List of Events/BFBB: Difference between revisions

→‎List: Switch description
Battlepedia>TetraxZ
(→‎List: forward/reverse)
(→‎List: Switch description)
 
(70 intermediate revisions by 16 users not shown)
Line 12:
| 0x0000||Unknown||||||
|-
| 0x0001||{{SlashTrick|Events/Enable}}||All||0, 0, 0, 0, 0, [[AssetID]]None||Turns on event handling for an object asset.
|-
| 0x0002||{{SlashTrick|Events/Disable}}||All||0, 0, 0, 0, 0, [[AssetID]]None||Turns off event handling for an object asset.
|-
| 0x0003||{{SlashTrick|Events/Visible}}||All||
[[SIMP]], [[PLAT]], [[BOUL]]:
* float '''Unknown''', 0, 0, 0, 0, 0
[[UI]]:
* [[CRDT]] '''Credits''', 0, 0, 0, 0, 0
||Turns on rendering for an object asset. If '''UnknownArgument 1''' is 77, plays a [https://i.imgur.com/890fBdw.gifv pop-in animation].
|-
| 0x0004||{{SlashTrick|Events/Invisible}}||All||
[[SIMP]], [[PLAT]], [[BOUL]]:
* float '''Unknown'''
[[UIFT]]:
* 0, 0, 0, 0, [[CRDT]] '''Credits''', 0
||Turns off rendering for an object asset. If '''UnknownArgument 1''' is 77, plays a [https://i.imgur.com/ht1Azp2.gifv pop-out animation].
|-
| 0x0005||<span id="EnterPlayer">{{SlashTrick|Events/EnterPlayer}}</span>||[[TRIG]]||0, 0, 0, 0, 0, 0None||Fired by the [[PLYR]] whenever it enters a [[TRIG]]'s volume.
|-
| 0x0006||<span id="ExitPlayer">{{SlashTrick|Events/ExitPlayer}}</span>||[[TRIG]]||0, 0, 0, 0, 0, 0None||Fired by the [[PLYR]] whenever it exits a [[TRIG]]'s volume.
|-
| 0x0007||{{SlashTrick|Events/TouchPlayer}}||||||''Unused''
|-
| 0x0008||{{SlashTrick|Events/ControlOff}}||[[PLYR]]||0, 0, 0, 0, 0, [[AssetID]]None||Disables controller input except for the camera controls, and shows black bars on the top and bottom of the screen.
|-
| 0x0009||{{SlashTrick|Events/ControlOn}}||[[PLYR]]||0, 0, 0, 0, 0, 0None||Enables controller input and removes the black bars from the screen.
|-
| 0x000A||{{SlashTrick|Events/Reset}}||All||0, 0, 0, 0, 0, [[AssetID]]None||Resets an object asset to its initial position/values.
|-
| 0x000B||<span id="{{SlashTrick|Events/Increment">Increment</span>}}||[[CNTR]]||0, 0, 0, 0, 0, 0||Increases a [[CNTR]]'s value by 1. If the new value is between 1 and 20, one of the events from [[#Count1|Count1]] to [[#Count20|Count20]] is fired.
|-
| 0x000C||<span id="{{SlashTrick|Events/Decrement">Decrement</span>}}||[[CNTR]], [[GRUP]]||float '''Unknown''', 0, 0, 0, 0, 0||Decreases a [[CNTR]]'s value by 1. If the new value is 0, [[#Expired|Expired]] is fired. Otherwise, if the new value is between 1 and 20, one of the events from [[#Count1|Count1]] to [[#Count20|Count20]] is fired.
|-
| 0x000D||Open||||||''Unused''
|-
| 0x000E||Close||||||''Unused''
|-
| 0x000F||Toggle||[[BUTN]]||0, 0, 0, 0, 0, 0||Toggles a [[BUTN]]'s pressed state.
Line 56:
| 0x0011||OutOfBounds||[[PLYR]]||float '''Unknown''', 0, 0, 0, 0, 0||Causes the hand to immediately take the player off-screen and place him/her back into the level.
|-
| 0x0012||Run||[[DYNA\game_object:Camera_Tweak​|game_object:Camera_Tweak]], [[DYNA\game_object:Flythrough|game_object:Flythrough​]], [[GRUP]], [[PLAT]], [[TIMR]]
||float '''Unknown''', float '''Unknown''', float '''Unknown''', float '''Unknown''', [[AssetID]], [[AssetID]]
||Starts a [[TIMR]].
|-
| 0x0013||Stop||[[DYNA\game_object:Camera_Tweak​|game_object:Camera_Tweak]], [[DYNA\game_object:Flythrough|game_object:Flythrough​]], [[GRUP]], [[PLAT]], [[SFX]], [[TIMR]]||0, 0, 0, 0, 0, [[AssetID]]||Pauses a [[TIMR]]?.
|-
| 0x0014||<span id="Expired">Expired</span>||[[CNTR]], [[GRUP]], [[TIMR]]||0, 0, 0, 0, 0, 0||Fired from [[#Decrement|Decrement]] if a [[CNTR]]'s new value is 0.
