Triggers
The trigger decides when a stack starts: someone enters, steps on an object, says a word, some time passes or a signal arrives. Every stack needs one (except stacks used only as a remote selector).
38 boxes
- Enter roomFires when a keko enters the zone.
- Leave roomFires when a keko leaves the zone.
- Game endsFires when the circuits clock game ends.
- Game startsFires when the circuits clock game starts.
- Time reachedFires once when the circuits timer reaches the chosen time.
- RepeaterRuns the stack again and again at the interval you choose.
- Long repeaterRepeater for long intervals: runs the stack every so often.
- Short repeaterShort-step repeater: runs the stack several times per second.
- Idle for a set timeFires when a keko does nothing for the chosen time.
- Stationary for a set timeFires when a keko does not walk for the chosen time.
- Say somethingFires when a keko types the chosen text in chat.
- Team reaches a scoreFires when a team reaches the chosen score.
- Use an objectFires when a keko uses one of the chosen objects.
- Double-click an objectFires when a keko double-clicks one of the chosen objects.
- Fall asleepFires when a keko falls asleep from inactivity.
- Wake upFires when a sleeping keko becomes active again.
- Step on an objectFires when a keko steps onto one of the chosen objects.
- Step off an objectFires when a keko steps off one of the chosen objects.
- Object hits a userFires when an object moved by circuits hits a keko.
- Hit by another userFires when another keko comes next to you.
- Hit another userFires when a keko walks up next to another keko.
- Click a userFires when a keko clicks another keko.
- Press a keyFires when a keko presses the chosen key.
- Click an objectFires when a keko clicks one of the chosen objects.
- Object state changesFires when a chosen object changes state, such as a die.
- Perform an actionFires when a keko performs the chosen gesture.
- Variable changesFires when a chosen variable is created or changes value.
- Click a tileFires when a keko clicks a marked tile.
- Receive signalFires when a signal reaches the chosen antenna.
- Clock reaches a timeFires when the circuits clock shows exactly the chosen time.
- Transaction completedFires when a contract exchange completes successfully.Special requirements
- Transaction failedFires when a transaction for a chosen contract fails.
- Bot reaches an objectFires when an island bot reaches one of the chosen objects.Special requirements
- Bot reaches a userFires when an island bot catches a keko.Special requirements
- Object lands on objectFires when an object moved by circuits lands on another object.
- Object hits objectFires when a moving object hits another object.
- Object reaches tileFires when an object reaches the chosen X,Y tile.
- User next to another userFires on every step that puts a keko next to another one.
Verified notes (21)
- Trigger: Say something hides the message by default: only the speaker sees it. For everyone to see it, tick “don't hide”.
- Bots also fire Trigger: Say something, including their whispers.
- In Trigger: Say something, the “any message” mode fires with any text.
- Trigger: Idle for a set time and Trigger: Stationary for a set time work in 5-second steps. While the keko stays still, they repeat every time that period passes.
- Trigger: Idle for a set time resets when the keko walks, talks, clicks a keko or presses a key.
- Trigger: Stationary for a set time only resets when the keko walks.
- In Trigger: Perform an action, the laugh (as “laugh”) and the heart (as “blow a kiss”) count, as well as falling asleep and waking up.
- Trigger: Click a tile fires even if the keko can't walk to that tile.
- Trigger: Fall asleep fires after 3 minutes without any action; it can take half a second longer.
- Trigger: Hit by another user and Trigger: Hit another user only count people (not bots), on the 8 surrounding tiles, once per encounter: they have to move apart for it to count again.
- Collisions are checked every half second: a very quick brush past may not count.
- The Circuits clock counts up. Trigger: Clock reaches a time fires at that exact value.
- On the Circuits clock, button 1 starts, pauses and resumes. Pausing does not end the game.
- Button 2 on the Circuits clock only works while paused: it stops the clock, sets it back to 00:00 and fires Trigger: Game ends.
- Team points only count while a game is running (the clock started). A new game resets them to 0.
- In Trigger: Variable changes, “increased” doesn't fire when the value goes down.
- In Trigger: Variable changes, “created” only fires the first time the player receives the variable.
- In Trigger: Bot reaches an object and Trigger: Bot reaches a user the bot is chosen by name (up to 18 letters, not case-sensitive).
- In Trigger: Bot reaches a user the bot is the one who triggers. To act on the keko it reached, use the “reached user” source.
- Trigger: Press a key cannot reserve Escape, Enter, Tab or the F1 to F12 keys: they still belong to the player (closing windows, opening the chat, the browser).
- While you type in the chat or any text field, Trigger: Press a key receives nothing: your keys go to the text.





