List of Events/BFBB

From Heavy Iron Modding
Revision as of 03:25, 20 March 2024 by Double H (talk | contribs) (→‎List: These two conversation Events are self-explanatory, I think.)

This is a list of Events for Spongebob Squarepants: Battle for Bikini Bottom.

List

Event ID Name Object Asset Types Variables Description
0x0000 Unknown
0x0001 Enable All None Turns on event handling for an object asset.
0x0002 Disable All None Turns off event handling for an object asset.
0x0003 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 Argument 1 is 77, plays a pop-in animation.
0x0004 Invisible All

SIMP, PLAT, BOUL:

  • float Unknown

UIFT:

  • 0, 0, 0, 0, CRDT Credits, 0
Turns off rendering for an object asset. If Argument 1 is 77, plays a pop-out animation.
0x0005 EnterPlayer TRIG None Fired by the PLYR whenever it enters a TRIG's volume.
0x0006 ExitPlayer TRIG None Fired by the PLYR whenever it exits a TRIG's volume.
0x0007 TouchPlayer Unused
0x0008 ControlOff PLYR None Disables controller input except for the camera controls, and shows black bars on the top and bottom of the screen.
0x0009 ControlOn PLYR None Enables controller input and removes the black bars from the screen.
0x000A Reset All None Resets an object asset to its initial position/values.
0x000B Increment 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 to Count20 is fired.
0x000C Decrement CNTR, GRUP float Unknown, 0, 0, 0, 0, 0 Decreases a CNTR's value by 1. If the new value is 0, Expired is fired. Otherwise, if the new value is between 1 and 20, one of the events from Count1 to Count20 is fired.
0x000D Open Unused
0x000E Close Unused
0x000F Toggle BUTN 0, 0, 0, 0, 0, 0 Toggles a BUTN's pressed state.
0x0010 Teleport Player PORT 0, 0, 0, 0, 0, 0 Teleports the player using a portal. If the portal's destination level is the same as the current level, the player teleports instantly. Otherwise, a loading screen appears for the destination level. Moves the player to the portal's marker and rotates both the player and the camera to the portal's rotation.
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 game_object:Camera_Tweak, game_object:Flythrough​, GRUP, PLAT, TIMR float Unknown, float Unknown, float Unknown, float Unknown, AssetID, AssetID Starts a TIMR.
0x0013 Stop game_object:Camera_Tweak, game_object:Flythrough​, GRUP, PLAT, SFX, TIMR 0, 0, 0, 0, 0, AssetID Pauses a TIMR.
0x0014 Expired CNTR, GRUP, TIMR 0, 0, 0, 0, 0, 0 Fired from Decrement if a CNTR's new value is 0.

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 Probability, 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 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 PLATs movement (like drivenby).
0x0021 Dismount game_object: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
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 Sent 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.
0x0036 GiveHealth PLYR float Amount, 0, 0, 0, 0, 0 Gives Amount Underwear to the player. A negative number takes away Underwear. If Amount is -666, Underwear is not taken away if the player only has one Underwear left.
0x0037 ButtonPress BUTN, GRUP 0, 0, 0, 0, 0, 0 Fired by BUTN upon being pressed.
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 ?
0x003C Evaluate COND, GRUP ? Evaluates a COND, causing it to fire either True or False.
0x003D True COND ? Fired by a COND upon evaluation of condition to true.
0x003E False 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.
(PS2=X, XB=A, GCN=A)
0x0040 PadPressSquare game_object:talk_box ? Sent when the (PS2=Square, XB=Y, GCN=Y) button is pressed.
0x0041 PadPressO game_object:talk_box, UI ? Sent when the button used to enter the Options Menu is pressed.
(PS2=O, XB=X, GCN=X)
0x0042 PadPressTriangle game_object:talk_box, UIFT ? Sent when the button used to "Quit/Return" is pressed.
