List of Events/BFBB: Difference between revisions
→List: Switch description
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Line 60:
||Starts a [[TIMR]].
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| 0x0013||Stop||[[game_object:Camera_Tweak|game_object:Camera_Tweak]], [[game_object:Flythrough|game_object:Flythrough]], [[GRUP]], [[PLAT]], [[SFX]], [[TIMR]]||0, 0, 0, 0, 0, [[AssetID]]||Pauses a [[TIMR]]
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| 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 68:
| 0x0015||Move||||||''Unused''
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| 0x0016||Destroy||[[DSTR]], [[GRUP]]||0, 0, 0, 0, 0, [[AssetID]]||Sent to a DSTR if it is destroyed.
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| 0x0017||Pause||||||''Unused''
Line 76:
| 0x0019||PlayOne||||||''Unused''
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| 0x001A||PlayMaybe||[[SFX]]||
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| 0x001B||RoomStart||||||''Unused''
Line 92:
| 0x0021||Dismount||[[game_object:bungee_hook]], [[PLAT]]||?||When the player is not on top of the object, this is sent.
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| 0x0022||Break||[[PLAT]]||?||Sent to a Breakaway PLAT, such as the sneaking platforms in Rock Bottom, if the platform breaks.
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| 0x0023||Pickup||[[PKUP]]||0, 0, 0, 0, 0, 0||Collects a [[PKUP]]. Fired by the [[PLYR]] when it touches a [[PKUP]].
Line 100:
| 0x0025||Kill||[[BOUL]], [[GRUP]], [[PLYR]], [[VIL]]||0, 0, 0, 0, 0, [[AssetID]]||Will bring the target to 0 health and kill them.
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| 0x0026||On||[[EGEN]], [[FOG]], [[GRUP]], [[MVPT]], [[PARE]], [[SURF
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| 0x0027||Off||[[EGEN]], [[GRUP]], [[MVPT]], [[PARE]], [[PARS]], [[SURF
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| 0x0028||Patrol On||[[VIL]]||0, 0, 0, 0, 0, 0||
Line 112:
| 0x002B||Wander Off||||||''Unused''
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| 0x002C||Detect Player On||[[GRUP]], [[VIL]]||0, 0, 0, 0, 0, 0||When
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| 0x002D||Detect Player Off||[[GRUP]], [[VIL]]||0, 0, 0, 0, 0, 0||When
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| 0x002E||Chase Player On||||||''Unused''
Line 140:
| 0x0039||ArriveHalfway||[[PLAT]]||?||When a [[PLAT]] is halfway to the next [[MVPT]] this is sent.
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| 0x003A||Hit||[[DSTR]], [[PLAT]], [[SIMP]]||?||Sent to the object if hit with a [[PLYR]] melee.
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| 0x003B||ButtonPressAction||||?||
Line 150:
| 0x003E||<span id="False">False</span>||[[COND]]||?||Fired by a [[COND]] upon evaluation of condition to false.
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| 0x003F||PadPressX||[[UI]], [[UIFT]]||?||Sent when the button used to "Confirm/Continue" is pressed.<br>(PS2=X, XB=A, GCN=A)
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| 0x0040||PadPressSquare||[[Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Sent when the (PS2=Square, XB=Y, GCN=Y) button is pressed.
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| 0x0041||PadPressO||[[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)
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| 0x0042||PadPressTriangle||[[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)
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| 0x0043||PadPressL1||||?||Sent when the (PS2=L1, XB=LT, GCN=L) button is pressed.
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| 0x0044||PadPressL2||[[Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||
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| 0x0045||PadPressR1||[[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.
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| 0x0046||PadPressR2||[[Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]], [[UIFT]]||?||
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| 0x0047||PadPressStart||[[UIFT]]||?||Sent when the Start button is pressed.
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| 0x0048||PadPressSelect||||?||Sent when the (PS2=Select, XB=Back, GCN=Z) button is pressed.
