EASY-TO-UNDERSTAND EXAMPLES
Simple welcome
Trigger: Enter room
Effect: Message
Text: Welcome {username}
VIP door
Trigger: Step on furniture
Condition: On whitelist
Effect: TP to furniture
Trap
Trigger: Step on tile
Effect 1: Message
Effect 2: Block walking
Effect 3: TP with delay
Random wheel
Trigger: Click button
Special condition: Random
Effect 1: Message small prize
Effect 2: Message medium prize
Effect 3: Message large prize
Non-repeating sequence
Trigger: Click button
Special condition: Unseen
Effect 1: TP destination A
Effect 2: TP destination B
Effect 3: TP destination C
Group of actions
Trigger: Click lever
Effect: Execute stacks
Targets: message, toggle, teleport
Position puzzle
Trigger: Furniture reaches position
Parameter: 5,3
Condition: Furniture at position (5,3)
Effect: Message "Correct piece!"
Effect: Change state (open door)
Costume zone
Trigger: Step on furniture (zone entrance)
Effect: Change Keko (figure 3)
Trigger: Leave furniture (zone exit)
Effect: Change Keko (restore)
Badge door
Trigger: Step on furniture
Condition: Has badge (299)
Effect: TP to furniture (secret zone)
If they don't have the badge:
Effect: Message "You need the badge"
Quick die
Trigger: Click furniture (die)
Effect: Activate furniture (die)
Effect: Message
"{username} got {result}"
Verify zone
Trigger: Step on furniture
Condition: User in zone (3,3,10,10)
Effect: Message "You are inside
the game zone"
Dice game
Trigger: Say word "roll"
Effect 1: Activate furniture (die)
Effect 2: Message (broadcast)
Text: {username} got {result}
Has: {score} points
Lucky die
Stack A:
Trigger: Say word "luck"
Effect: Activate furniture (die)
Stack B:
Trigger: State change (die)
Condition: Die result (6)
Effect: Message "PRIZE! You got 6!"
Effect: Give item (prize)
Restricted zone
Trigger: Step on furniture (entrance)
Condition: User in zone (5,10,8,15)
Condition: On whitelist
Effect: TP to furniture (VIP zone)
If not met:
Effect: Message "No access"
Bouncing obstacle
Trigger: Repeater
Effect: Move or rotate (Right)
Trigger: Furniture hits wall
Effect: Move or rotate (Left)
> The obstacle goes back and forth between walls
Collaborative door
Trigger: Step on furniture (platform)
Condition: Step counter (3)
Effect: Change state (open door)
Effect: Message "3 people
stepped, door opened!"
Dice competition
Stack A: Start round
Trigger: Click furniture (button)
Effect: Reset timer
Effect: Message "New round!"
Stack B: Each player rolls
Trigger: Say word "roll"
Effect: Activate furniture (die)
Effect: Message (broadcast)
"{username}: {result} | Total: {score}"
Quick scoreboard
Trigger: Click furniture (board)
Effect: Show scoreboard
Parameter: Ranking|session|10
> Displays a floating ranking
> with game scores
Points for stepping
Trigger: Step on furniture (star)
Effect: Add points
Parameter: 10|+{points} points!
> The user earns 10 points
> and sees a confirmation message
Basic drops
Trigger: Click furniture (button)
Effect: Drop rain
visual: 1 | points: 5
interval: 4 | max: 3
> Drops appear every 4 seconds
> Pick them up by walking over them
Reward the winner
Trigger: Click furniture (end button)
Condition: Is owner
Effect: Action by score
Parameter: top|msg|You're the champion!
Effect: Action by score
Parameter: top|tp|15,3
Score door
Trigger: Step on furniture (door)
Condition: Score in range (50,999)
Effect: TP to furniture (VIP zone)
Effect: Message "Access by score!"
If they don't reach 50:
Effect: Message "You need 50 pts"
Monthly ranking
Trigger: Enter room
Effect: Show scoreboard
Parameter: Tournament|monthly|20
Bool: enabled (save to DB)
> The ranking persists between sessions
> Resets automatically each month
ADVANCED EXAMPLE: HOT POTATO
Hot Potato
A classic minigame where a visual effect passes from player to player when they get close. When time runs out, whoever has the effect is eliminated.
Piece 1: Start the round
Trigger: Click furniture (start button)
Effect 1: Visual effect (potion 5)
> Gives the effect to whoever clicks
Effect 2: Reset timer
> Resets the timer
Piece 2: Pass the potato
Trigger: User near user
Condition: Has effect (5)
Effect: Transfer effect (5)
> Removes the effect and gives it
> to the adjacent user
Piece 3: Time's up
Trigger: Timer (30 ticks)
> Visible countdown
> Fires when it reaches zero
Effect: Execute stacks
> Targets: ID of the call stacks
> that has the kick logic
Piece 4: Eliminate the loser
Effect: Execute stacks
> Runs for each user
Condition: Has effect (5)
> Only passes if they have the potato
Effect: Kick user
> Eliminates whoever has the effect
Effect: Message
> "{username} had the potato!"
