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Must be placed in each room with any cossette stuff. Has some options (read tooltips :D)
Like cassette block, but which color in now active is changed by Sequence Block Controller.
When player dashes after collecting Sequence Refill, Sequence Block Controller cycles active color.
When all touch switches from same group are activated, Sequence Block Controller cycles active color.
Usually means some entity which activates/deactivates with sequence blocks.
After touching, Sequence Block Controller cycles active color.
After touching, Sequence Block Controller sets active color to picked one (in settings).
Like refill but it doesn't refill dash or stamina, just gives freeze frames (you can change freeze time in freeze refill's settings)
Like decal. But custom. Path is relative to Graphics/Atlases/Gameplay/
Useful with lua because every member is public (wait i made thing which passes this ldfjalfssad)
use .UpdateSprite()
to, well, update sprite
Same as above but hi-res lol
Inspired by Rogue Legacy 2, suggestion by Summi(tBadeline) When player dashes horizontally, and touches void lift, player loses X speed, and player's Y speed sets to New Speed (option)
Kills player after some time (customizable) while player is in trigger.
local dzhake = require("#Celeste.Mod.DzhakeHelper.Utils").Lua
GetPrivateMember(object obj, string name)
- Get member of object. Member if cool word for "thing". Like, Player
has private member "Dashes". You can't get it with player.Dashes
, but you can with dzhake.GetPrivateMember(player,"Dashes")
SetPrivateMember(object obj, string name, object newValue)
- Read above. Kinda same, but sets value instead.
CallMethod(object obj, string name, LuaTable args)
- Read above. Method is cool word for "function". Like, you can't call player.StartDash()
but you can do dzhake.CallMethod(player,"StartDash")
. Just don't add args
if method doesn't need them. Args should look like {"first arg",2}
StoreVariable(object obj, string name)
- Store variable in Session
. This means that it'll be resetted if chapter restarts, but will not if player Save&Quits
GetStoredVariable(string name)
- Store above, and get.
RemoveStoredVariable(string name)
- Remove variable. To save space ig? Not sure lol.
CustomHiResDecal(Vector2 position, Vector2 offset, string imagePath, int depth, Vector2 scale, float rotation, Color color, SpriteBank pathStart) : base(position + offset)
CustomDecal(Vector2 position,Vector2 offset, string imagePath, int depth, Color color, Vector2 scale, float rotation, bool animated, string flag, bool updateSpriteOnlyIfFlag, bool inversedFlag, string animationName, float delay) : base(position + offset)