the player dashes into them. They can also be activated by a Theo Crystal, Seeker, or a fast-moving Jellyfish. They open up the nearest closed Temple Gate when activated (the gate must be on its "nearest switch" mode). If the "Persistent" attribute is enabled, the button will stay depressed, and will be treated as already active, if the player dies or reenters the room. If the "All Doors" attribute is enabled, the touch switch will open every temple gate (set to "nearest switch") in the room. Dash Switches have a sprite parameter, which is visual-only and can be modified similarly to Jump Throughs.

Note

Persistent dash switches, once activated, will cause the nearest door to be open when the room is reloaded. This is NOT necessarily the same door as the one the persistent switch was initially used to open!

dash-switch

Dream Block / Space Jam

These are the Blocks that appear all throughout Old Site/Summit 1000M. Although their outlines appear to be moving and flowing, their hitboxes are always the same. They are solid, so the player can climb on and walk on them. When the player dashes into one, they go through in whichever direction they entered until they come out through the other side. The player can go through Foreground tiles in this state, but if they collide with a hitbox that kills, they will still die. In addition, if the player emerges from the dream block into something solid, they will be "crushed" and die (unless it's another dream block, in which case they will keep going).

If the player holds the opposite direction they are moving and hold grab, when they come out of the block, they will hold onto it (if there are no spikes on the other side), unless it is only one tile wide and the player was dashing horizontally, in which case they will not grab. The player can jump out of dream blocks, and they can also hyper out of them (which consumes the player's dash).

Dream Blocks can be given one node. Noded Dream Blocks will move slowly to and from their node. Marking "Fast moving" will make moving these blocks faster. Marking "One use" will make the Dream Block disappear after the player comes out of it, but since this disappearing lacks an animation, it is rarely used. The "Below" attribute causes the Dream Block to render at a "depth" slightly further away from the foreground, meaning that it won't obscure certain objects like Refills underneath itself.

Setting the "inventory" in the level's metadata to OldSite will freeze all the Dream Blocks when the chapter starts, a state during which they can't be dashed through and don't move. They will unfreeze when the player activates a Dream Mirror, or a trigger that either changes the player's inventory or explicitly activates dream blocks.

dream-block

Exit Block

These entities become solid if the player is not inside of its hitbox. Commonly used to block off backtracking.

exit-block

Fake Block

Exactly the same as Fake Walls, except that it will not merge when in contact with Foreground tiles. Fake Walls are recommended over Fake Blocks in most instances.

fake-wall-fake-block

Fake Wall

These entities appear to be solid walls from afar but have no solid hitbox. If it is touching Foreground tiles, it will "merge" with the wall. Once the player enters one, it will disappear, revealing everything under it. It's not possible to stack Fake Walls, as the edge of the others will still show. Fake walls will also appear on top of Foreground Decals, so a Foreground Decal half-covered by a Fake Wall can give away the secret. It's also recommended to size the fake wall to cover two tiles's worth of walls surrounding the secret gap, as parts of celeste's tiling may also give away the secret if not covered.

fake-wall

Falling Block

These blocks, as their name implies, fall upon interaction. If you land on top or hold on to one's side, it falls after 0.6 seconds (36 frames), and if you let go or fall off, it falls immediately. These blocks fall with a speed of 160 pixels-per-second, can break Dash Blocks, and will keep falling until offscreen or until they collide with Foreground tiles or other solid entities. If what they landed on moves or falls from under them, they will continue falling. One can also disable "climb fall" so that it can only be activated from the top or other entities such as Kevins. The "Behind" attribute controls the visual depth of the block, meaning that some other entities will render over it instead of being hidden behind it. Falling blocks will also activate when a Badeline Boss flies past their horizontal position.

Note

While the majority of entities are not loaded unless the player is in the room with them, Foreground Tiles will not; therefore, mappers should take care to ensure very tall falling blocks won't land on top of other sections of the map. Replacing the problematic tiles with tile entities of some sort, or obscuring holes in walls with lots of hazards, are good workarounds.

falling-block

Feather

Once the player touches a feather, they will enter a state where they'll stay in continuous movement until the powerup times out after 2 seconds or the player lands, grabs a wall, dashes out, or dies. Touching another feather during the flight resets the timer. After being collected, feathers reappear after 3 seconds. Feathers are considered one of the hardest mechanics to control consistently (at least for players without much experience) because they take analog inputs for movement. Their movement is influenced by wind.

If shielded, feathers become enclosed in a bubble, which the player can bounce on for a dash refill, or can dash into to break the shield and grab the feather. If "One Use" is marked, the feather will not reappear once used.

feather

Fire Barrier / Ice Block

These entities become active depending on the Core mode. Fire Barriers appear if the Core mode is set to Hot, while Ice Blocks appear if it's set to Cold. Neither type will appear in "none" core mode. They kill the player on all sides, but they have a solid hitbox inside of their killbox, meaning the player can perform wall jumps or even wallbounces off of it (as long as they are around 1-3 pixels away from the block).

fire-barrier ice-block

Fireball / Ice Ball

If the Core mode is Hot or None, they are fireballs that kill the player on contact. If the Core mode is Cold, or "Not Core Mode" is set, they freeze over, making them slower-moving Ice Balls. Now, the player can jump on top of one, which in turn will make the Ice Ball break, making it disappear (it will stay gone if core mode is changed back to Hot). Apart from the top, every other side still kills the player like normal. Both fire- and ice-balls have a regular circular hitbox that's slightly smaller than their sprite; iceballs gain a second horizontal hitbox for the player to bounce from.