(PS2=Triangle, XB=B, GCN=B)
0x0043 PadPressL1 ? Sent when the (PS2=L1, XB=LT, GCN=L) button is pressed.
0x0044 PadPressL2 game_object:talk_box ?
0x0045 PadPressR1 game_object:talk_box, UIFT ? Sent when the (PS2=R1, XB=RT, GCN=R) button is pressed.
0x0046 PadPressR2 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 UI, UIFT None Unknown, sends Visible to self?
0x0052 UI Focus Off UI, UIFT None Unknown, sends Invisible to self?
0x0053 Collision On GRUP, PLAT, SIMP ? Enables the solidity flag on a placeable asset.
0x0054 Collision Off DSTR, GRUP, PLAT, SIMP ? Disables the solidity flag on a placeable asset.
0x0055 Collision+Visible On GRUP, PKUP, PLAT, SIMP ? Enables both the solidity and visibility flag on a placeable asset.
0x0056 Collision+Visible Off BOUL, DSTR, GRUP, PKUP, PLAT, SIMP ? Disables both the solidity and visibility flag on a placeable asset.
0x0057 Scene Prepare All None Sent to all objects when the scene is finished loading.
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).
0x005B LobMaster Shoot ? Unused. Scooby Event.
0x005C LobMaster Reset ? Unused. 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 UI, UIFT None Sends UI Focus Off then UI Unselect to self.
0x0060 Set Pad Config to Preset A ?
0x0061 Set Pad Config to Preset B ?
0x0062 Set Pad Config to Preset C ?
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.
0x0067 Stereo Sound DPAT ? Sets the sound mode to stereo.
0x0068 Increase Master Volume ?
0x0069 Decrease Master Volume ?
0x006A Increase Music Volume DPAT ?
0x006B Decrease Music Volume DPAT ?
0x006C Increase SFX Volume DPAT ?
0x006D Decrease SFX Volume DPAT ?
0x006E IntroState_Sony ?
0x006F IntroState_Publisher ?
0x0070 IntroState_Developer ?
0x0071 IntroState_License ?
0x0072 IntroState_Count ?
0x0073 TitleState_Start ?
0x0074 TitleState_Attract ?
0x0075 TitleState_Count ?
0x0076 LoadState_SelectMemCard ?
0x0077 LoadState_SelectSlot ?
0x0078 LoadState_Loading ?
0x0079 LoadState_Count ?
0x007A OptionsState_Options ?
0x007B OptionsState_Count ?
0x007C SaveState_SelectMemCard ?
0x007D SaveState_SelectSlot ?
0x007E SaveState_Saving ?
0x007F SaveState_Count ?
0x0080 PauseState_Pause DPAT ? Detects that the game is paused.
0x0081 PauseState_Options ?
0x0082 PauseState_Count ?
0x0083 GameState_FirstTime ?
0x0084 GameState_Play DPAT ? Detects that the game is unpaused and in gameplay.
0x0085 GameState_LoseChance ?
0x0086 GameState_GameOver ?
0x0087 GameState_SceneSwitch ?
0x0088 GameState_Dead ?
0x0089 SetIntroState_Sony ?
0x008A SetIntroState_Publisher ?
0x008B SetIntroState_Developer ?
0x008C SetIntroState_License ?
0x008D SetIntroState_Count ?
0x008E SetTitleState_Start ?
0x008F SetTitleState_Attract ?
0x0090 SetTitleState_Count ?
0x0091 SetLoadState_SelectMemCard ?
0x0092 SetLoadState_SelectSlot ?
0x0093 SetLoadState_Loading DPAT ? Hardcoded to MNU3. Sets the Game State to load a saved game.
0x0094 SetLoadState_Count ?
0x0095 SetOptionsState_Options ?
0x0096 SetOptionsState_Count ?
0x0097 SetSaveState_SelectMemCard DPAT ?
0x0098 SetSaveState_SelectSlot ?
0x0099 SetSaveState_Saving DPAT ?
