Spawn Remapping
Spawn triggers allow spawning triggers with new groups with Spawn Remapping.
Remapped triggers spawn triggers with groups remapped to other groups.
Remapping does not change the IDs of triggers, it creates independent copies of triggers (called instances) with new IDs.
IDs are not discerned by their type (Item ID, Block ID, Group ID, etc), they are all treated the same for the purposes of remapping.
The main purpose of spawn remapping is reusing triggers, but it has many more uses thanks to its versatility.
Remap Rules
An ID can be remapped to a single other ID at a time. If an ID is remapped to multiple IDs within the same trigger, the highest (last in the list) New ID is used.
If a Spawn trigger with remaps is activated by another remapped trigger, it adds its remaps to it. The new remaps overwrite previous ones if Original IDs are duplicated.
Remappable Triggers
Fully Remappable
- Move
- Stop
- Alpha
- Toggle
- Rotate
- Scale
- Follow
- Animate
- Animate Keyframe
- Follow Player Y
- Advanced Follow
- Edit Advanced Follow
- Retarget Advanced Follow
- Edit Area
- Area Stop
- Touch
- Count
- Instant Count
- Pickup
- Time
- Time Event
- Time Control
- Item Edit
- Item Compare
- Item Persist
- Random
- Advanced Random
- Sequence
- Spawn Particle
- Reset Pickups
- Static Camera
- Camera Edge
- Song
- Edit Song
- SFX
- Edit SFX
- Collision
- Instant Collision
- On Death
- End
- Teleport
- Shock Wave
- Shock Line
- Lens Circle
- Radial Blur
- Motion Blur
- Bulge
- Pinch
- Gray Scale
- Enter Triggers (except Enter Tint)
- Enter Stop
Not Remappable
- Color
- Keyframes
- Rotate Gameplay
- Gradient
- Checkpoint
- Legacy Enter triggers (not spawnable)
Partially Remappable
Group Settings
- [x] Control ID
- [ ] Group ID, Parent ID, ORD, CH, Material ID
Pulse
- [x] Channel ID, Group ID
- [ ] Color ID
Spawn
- [x] Group ID, New Group ID
- [ ] Original Group ID
Area Triggers
- [x] Target Group ID, Center Group ID
- [ ] Effect ID, Color Channel (Area Tint)
Enter Tint Effect
- [x] Enter Channel, Effect ID
- [ ] Color Channel
Notes
Pulse
You can remap what groups or color channels are affected, but not the copied channel. Pulse's Color ID is the color channel affected by the trigger and Channel ID is the copied channel, the names of the options are swapped for the Color trigger.
Spawn
Spawn ID and New Group ID can only be remapped from another Spawn trigger. New Group IDs will not be remapped by other spawn triggers if using Reset Remap.
Edit Adv Follow
Edit Advanced Follow has no effect on type 1 Advanced Follow. Target GID is the group ID of the target object. However, with Target Control ID selected Target GID is the control ID of the Advanced Follow Trigger.
Re-Target AdvFollow
Target GID is the group ID of the Advanced Follow trigger being re-targeted, not the target object.
Sequence
Without Unique Remap, any activation of the same Sequence trigger advances the same (single) counter, regardless of remaps. With the option selected, every remap origin has its own Sequence counter, allowing for multiple concurrent instances of Sequence from the same trigger. Despite the name, if you call the same Sequence trigger with two spawn triggers with identical remaps, they will not share the same counter.
Song
Custom Song ID can also be remapped, and any downloaded song can be played.
Songs played via remapping will not show in the download list however.
Without mods or scripts you are not able to type an ID higher than 999999, which makes choosing an Audio Library song difficult.
SFX
Custom SFX ID can also be remapped, and any downloaded SFX can be played.
SFX played via remapping will not show in the download list however.
Gradient
In editor preview, remapping the ID has no effect. However, in playtesting, remapping the ID makes the gradient not spawn.
Legacy Enter Triggers
It does not seem like you can spawn these triggers as of version 2.208.
Remap Inheritance
Triggers that spawn groups also pass on their remaps to the activated triggers. In other words, the spawn target inherits the spawn trigger's remaps.
Spawn triggers with remap inheritance
- Instant Count
- Item Compare
- Collision
- Instant Collision
- Random
- Advanced Random
- Sequence
- Event
- On Death
- End
- Touch
- Keyframe
- Count
- Spawn
- Time
Notes & Exceptions
Count
Yes if Multi Activated is selected, otherwise the target inherits the remaps of the oldest subsequent multi activated Count with the same ItemID.
Spawn
Yes, unless Reset Remap is selected.
Timers
Remaps of Time triggers are stored inside timers.
Remaps can only be assigned when the timer is initialized, Time triggers update the timer's settings and groups, but not the timer's remaps.
The only way to clear these remaps is to use a Stop trigger on one the groups or control IDs of the last Time trigger called for that ItemID.
Pause, Resume and Time Control will not reset remaps.
Assigning a value to a timer Item ID with Item Edit creates a paused timer instance with no remaps.
Instant Collision
Resets remaps prior to version 2.208.
Time Event
Makes the timer with the given Item ID spawn a group, so the spawn uses the timer's remaps.
Checkpoint
Cannot be remapped, resets remaps.
ID Limits
Spawn remapping allows you to remap any ID value, except identical IDs. Out of bounds IDs are limited only when a trigger is spawned.