If placed without a node, these entities will remain immobile. If noded, they will follow all nodes at a regular speed, and can cross Foreground tiles. Multiple fireballs can be set on the same track using the Amount parameter. The Offset parameter delays the "starting point" of the cycle; an offset of 0 is the same as an offset of 1. Their base speed is set by the Speed parameter.

fireball ice-ball

Floaty Space Block

These blocks slowly hover up and down with a random offset, will sink slightly if Madeline stands on them, and if dashed into, they will briefly move in the direction of the dash before returning. Adjacent Floaty Space Blocks will automatically combine into a single connected block, and Jump Through Platforms will stick to them.

Caution

If two connected floaty space blocks are ever "flush" with each other (that is, you could be standing on, or grabbing, both at once) both blocks will impart forces onto any hitboxes influenced by the block. This is most visible if the player were to grab the side of two connected, flush parts of a floaty space block (the player will seem to be pulled up or down as the block floats) but the player's dash into the block can also affect entities, e.g. jellyfish, resting on the block. Surfaces where floaty space blocks overlap exhibit the same behavior.

floaty-space-block

Glass Block

Unused in vanilla Celeste, these blocks sport a wobbling starry texture and have the same contact noises as Starjump Blocks. Adjacent Glass Blocks will merge visually, similarly to Starjump Blocks and Floaty Space Blocks. Glass blocks have a parameter called "sinks" but it doesn't do anything.

glass-block

Golden Block

Unused in vanilla Celeste. Originally designated for the Farewell Golden Strawberry, but have been relegated in favor of the final Badeline Boost golden room. They slide into place from the bottom if Madeline carries a Golden Strawberry and is closer than 80 pixels from their left side. They sink when stood upon, similarly to Starjump Blocks.

golden-block

Golden Strawberry

These work almost the same as strawberries in the sense of being useless collectibles. However, these ones are usually located above the player when the chapter starts. They can be collected with a Golden Strawberry Collection trigger, usually found at the end of a level; though will also automatically collect when the level is cleared (e.g. with a Complete Area trigger). If the player dies with one, they will be returned to where the strawberry was collected, resetting the level timer if placed in the first room.

Golden Strawberries will only appear in modded levels if: A. it IS the case that every level in the levelset has a B-side, and every B-side in the levelset has been beaten, or B. it ISN'T the case that every level in the levelset has a B-side, and every A-side has been beaten. Regardless, Golden berries won't appear if the level itself hasn't been beaten (relevant in the case of C-sides).

Note

For the purposes of golden strawberries, the complete debug command does not seem to count as beating the level.

If a player does not collect the golden berry, dies in a different room of the level, then returns to the first room, the Golden will have disappeared.

Warning

If the Golden Strawberry is NOT in the very first room the player spawns in when opening the level, it will not disappear when the player dies before collecting it. Do not put the golden strawberry in a room that isn't the first, if the player can return to that point after making meaningful progress in the level!

If a "Winged" Golden Strawberry is used, it will fly away like a normal winged berry (it will not have any other effects or spawn criteria). If a Golden Strawberry is of the "No Dash" variety, it will only spawn if the player hasn't dashed at all during the entire level. This variety is typically found at the end of a level, like in vanilla Forsaken City A-Side. Golden Strawberries have the "Moon" parameter like the vanilla game; these have no gameplay effect but change the visuals to be identical to vanilla's moonberry (sounds won't be unique and no points will appear, when it's collected).

golden-strawberry

Hanging Lamp

Hanging lamps from Old Site, which emit light. They sway a bit when dashed or moved through.

hanging-lamp

Heart Door

These are the gates blocking progress into Chapter 8, its B- and C-side, and the latter two-thirds of Chapter 9. The Requires parameter determines the number of Crystal Hearts the player needs to have collected to open the gate. If Start Hidden is ticked, the gate will be hidden at first, and come crashing down when the player gets within 12 tiles of it horizontally. The falling Heart Door will destroy any Dash Blocks in its way, and is the only thing that can kill the player in Assist Mode.

heart-gate

Intro Car

Madeline's car from the Prologue. The roof and hood can be stood on, and, interestingly, springs and spikes will stick to them. If Has Road And Barriers is ticked, the road and barriers from the prologue will be generated along with the car.

intro-car

Intro Crusher

The falling block from the first screen of Prologue. When approached (30 pixels past the left side, or 8 pixels before the right side), it will begin shaking for 1.2 seconds, and then move to its ending position over 1 second. If the player exits it early (8 pixels before the right side or 28 pixels before its left side), the shake ends prematurely.

intro-crusher

Invisible Barrier

Just what they sound like: they block the player, as they are solid, but they are invisible. Often used in vanilla just offscreen to block off backtracking (such as in the Badeline fight). They are also used to prevent unintended routes, such as blocking the player from using a demodash to skip the "Search" checkpoint of Mirror Temple and get to Theo early.

Below, a Lönn preview shows an invisible barrier blocking the player's ability to backtrack in vanilla's Mirror Temple A-Side. Note that the barrier is placed in, and loaded in, the room to the right; however it is placed "out of bounds", inside the space that the left room fills. This way, the player can't collide with it while the left room is loaded, but they don't get stuck inside it when they enter the right room.

image

Because Madeline is unable to grab, climb or jump from Invisible Barriers, they can also be placed inside solid blocks (their hitboxes may be perfectly overlapping, and this effect will still work) to make visible blocks with this property. However, it is recommended to instead use the Extended Variants mod for a much more elegant way to accomplish this throughout an entire level; otherwise, care should be taken to ensure an obvious, consistent difference between grabbable and ungrabbable walls.