0x009A SetSaveState_Count ?
0x009B SetPauseState_Pause ? Opens the pause menu.
0x009C SetPauseState_Options ?
0x009D SetPauseState_Count ?
0x009E SetGameState_FirstTime DPAT ?
0x009F SetGameState_Play DPAT ?
0x00A0 SetGameState_LoseChance ?
0x00A1 SetGameState_GameOver ?
0x00A2 SetGameState_SceneSwitch ?
0x00A3 SetGameState_Dead ?
0x00A4 Digup ? Unused. Scooby Event.
0x00A5 GameState_Exit ?
0x00A6 SetGameState_Exit DPAT ? Quits player back to the main menu.
0x00A7 LobMaster Shoot From Widget ? Unused. Scooby Event.
0x00A8 Back DPAT ?
0x00A9 Cancel DPAT ?
0x00AA Retry DPAT ?
0x00AB Select Card DPAT ?
0x00AC Select Slot DPAT ?
0x00AD OK DPAT ?
0x00AE VilHurtBoss ?
0x00AF Attack ?
0x00B0 AttackOn ?
0x00B1 AttackOff ?
0x00B2 Drop pickup PKUP ?
0x00B3 VilReport_StartingIdle ?
0x00B4 VilReport_StartingSleep ?
0x00B5 VilReport_StartingGuard ?
0x00B6 VilReport_StartingPatrol ?
0x00B7 VilReport_StartingDazed ?
0x00B8 VilReport_StartingLook ?
0x00B9 VilReport_StartingListen ?
0x00BA VilReport_StartingInvestigate ?
0x00BB VilReport_StartingChase ?
0x00BC VilReport_StartingAttack ?
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 Digup Reaction ? Unused. 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 ?
0x00C9 AnimPlayRandom ?
0x00CA AnimPlayMaybe ?
0x00CB SetSpeed PLAT ?
0x00CC Accelerate ?
0x00CD MoveToTarget ?
0x00CE SwingerFollow ?
0x00CF ShaggyMount ? Unused. Scooby Event.
0x00D0 ShaggyWitchDrop ? Unused. Scooby Event.
0x00D1 ShaggySwap ? Unused. Scooby Event.
0x00D2 ShaggyState ? Unused. Scooby Event.
0x00D3 ShaggyAction ? Unused. Scooby Event.
0x00D4 EnterEntity TRIG 0, 0, 0, 0, 0, AssetID Fired by the Asset that enters the TRIG's volume.
0x00D5 ExitEntity TRIG 0, 0, 0, 0, 0, AssetID Fired by the Asset that exits the TRIG's volume.
0x00D6 ENTER FLAGGED - DO NOT USE ?
0x00D7 EXIT FLAGGED - DO NOT USE ?
0x00D8 Drivenby 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.
0x00DA FaceTarget ?
0x00DB WatchTarget ?
0x00DC ShaggyCollideOnly ? Unused. Scooby Event.
0x00DD Shaggy1_ThrowTarget ? Unused. Scooby Event.
0x00DE Shaggy8_CallEnable ? Unused. Scooby Event.
0x00DF Shaggy8_CallDisable ? Unused. Scooby Event.
0x00E0 Shaggy8_SetMagnet ? Unused. Scooby Event.
0x00E1 Shaggy8_ClearMagnet ? Unused. 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 ShaggySetDown ? Unused. Scooby Event.
0x00E6 ShaggyGrabEnable ? Unused. Scooby Event.
0x00E7 ShaggyGrabDisable ? Unused. Scooby Event.
0x00E8 ShaggyGrabbed ? Unused. Scooby Event.
0x00E9 ShaggyThrown ? Unused. Scooby Event.
0x00EA VilDoAction ?
0x00EB GangDoBossAction ?
0x00EC VilFakeChaseOn ?
0x00ED VilFakeChaseOff ?
0x00EE BossMMPushButton ? Unused. Scooby Event.
