Effects

Effects make something happen: show a message, teleport, move or rotate objects, change variables, give rewards from your chests or send signals to other stacks. Each one can wait before it runs.

58 boxes
Verified notes (58)
  • Effect: Teleport to object can take up to half a second, because it runs on the circuits clock.
  • If the same keko receives two teleports within that half second, the first one wins.
  • Effect: Remove user from room and Effect: Send to another room happen a moment after the effect. If the keko already left on their own, nothing happens.
  • With Effect: Reset timers, the Trigger: Repeater fires in the next half second and starts counting again from there.
  • Effect: Reset timers doesn't cancel a delayed effect that was already on its way.
  • Effect: Change state doesn't roll a die. Use Effect: Random state for that.
  • Only dice, roulettes and the Circuits clock have states.
  • Effect: Previous state only works on the Circuits clock: it starts it, it doesn't pause it.
  • A circuit's roll is instant: a stack can roll the same die again right away.
  • Effect: Move object to object only stacks on top of a BBox or circuit boxes.
  • Only staff can use Effect: Give reward, and only a manager can give diamonds.
  • Effect: Give reward takes an object, medal or coin code. Coins: oro:N (gold), plata:N (silver) and diamantes:N (diamonds).
  • With Effect: Remove user from room the keko gets the text and leaves the zone.
  • In Effect: Mute user the number is minutes; 0 doesn't mute.
  • A muted keko can't trigger circuits by talking. To unmute them, use another trigger (for example, stepping on something).
  • In Effect: Freeze user with an effect, 11 and 12 look like a spectre and a ghost, and 53 like the Halloween portrait. 218 and 163 show nothing.
  • With “unfreeze on teleport”, the keko is freed when a circuit moves them.
  • Effect: Show message allows up to 200 characters.
  • Effect: Fixed blue collision only catches whoever is on top; Effect: Fixed orange collision also catches the 8 surrounding tiles.
  • Room link items are bought in pairs.
  • With Effect: Send to another room and a Room link, the keko travels to the zone where its pair is and appears on top of it; it takes 1 second.
  • If the Room link's pair is in the same zone, it's a teleport.
  • A Room link whose pair isn't placed does nothing.
  • There are 12 scoreboards: every game, best by team and most wins, each one all-time, daily, weekly or monthly.
  • The supercircuit points commands (addpoint…) only work on the “every game” scoreboards.
  • The plain Scoreboard works like “best by team” and never resets.
  • Effect: Change bot colors uses BoomBang colours and the change is saved, as if the owner changed it in the bot's panel.
  • Effect: Give user points adds to the triggering user's team; if they have no team, it goes to a “no team” pot.
  • In Effect: Control clock, “start” fires Trigger: Game starts and “stop” fires Trigger: Game ends.
  • The clock time never goes below 0.
  • The coins in circuits are gold, silver and diamonds.
  • Charging coins is all or nothing. Taking too much leaves the balance at 0, never negative.
  • In Effect: Supercircuit, transform:3 turns the keko into character 3 with their own colours, and transform:3:<42 hex colours> with those colours. transform:0 brings back their character.
  • Black skin is a paid feature: if neither the keko nor the owner has it, transform makes it white.
  • passpotion passes the potion to the keko next to them (passpotion:<potion> only that one), who stays still for 1 second. Only potions given by a circuit are passed, never a bought one.
  • enablefreeze:<potion> gives the potion and keeps the keko still for 1 second; enable: only gives the potion.
  • Mute, backwards or gibberish potions look the same as a bought one.
  • Effect: Send to another room also works without links, using a zone id: the keko travels to that zone and enters through the door.
  • With a zone id, the zone must belong to the same owner (or the owner is a manager or on its whitelist) and the keko must be able to enter: capacity, blacklist, password and Wanted.
  • The destination island has to be open at that moment.
  • In Effect: Change opacity with “free tiles”, at 0% the object stops blocking and you can walk where it was. Any higher opacity makes it block again and pushes off whoever was on it.
  • “Free tiles” only works with “all users in the room”. When the island reloads, the object blocks again.
  • Effect: Move user to object with no objects and a tile X,Y puts the keko on that tile (any floor) and they stop walking. If another keko is on that tile, they do not move: one keko per tile.
  • When moving or rotating, “screen” uses screen directions: up is up on the screen.
  • “Don't collide” doesn't let the object go where there's already another object.
  • “Don't stack” doesn't let a walkable object land on another walkable object.
  • “Random” makes the object jump to any free tile in the zone.
  • Effect: Chase and Effect: Flee with a period: a single trigger makes the object follow (or flee from) the nearest keko in the zone, diagonals included, until the box is picked up, saved with another period or the island reloads.
  • Without a period, Effect: Chase and Effect: Flee take one step per trigger.
  • Effect: Random state with a user variable adds the die result to whoever rolled it.
  • Effect: Random state with a wait doesn't allow rolling again until those seconds have passed.
  • With roomdiagonal:false nobody walks diagonally in the zone until roomdiagonal:true or the island reloads.
  • With roompush:false or roompull:false nobody can use /push or /pull in the zone. With true the island's own setting applies again: a circuit never enables them if the owner disabled them.
  • Effect: Send to another room follows the destination zone’s entry rules also with room linkers: password, blacklist, Wanted and capacity. It never moves anyone in the middle of an upper.
  • Effect: Send to another room sends each keko at most 20 times per minute: a repeater bouncing someone between zones stops there.
  • If the target object of Effect: Teleport to object has another keko on it, there is no teleport: one keko per tile.
  • Effect: Give reward is not sold in the shop: it is a staff box and is handed out through the HK.
  • Effect: Add event wins is not sold in the shop: it is a staff box and is handed out through the HK.