Similarly to tile entities, a given Invisible Barrier won't load if the player would get stuck inside it when entering the room.

Jellyfish

Jellyfish are carryable like Theo Crystals but are much floatier, allowing Madeline to slowly glide downwards while holding one. The downward speed can be slightly decreased by holding up and increased by holding down. Like Theo Crystals, Jellyfish can activate Touch Switches and Dash Switches. If dashed into, and grabbed during the dash, they give a noticeable boost in the dash direction. If upwards wind is present, the jellyfish will float upwards by default, even when Madeline is holding one. If Tutorial is ticked, the jellyfish will display a tutorial box showing how to hold it, and if Bubble is ticked, it will spawn on a fragile lace platform and will not fall down until Madeline grabs it. Finally, if a Jellyfish touches a Seeker Barrier, it will disintegrate, not respawning until the room is reset.

jellyfish

Jump Through

These platforms found throughout the game enable the player to cross through its bottom and land on top safely. Used commonly for upwards screen transitions, aerial spikes, and one-way passages. If the player is crushed against it by a moving solid (like a Kevin or Falling Block), the player will fall through instead of dying. You can also clip through them if you exit the feather state while right on top of the platform.

jump-thru

Kevin / Crush Block

Even though the code calls them Crush Blocks, everyone calls them Kevins in honor of Kevin from PowerupAudio, who provided the sounds used when they activate. Kevins can have one or both of the two axes of movement active. If the player dashes into one of Kevin's active axes, it will start moving in that direction at 240 pixels-per-second indefinitely, breaking Dash Blocks and ignoring Spinners until it collides with something solid. Once it hits something, it will attempt to return to its original position following the same path it took to get there. A Kevin's movement can be interrupted at any point by hitting another of his not already active "enabled" axes or sides, and it will move in that direction. If the Kevin collides with a Falling Block during its "attack", the falling block will fall.

Kevins treat the top and sides of rooms as barriers, however will still freely exit the bottom of a room (and won't return if this happens). While "attacking", a Kevin may be "pushed" if a slow-moving solid moves into it. A Kevin's return path is dictated by the distances between each point where it turned 90 degrees, so pushing a Kevin in this way will offset its resting position. Kevins are able to pass through solid objects during their return path.

If "Chillout" is marked, Kevin cannot be interrupted, and will not attempt a "return" motion. If moving right, Chillout Kevins will slow down as they approach their destination (this behavior appears somewhat inconsistent based on the room layout). If a Chillout Kevin is longer than 6 tiles in both directions, the game considers it "giant" and it becomes hardcoded to only ever successfully move right, regardless of which axes are enabled.

kevin

Key

Once you collect one, it will remain with you unless you use it, even if you die. You can even pause and retry the moment you get the Key, and you'll still keep it. They can only open a Lock Block. Key (with return) will, when collected, place Madeline in a bubble to follow the key's nodes until the last is reached, where she will be deposited.

key

Killbox

The name "Killbox" is a misnomer. Killboxes are not, as they might appear, rectangles of death that kill any player that enters them. Instead, they act as semi-dynamic deathplanes. If a player not directly above the Killbox's horizontal span, it won't do anything at all. If the player is above this region, it will assume the role of the death plane of the level, locking the camera and killing players that get too low just like the bottom of the room.

There are a few differences between a Killbox's death barrier and the one found at the bottom of rooms. Killboxes only affect the player; certain entities that normally can't go below a room (like Kevins or Seekers) ignore the effects of the barrier. Additionally, Madeline can go well beneath the bottom of a room before dying, but can't even step a pixel below a Killbox barrier.

Below, a killbox is seen in the level editor Lönn, blocking the player from falling a long distance to a lower section of the level were they to fail. image

Lightning

Lightning is a hazard with a completely solid hitbox, as opposed to that of Crystal Spinners / Dust Bunnies. If noded, it will move back and forth between nodes over a time period defined by the Move Time parameter, in seconds. Like Floaty Space Blocks, adjacent lightning entities will connect visually (even if the two lightning blocks move different distances, ect.).

The Per Level parameter controls Lightning's response to Lightning Breaker Boxes (which have their Flag parameter set) being broken. If Per Level is not set, and one such Breaker Box is broken, this lightning will never again spawn (think Power Source's lightning). Otherwise, the lightning will only react to the temporary state of the Breaker Box in the room (think Reconciliation's lightning).

Note

If lightning entities are overlapped, their overlap region will be slightly, but visibly, more opaque. Due to this, it's very difficult to make a group of lightning which extends over a room transition look nice. There's no good way to do this without helper mods.

lightning

Lightning Breaker Box

When dashed into twice, these boxes will vanish and kill any Lightning entities in the room. The first hit will not refresh the player's dash, but the second hit will. When the Flag box is ticked, the breaker box will activate the lightning disabling flag when destroyed, permanently removing any lightning entities from the map that don't have the Per Level box ticked. If Flip X is ticked, the sprite of the breaker box will be flipped horizontally.