Line 66:
Fired when a running [[TIMR]] reaches 0.
|-
| 0x0015||Move||||||''Unused''
|-
| 0x0016||Destroy||[[DSTR]], [[GRUP]]||0, 0, 0, 0, 0, [[AssetID]]||Sent to a DSTR if it is destroyed.
|-
| 0x0017||Pause||||||''Unused''
|-
| 0x0018||Play||[[CSNM]], [[GRUP]], [[SFX]]||0, 0, 0, 0, [[AssetID]], [[AssetID]]||
|-
| 0x0019||PlayOne||||||''Unused''
|-
| 0x001A||PlayMaybe||[[SFX]]||0Probability, 0, 0, 0, 0, 0||Gives a SFX a specific probability for playing when the Event is sent. The lower the Argument, the more likely it is to play (EX: 0 = 100% Chance, 75 = 25% Chance).
|-
| 0x001B||RoomStart||||||''Unused''
|-
| 0x001C||Invalidate||||||''Unused''
|-
| 0x001D||Tilt||||||''Unused''
|-
| 0x001E||Untilt||||||''Unused''
|-
| 0x001F||Arrive||[[MVPT]], [[PLAT]]||?||When a [[PLAT]] reaches a [[MVPT]] or finishes moving, this is sent.
|-
| 0x0020||Mount||[[DYNA\game_object:bungee_hook​|game_object:bungee_hook​]], [[GRUP]] [[PKUP]], [[PLAT]]||0, 0, 0, 0, [[AssetID]], 0||When the player lands on the object, this is sent. This can also be used with [[PKUP]] to allow them to move along with [[PLAT]]s movement (like drivenby).
|-
| 0x0021||Dismount||[[DYNA\game_object:bungee_hook​|game_object:bungee_hook​bungee_hook​​]], [[PLAT]]||?||When the player is not on top of the object, this is sent.
|-
| 0x0022||Break||[[PLAT]]||?||Sent to a Breakaway PLAT, such as the sneaking platforms in Rock Bottom, if the platform breaks.
|-
| 0x0023||Pickup||[[PKUP]]||0, 0, 0, 0, 0, 0||Collects a [[PKUP]]. Fired by the [[PLYR]] when it touches a [[PKUP]].
|-
| 0x0024||Death||[[VIL]]||0, 0, 0, 0, 0, 0||This is sent when the [[VIL]] is defeated.
|-
| 0x0025||Kill||[[BOUL]], [[GRUP]], [[PLYR]], [[VIL]]||0, 0, 0, 0, 0, [[AssetID]]||Will bring the target to 0 health and kill them.
|-
| 0x0026||On||[[EGEN]], [[FOG]], [[GRUP]], [[MVPT]], [[PARE]], [[SURF]]||float '''Unknown''', 0, 0, 0, 0, 0||Activates the properties of the asset.
|-
| 0x0027||Off||[[EGEN]], [[GRUP]], [[MVPT]], [[PARE]], [[PARS]], [[SURF]]||0, 0, 0, 0, 0, 0||Deactivates the properties of the asset.
|-
| 0x0028||Patrol On||[[VIL]]||0, 0, 0, 0, 0, 0||
Line 108:
| 0x0029||Patrol Off||[[VIL]]||0, 0, 0, 0, 0, 0||
|-
| 0x002A||Wander On||||||''Unused''
|-
| 0x002B||Wander Off||||||''Unused''
|-
| 0x002C||Detect Player On||[[GRUP]], [[VIL]]||0, 0, 0, 0, 0, 0||When received, an enemy starts targeting the [[PLYR]].
|-
| 0x002D||Detect Player Off||[[GRUP]], [[VIL]]||0, 0, 0, 0, 0, 0||When received, an enemy stops targeting the [[PLYR]].
|-
| 0x002E||Chase Player On||||||''Unused''
|-
| 0x002F||Chase Player Off||[[VIL]]||0, 0, 0, 0, 0, 0||
|-
| 0x0030||Go To Sleep||||||''Unused''
|-
| 0x0031||Wake Up Villain||||||''Unused''
|-
| 0x0032||Respawn||[[GRUP]], [[VIL]]||0, 0, 0, 0, 0, 0||
|-
| 0x0033||PlayerDeath||All||None||UnusedSent to all objects when the player dies while on a Bungee.
|-
| 0x0034||GiveChance||||||''Unused''
|-
| 0x0035||GiveShinyObjects||[[PLYR]]||float '''Amount''', 0, 0, 0, 0, [[AssetID]]||Gives '''Amount''' Shiny Objects to the player. A negative number takes away Shiny Objects.