0x00EF VilReport_DecayComplete ?
0x00F0 VilGuardWidget ?
0x00F1 TextureAnimateOn ?
0x00F2 TextureAnimateOff ?
0x00F3 TextureAnimateToggle ?
0x00F4 ColorEffectOn ?
0x00F5 ColorEffectOff ?
0x00F6 ColorEffectToggle ?
0x00F7 SetTextureAnimGroup ?
0x00F8 SetTextureAnimSpeed SURF ?
0x00F9 TextureAnimateStep ?
0x00FA Emit ?
0x00FB Emitted ?
0x00FC TranslucentOn ?
0x00FD TranslucentOff ?
0x00FE TranslucentToggle ?
0x00FF VilGangTalkOn ?
0x0100 VilGangTalkOff ?
0x0101 Give PowerUp PLYR
  • float PowerUp - The powerup to enable.
    0 = Bubble Bowl, 1 = Cruise Bubble
Enables one of the player's moves. (Only affects SpongeBob)
0x0102 Unlock R001 Unused. Scooby Event.
0x0103 Unlock S001 Unused. Scooby Event.
0x0104 Unlock E001 Unused. Scooby Event.
0x0105 Unlock F001 Unused. Scooby Event.
0x0106 Disable Group Contents GRUP ? Turns off Event handling for items in a GRUP.
0x0107 ShaggyPhysHack ? Unused. Scooby Event.
0x0108 OccludeOn ?
0x0109 OccludeOff ?
0x010A WaveSetLinear - OBSOLETE ?
0x010B WaveSetRipple - OBSOLETE ?
0x010C SituationLaugh ?
0x010D SituationBossBattleGreenGhost ? Unused. Scooby Event.
0x010E SituationBossBattleRedBeard ? Unused. Scooby Event.
0x010F SituationBossBattleMasterMind ? Unused. Scooby Event.
0x0110 SituationBossBattleBlacknight ? Unused. Scooby Event.
0x0111 SituationPlayerScare ?
0x0112 SituationPlayerSafe ?
0x0113 SituationPlayerDanger ?
0x0114 SituationPlayerChaseBegin ?
0x0115 SituationPlayerChaseEnd ?
0x0116 SituationPlayerSeeShaggy ? Unused. Scooby Event.
0x0117 SituationPlayerSeeFood ? Unused. Scooby Event.
0x0118 SituationPlayerSeeToken ? Unused. Scooby Event.
0x0119 SituationPlayerSeeScoobySnack ? Unused. Scooby Event.
0x011A SituationPlayerSeePowerup ? Unused. Scooby Event.
0x011B SituationPlayerSeeMonster ? Unused. Scooby Event.
0x011C SituationPlayerSuccess ?
0x011D SituationPlayerFailure ?
0x011E Show Hud DPAT, GRUP ?
0x011F Hide Hud DPAT, GRUP ?
0x0120 FADE OUT DPAT ?
0x0121 SetRain ?
0x0122 SetSnow ?
0x0123 ShaggyMowerStopMode ? Unused. Scooby Event.
0x0124 ScriptReset ?
0x0125 WaitForInput ?
0x0126 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.
0x0127 Mastermind is defeated ? Unused. Scooby Event.
0x0128 - ? There is no event defined for this ID for some reason.
0x0129 PlayMusic DPAT ? Plays music with a specified argument.
0x012A Forward GRUP, PLAT ? Causes a PLAT to play its movement forward.
0x012B Reverse GRUP, PLAT ? Causes a PLAT to play its movement in reverse.
0x012C PlayerRumbleTest ?
0x012D PlayerRumbleLight PLYR ?
0x012E PlayerRumbleMedium PLYR ?
0x012F PlayerRumbleHeavy PLYR ?
0x0130 Screen Adjustment ON DPAT ?
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 ? Fires when all enemies in a Duplo's wave are destroyed (when WaveMode Discreet), or all enemies + duplotron are destroyed 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.