The Music and Music Progress parameters are used to modify the music when the breaker box is destroyed. In Lönn, the Music parameter uses the same format as, for example, the Music setting in the level metadata. If Music Session is enabled, any changes to the music persist if the player dies.

lightning-breaker-box

Lock Block

These doors can only be opened with a Key and will open once you get close enough. Once it's opened, it will remain that way, even if you die. The player needs to be both within about a 32 pixel's circular radius of the door, and also not have any solid objects between the two, for the key to start opening the door. The unlocking action becomes permanent roughly when the key visually enters the lock.

lock-block

Move Block

These blocks start moving in the direction their middle arrow states with a speed of 60 pixels-per-second. They move at a constant speed. If "Fast Moving" is true, they will instead move at 75 pixels-per-second. If set to "Steerable", one or two of its sides (those perpendicular to the arrow) can be grabbed or stood on, allowing the player to somewhat direct the block (the player can move the block sideways while going up or down, or up and down when going sideways) by using the directional inputs while riding it.

If a Move Block hits a solid object, the player has 9 frames to steer it away to keep it going; otherwise, it will collapse after 12 frames. After they collapse, they regenerate at their original position after 3 seconds. Like Core Blocks, Move Blocks won't regenerate if something is blocking them from doing so. In rare, random cases, a Move Block's own debris can prevent it from reforming.

Due to Move Blocks' tendency to corner-correct away from solid blocks if they run into the very edge, they can be "pushed" perpendicularly to their motion by slow-moving solid objects.

move-block

Moving Block / Badeline Block

These blocks move from their original position to their node and back upon being activated by a specific Badeline Boss node. They break once Badeline Boss is hit again.

moving-block

Moving or Spinning Blade, Dust Bunny and Star

They follow across a set path, whether it be circular or a straight line back and forth. Their hitbox is the same as that of a spinner, except circular ones lack the second rectangular hitbox. If the center of a circular moving blade is inside a moving entity, the spinning blade will move with it. Setting to "Dust" or "Star" will only change its appearance/sounds. Moving blades have a "speed" parameter, though the speeds are slightly unintuitive: Slow blades move for 0.9 seconds and pause for 0.3 seconds; Normal blades move for 0.4 seconds and pause for 0.2 seconds, and Fast blades move for 0.3 seconds but pause for 0.6 seconds (way longer!). A rotating blades' full rotation always takes 1.8 seconds, so its speed depends on its radius.

moving-dust-bunny rotating-dust-bunny

Moving Platform

These platforms move back and forth between its original position and its node, at regular intervals. Standing on one will not change its speed, but it will make it sink downwards around 2 pixels.

moving-platform

Oshiro Boss

Oshiro spawns on the left side of the screen and follows the player across the vertical axis. After a set period of time, he will lock and charge forwards. During this time, he has a lethal hitbox, but the player can jump on his head, which will immediately neutralize him, and will give a dash back. After he goes offscreen, either after a charge or a jump on top, he will reappear. He can be activated with this entity or the relevant trigger.

In A-sides, there is a pattern for how long he takes to lock and charge after respawning: 1 second, 2 seconds, 3 seconds, 2 seconds, 3 seconds. In B-sides and C-sides, it is always 1 second.

oshiro-boss

Player (Spawn Point)

These entities define where the player will respawn if they die. Upon a screen transition, the game will choose the one closest to the player to be the spawn point.

Change Respawn triggers will change the spawn point to the nearest Player object to the trigger's center, or the nearest one to the trigger's node if one exists. Respawn Target will act the same as a Change Respawn trigger with a node, with two key differences: they'll only activate if the player is transitioning, and they will still set the player's spawn if the player were to pause and retry on the first frame in the new room.

The current spawn point will not automatically update without a transition or trigger, even if the player passes through a Player object.

Important

The game will not let the player enter a room if it does not have a Player object inside of it.

Pufferfish

Pufferfish are launching entities that can be bounced on from above to send them downward by about 8 tiles and can be bounced upwards/sideways by springs. Additionally, if the player enters the marked radius around the bottom half of the pufferfish (and isn't on the other side of some solid object), it will explode, launching them away from it, and then will respawn after 2.5 seconds. Similarly to Bumpers, the player will be boosted further if they hold the direction they'll be launched in when the pufferfish explodes. Also similarly to Bumpers, Pufferfish will wobble in a way that affects their hitbox.

If the Right parameter is ticked, the pufferfish will face to the right, but this is only a visual change.

pufferfish

Refill

These crystals refill the player's dash and stamina. If you run out of stamina while still having your dash and touch one, you'll use it, refilling the stamina. If you dash through one or touch it after having dashed, you'll refill your stamina and dash. If you naturally have two dashes, only using one dash will still consume the refill, and using both dashes will refill both dashes. If you have a temporary second dash, normal refills can only ever be consumed through low stamina. Marking "One Use" will make a refill not reappear after being used, until a respawn or a screen transition. Marking "Two Dash" will give Madeline a one-use second dash upon collection. Normally, they respawn after 2.5 seconds.

refill double-refill

Rising Lava / Ice

If put in a screen, if the player is not inside a Lava blocker trigger (Everest inclusion), Lava will start rising from the bottom of the screen at a steady pace, which will kill the player on contact (though its hitbox is slightly lower than the lava appears on screen). If the Core mode is set to Ice, it will become ice instead, but otherwise function identically.

If the camera ever pans upwards, the lava will continue rising offscreen. If the screen pans sideways, the lava will move with the screen, as it's not programmed to scroll sideways. All screens of the Core in the vanilla game that uses this have a screen width of 40 tiles, the default.