Line 138:
| 0x0038||ButtonUnpress||[[BUTN]]||0, 0, 0, 0, 0, [[AssetID]]||Fired by [[BUTN]] upon being unpressed.
|-
| 0x0039||ArriveHalfway||[[PLAT]]||?||When a [[PLAT]] is halfway to the next [[MVPT]] this is sent.
|-
| 0x003A||Hit||[[DSTR]], [[PLAT]], [[SIMP]]||?||Sent to the object if hit with a [[PLYR]] melee.
|-
| 0x003B||ButtonPressAction||||?||
Line 150:
| 0x003E||<span id="False">False</span>||[[COND]]||?||Fired by a [[COND]] upon evaluation of condition to false.
|-
| 0x003F||PadPressX||[[UI]], [[UIFT]]||?||Sent when the button used to "Confirm/Continue" is pressed.<br>(PS2=X, XB=A, GCN=A)
|-
| 0x0040||PadPressSquare||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Sent when the (PS2=Square, XB=Y, GCN=Y) button is pressed.
|-
| 0x0041||PadPressO||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]], [[UI]]||?||Sent when the button used to enter the Options Menu is pressed.<br>(PS2=O, XB=X, GCN=X)
|-
| 0x0042||PadPressTriangle||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]], [[UIFT]]||?||Sent when the button used to "Quit/Return" is pressed.<br>(PS2=Triangle, XB=B, GCN=B)
|-
| 0x0043||PadPressL1||||?||Sent when the (PS2=L1, XB=LT, GCN=L) button is pressed.
|-
| 0x0044||PadPressL2||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||
|-
| 0x0045||PadPressR1||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]], [[UIFT]]||?||Sent when the (PS2=R1, XB=RT, GCN=R) button is pressed.
|-
| 0x0046||PadPressR2||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]], [[UIFT]]||?||
|-
| 0x0047||PadPressStart||[[UIFT]]||?||Sent when the Start button is pressed.
|-
| 0x0048||PadPressSelect||||?||Sent when the (PS2=Select, XB=Back, GCN=Z) button is pressed.
|-
| 0x0049||PadPressUp||[[UI]], [[UIFT]]||?||Sent when D-Pad Up is pressed.
|-
| 0x004A||PadPressDown||[[UI]], [[UIFT]]||?||Sent when D-Pad Down is pressed.
|-
| 0x004B||PadPressRight||[[UI]], [[UIFT]]||?||Sent when D-Pad Right is pressed.
|-
| 0x004C||PadPressLeft||[[UI]], [[UIFT]]||?||Sent when D-Pad Left is pressed.
|-
| 0x004D||FontBackdropOn||[[UIFT]]||?None||Shows the background.
|-
| 0x004E||FontBackdropOff||[[UIFT]]||?None||Hides the background.
|-
| 0x004F||UI Select||[[UI]], [[UIFT]]||?None||Selects
|-
| 0x0050||UI Unselect||[[UI]], [[UIFT]]||?None||Unselects
|-
| 0x0051||UI Focus On||[[GRUPUI]], [[UIFT]]||?None||Unknown, sends Visible to self?
|-
| 0x0052||UI Focus Off||[[GRUPUI]], [[UIFT]]||?None||Unknown, sends Invisible to self?
|-
| 0x0053||Collision On||[[GRUP]], [[PLAT]], [[SIMP]]||?||Enables the solidity flag on a [[Placeable Asset|placeable asset]].
Line 198:
| 0x0056||Collision+Visible Off||[[BOUL]], [[DSTR]], [[GRUP]], [[PKUP]], [[PLAT]], [[SIMP]]||?||Disables both the solidity and visibility flag on a [[Placeable Asset|placeable asset]].
|-
| 0x0057||Scene Prepare||All||?None||Sent to all assetsobjects whichwhen arethe enabledscene onis levelfinished startloading.
|-
| 0x0058||Scene Finish||All||?None||Sent to all objects right after Room Finish.
|-
| 0x0059||Room Prepare||All||?None||Sent to all objects right after Scene Prepare. It can be used to override Events that run on Scene Prepare.
|-
| 0x005A||Room Finish||All||None||Sent to all objects when the scene is exiting (when warping to a new scene) or resetting (when the player dies).
| 0x005A||Room Finish||||?||
|-
| 0x005B||<s>LobMaster Shoot</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x005C||<s>LobMaster Reset</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x005D||FallToDeath||[[PLYR]]||?||Defeats the Player, similar to the Kill Event, but without any death sounds.
|-
| 0x005E||UI Focus On+Select||[[UI]], [[UIFT]]||?None||Sends UI Focus On then UI Select to self.
|-
| 0x005F||UI Focus Off+Unselect||[[GRUP]], [[UI]], [[UIFT]]||?None||Sends UI Focus Off then UI Unselect to self.
|-
| 0x0060||Set Pad Config to Preset A||||?||
Line 224:
| 0x0063||Set Pad Config to Preset D||||?||
|-
| 0x0064||Pad Vibrate On||[[DPAT]]||?||Sets controller Vibration to On.
|-
| 0x0065||Pad Vibrate Off||[[DPAT]]||?||Sets controller Vibration to Off.
|-
| 0x0066||Mono Sound||[[DPAT]]||?||Sets the sound mode to mono.