The key is that Execute stacks checks each user in the room individually. This way the "Has effect" Condition finds exactly who has the potato and only that person gets kicked.
ADVANCED EXAMPLE: DICE GAME WITH SCORING
Dice game with accumulated scoring
A minigame where players roll dice by turns. Each roll adds points and at the end of the round you see who has the most. Uses {result} for the last roll and {score} for the accumulated total.
Stack A: Start new round
Trigger: Click furniture (start button)
Effect 1: Reset timer
> Clears previous scores
> and resets the timer
Effect 2: Message (broadcast)
> "New dice round!
> Say 'roll' to play"
Stack B: Roll the die
Trigger: Say word "roll"
Effect 1: Activate furniture
> Targets: die ID
> The die animates and generates result
Effect 2: Message (broadcast, Bool ON)
> "{username} got {result}
> Has {score} points"
Stack C: Filter special numbers
Trigger: State change (die)
Condition: Die result (6)
> Only if a 6 came up
Effect: Message (broadcast)
> "{username} got 6! BONUS!"
Effect: Visual effect (potion 5)
> Gives them a celebration effect
Stack D: Time's up
Trigger: Timer (50 ticks)
> ~30 seconds of play
Effect: Message (broadcast)
> "Time! Whoever has the most
> points in {score} wins!"
Optional: use result Condition
to reward the best
The key is that Reset timer clears {score} and {result} for everyone. Each "Activate furniture" generates a new {result} and adds it to the {score} of the user who activated it. {score} keeps accumulating roll after roll until the next Reset.
ADVANCED EXAMPLE: THE FLOOR IS LAVA
The Floor is Lava
A survival minigame where safe platforms keep disappearing. Players must jump between them to avoid falling into the "lava". If they step off the platforms or stay on one that disappears, they're eliminated.
Piece 1: Start the round
Trigger: Click furniture (start button)
Condition: Is owner
Effect 1: Reset timer
> Clears everything for new round
Effect 2: Message (broadcast)
> "The Floor is Lava!
> Stay on the platforms!"
Effect 3: Execute stacks
> Targets: show all platforms
> (restore map)
Piece 2: Platforms disappear
Trigger: Repeater (every 5 ticks)
Special condition: Random
Effect 1: Hide furniture (platform A)
Effect 2: Hide furniture (platform B)
Effect 3: Hide furniture (platform C)
> Each cycle a random platform
> disappears
Piece 3: Detect fall
Trigger: Repeater
Condition: User not in zone
Parameter: 3,3,15,15
> Zone where the platforms are
Effect: Kick user
Effect: Message (broadcast)
> "{username} fell into the lava!"
Piece 4: End of game
Trigger: Timer (60 ticks)
> ~36 seconds of play
Effect: Message (broadcast)
> "Time! The survivors win!"
Effect: Execute stacks
> Restores all platforms
> (Hide/Show with Bool ON)
The key is using Hide/Show furniture with Random so platforms disappear unpredictably. Use multiple zones if the platforms don't form a perfect rectangle.
ADVANCED EXAMPLE: CHEST GAME
Chest Game (Treasure Hunt)
Several chests scattered around the room. Clicking one opens it and it may contain a prize, a trap or be empty. Only one has the real treasure. Each round the chests are shuffled.
Piece 1: Open a chest
Trigger: Click furniture (chest 1)
Effect: Change state (open chest)
Effect: Execute stacks
> Targets: prize logic
(Repeat for each chest)
Piece 2: Random prize
Special condition: Random
Effect 1: Message "+50 points!"
+ Add points (50)
Effect 2: Message "Trap!"
+ Block walking (5 ticks)
Effect 3: Message "Empty..."
Effect 4: Message "TREASURE!"
+ Add points (200)
+ Visual effect (celebration)
Piece 3: Live scoreboard
Trigger: Click furniture (any chest)
Effect: Show scoreboard
Parameter: Treasures|session|10
> Updates every time
> someone opens a chest
> Shows live ranking
Piece 4: Reset round
Trigger: Click furniture (reset button)
Condition: Is owner
Effect: Reset timer
> Clears scores
Effect: Execute stacks
> Closes all chests
> (Change state to closed)
Effect: Message (broadcast)
> "Chests reset!"
Use Random so each chest is unpredictable. The scoreboard shows in real time who is winning. You can use Unseen instead of Random so the same prize doesn't repeat.
ADVANCED EXAMPLE: DROP RAIN
Drop Rain (Competitive Collection)
Collectible drops appear on the floor automatically. Players compete to collect the most by walking over them. The scoreboard shows who is winning in real time.
Piece 1: Activate the rain
Trigger: Click furniture (start button)
Condition: Is owner
Effect 1: Reset timer
Effect 2: Drop rain
visual: 1 (chest)
points: 5 per drop
interval: 3 seconds
max: 5 drops at once
zone: 3,3,15,15
msg: +{points} points!
Effect 3: Message (broadcast)
> "Collect the drops!"