Tip

Rising lava "rubberbands", meaning it moves faster if it's ever offscreen. Be mindful of your level's camera, therefore: if it's offset too far upwards, the lava will nearly always be offscreen, making it much more challenging than you might intend!

rising-lava

Sandwich Lava / Ice

If set to a screen, Lava will appear on the bottom and the top of the screen. The top and the bottom will rise at the same pace as regular rising lava. If the Core mode is set to Cold, the lava will freeze over, and will start descending at a similar pace as rising Ice, but downwards. This forces the player to keep moving forward and activating the different Core Mode Toggles to avoid the lava rising too high or ice sinking too low.

The camera can pan without a problem, though all screens of the Core in the vanilla game that use this have a screen height of 23 tiles, the default.

sandwich-ice

Seeker

The monsters from the mirror. Once they spot the player, they will lock in and charge in. It usually charges in a straight line but can curve out if the player moves. If a charging Seeker collides with a Temple Cracked Block, the block will break. Seekers can also collect Touch Switches. A Seeker will ignore the player if it is inside a Seeker Barrier, which Seekers can't cross.

The player can jump on top of these Seekers, which makes them fall some distance, change appearance, and become intangible for about 2.65 seconds, after which they return to normal with a short shockwave that can break nearby Temple Cracked Blocks, propel Theo Crystals, and give a momentum boost to the player. Seekers can be killed by crushing them (but they'll respawn if the player dies or leaves the screen). If a seeker ever loses sight of the player, it will return to its original position, then start patrolling a path based on its nodes. If a seeker's patrol leads it into a wall, it'll just idle there until next it sees the player.

seeker

Seeker Barrier

These translucent barriers have a fluid outline, but their hitboxes are even. If two or more Seeker Barriers are next to each other, they will "merge". As it blocks Seekers from moving through them, it creates safe places for the player. If a Seeker is placed inside a Seeker Barrier, it will be completely immobile, but it can still be jumped on. Seeker Barriers also cause Jellyfish to disintegrate upon touching it.

Tip

Even though it doesn't look it, Seeker Barriers count as a solid object that things like Spikes or Springs can attach to, which can create some very confusing behavior. If a spike is ever errantly attached to a seeker barrier, fix this by selecting, cutting and pasting the seeker barrier into the same spot (this makes the seeker barrier a lower "priority" for being attached to).

seeker-barrier

Sinking Platform

These platforms will begin to fall as soon as you stand on one. When you jump or fall off, it will rise until it reaches its original position or until activated again. If you land and immediately jump off of one while it is rising, you will gain extra vertical momentum.

sinking-platform

Snowball

The infuriating obstacles of the last subchapter of Golden Ridge, Cliff Face. They're enabled by entering the Snowballs trigger. They spawn 10 pixels past the right edge of the screen, unless Madeline is 64 pixels before the right edge of the screen. They kill the player upon contact unless the player jumps on top of them; this will destroy the snowball and let Madeline bounce off it. Their movement is not entirely horizontal, and has a very subtle vertical sine-wave motion.

snowball

Spikes

One of the most common obstacles in the game. Used for covering otherwise safe ground or walls. Their hitboxes extend 3 pixels from the base, meaning the tips don't kill the player. If you are moving in the same direction the spikes are facing, they will not kill you either. Despite them having different sprites for different chapters, their hitboxes are all the same. They attach to moving entities.

spikes

Spring

When the player interacts with these, they lose all momentum they previously had and bounce with a set speed and direction. The bounce can be interrupted with a dash and is slightly influenced by the player's directional inputs. They attach to moving entities.

spring

Starjump Block

Apart from looking cool, they sink a little if you stand on them, unless "Sinks" is set to false. If two are touching each other, they will merge visually, but will still move separately. Overlapping blocks can result in the game crashing. If a Star Climb Controller, or Star Climb Color Controller, is present, they will gain a light blue visual effect inside (the colors can be customized with the latter).

starjump-block

Strawberry

Your regular fun but useless collectibles. After grabbing a strawberry, you have to land on "safe ground" (FG tiles, most stationary solid objects, or water) for at least 9 frames to collect it.

If winged, strawberries fly upward on dash, but can still be collected while they're flying away. If you add nodes to them, strawberry seeds will appear. If you touch the ground for more than 9 frames, or jump or dash while on the ground, you will lose any seeds you are carrying. (However, you can touch the ground and then walk off within 9 frames to keep them.) If all seeds are collected together, the strawberry itself will appear and remain until collected, even if the player dies.

If Moon is ticked, it will become the secret Moon Berry from Chapter 9. However, this won't work with winged or noded strawberries.

strawberry

Strawberry Blockfield

If the player is touching one of these, they will not collect any strawberries, even if they are standing on otherwise safe ground.

strawberry-blockfield

Summit Background Manager

This entity manages the Summit launch cutscenes; when Madeline passes its vertical position (generally during a Badeline Booster's final boost, otherwise the animation may look quite strange), she'll freeze in place and the launch scene will begin. The "Cutscene" parameter determines what dialog entry to play for the cutscene, which will be skipped if the parameter is left empty or if the Intro Launch box is ticked. Badeline will always appear during the launch sequence for a cutscene included. The "Ambience" parameter determines the background ambience during (and after) the launch sequence, and if the "Dark" box is ticked, the background will become the dark version seen in Chapter 9. When the sequence finishes, the player will automatically take the screen transition directly above them in the room.