Line 280:
| 0x007F||SaveState_Count||||?||
|-
| 0x0080||PauseState_Pause||[[DPAT]]||?||Detects that the game is paused.
|-
| 0x0081||PauseState_Options||||?||
Line 288:
| 0x0083||GameState_FirstTime||||?||
|-
| 0x0084||GameState_Play||[[DPAT]]||?||Detects that the game is unpaused and in gameplay.
|-
| 0x0085||GameState_LoseChance||||?||
Line 318:
| 0x0092||SetLoadState_SelectSlot||||?||
|-
| 0x0093||SetLoadState_Loading||[[DPAT]]||?||Hardcoded to MNU3. Sets the Game State to load a saved game.
|-
| 0x0094||SetLoadState_Count||||?||
Line 334:
| 0x009A||SetSaveState_Count||||?||
|-
| 0x009B||SetPauseState_Pause||||?||Opens the pause menu.
|-
| 0x009C||SetPauseState_Options||||?||
Line 352:
| 0x00A3||SetGameState_Dead||||?||
|-
| 0x00A4||<s>Digup</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00A5||GameState_Exit||||?||
|-
| 0x00A6||SetGameState_Exit||[[DPAT]]||?||Quits player back to the main menu.
|-
| 0x00A7||<s>LobMaster Shoot From Widget</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00A8||Back||[[DPAT]]||?||
Line 404:
| 0x00BD||VilReport_StartingRetreat||||?||
|-
| 0x00BE||Preload||[[CSNM]]||?||Begins showing a cutscene.
|-
| 0x00BF||Done||[[CSNM]], [[SFX]]||?||Sent to a CSNM or SFX when it finishes playing.
|-
| 0x00C0||Arcto||[[EGEN]], [[MVPT]], [[PLAT]]||?||Used by an EGEN to connect its electric beam to an object.
|-
| 0x00C1||<s>Digup Reaction</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00C2||Set Check Point||[[DPAT]]||Rotation (Degrees),?,?,?,[[MRKR]],?||When sent to the [[DPAT]], it updates the player's respawn point to the [[MRKR]] specified.
|-
| 0x00C3||AnimPlay||[[DSTR]], [[GRUP]], [[PLAT]], [[SIMP]]||?||Plays the animation for that asset, which is specified in Animation_AssetID in the asset.
|-
| 0x00C4||AnimPlayLoop||[[GRUP]], [[PLAT]], [[SIMP]]||?||Plays a looping animation for an asset.
|-
| 0x00C5||AnimStop||[[PLAT]], [[SIMP]]||?||Stops the animation for an asset.
|-
| 0x00C6||AnimPause||[[SIMP]]||?||Pauses the animation for an asset.
|-
| 0x00C7||AnimResume||||?||Resumes a paused animation for an asset.
|-
| 0x00C8||AnimTogglePause||||?||
Line 438:
| 0x00CE||SwingerFollow||||?||
|-
| 0x00CF||<s>ShaggyMount</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00D0||<s>ShaggyWitchDrop</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00D1||<s>ShaggySwap</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00D2||<s>ShaggyState</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00D3||<s>ShaggyAction</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00D4||<span id="EnterEntity">EnterEntity</span>||[[TRIG]]||0, 0, 0, 0, 0, [[AssetID]]||Fired by the [[Asset]] that enters the [[TRIG]]'s volume.
Line 458:
| 0x00D8||<span id="Drivenby">Drivenby</span>||[[PLAT]]||?||Sets the target asset as a parent, so any movement performed by the asset will be followed.
|-
| 0x00D9||FollowTarget||[[PKUP]]||float '''Offset Position''' X, Y, Z||Makes a [[PKUP]] asset follow a [[PLYR]] asset, mimicking movement and keeping offset.
| 0x00D9||FollowTarget||||?||
|-
| 0x00DA||FaceTarget||||?||
Line 464:
| 0x00DB||WatchTarget||||?||
|-
| 0x00DC||<s>ShaggyCollideOnly</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00DD||<s>Shaggy1_ThrowTarget</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00DE||<s>Shaggy8_CallEnable</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00DF||<s>Shaggy8_CallDisable</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00E0||<s>Shaggy8_SetMagnet</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00E1||<s>Shaggy8_ClearMagnet</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00E2||StartMoving||[[PLAT]]||?||Fired by a [[PLAT]] when it begins to move.
|-
| 0x00E3||StopMoving||[[PLAT]]||?||Fired by a [[PLAT]] when it no longer moves.
|-
| 0x00E4||Swoosh||[[PEND]]||?||
|-
| 0x00E5||<s>ShaggySetDown</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00E6||<s>ShaggyGrabEnable</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00E7||<s>ShaggyGrabDisable</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00E8||<s>ShaggyGrabbed</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00E9||<s>ShaggyThrown</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00EA||VilDoAction||||?||
Line 500:
| 0x00ED||VilFakeChaseOff||||?||
|-
| 0x00EE||<s>BossMMPushButton</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x00EF||VilReport_DecayComplete||||?||
Line 542:
|| Enables one of the player's moves. (Only affects SpongeBob)
|-
| 0x0102||<s>Unlock R001R00</s>1||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0103||<s>Unlock S001</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0104||<s>Unlock E001</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0105||<s>Unlock F001</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0106||Disable Group Contents||[[GRUP]]||?||Turns off Event handling for items in a GRUP.
