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A community-maintained Celeste helper, originally by vitellary.

License: MIT License

Julia 11.44% C# 79.43% Lua 9.14%

crystallinehelper's Introduction

CommunalHelper

Build

A collection of new mechanics for the game Celeste

Documentation available on the CommunalHelper GitHub Wiki.

If your mod depends on CommunalHelper code, please see this issue.

crystallinehelper's People

Contributors

aonkeeper4 avatar bigkahuna443 avatar catapillie avatar demojameson avatar jatheplayer avatar kalobi avatar lilybeevee avatar vitellaryjr avatar viv-0 avatar

crystallinehelper's Issues

[Bug]: Can retain speed infinitely in NoDashTrigger

Before You Report

  • My mods and Everest install are up to date.
  • I have recreated the bug with a minimum number of mods installed.

What platform are you playing on?

Win10

Bug Description

keep pressing two dash button bindings in NoDashTrigger, then your speed never lose

where is this bug: Normally in Player.NormalUpdate(), player press dash, then return StartDash() is called and player enters State Dash, so the codes in NormalUpdate() after the "StartDash" part does not matter
however, NoDashTrigger just hooks StartDash(), so in this case when player press dash, return StartDash() is called and nothing happens, and the codes after the "StartDash" part (in particular, those codes about friction) are just ignored!

imo hook CanDash's getter should fix this bug

Steps to Reproduce

enter NoDashTrigger, then open tas, input

1,J
repeat 200
1,X
1,C
endrepeat

then your vertical speed will always be -105

Log Output

No response

[Bug]: Trigger trigger does not move audio source from the original trigger it triggers

Before You Report

  • My mods and Everest install are up to date.
  • I have recreated the bug with a minimum number of mods installed.

What platform are you playing on?

Windows 10

Bug Description

Not sure if a bug/intended this is extremely specific but - trigger triggers that move the original trigger to them still play audio from the original source (which means it can completely be muted if the original trigger is far away from current position)

Steps to Reproduce

Here's a video comparing the intended audio level vs what happens if you use a trigger trigger to trigger a further trigger with the same audio effect

It has been tested with the troll effect grab bag - Emote effect (Poop)

to reproduce

  • place a trigger that plays location based audio somewhere decently far away from player
  • place a trigger trigger that references the above trigger on the place where the player will be
  • activate the trigger in game and proceed to hear sound from really far away

these sentences make sense I promise

Log Output

No response

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