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| 0x0049||PadPressUp||[[UI]], [[UIFT]]||?||Sent when D-Pad Up is pressed.
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| 0x004A||PadPressDown||[[UI]], [[UIFT]]||?||Sent when D-Pad Down is pressed.
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| 0x004B||PadPressRight||[[UI]], [[UIFT]]||?||Sent when D-Pad Right is pressed.
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| 0x004C||PadPressLeft||[[UI]], [[UIFT]]||?||Sent when D-Pad Left is pressed.
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| 0x004D||FontBackdropOn||[[UIFT]]||None||Shows the background.
Line 202:
| 0x0058||Scene Finish||All||None||Sent to all objects right after Room Finish.
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| 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.
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| 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).
Line 210:
| 0x005C||<s>LobMaster Reset</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
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| 0x005D||FallToDeath||[[PLYR]]||?||Defeats the Player, similar to the Kill Event, but without any death sounds.
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| 0x005E||UI Focus On+Select||[[UI]], [[UIFT]]||None||Sends UI Focus On then UI Select to self.
Line 224:
| 0x0063||Set Pad Config to Preset D||||?||
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| 0x0064||Pad Vibrate On||[[DPAT]]||?||Sets controller Vibration to On.
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| 0x0065||Pad Vibrate Off||[[DPAT]]||?||Sets controller Vibration to Off.
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| 0x0066||Mono Sound||[[DPAT]]||?||Sets the sound mode to mono.
Line 280:
| 0x007F||SaveState_Count||||?||
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| 0x0080||PauseState_Pause||[[DPAT]]||?||Detects that the game is paused.
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| 0x0081||PauseState_Options||||?||
Line 288:
| 0x0083||GameState_FirstTime||||?||
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| 0x0084||GameState_Play||[[DPAT]]||?||Detects that the game is unpaused and in gameplay.
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| 0x0085||GameState_LoseChance||||?||
Line 318:
| 0x0092||SetLoadState_SelectSlot||||?||
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| 0x0093||SetLoadState_Loading||[[DPAT]]||?||Hardcoded to MNU3. Sets the Game State to load a saved game.
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| 0x0094||SetLoadState_Count||||?||
Line 334:
| 0x009A||SetSaveState_Count||||?||
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| 0x009B||SetPauseState_Pause||||?||Opens the pause menu.
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| 0x009C||SetPauseState_Options||||?||
Line 356:
| 0x00A5||GameState_Exit||||?||
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| 0x00A6||SetGameState_Exit||[[DPAT]]||?||Quits player back to the main menu.
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| 0x00A7||<s>LobMaster Shoot From Widget</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
Line 404:
| 0x00BD||VilReport_StartingRetreat||||?||
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| 0x00BE||Preload||[[CSNM]]||?||Begins showing a cutscene.
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| 0x00BF||Done||[[CSNM]], [[SFX]]||?||Sent to a CSNM or SFX when it finishes playing.
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| 0x00C0||Arcto||[[EGEN]], [[MVPT]], [[PLAT]]||?||Used by an EGEN to connect its electric beam to an object.
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| 0x00C1||<s>Digup Reaction</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
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| 0x00C2||Set Check Point||[[DPAT]]||
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| 0x00C3||AnimPlay||[[DSTR]], [[GRUP]], [[PLAT]], [[SIMP]]||?||Plays the animation for that asset, which is specified in Animation_AssetID in the asset.
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.
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| 0x00D9||FollowTarget||[[PKUP]]||float '''Offset Position''' X, Y, Z||Makes a [[PKUP]] asset follow a [[PLYR]] asset, mimicking movement and keeping offset.
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| 0x00DA||FaceTarget||||?||
Line 476:
| 0x00E1||<s>Shaggy8_ClearMagnet</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
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| 0x00E2||StartMoving||[[PLAT]]||?||Fired by a [[PLAT]] when it begins to move.