|-
| 0x0107||<s>ShaggyPhysHack</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0108||OccludeOn||||?||
Line 564:
| 0x010C||SituationLaugh||||?||
|-
| 0x010D||<s>SituationBossBattleGreenGhost</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x010E||<s>SituationBossBattleRedBeard</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x010F||<s>SituationBossBattleMasterMind</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0110||<s>SituationBossBattleBlacknight</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0111||SituationPlayerScare||||?||
Line 582:
| 0x0115||SituationPlayerChaseEnd||||?||
|-
| 0x0116||<s>SituationPlayerSeeShaggy</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0117||<s>SituationPlayerSeeFood</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0118||<s>SituationPlayerSeeToken</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0119||<s>SituationPlayerSeeScoobySnack</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x011A||<s>SituationPlayerSeePowerup</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x011B||<s>SituationPlayerSeeMonster</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x011C||SituationPlayerSuccess||||?||
Line 602:
| 0x011F||Hide Hud||[[DPAT]], [[GRUP]]||?||
|-
| 0x0120||&nbsp;&nbsp;&nbsp;&nbsp;FADE OUT||[[DPAT]]||?||
|-
| 0x0121||SetRain||||?||
Line 608:
| 0x0122||SetSnow||||?||
|-
| 0x0123||<s>ShaggyMowerStopMode</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0124||ScriptReset||||?||
Line 614:
| 0x0125||WaitForInput||||?||
|-
| 0x0126||{{SlashTrick|EvilEngine/Events/Play Movie}}||[[DPAT]]||?||Plays a movie (fmv) with a specified argument, 0 - FOP, 1 - TAK, 2 - JN, 3 - SB, 4 - HILogo, 5 - NickLogo, 6 - RWLogo, 7 - THQLogo, 8 - demo1.
| 0x0126||Play Movie||[[DPAT]]||?||
|-
| 0x0127||<s>Mastermind is defeated</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
|-
| 0x0128||-||||?||There is no event defined for this ID for some reason.
|-
| 0x0129||PlayMusic||[[DPAT]]||?||Plays music with a [[Essentials Series/Sound and Music#PlayMusic_Event|specified argument]].
|-
| 0x012A||Forward||[[GRUP]], [[PLAT]]||?||Causes a PLAT to play it'sits movement forward.
|-
| 0x012B||Reverse||[[GRUP]], [[PLAT]]||?||Causes a PLAT to play it'sits movement in reverse.
|-
| 0x012C||PlayerRumbleTest||||?||
Line 630:
| 0x012D||PlayerRumbleLight||[[PLYR]]||?||
|-
| 0x012E||PlayerRumbleMedium||[[PLYR]]||?||
|-
| 0x012F||PlayerRumbleHeavy||[[PLYR]]||?||
Line 638:
| 0x0131||Screen Adjustment OFF||[[DPAT]]||?||
|-
| 0x0132||Set as Skydome||[[PLAT]], [[SIMP]]||?||Causes asset to behave like a skydome.
|-
| 0x0133||Connect_IOwnYou||[[BOUL]], [[GRUP]], [[MVPT]], [[VIL]]||?||The Duplicatotron sends this to connect a GRUP of move points and VILs.
|-
| 0x0134||Duplotron_WaveBegin||[[VIL]]||?||Duplicatotron receives this event when it starts spawning a new wave of enemies.
|-
| 0x0135||Duplotron_WaveComplete||[[VIL]]||?||WhenFires when all enemies +in duplotrona Duplo's wave are destroyed (when WaveMode Discreet), thisor isall enemies + duplotron are destroyed sent.otherwise
|-
| 0x0136||Duplotron_NPCBorn||[[VIL]]||?||Fired when an enemy of a Duplicatotron is created.
|-
| 0x0137||Duplotron_NPCKilled||[[VIL]]||?||Fired when an enemy of a Duplicatotron is killed.
|-
| 0x0138||Duplotron_MaxNPCExpired||[[VIL]]||?||Fired when the amount set in DuploSpawnLifeMax is reached.
|-
| 0x0139||Duplotron_Pause||[[GRUP]], [[VIL]]||?||Pauses Duplotron spawning when received.