Warning

If the player enters this cutscene with an X position that isn't aligned to a tile grid (this can be avoided by placing an on-grid badeline orb) the shake at the end of the sequence results in Madeline being aligned to either adjacent tile based off pure RNG.

summit-background-manager

Summit Checkpoint

In essence, they are glorified mid-screen spawn point markers. Once the player is standing near it, it'll trigger a change of spawn point, so one needs to place Spawn Points near each one. Two Checkpoints can have the same number, but it has no purpose unless branching paths exist. The number set on their configuration window is what shows in-game. It is recommended to use these only when it should not be possible to backtrack, since they can only be activated once.

summit-checkpoint

Swap Block

These blocks move from their original position to their node when the player uses their dash. It moves with a speed of 360 pixels-per-second. It has a timeout of 0.8 seconds, and once it completes this timeout, it will return to its original position (regardless of whether it reaches its node or not). Dashing again resets this timeout. If the node of a given swap block is too far away, it may time out before it reaches the node, meaning it won't reach it unless the player dashes again, resetting the timeout and giving the block time to reach it.

The "Theme" parameter is only visual, but may be useful since the Normal variant comes with a big block of background texture which looks kind of bad if it isn't placed entirely above a patch of background tiles (with a bit of padding at that)

swap-block

Switch Gate

These gates move to their node once all Touch Switches have been collected, ignoring anything solid in their way. If set to "Persistent", all Touch Switches remain collected and the Switch Gate in its node, even after a respawn. It always moves to its node in 2 seconds/120 frames.

switch-gate

Temple Cracked Block

These red blocks can only be broken if a Seeker dashes into it. If made Persistent, it will remain broken even if the player dies.

temple-cracked-blocks

Temple Gate

These gates have different modes, all of which act slightly differently.

  • CloseBehindPlayer closes once the player is on its right side, and remains closed even after respawns.
  • CloseBehindPlayerAlways closes once the player is on its right side, but it opens on respawns.
  • CloseBehindPlayerAndTheo closes once the player and the Theo Crystal are on its right side, but it opens on respawns.
  • NearestSwitch opens when the nearest Dash Switch is activated.
  • TouchSwitches opens when all Touch Switches have been collected. Combined with Persistent, it will remain open even after respawns.
  • HoldingTheo turns it yellowish and only opens if a Theo Crystal is nearby. Commonly used to prevent the player from reaching the end of a screen without the Theo Crystal (which the game really dislikes).

The top of all Temple Gate is marked by a visual-only black rectangle. Temple Gates have a visual-only Sprite parameter, and their Height can be adjusted. However, because the game isn't really expecting this to ever happen, the gate sprite won't extend past the default height of 48 pixels so any gates taller than that will have an invisible component. This parameter is still occasionally useful for hiding that black rectangle, or making very tiny gates, though.

temple-gate

Theo Crystal

The result of Theo entering the mirror, showing how he feels, frozen in place. The player must carry the crystal to the end of the room to proceed. Theo is invulnerable to Seekers (which will merely bounce off), Spikes and Spinners while inside this Crystal. However, if he falls offscreen or is crushed, he dies, which in turn kills the player as well. While holding the Crystal, the player loses the ability to dash or to cling to walls. Theo can also collect Touch Switches, press Dash Switches, and open HoldingTheo Temple Gates.

theo-crystal

Touch Switch

These Switches are activated by simply touching them or getting near enough. If you collect every single one in a screen, either a Switch Gate will activate or a Temple Gate open up. Seekers and Theo Crystals can activate these as well. Touch switch hitboxes are noticeably larger if the player is flying with a Feather.

touch-switch

Trigger Spikes / Dust

A surface covered with trigger spikes will become deadly after the player has touched it. At first, it's harmless, but if the player touches it, it gets covered in spikes or dust once the player leaves its hitbox. It is safe as long as the player is standing inside it because it is not on a timer.

Warning

Trigger Spikes can look a lot like normal spikes, so watch out! If you're trying to place spikes and they seem like they're not on the grid when they should be, you're probably placing Trigger Spikes.

trigger-dust

Wall Booster / Ice Wall

When the Core mode is None or Hot, they will act as upward conveyors that automatically move the player up while they are grabbing it.

When the Core mode is set to Cold, or the entity has "Not Core Mode" set, it will act as an icy wall that the player cannot grab onto or climb jump off of (though they can still neutral jump off of it). If a player is already grabbing ahold of a wall when it freezes, they'll keep ahold of it, but won't be able to climb up or down.

wall-booster ice-wall

Water

Though its outline is dynamic, it has an even hitbox. While swimming, the player will ignore all gravity and any other kind of acceleration, with all directional inputs having the same speed. If you dash while swimming, you'll immediately refill, even if you dash and exit the water, unless the water is one tile deep. There is no air gauge, so you can stay underwater indefinitely. It ignores gravity, so any water placed in the air will stay there. They can have a bottom surface with the "Has Bottom" option, but not sides.

water

Zip Mover / Traffic Block

These move from their original position to wherever their node is set, marked visually by the zip line, ignoring everything on their way, even Foreground tiles. When activated (by grabbing or landing on top), they always take the same time to reach their node (0.5 seconds/30 frames), regardless of the distance; the farther the node is, the faster it'll go. After it reaches its node, there are 0.5 seconds/30 frames of cooldown before it returns to its original position (over the course of 2 seconds). It will only move again after it has returned to its original position, and after 0.5 seconds/30 frames of cooldown.

zipper

Triggers

Alt Music

Works like the Music trigger but sets the "Alt Music" instead. Alt Music is a song that, if present, plays instead of the normal Music. However, the game won't "forget" about the orignal music, and won't restart the original music from the beginning if the Alt Music is turned off.

