Skip to content

Event

Spawns a Group ID when at least one of the selected Event IDs is activated.

Options

Extra ID makes the events require a specific Material ID to activate. If left as 0 the trigger will activate only if the event's Material ID is also 0.

Extra ID 2 makes the events require a specific player to trigger the event. If left as 0 the trigger will activate regardless for any Player ID.

The following table lists all events and whether they use Extra ID (Material) or Extra ID 2 (Player):

IDEventMaterialPlayer
1Tiny LandingYesYes
2Feather LandingYesYes
3Soft LandingYesYes
4Normal LandingYesYes
5Hard LandingYesYes
6Hit HeadYes
7Orb Touched
8Orb ActivatedYes
9Pad Activated
10Gravity InvertedYes
11Gravity RestoredYes
12Normal JumpYes
13Robot Boost StartYes
14Robot Boost EndYes
15UFO JumpYes
16Ship Boost StartYes
17Ship Boost EndYes
18Spider TeleportYes
19Ball SwitchYes
20Swing SwitchYes
21Wave PushYes
22Wave ReleaseYes
23Dash StartYes
24Dash StopYes
25Teleported
26Portal: Normal
27Portal: Ship
28Portal: Ball
29Portal: UFO
30Portal: Wave
31Portal: Robot
32Portal: Spider
33Portal: Swing
34Yellow OrbYes
35Pink OrbYes
36Red OrbYes
37Gravity OrbYes
38Green OrbYes
39Drop OrbYes
40Custom OrbYes
41Dash OrbYes
42Gravity Dash OrbYes
43Spider OrbYes
44Teleport OrbYes
45Yellow Pad
46Pink Pad
47Red Pad
48Gravity Pad
49Spider Pad
50Portal: Gravity Flip
51Portal: Gravity Normal
52Portal: Gravity Invert
53Portal: Flip
54Portal: Unflip
55Portal: Normal Scale
56Portal: Mini Scale
57Portal: Dual On
58Portal: Dual Off
59Portal: Teleport
60Checkpoint
61Destroy Block
62User Coin
63Pickup Item
64Checkpoint Respawn
65Fall LowYesYes
66Fall MedYesYes
67Fall HighYesYes
68Fall VHighYesYes
69Jump PushYes
70Jump ReleaseYes
71Left PushYes
72Left ReleaseYes
73Right PushYes
74Right ReleaseYes
75Player Reversed
76Fall Speed LowYes
77Fall Speed MedYes
78Fall Speed HighYes

Event Requirements

The following events have specific thresholds to activate:

  • Tiny Landing - player landing speed below -1 but above or equal to -4 after dropping down a block
  • Feather Landing - player landing speed below -1 but above or equal to -4 after jumping
  • Soft Landing - player landing speed below -4 but above or equal to -8
  • Normal Landing - player landing speed below -8 but above or equal to -14
  • Hard Landing - player landing speed strictly below -14
  • Fall Low - fall distance higher than 11.75 and lower or equal to 154 units
  • Fall Med - fall distance higher than 154 and lower or equal to 304 units
  • Fall High - fall distance higher than 154 and lower or equal to 454 units
  • Fall VHigh - fall distance higher than 454 units
  • Fall Speed Low - player fall speed below -2 but above or equal to -7
  • Fall Speed Med - player fall speed below -7 but above or equal to -14
  • Fall Speed High - player fall speed strictly below -14
  • Player Reversed - not implemented (checked in decomp)

Certain events are mutually exclusive, only one from a set of mutually exclusive event IDs will be activated at once (ex: gamemode portals, landing speed, fall distance, fall speed, etc).

Jump / Left / Right Push / Release events will not activate for players with disabled controls.

On mobile, if a direction input is held while the opposite direction input is already left (Right then Left or Left then Right), the opposite direction's event will not trigger when it's released.

Spawn Mechanics

Events are checked in order of Event ID, active event triggers are grouped by Event ID and will spawn in the order they were activated in. If an Event trigger with multiple Event IDs has already spawned it will not spawn again in the same tick.

Group ID, Extra ID and Extra ID 2 can all be remapped.

Last updated: