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Update files mirrored from maddie480.ovh
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updatermirror/mod_search_database.yaml

Lines changed: 45 additions & 37 deletions
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Likes: 4
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Views: 285
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Downloads: 128
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Text: 'a few new entities to mess with :3<br><br>- brass berry + brass berry block
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- like a golden berry but you do not reset after dying and you keep the berry,
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and it continues through save and quit; the berry alone is kind of useless but
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it can be interesting paired with the blocks<br><br>- pinball boosters - boosters
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(the red and green bubbles from vanilla) that bounce instead of popping when they
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hit a wall/spring/bumper/what have you - this is really silly with the red ones
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since those never stop<br><br>- booster barrier - solid for only the player if
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and only if said player is currently in a booster, can be made invisible but is
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visible by default<br><br>- cycler - invisible entity that spins an invisible
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bar with a configurable RPM, radius, and phase, and has another entity attached
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at the end specified by ID - you can chain these to get some cool shit goin on
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with a fourier transform if you want<br><br>- rebound block - acts like the power
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box in farewell in that it `.Rebound()`''s the player when dashed into, but it
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does not break - can be configured to give no dash, one dash, or two dashes when
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rebounding, but always gives back stamina (art by <a href="https://gamebanana.com/members/2012246"
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class="SelectedElement">adenator</a>)<br><br>- gripwall - attached to a wall,
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prevents all vertical movement when wall with it is grabbed but can give back
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dash/stamina (can give either, both, or neither, configurable)<br><br>- debug
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view trigger - trigger that forces debug drawing (i.e. showing hitboxes) when
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the player stands in it<br><br>- speedcheck gate - invisible entity that checks
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whether the player passes through it via line intersections and does something
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when they do<br><br>- holdable gate - entity that holds any holdable placed on
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top of it, and checks if the player passes through it with line intersections
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- if the player is grabbing while intersecting with it or up to 4 frames of leniency
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later, the player grabs the holdable immediately<br><br>- text - arbitrary in-world
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text, see this document for details: https://github.com/balt-dev/ScugHelper/blob/trunk/TEXT.md<br><br>-
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recoil bumpers - bumpers that move the opposite direction you''re launched in,
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interacts with dash switches, touch switches, and springs<br><br>- square gems
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- like crystal hearts but indestructible, always bounces the player in one of
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four cardinal directions, fully recolorable<br><br>- dashless crystal heart -
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crystal heart but collected on touch<br><br>- acceleration field - pushes any
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entity inside it with a given acceleration and drag, makes a best-effort attempt
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to support modded entities but ymmv<br><br>also does a fix for player seekers
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not being able to use dash switches'
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Text: "a few new entities to mess with :3<br><br><img src=\"https://github.com/user-attachments/assets/c4e3f6e2-024b-49b7-9ce6-7bdfe8bf8206\"\
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><br><br><img src=\"https://github.com/user-attachments/assets/d7727b73-f0c7-410e-94b7-1df7f70b05be\"\
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><br><br><img src=\"https://github.com/user-attachments/assets/7a33f8e1-2f0c-4f1f-b1ed-843880f10fba\"\
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><br><br><img src=\"https://github.com/user-attachments/assets/117c83bb-2108-4a43-b2fc-6979ccbf715f\"\
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><br><br><img src=\"https://github.com/user-attachments/assets/4c2be95a-60c7-485b-a95a-cb561e3788d8\"\
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><br><br><img src=\"https://github.com/user-attachments/assets/79dfe1cf-efb2-4e40-be2a-f5e052775808\"\
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><br><br><img src=\"https://github.com/user-attachments/assets/457b401e-b13e-49c3-a05a-5f5051f4c1b7\"\
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><br><br>-\r\n brass berry + brass berry block - like a golden berry but you do\
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\ not \r\nreset after dying and you keep the berry, and it continues through save\
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\ \r\nand quit; the berry alone is kind of useless but it can be interesting \r\
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\npaired with the blocks<br><br>- pinball boosters - boosters (the red and\r\n\
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\ green bubbles from vanilla) that bounce instead of popping when they \r\nhit\
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\ a wall/spring/bumper/what have you - this is really silly with the \r\nred ones\
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\ since those never stop<br><br>- booster barrier - solid for \r\nonly the player\
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\ if and only if said player is currently in a booster, \r\ncan be made invisible\
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\ but is visible by default<br><br>- cycler - \r\ninvisible entity that spins\
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\ an invisible bar with a configurable RPM, \r\nradius, and phase, and has another\
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\ entity attached at the end specified \r\nby ID - you can chain these to get\
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\ some cool shit goin on with a fourier\r\n transform if you want<br><br>- rebound\
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\ block - acts like the power box \r\nin farewell in that it `.Rebound()`'s the\
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\ player when dashed into, but \r\nit does not break - can be configured to give\
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\ no dash, one dash, or two \r\ndashes when rebounding, but always gives back\
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\ stamina (art by <a href=\"https://gamebanana.com/members/2012246\">adenator</a>)<br><br>-\r\
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\n gripwall - attached to a wall, prevents all vertical movement when wall\r\n\
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\ with it is grabbed but can give back dash/stamina (can give either, \r\nboth,\
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\ or neither, configurable)<br><br>- debug view trigger - trigger that forces\
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\ debug drawing (i.e. showing hitboxes) when the player stands in it<br><br>-\r\
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\n speedcheck gate - invisible entity that checks whether the player \r\npasses\
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\ through it via line intersections and does something when they do<br><br>-\r\
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\n holdable gate - entity that holds any holdable placed on top of it, and\r\n\
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\ checks if the player passes through it with line intersections - if the\r\n\
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\ player is grabbing while intersecting with it or up to 4 frames of \r\nleniency\
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\ later, the player grabs the holdable immediately<br><br>- text - arbitrary in-world\
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\ text, see this document for details: https://github.com/balt-dev/ScugHelper/blob/trunk/TEXT.md<br><br>-\r\
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\n recoil bumpers - bumpers that move the opposite direction you're \r\nlaunched\
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\ in, interacts with dash switches, touch switches, and springs<br><br>-\r\n square\
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\ gems - like crystal hearts but indestructible, always bounces \r\nthe player\
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\ in one of four cardinal directions, fully recolorable<br><br>- dashless crystal\
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\ heart - crystal heart but collected on touch<br><br>-\r\n acceleration field\
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\ - pushes any entity inside it with a given \r\nacceleration and drag, makes\
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\ a best-effort attempt to support modded \r\nentities but ymmv<br><br>also does\
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\ a fix for player seekers not being able to use dash switches"
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CreatedDate: 1774763186
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ModifiedDate: 1775525615
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ModifiedDate: 1775525954
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UpdatedDate: 1775525072
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Screenshots:
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- https://images.gamebanana.com/img/ss/mods/69d45e50f0e61.jpg
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- https://images.gamebanana.com/img/ss/mods/69d4603eb303b.jpg
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MirroredScreenshots:
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- https://celestemodupdater.0x0a.de/banana-mirror-images/img_ss_mods_69d45e50f0e61.png
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- https://celestemodupdater.0x0a.de/banana-mirror-images/img_ss_mods_69d4603eb303b.png
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Files:
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- Description: 0.6.1
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HasEverestYaml: true

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