Ambience Param

Sets a parameter for the ambience, for dynamic ambience, very much like the [Music Fade trigger](#Music Fade). Very few ambiences have parameters, though. The following ambiences have parameters that can be changed using the ambience param trigger: env_amb_03_interior: the basement parameter [0-1] adds a watery feel. At ~0.9, it’s also oddly panned to the right. env_amb_04_main: The shrine parameter [0-1] makes the ambience (and wind noise) much calmer. env_amb_06_main: The postboss parameter [0-1] turns the sound very ominous. env_amb_09_main: The progress parameter [0-3] corresponds to areas in the level (from fmod: outside, inside, past heartgate, void room).

Bird Path

If this trigger is present in a room with a Bird Path entity, that entity won't begin its effect until the player hits this trigger. This only applies to the Bird Path with the lowest entity ID - all others behave as normal. If multiple Bird Path triggers are in the same room, only the first one Madeline touches will have any effects.

Black Hole Strength

This trigger is responsible for the change in backdrop over the course of the Reconciliation checkpoint in Farewell. Touching this trigger will alter the intensity of all "Blackhole" styleground effects, from Mild (the default) to Wild. Wild blackholes are a vivid pink (as opposed to the normal purple), move more intensely, and gain extra, swirling particles. Changes to the black hole strength from this trigger take effect slowly, but will become instantaneous if the player dies.

Bloom Fade

Works the same as Light Fades, but they affect the Bloom instead of the Light.

Camera Advance Target

These work exactly the same as a Camera Target, but Lerp Strength and Position Mode can be set for the X- and Y- directions individually.

Camera Offset

This trigger forces the camera to move a certain amount of space specified, moving it away from the player being in the center. Camera X moves the camera in the X axis and Camera Y in the Y axis. The values can be any number, including decimals or negatives. The ratio of camera movement per value is 1 tile offset per 0.25 value, meaning a value of 1 will move the camera 4 tiles. The camera won't move past a screen's edges. This offset will remain after you exit the trigger until the player dies or transitions.

Camera Target

This trigger will move the camera towards the trigger's node. Lerp Strength determines how much the camera will move towards the node: at 1, the camera will be locked in place at the node, and at 0, the camera won't change at all. The Position Mode parameter makes the lerp strength depend on the player's position in the trigger. If the position mode is None, then the trigger will always use the value of Lerp Strength, no matter where the player is inside the trigger. However, if set to Left-To-Right, then the lerp will be 0 if the player is at the left edge of the trigger, and equivalent to the Lerp Strength parameter's setting at the right side. The Horizontal- and Vertical- Center options make the lerp at its strongest in the center of the relevant axes.

Marking only-X or only-Y will make the camera move only in the axes marked. The camera offset resets upon leaving the trigger.

Change Respawn

Sets the player's spawn point to the closest Player object to the center of the trigger, or the object closest to the node if there is one.

Checkpoint Blocker

If a room is set to be a checkpoint, the checkpoint won't activate if the player is in this trigger if they enter or respawn in this trigger. Used in Temple A-side for theo's pedestal room.

Credits

Used in the vanilla credits sequence, and not useful outside of that cutscene. During that cutscene, it's used to issue certain hardcoded commands to the cutscene (e.g. "Wait").

Detach Followers

This trigger will detach any Strawberries following the player and move them to its node position, making a gong sound effect in the process. Keys following the player are unaffected. Strawberries sent to the trigger's node become Global, and will stay in the position even if the player dies or leaves/reenters the room. If the "Global" option is disabled, berries will still persist if the player leaves the room, but not if they die. The original strawberry entity will still show up while this is happening, so strawberries can be "duplicated", but they all still count as the same strawberry when collected so the berry counter won't go any higher than it should. If the player brings multiple strawberries into a detach follower trigger, then recollects the berries and enters the trigger again, sometimes the berries can wind up in the wrong spot.

Event

Used to trigger certain vanilla cutscenes. These cutscenes are all hardcoded and cannot be altered, so it's generally inadvisable to use this. Also, many cutscenes expect certain objects to be in the room (e.g., the end_city cutscene requires a Bonfire entity) and will crash the game if that object isn't present.

One event accessible through this entity that is worth mentioning is ch9_ding_ding_ding, which is placed at the end of the golden room in vanilla. It simply plays a sound effect and creates confetti out of the first 10-farewell/finalflag00 decal in the room.

Events ch9_goto_the_future and ch9_goto_the_past can be used as teleport triggers (but require rooms with the very particular names intro-00-past or intro-00-future in order to function) but modded alternatives should be used for teleportation instead.

Golden Berry Collection

Causes any Golden Strawberries the player is holding to collect.

Light Fade

These triggers do exactly what their name implies: make the light fade. When setting it up, Light Fade indicates what level of light fade to force when entering the trigger, and Light Fade indicates the level when exiting the trigger. Both are based on values from 0 to 1 (including decimals), 0 being full light, and 1 being full darkness. The position mode determines in which order to take the information it's given, meaning that if the position is set backwards relative to how the trigger will be used, it will work incorrectly.