Line 694:
| 0x014D||NPCScript_LeadPlayer||||?||
|-
| 0x014E||Set Text||[[UIFT]]||?[[AssetID]] textAssetID||Replaces the text.
|-
| 0x014F||Start Conversation||[[CAM]], [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]], [[DYNA\Game Object (Dynamic Type)#game_object:task_boxtalk_box|game_object:task_box]]||?||Prepares the given asset to be sent other Events (Ex: Switch for [[CAM]]).
|-
| 0x0150||End Conversation||[[CAM]], [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]], [[GRUP]]||?||Stops interacting with the asset. Forces a [[CAM]] to switch back to the Player camera.
|-
| 0x0151||Switch||[[CAM]]||float '''Transition time''', ?, ?, ?, ?, ?||Shifts the Player view to the given camera asset. StartConversation must be sent first, however.
| 0x0151||Switch||[[CAM]]||?||
|-
| 0x0152||Add Text||||?||
|-
| 0x0153||Clear Text||[[UIFT]]||?None||Clears the text.
|-
| 0x0154||Open Teleport Box||[[DYNA\game_object:Teleport|game_object:Teleport]]||?||Opens a [[DYNA\game_object:Teleport|Teleport]] Box]].
|-
| 0x0155||Close Teleport Box||||?||Closes a [[DYNA\game_object:Teleport|Teleport]] Box]].
|-
| 0x0156||On Signal 0||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:0}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x0157||On Signal 1||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:1}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x0158||On Signal 2||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:2}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x0159||On Signal 3||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:3}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x015A||On Signal 4||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:4}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x015B||On Signal 5||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:5}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x015C||On Signal 6||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:6}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x015D||On Signal 7||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:7}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x015E||On Signal 8||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:8}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x015F||On Signal 9||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:9}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x0160||Stop Wait||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||
|-
| 0x0161||On Conversation Start||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||
|-
| 0x0162||On Conversation End||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||
|-
| 0x0163||Hit Melee||[[PLAT]], [[SIMP]]||?||Sent when hit by [[PLYR]] melee.
|-
| 0x0164||Hit Bubble Bounce||||?||Sent when hit by SpongeBob's bounce.
|-
| 0x0165||Hit Bubble Bash||[[PLAT]]||?||Sent when hit by SpongeBob's bash.
|-
| 0x0166||Hit Bubble Bowl||[[PLAT]], [[SIMP]]||?||Sent when hit by SpongeBob's Bubble Bowl.
|-
| 0x0167||Hit Patrick Slam||||?||Sent when hit by Patrick's slam
|-
| 0x0168||Hit By Throwable||||?||Sent when hit by a throwable object. (enemy, fruit, tiki)
|-
| 0x0169||Paddle Hit Left||[[PLAT]]||?||Sent to a Paddlewheel when hit from the left side to turn clockwise.
|-
| 0x016A||Paddle Hit Right||[[PLAT]]||?||Sent to a Paddlewheel when hit from the right side to turn counterclockwise.
|-
| 0x016B||Initiate Task||[[DYNA\Game Object (Dynamic Type)#game_object:task_boxtalk_box|game_object:task_box]]||?||Starts a Task for an NPC.
|-
| 0x016C||Set Success||[[DYNA\Game Object (Dynamic Type)#game_object:task_boxtalk_box|game_object:task_box]]||?||Sets a Task as successful which leads to the reward.
|-
| 0x016D||Set Failure||[[DYNA\Game Object (Dynamic Type)#game_object:task_boxtalk_box|game_object:task_box]]||?||
|-
| 0x016E||On Accept||||?||
Line 764:
| 0x0170||On Complete||||?||
|-
| 0x0171||Generate Boulder||[[DYNA\game_object:BoulderGenerator|game_object:BoulderGenerator]]||?||
|-
| 0x0172||Launch Boulder At Widget||[[DYNA\game_object:BoulderGenerator|game_object:BoulderGenerator]]||?||
|-
| 0x0173||Launch Boulder At Point||||?||
|-
| 0x0174||Launch Boulder At Player||[[DYNA\game_object:BoulderGenerator|game_object:BoulderGenerator]]||?||
|-
| 0x0175||Duplotron_SuperDuperDone||[[VIL]]||?||Send this event to a Duplicatotron to resume it.
|-
| 0x0176||Duplotron_DuperIsDoner||[[VIL]]||?||Sent when all enemies specified in a Dupetron's events are killed.
|-
| 0x0177||Bus Switch Character||[[DYNA\Game Object (Dynamic Type)#game_object:BusStop|game_object:BusStop]]||?None||Sent when the player character is switched at a Bus Stop.
|-
| 0x0178||Group Update Together||[[GRUP]]||?||All objects in the group will update together, so they will not desync their movement when not loaded.
|-
| 0x0179||Set Update Distance||[[BOUL]], [[BUTN]], [[GRUP]], [[PKUP]], [[PLAT]], [[SIMP]], [[VIL]]||distance,?||Sets distance an object stays loaded in, specified with argument.
|-
| 0x017A||Translate, Local X||[[PLAT]]||?Distance, Time, AccelTime, DecelTime||Slides object along the X axis relative to its parent object's position (using Drivenby).
|-
| 0x017B||Translate, Local Y||[[PLAT]]||?Distance, Time, AccelTime, DecelTime||Slides object along the Y axis relative to its parent object's position (using Drivenby).
|-
| 0x017C||Translate, Local Z||[[PLAT]]||?Distance, Time, AccelTime, DecelTime||Slides object along the Z axis relative to its parent object's position (using Drivenby).