0x013A Duplotron_Resume GRUP, VIL ? Resumes Duplotron spawning when received.
0x013B Set as Goo GRUP, PLAT, SIMP ? Causes an object to gain the properties of goo, meaning landing on it will knock you back and can drown you, along with having waves.
0x013C NPCScript_ScriptBegin ?
0x013D NPCScript_ScriptEnd ?
0x013E NPCScript_ScriptReady ?
0x013F NPCScript_Halt ?
0x0140 NPCScript_SetPos ?
0x0141 NPCScript_SetDir ?
0x0142 NPCScript_LookNormal ?
0x0143 NPCScript_LookAlert ?
0x0144 NPCScript_FaceWidget ?
0x0145 NPCScript_FaceWidgetDone ?
0x0146 NPCScript_GotoWidget ?
0x0147 NPCScript_GotoWidgetDone ?
0x0148 NPCScript_AttackWidget ?
0x0149 NPCScript_AttackWidgetDone ?
0x014A NPCScript_FollowWidget ?
0x014B NPCScript_PlayAnim ?
0x014C NPCScript_PlayAnimDone ?
0x014D NPCScript_LeadPlayer ?
0x014E Set Text UIFT AssetID textAssetID Replaces the text.
0x014F Start Conversation CAM, game_object:talk_box, game_object:task_box ? Begins interacting with the asset.
0x0150 End Conversation CAM, game_object:talk_box, GRUP ? Stops interacting with the asset.
0x0151 Switch CAM float Transition time, ?, ?, ?, ?, ?
0x0152 Add Text ?
0x0153 Clear Text UIFT None Clears the text.
0x0154 Open Teleport Box game_object:Teleport ? Opens a game_object:Teleport Box.
0x0155 Close Teleport Box ? Closes a game_object:Teleport Box.
0x0156 On Signal 0 game_object:talk_box ? Fired when {signal:0} is encountered in the game_object:talk_box's TEXT.
0x0157 On Signal 1 game_object:talk_box ? Fired when {signal:1} is encountered in the game_object:talk_box's TEXT.
0x0158 On Signal 2 game_object:talk_box ? Fired when {signal:2} is encountered in the game_object:talk_box's TEXT.
0x0159 On Signal 3 game_object:talk_box ? Fired when {signal:3} is encountered in the game_object:talk_box's TEXT.
0x015A On Signal 4 game_object:talk_box ? Fired when {signal:4} is encountered in the game_object:talk_box's TEXT.
0x015B On Signal 5 game_object:talk_box ? Fired when {signal:5} is encountered in the game_object:talk_box's TEXT.
0x015C On Signal 6 game_object:talk_box ? Fired when {signal:6} is encountered in the game_object:talk_box's TEXT.
0x015D On Signal 7 game_object:talk_box ? Fired when {signal:7} is encountered in the game_object:talk_box's TEXT.
0x015E On Signal 8 game_object:talk_box ? Fired when {signal:8} is encountered in the game_object:talk_box's TEXT.
0x015F On Signal 9 game_object:talk_box ? Fired when {signal:9} is encountered in the game_object:talk_box's TEXT.
0x0160 Stop Wait game_object:talk_box ?
0x0161 On Conversation Start game_object:talk_box ?
0x0162 On Conversation End 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 game_object:task_box ? Starts a Task for an NPC.
0x016C Set Success game_object:task_box ? Sets a Task as successful which leads to the reward.
0x016D Set Failure game_object:task_box ?
0x016E On Accept ?
0x016F On Decline ?
0x0170 On Complete ?
0x0171 Generate Boulder game_object:BoulderGenerator ?
0x0172 Launch Boulder At Widget game_object:BoulderGenerator ?
0x0173 Launch Boulder At Point ?
0x0174 Launch Boulder At Player 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 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 ?
0x0187 Translate, Local Y Done PLAT ?
0x0188 Translate, Local Z Done ?