Piece 2: Ranking and finish
Trigger: Long repeater
Effect: Show scoreboard
Parameter: Collection|session|10
> Updates periodically
Trigger: Timer (50 ticks)
Effect: Message (broadcast)
> "Time! Let's see who won"
Effect: Action by score
Parameter: top|msg|Winner!
Effect: Show scoreboard
Parameter: Final|session|10
Drops appear on their own on walkable tiles within the defined zone. They're collected automatically when stepped on. Each drop adds points to the user's {score}.
ADVANCED EXAMPLE: TOURNAMENT WITH SCOREBOARD
Tournament with persistent ranking
A tournament system where scores are saved between sessions. The weekly or monthly ranking persists in the database, so players can return and keep accumulating points.
Piece 1: Give points for activity
Trigger: Step on furniture (checkpoint)
Effect: Add points
Parameter: 10|+{points} pts!
Trigger: Say word "completed"
Condition: User in zone (5,5,10,10)
Effect: Add points
Parameter: 50|Challenge completed!
+{points} points!
Piece 2: Monthly scoreboard
Trigger: Click furniture (ranking board)
Effect: Show scoreboard
Parameter: March Tournament|monthly|20
Bool: enabled (save to DB)
> Persists between sessions
> Resets each month
Trigger: Enter room
Effect: Show scoreboard
Parameter: March Tournament|monthly|10
> Shows on entry
Piece 3: Reward the best
Trigger: Click furniture (reward button)
Condition: Is owner
Effect: Action by score
Parameter: top|msg|You're the champion!
Effect: Action by score
Parameter: top|tp|15,3
> TP to winner's podium
Piece 4: Penalize the worst
Trigger: Click furniture (eliminate button)
Condition: Is owner
Effect: Action by score
Parameter: bottom|kick|Eliminated!
> Kicks the one with lowest score
Effect: Message (broadcast)
> "The last one has been eliminated!"
Use monthly or weekly for recurring tournaments. The ranking resets automatically with each new period. Use global for a permanent ranking that never resets.
ADVANCED EXAMPLE: OBSTACLE COURSE WITH SCORING
Obstacle course with scoreboard
A race with checkpoints that give points, traps that take them away and a scoreboard showing who's in the lead. Combines movement, zones and scoring.
Checkpoints give points
Trigger: Step on furniture (checkpoint 1)
Effect: Add points
Parameter: 10|Checkpoint! +{points}
Effect: TP to furniture (next zone)
Trigger: Step on furniture (checkpoint 2)
Effect: Add points
Parameter: 20|Checkpoint! +{points}
Trigger: Step on furniture (finish)
Effect: Add points
Parameter: 100|FINISH! +{points}!
Effect: Message (broadcast)
> "{username} reached the finish
> with {score} points!"
Traps and ranking
Trigger: Step on furniture (trap)
Effect: Add points
Parameter: -5|Trap! -{points} pts
Effect: Block walking (3 ticks)
Effect: TP to position (start)
Trigger: Long repeater
Effect: Show scoreboard
Parameter: Race|session|10
Trigger: Timer (100 ticks)
Effect: Action by score
Parameter: top|msg|WINNER!
Effect: Message (broadcast)
> "Race finished!"
Each checkpoint gives more points than the previous one to reward progress. Traps subtract points and send back to the start. The scoreboard updates automatically.
ADVANCED EXAMPLE: COMBAT ZONE
Combat zone with obstacles
A minigame where players must dodge obstacles inside a zone. If an obstacle touches them or they leave the zone, they're eliminated.
Piece 1: Limit zone
Trigger: Repeater
Condition: User not in zone
Parameter: 3,3,12,12
> Defines the play area
Effect: Kick user
> If someone leaves, eliminated
Effect: Message
> "You left the zone!"
Piece 2: Moving obstacles
Trigger: Repeater
Effect: Move or rotate (Random)
> Targets: the obstacle furniture
Trigger: Furniture hits wall
Effect: Move or rotate (opposite dir.)
> The obstacle bounces
Combine zones with moving obstacles to create survival arenas. Use "Furniture in zone" to verify that obstacles don't leave the play area.
ADVANCED EXAMPLE: RANKING WITH DICE
Dice game with live ranking
Each player says "roll" to throw a die. The ranking updates automatically every 5 seconds showing who is winning.
Piece 1: Roll die
Trigger: Say word "roll"
Effect: Activate furniture
Targets: the die
> Rolls and adds to {score}
Piece 2: Live ranking
Trigger: Repeater (5 ticks)
Effect: Show ranking
Parameter: Dice|session|10
> Updates each cycle
> showing who is winning
Piece 3: Reset and persist
Trigger: Timer (300s)
Effect 1: Show ranking
Parameter: Winners|monthly|10
Bool: enabled (save to DB)
Effect 2: Reset timer
> Clears session scores
Effect 3: Broadcast message
> "New round!"
Session ranking is cleared with Reset timer. For permanent competitions use "monthly" or "global" with Bool enabled to save to the database. Global results accumulate points forever.