|-
| 0x017D||Translate, World X||[[PLAT]]||?Distance, Time, AccelTime, DecelTime||Slides object along the X axis relative to its own position.
|-
| 0x017E||Translate, World Y||[[GRUP]], [[PLAT]]||?Distance, Time, AccelTime, DecelTime||Slides object along the Y axis relative to its own position.
|-
| 0x017F||Translate, World Z||[[PLAT]]||?Distance, Time, AccelTime, DecelTime||Slides object along the Z axis relative to its own position.
|-
| 0x0180||Rotate, Local X||[[PLAT]]||?Distance (Degrees), Time, AccelTime, DecelTime||Rotates pitch of object relative to its parent object's position (using Drivenby).
|-
| 0x0181||Rotate, Local Y||[[PLAT]]||?Distance (Degrees), Time, AccelTime, DecelTime||Rotates yaw of object relative to its parent object's position (using Drivenby).
|-
| 0x0182||Rotate, Local Z||[[PLAT]]||?Distance (Degrees), Time, AccelTime, DecelTime||Rotates roll of object relative to its parent object's position (using Drivenby).
|-
| 0x0183||Rotate, World X||[[PLAT]]||?Distance (Degrees), Time, AccelTime, DecelTime||Rotates pitch of object relative to its own position.
|-
| 0x0184||Rotate, World Y||[[PLAT]]||?Distance (Degrees), Time, AccelTime, DecelTime||Rotates yaw of object relative to its own position.
|-
| 0x0185||Rotate, World Z||[[PLAT]]||?Distance (Degrees), Time, AccelTime, DecelTime||Rotates roll of object relative to its own position.
|-
| 0x0186||Translate, Local X Done||||?||
Line 888:
| 0x01AE||NPCSpecial_PlatformFall||[[VIL]]||?||
|-
| 0x01AF||Goo set warb coeffs||[[PLAT]], [[SIMP]]||?X Wave Size, X Speed, Y Wave Size, Y Speed||When this is received by something that is SetAsGoo, it will not have waves. Can be modified with arguments.
|-
| 0x01B0||Goo set freeze duration||[[PLAT]], [[SIMP]]||duration,?,?,?||When this is received by something that is SetAsGoo, it will change the duration of the time frozen with Freezy Fruit.
|-
| 0x01B1||Goo melt||[[PLAT]], [[SIMP]]||?||When this is received by something that is SetAsGoo AND frozen by Freezy Fruit, it will immediately melt the goo, causing the freeze timer to end and the goo returns to normal.
| 0x01B1||Goo melt||||?||
|-
| 0x01B2||Set State Range||[[DSCO]]||?||
Line 924:
| 0x01C0||Hit (Lower Body)||||?||
|-
| 0x01C1||GiveSocks (current level)||[[PLYR]]||amount,?||Gives the player socks for the current level specified by the argument.
|-
| 0x01C2||GiveCollectables (current level)||[[PLYR]]||amount,?||Gives the player collectables for the current level specified by the argument.
|-
| 0x01C3||SetSocks (current level)||||amount,?||Sets the player's socks for the current level specified by the argument.
|-
| 0x01C4||SetCollectables (current level)||||amount,?||Sets the player's collectables for the current level specified by the argument.
|-
| 0x01C5||On Answer Yes||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||
|-
| 0x01C6||On Answer No||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||
|-
| 0x01C7||Hit Cruise Bubble||[[PLAT]]||?||Sent when hit by SpongeBob's Cruise Bubble.
|-
| 0x01C8||Duplotron_KillKids||[[VIL]]||?||Kills all enemies spawned by a Duplicatotron.
|-
| 0x01C9||On Signal10||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:10}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x01CA||On Signal11||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:11}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x01CB||On Signal12||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:12}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x01CC||On Signal13||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:13}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:task_box]]'s [[TEXT]].
|-
| 0x01CD||On Signal14||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:14}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x01CE||On Signal15||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:15}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x01CF||On Signal16||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:16}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x01D0||On Signal17||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:17}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x01D1||On Signal18||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:18}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x01D2||On Signal19||[[DYNA\Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:19}</code> is encountered in the [[DYNA\Game Object (Dynamic Type)#game_object:talk_box|talk boxgame_object:talk_box]]'s [[TEXT]].
|-
| 0x01D3||Spongeball On||[[PLYR]]||?||Forces the [[PLYR]] to transform into the SpongeBall.
|-
| 0x01D4||Spongeball Off||[[PLYR]]||?||Forces the [[PLYR]] to transform out of the SpongeBall.
|-
| 0x01D5||Launch Shrapnel||[[BOUL]], [[GRUP]], [[PLAT]], [[SIMP]]||?||Generates a Shrapnel on the object. A SHRP asset must be specified for the Event's Argument asset.
|-
| 0x01D6||NPC HP Incremented||||?||Received when a [[VIL]] gains health. Mainly used for boss fights.