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| 0x00E3||StopMoving||[[PLAT]]||?||Fired by a [[PLAT]] when it no longer moves.
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| 0x00E4||Swoosh||[[PEND]]||?||
Line 550:
| 0x0105||<s>Unlock F001</s>||||||''Unused. [[List of Events/Scooby|Scooby]] Event.''
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| 0x0106||Disable Group Contents||[[GRUP]]||?||Turns off Event handling for items in a GRUP.
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| 0x0107||<s>ShaggyPhysHack</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
Line 614:
| 0x0125||WaitForInput||||?||
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| 0x0126||
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| 0x0127||<s>Mastermind is defeated</s>||||?||''Unused. [[List of Events/Scooby|Scooby]] Event.''
Line 638:
| 0x0131||Screen Adjustment OFF||[[DPAT]]||?||
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| 0x0132||Set as Skydome||[[PLAT]], [[SIMP]]||?||Causes asset to behave like a skydome.
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| 0x0133||Connect_IOwnYou||[[BOUL]], [[GRUP]], [[MVPT]], [[VIL]]||?||The Duplicatotron sends this to connect a GRUP of move points and VILs.
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| 0x0134||Duplotron_WaveBegin||[[VIL]]||?||Duplicatotron receives this event when it starts spawning a new wave of enemies.
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| 0x0135||Duplotron_WaveComplete||[[VIL]]||?||Fires when all enemies in a Duplo's wave are destroyed (when WaveMode Discreet), or all enemies + duplotron are destroyed otherwise
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| 0x0136||Duplotron_NPCBorn||[[VIL]]||?||Fired when an enemy of a Duplicatotron is created.
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| 0x0137||Duplotron_NPCKilled||[[VIL]]||?||Fired when an enemy of a Duplicatotron is killed.
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| 0x0138||Duplotron_MaxNPCExpired||[[VIL]]||?||Fired when the amount set in DuploSpawnLifeMax is reached.
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| 0x0139||Duplotron_Pause||[[GRUP]], [[VIL]]||?||Pauses Duplotron spawning when received.
Line 696:
| 0x014E||Set Text||[[UIFT]]||[[AssetID]] textAssetID||Replaces the text.
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| 0x014F||Start Conversation||[[CAM]], [[Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]], [[Game Object (Dynamic Type)#game_object:talk_box|game_object:task_box]]||?||Prepares the given asset to be sent other Events (Ex: Switch for [[CAM]]).
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| 0x0150||End Conversation||[[CAM]], [[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.
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| 0x0151||Switch||[[CAM]]||float '''Transition time''', ?, ?, ?, ?, ?||Shifts the Player view to the given camera asset. StartConversation must be sent first, however.
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| 0x0152||Add Text||||?||
Line 748:
| 0x0168||Hit By Throwable||||?||Sent when hit by a throwable object. (enemy, fruit, tiki)
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| 0x0169||Paddle Hit Left||[[PLAT]]||?||Sent to a Paddlewheel when hit from the left side to turn clockwise.
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| 0x016A||Paddle Hit Right||[[PLAT]]||?||Sent to a Paddlewheel when hit from the right side to turn counterclockwise.
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| 0x016B||Initiate Task||[[Game Object (Dynamic Type)#game_object:talk_box|game_object:task_box]]||?||Starts a Task for an NPC.
Line 772:
| 0x0174||Launch Boulder At Player||[[game_object:BoulderGenerator]]||?||
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| 0x0175||Duplotron_SuperDuperDone||[[VIL]]||?||Send this event to a Duplicatotron to resume it.
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| 0x0176||Duplotron_DuperIsDoner||[[VIL]]||?||Sent when all enemies specified in a Dupetron's events are killed.
Line 782:
| 0x0179||Set Update Distance||[[BOUL]], [[BUTN]], [[GRUP]], [[PKUP]], [[PLAT]], [[SIMP]], [[VIL]]||distance,?||Sets distance an object stays loaded in, specified with argument.