0x0189 Translate, World X Done PLAT ?
0x018A Translate, World Y Done PLAT ?
0x018B Translate, World Z Done PLAT ?
0x018C Rotate, Local X Done ?
0x018D Rotate, Local Y Done PLAT ?
0x018E Rotate, Local Z Done ?
0x018F Rotate, World X Done ?
0x0190 Rotate, World Y Done PLAT ?
0x0191 Rotate, World Z Done ?
0x0192 Count1 CNTR ? Sets the value of a CNTR to 1. Fired from Increment or Decrement if the CNTR's new value is 1.
0x0193 Count2 CNTR ? Sets the value of a CNTR to 2. Fired from Increment or Decrement if the CNTR's new value is 2.
0x0194 Count3 CNTR ? Sets the value of a CNTR to 3. Fired from Increment or Decrement if the CNTR's new value is 3.
0x0195 Count4 CNTR ? Sets the value of a CNTR to 4. Fired from Increment or Decrement if the CNTR's new value is 4.
0x0196 Count5 CNTR ? Sets the value of a CNTR to 5. Fired from Increment or Decrement if the CNTR's new value is 5.
0x0197 Count6 CNTR ? Sets the value of a CNTR to 6. Fired from Increment or Decrement if the CNTR's new value is 6.
0x0198 Count7 CNTR ? Sets the value of a CNTR to 7. Fired from Increment or Decrement if the CNTR's new value is 7.
0x0199 Count8 CNTR ? Sets the value of a CNTR to 8. Fired from Increment or Decrement if the CNTR's new value is 8.
0x019A Count9 CNTR ? Sets the value of a CNTR to 9. Fired from Increment or Decrement if the CNTR's new value is 9.
0x019B Count10 CNTR ? Sets the value of a CNTR to 10. Fired from Increment or Decrement if the CNTR's new value is 10.
0x019C Count11 CNTR ? Sets the value of a CNTR to 11. Fired from Increment or Decrement if the CNTR's new value is 11.
0x019D Count12 CNTR ? Sets the value of a CNTR to 12. Fired from Increment or Decrement if the CNTR's new value is 12.
0x019E Count13 CNTR ? Sets the value of a CNTR to 13. Fired from Increment or Decrement if the CNTR's new value is 13.
0x019F Count14 CNTR ? Sets the value of a CNTR to 14. Fired from Increment or Decrement if the CNTR's new value is 14.
0x01A0 Count15 CNTR ? Sets the value of a CNTR to 15. Fired from Increment or Decrement if the CNTR's new value is 15.
0x01A1 Count16 CNTR ? Sets the value of a CNTR to 16. Fired from Increment or Decrement if the CNTR's new value is 16.
0x01A2 Count17 CNTR ? Sets the value of a CNTR to 17. Fired from Increment or Decrement if the CNTR's new value is 17.
0x01A3 Count18 CNTR ? Sets the value of a CNTR to 18. Fired from Increment or Decrement if the CNTR's new value is 18.
0x01A4 Count19 CNTR ? Sets the value of a CNTR to 19. Fired from Increment or Decrement if the CNTR's new value is 19.
0x01A5 Count20 CNTR ? Sets the value of a CNTR to 20. Fired from Increment or Decrement if the CNTR's new value is 20.
0x01A6 Set State ?
0x01A7 Enter SpongeBob TRIG ? Fired by the PLYR whenever it enters a TRIG's volume and the current character is SpongeBob.
0x01A8 Enter Patrick TRIG ? Fired by the PLYR whenever it enters a TRIG's volume and the current character is Patrick.
0x01A9 Enter Sandy TRIG ? Fired by the PLYR whenever it enters a TRIG's volume and the current character is Sandy.
0x01AA Exit SpongeBob TRIG ? Fired by the PLYR whenever it enters a TRIG's volume and the current character is SpongeBob.
0x01AB Exit Patrick TRIG ? Fired by the PLYR whenever it enters a TRIG's volume and the current character is Patrick.