|-
| 0x01D7||NPC HP Decremented||[[VIL]]||?||Received when a [[VIL]] loses health. Mainly used for boss fights.
|-
| 0x01D8||NPC Set Active On||[[GRUP, VIL]]||?||Causes the [[VIL]](s) to be activated.
|-
| 0x01D9||NPC Set Active Off||[[GRUP, VIL]]||?||Causes the [[VIL]](s) to be deactivated and deload.
|-
| 0x01DA||Switch Player Character||[[PLYR]]||character (1 for Patrick, 2 for Sandy),?||Switches the [[PLYR]] to another character, set by the argument.
|-
| 0x01DB||Level Begin||All||None||Sent to all objects right after Scene Enter, only if the scene is in a different "level" than the previous scene, e.g. Bikini Bottom to Jellyfish Fields.
| 0x01DB||Level Begin||[[DYNA\game_object:Flythrough|game_object:Flythrough]]||?||
|-
| 0x01DC||Scene Reset (death)||[[DPAT]]All||?None||Sent to all objects right after Room Prepare, when the player respawns from a death.
|-
| 0x01DD||Scene Enter||All||None||Sent to all objects right after Room Prepare. It runs only if the level is loaded using a Portal from another level or reloaded from the pause menu.
| 0x01DD||Scene Enter||[[BUTN]], [[CSNM]], [[DPAT]]||?||
|-
| 0x01DE||Destroyed Tiki||||?||
Line 1,028:
| 0x01F4||See Robot Plankton||||?||
|-
| 0x01F5||Change Texture of UI||[[UI]], [[UIFT]]||?[[AssetID]] textureID||Replaces background texture. If textureID is 0 or invalid, clears background texture.
|-
| 0x01F6||NPC Cheer For Me||[[VIL]]||?||
|-
| 0x01F7||Fast Visible||All?||?||
|-
| 0x01F8||Fast Invisible||All?||?||
|-
| 0x01F9||ZipLine Mount||||?||
Line 1,052:
| 0x0200||UpdateAnimMatrices||||?||
|-
| 0x0201||<span id="EnterCruise">EnterCruise</span>||[[TRIG]]||?||Sent when the Cruise Bubble enters the [[TRIG]] volume.
|-
| 0x0202||<span id="ExitCruise">ExitCruise</span>||[[TRIG]]||?||Sent when the Cruise Bubble exits the [[TRIG]] volume.
|-
| 0x0203||CruiseFired||[[PLYR]]||?||Sent to the [[PLYR]] when the Cruise Bubble begins flight.
|-
| 0x0204||CruiseDied||[[PLYR]]||?||Sent to the [[PLYR]] when the Cruise Bubble is popped.
|-
| 0x0205||CruiseAddLife||||seconds,?||Adds additional time to the Cruise Bubble, specified by the arguments.
|-
| 0x0206||CruiseSetLife||[[PLYR]]||seconds,?||Sets the time for the Cruise Bubble, specified by the argument.
|-
| 0x0207||CruiseResetLife||||?||Resets the time for the Cruise Bubble as if it was just launched.
|-
| 0x0208||Camera Collide Off||[[GRUP]]||?||Disables camera collision with models, allowing the camera to go through them.
|-
| 0x0209||Camera Collide On||[[GRUP]], [[PLAT]]||?||Enables camera collision with models, in which the camera won't got through models.
|-
| 0x020A||Slide On||||?||
Line 1,074:
| 0x020B||Slide Off||||?||
|-
| 0x020C||Timer Set||[[TIMR]]||?seconds||Will set a [[TIMR]]'s count to the specified number.
|-
| 0x020D||Timer Add||[[TIMR]]||?seconds||Will add the specified number to a [[TIMR]]'s count
|-
| 0x020E||Force NPC Conversation||||?||Forces the [[PLYR]] to talk to a [[[[Game Object (Dynamic Type)#game_object:talk_box|game_object:task_box]]]].
|-
| 0x020F||{{SlashTrick|EvilEngine/Events/Make A Splash}}||[[MVPT]]||?size, duration, unknown, type||Makes a splash effect on a [[MVPT]].
|-
| 0x0210||Credits start||[[DPAT]]||?||
Line 1,086:
| 0x0211||Credits stop||[[DPAT]]||?||
|-
| 0x0212||Credits ended||[[DPAT]]||?None||Sent when a [[CRDT]] asset is done playing.
|-
| 0x0213||Bubble Wipe||||?||
|-
| 0x0214||Set Lightkit||[[ENV]], [[PLYR]]||?[[AssetID]]||Changes the lightkit used for the [[ENV]] or the [[PLYR]].
|-
| 0x0215||Set Opacity||||?||
|-
| 0x0216||Take Socks||[[PLYR]]||?amount||Takes socks from the [[PLYR]], specified by the argument.
|-
| 0x0217||Debug BREAK||||?||
Line 1,108:
| 0x021C||Restore Options||[[DPAT]]||?||
|}
[[Category:SpongeBob SquarePants: Battle for Bikini Bottom]]
 
[[Category:Modding]]
398

edits