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| 0x017A||Translate, Local X||[[PLAT]]||
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| 0x017B||Translate, Local Y||[[PLAT]]||
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| 0x017C||Translate, Local Z||[[PLAT]]||
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| 0x017D||Translate, World X||[[PLAT]]||
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| 0x017E||Translate, World Y||[[GRUP]], [[PLAT]]||
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| 0x017F||Translate, World Z||[[PLAT]]||
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| 0x0180||Rotate, Local X||[[PLAT]]||
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| 0x0181||Rotate, Local Y||[[PLAT]]||
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| 0x0182||Rotate, Local Z||[[PLAT]]||
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| 0x0183||Rotate, World X||[[PLAT]]||
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| 0x0184||Rotate, World Y||[[PLAT]]||
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| 0x0185||Rotate, World Z||[[PLAT]]||
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| 0x0186||Translate, Local X Done||||?||
Line 888:
| 0x01AE||NPCSpecial_PlatformFall||[[VIL]]||?||
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| 0x01AF||Goo set warb coeffs||[[PLAT]], [[SIMP]]||
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| 0x01B0||Goo set freeze duration||[[PLAT]], [[SIMP]]||duration,?,?,?||When this is
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| 0x01B1||Goo melt||[[PLAT]], [[SIMP]]||?||When this is
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| 0x01B2||Set State Range||[[DSCO]]||?||
Line 938:
| 0x01C7||Hit Cruise Bubble||[[PLAT]]||?||Sent when hit by SpongeBob's Cruise Bubble.
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| 0x01C8||Duplotron_KillKids||[[VIL]]||?||Kills all enemies spawned by a Duplicatotron.
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| 0x01C9||On Signal10||[[Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:10}</code> is encountered in the [[Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]'s [[TEXT]].
Line 960:
| 0x01D2||On Signal19||[[Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]||?||Fired when <code>{signal:19}</code> is encountered in the [[Game Object (Dynamic Type)#game_object:talk_box|game_object:talk_box]]'s [[TEXT]].
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| 0x01D3||Spongeball On||[[PLYR]]||?||Forces the [[PLYR]] to transform into the
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| 0x01D4||Spongeball Off||[[PLYR]]||?||Forces the [[PLYR]] to transform out of the
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| 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.
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| 0x01D6||NPC HP Incremented||||?||
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| 0x01D7||NPC HP Decremented||[[VIL]]||?||
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| 0x01D8||NPC Set Active On||[[GRUP, VIL]]||?||Causes the [[VIL]](s) to be activated.
Line 980:
| 0x01DC||Scene Reset (death)||All||None||Sent to all objects right after Room Prepare, when the player respawns from a death.
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| 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.
|-
| 0x01DE||Destroyed Tiki||||?||
Line 1,052:
| 0x0200||UpdateAnimMatrices||||?||
|-
| 0x0201||EnterCruise||[[TRIG]]||?||Sent when
|-
| 0x0202||ExitCruise||[[TRIG]]||?||Sent when
|-
| 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.
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| 0x0205||CruiseAddLife||||seconds,?||Adds additional time to the Cruise Bubble, specified by the arguments.
Line 1,066:
| 0x0207||CruiseResetLife||||?||Resets the time for the Cruise Bubble as if it was just launched.
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| 0x0208||Camera Collide Off||[[GRUP]]||?||Disables camera collision with models, allowing the camera to go through them.
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| 0x0209||Camera Collide On||[[GRUP]], [[PLAT]]||?||Enables camera collision with models, in which the camera won't got through models.
|-
| 0x020A||Slide On||||?||
Line 1,080:
| 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]]||
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| 0x0210||Credits start||[[DPAT]]||?||
Line 1,090:
| 0x0213||Bubble Wipe||||?||
|-
| 0x0214||Set Lightkit||[[ENV]], [[PLYR]]||
|-
| 0x0215||Set Opacity||||?||
|