0x01AC Exit Sandy TRIG ? Fired by the PLYR whenever it enters a TRIG's volume and the current character is Sandy.
0x01AD NPCSpecial_PlatformSnap VIL ?
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.
0x01B2 Set State Range DSCO ?
0x01B3 Set State Delay ?
0x01B4 Set Transition Delay ?
0x01B5 NPC Fight On VIL ?
0x01B6 NPC Fight Off ?
0x01B7 NPC Patrol Spline On ?
0x01B8 NPC Patrol Spline Off ?
0x01B9 NPC Kill Quietly ?
0x01BA Hit (General) ?
0x01BB Hit (Head) ?
0x01BC Hit (Left Arm) ?
0x01BD Hit (Right Arm) ?
0x01BE Hit (Left Leg) ?
0x01BF Hit (Right Leg) ?
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 game_object:talk_box ?
0x01C6 On Answer No 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 game_object:talk_box ? Fired when {signal:10} is encountered in the game_object:talk_box's TEXT.
0x01CA On Signal11 game_object:talk_box ? Fired when {signal:11} is encountered in the game_object:talk_box's TEXT.
0x01CB On Signal12 game_object:talk_box ? Fired when {signal:12} is encountered in the game_object:talk_box's TEXT.
0x01CC On Signal13 game_object:talk_box ? Fired when {signal:13} is encountered in the game_object:task_box's TEXT.
0x01CD On Signal14 game_object:talk_box ? Fired when {signal:14} is encountered in the game_object:talk_box's TEXT.
0x01CE On Signal15 game_object:talk_box ? Fired when {signal:15} is encountered in the game_object:talk_box's TEXT.
0x01CF On Signal16 game_object:talk_box ? Fired when {signal:16} is encountered in the game_object:talk_box's TEXT.
0x01D0 On Signal17 game_object:talk_box ? Fired when {signal:17} is encountered in the game_object:talk_box's TEXT.
0x01D1 On Signal18 game_object:talk_box ? Fired when {signal:18} is encountered in the game_object:talk_box's TEXT.
0x01D2 On Signal19 game_object:talk_box ? Fired when {signal:19} is encountered in the game_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.
0x01DC Scene Reset (death) 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.
0x01DE Destroyed Tiki ?
0x01DF Destroyed Robot ?
0x01E0 See Wood Tiki ?
0x01E1 See Lovey Tiki ?
0x01E2 See Shhh Tiki ?
0x01E3 See Thunder Tiki ?
0x01E4 See Stone Tiki ?
0x01E5 See Fodder ?
0x01E6 See Hammer ?
0x01E7 See Tar-Tar ?
0x01E8 See G-Love ?
0x01E9 See Monsoon ?
0x01EA See Sleepy Time ?
0x01EB See Arf ?
0x01EC See Tubelets ?
0x01ED See Slick ?
0x01EE See King Jellyfish ?
0x01EF See Prawn ?
0x01F0 See Dutchman ?
0x01F1 See Sandy Boss ?
0x01F2 See Patrick Boss ?
0x01F3 See SpongeBob Boss ?
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 ?
0x01FA ZipLine Dismount ?
0x01FB Target ?
0x01FC Fire ?
0x01FD Camera FX Shake ?
0x01FE Bullet Time ?
0x01FF Thrown ?
0x0200 UpdateAnimMatrices ?
0x0201 EnterCruise TRIG ? Sent when the Cruise Bubble enters the TRIG volume.
0x0202 ExitCruise 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 ?
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:task_box]].
0x020F Make A Splash MVPT size, duration, unknown, type Makes a splash effect on a MVPT.
0x0210 Credits start DPAT ?
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 ?
0x0218 Born ?
0x0219 Platform Pause PLAT, SIMP ?
0x021A Platform Unpause PLAT, SIMP ?
0x021B Store Options DPAT ?
0x021C Restore Options DPAT ?