Lookout Blockers

Prevents Watchtowers from scrolling past it. If the player enters a watchtower while a Lookout Blocker is over the camera, the watchtower will be entirely immobile. If the player approaches the watchtower quickly enough, the camera's catch-up motion may cause this to happen inadvertently.

Mini Textbox

Causes a small text box with the specified dialog ID to appear at the top of the screen. If "Death Count" is set to -1, it will always display; otherwise, it will only play if the player has died the specified number of times in the current room.

"Mode" will determine the conditions for showing the text box: OnPlayerEnter will trigger if the player touches it, OnLevelStart will trigger immediately upon entering the room, and OnTheoEnter will trigger if a Theo Crystal touches it. "Only Once" will make the text box only display once per level; otherwise, it can trigger every time the player dies or the room is entered.

mini-textbox

Moon Glitch Background

Causes all stylegrounds with their Tag set to "moon" to be enabled for a short period of time. If "Glitch" is enabled, this will be accompanied by a visual and audio effect. The particular length of time is determined by the Duration parameters. The Stay parameter causes the relevant stylegrounds to stick around once the effect is over.

Music

Used to change the music of a screen. If a screen already has music to it (set from the room configuration window), it will change while you're inside it, then revert to what it was, unless "Reset On Leave" is disabled.

Music Fade

Works the same as a Light Fade, except they allow dynamic music control instead. Resets if the player dies.

By default, these control the volume of the music. However, if the "Parameter" option isn't left blank, other behavior is possible too. This option corresponds with the name of a Parameter in FMOD (explained here, e.g. "progress" or "layer1") that the trigger will change to/from your specified input values.

Oshiro (Spawn / Leave)

If "State" is set to true, causes an Oshiro Boss to spawn. Otherwise, it will cause an existing Oshiro Boss to leave after it finishes its current charge. If multiple Oshiro Bosses exist, only one will leave.

Respawn Target

Acts like a Change Respawn with a node, but only activates if the player touches it while a room transition into the room it's in is occurring. To explain why this is useful, here's a piece of unfortunate behavior with normal Respawn Triggers: if the player hits pause and retry on the first frame after entering a room, any normal Respawn Triggers won't have time to "apply", so players can effectively ignore their effects and respawn in locations that could potentially cause problems for the intended flow of the level. This behavior does not happen with Respawn Target triggers, so place them over room transitions where the intended spawn position isn't the nearest one to where the player enters.

Refills (Disabled / Enabled)

If "State" is set to true, touching it will disable the player from regaining their dash upon touching the ground. Otherwise, it disables this effect.

Rumble

Entering this trigger will cause all Crumble Wall on Rumble entities between the trigger's nodes to crumble. The trigger only checks for the entities' horizontal position - the targeted entities will crumble regardless of their vertical position.

Snowballs / Wind Attack

Entering this will make Snowballs start appearing at regular intervals.

Spawn Facing

Normally, when Madeline respawns, she will always be facing towards the center of the room. When this is undesired, the Spawn Facing trigger can be placed over the Spawn Point in order to override this.

Stop Boost

These triggers will stop the player from moving upwards after using a final node of a Badeline Boost. If the player doesn't screen transition or hit this trigger, she will continue to rise and get stuck offscreen or below anything solid, forcing the player to retry.

Wind Pattern

These triggers activate whichever Wind pattern they have set when the player enters it.

Wind

Activated by triggers (and honestly not an entity, but presented here for completeness), it pushes the player in the opposite direction depending on the strength. There are 4 directions: right, left, up, and down. Horizontal wind is stored separately from vertical wind, so both axes' worth of wind can be active at once (e.g. Strong Left, Up). However, neither Styleground Effect designed to telegraph wind is able to show the effects of diagonal wind.

  • Left:
    • Normal: 40 pixels-per-second
    • Strong: 80 pixels-per-second
  • Right:
    • Normal: 40 pixels-per-second
    • Strong: 80 pixels-per-second
    • Crazy: 120 pixels-per-second
  • Up:
    • Normal: 40 pixels-per-second
    • Space: 60 pixels-per-second
  • Down:
    • Normal: 30 pixels-per-second
  • OnOff: always uses 80 pixels-per-second (strong).
    • Normal: switches every 3 seconds.
    • Fast: switches every 2 seconds.
  • Alternating: always uses 40 pixels-per-second (normal).
    • Blow wind for 3 seconds with 2-second pauses, switching between left and right after each pause.
  • LeftGemsOnly: blows left at 40 pixels-per-second (normal) if the player is holding strawberry seeds

wind

Everest Triggers

These triggers are built into Celeste's mod loader - they don't require any "helper mods" to work, but aren't technically vanilla.

  • Activate Dream Blocks - allows activation of Dream Blocks without the Dream Mirror entity
  • Ambience Volume - changes the ambience volume
  • Ambience - changes the ambience
  • Change Inventory - changes the Inventory metadata option
  • Complete area - automatically clears the level
  • Core Mode - change core mode without a switch
  • Crystal Shatter - break all spinners in the room
  • Custom Bird Tutorial - use with the Custom Bird Tutorial entity
  • Custom Height Display - shows the "x meters" textbox from summit, with custom text
  • Dialog Cutscene - plays a dialog-only cutscene using a dialog key of your choice
  • Flag - sets a Flag
  • Lava Blocker - prevents Rising Lava or Sandwich Lava from moving
  • Music Layer - sets a music layer on or off
  • Smooth Camera Offset - a version of the camera offset with a different smoothing curve
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