Verified examples
Every example on this page is an automated test that passes on the BoomBang server: what it describes is what really happens in the game.
Triggers
44 examples
Stepping on the rug shows you a message✓ Verified on the server
Trigger: Step on an object (the rug) + Effect: Show message, stacked on the same tile. When you stand on the rug you get the message “¡Llegaste a la meta!”.
Stepping off the rug sends you to the exit✓ Verified on the server
Trigger: Step off an object (rug A) + Effect: Teleport to object (rug B). Standing on A does nothing; as soon as you step off A, you appear on B.
Entering the zone greets you✓ Verified on the server
Trigger: Enter room (no name) + Effect: Show message. Every keko who enters gets “¡Bienvenido a la isla!”.
Entering the zone with a specific name✓ Verified on the server
Trigger: Enter room with the name “Invitado” + Effect: Teleport to object (VIP rug). Only the keko named Invitado appears on the rug; everyone else enters normally.
Leaving the zone tells everyone✓ Verified on the server
Trigger: Leave room + Effect: Show message visible to the whole zone. When a keko leaves, those who stay read “Alguien se fue de la isla”.
Saying the exact word opens the way✓ Verified on the server
Trigger: Say something with “abracadabra” in “exact” mode + Effect: Teleport to object. “abracadabra por favor” does nothing; “Abracadabra” (capitals don’t matter) takes you to the rug. The message is shown in the chat.
The keyword is hidden from the chat✓ Verified on the server
Trigger: Say something with “secreto” in “contains” mode and “hide message” + Effect: Show message. If your sentence contains “secreto”, nobody sees it in the chat and you get the reply; other sentences show as usual.
Only the owner can use the keyword✓ Verified on the server
Trigger: Say something with “portal” and the “owner only” box ticked + Effect: Teleport to object. If a visitor says it nothing happens; if the island owner says it, they get teleported.
Clicking an object takes you to another✓ Verified on the server
Trigger: Click an object (the lever) + Effect: Teleport to object (rug B). Clicking the lever, from wherever you are, puts you on B.
Double-clicking an object shows a message✓ Verified on the server
Trigger: Double-click an object (the sign) + Effect: Show message. Double-clicking the sign gives you “Este cartel tiene un secreto”.
Using an object teleports you✓ Verified on the server
Trigger: Use an object (the die) + Effect: Teleport to object. When someone uses (rolls) the die, that keko appears on the rug.
When the die changes face, the zone is told✓ Verified on the server
Stack 1: Trigger: Say something “tirar” + Effect: Random state on the die. Stack 2: Trigger: Object state changes (the die, any state) + Selector: Users by name to choose who gets told + Effect: Show message to the zone. When the face changes, “¡El dado cambió!” shows.
The repeater fires every second✓ Verified on the server
Trigger: Repeater every 1 s + Selector: Users by name + Effect: Show message to the zone. While the keko is in the zone, the message repeats once per second.
The short repeater spins the die very fast✓ Verified on the server
Trigger: Short repeater every 0.1 s + Effect: Random state on the die. The die changes face about 10 times per second, much faster than with Trigger: Repeater (at least 0.5 s apart).
The long repeater fires every 5 seconds✓ Verified on the server
Trigger: Long repeater every 5 s + Selector: Users by name + Effect: Show message to the zone. The message shows once and doesn’t repeat until 5 seconds have passed.
The timer fires once and rearms when reset✓ Verified on the server
Stack 1: Trigger: Time reached (2 s) + selector + Effect: Show message. Stack 2: Trigger: Say something “otra vez” + Effect: Reset timers. The message shows only once, at 2 s; saying “otra vez” makes it show again 2 s later.
Receiving a signal through the antenna✓ Verified on the server
Stack 1: Trigger: Say something “llamar” + Effect: Send signal to the Circuits antenna (carrying the keko who spoke). Stack 2: Trigger: Receive signal (the antenna) + Effect: Teleport to object. Saying “llamar” puts the keko on the rug.
Clicking a keko sends them a message✓ Verified on the server
Trigger: Click a user + Effect: Show message to the clicked keko. When you click another keko, they get “¡Te tocaron!” and you don’t.
Pressing a key teleports you✓ Verified on the server
Trigger: Press a key with the E key (on press) + Effect: Teleport to object. Pressing E takes you to the rug; pressing any other key does nothing.
Doing nothing for 5 s warns you✓ Verified on the server
Trigger: Idle for a set time (5 s) + Effect: Show message. A keko who neither walks nor talks for 5 s gets “¿Sigues ahí?”; one who keeps talking doesn’t. While they stay idle, the warning repeats every 5 s.
Not moving for 5 s warns you even if you talk✓ Verified on the server
Trigger: Stationary for a set time (5 s) + Effect: Show message. Talking doesn’t count: a keko who talks but doesn’t walk gets “¡Muévete!”; one who keeps walking doesn’t.
Falling asleep shows a message✓ Verified on the server
Trigger: Fall asleep + Effect: Show message. When BoomBang marks you as away (3 min without doing anything), you get “Zzz… te dormiste”.
Waking up welcomes you back✓ Verified on the server
Trigger: Wake up + Effect: Show message. While you are still away nothing happens; when you come back (walk, talk…) you get “¡Bienvenido de vuelta!”.
“Perform an action”: falling asleep and waking up✓ Verified on the server
Two stacks with Trigger: Perform an action: one set to “fall asleep” and the other to “wake up”, each with Effect: Show message. Each message shows when the keko falls asleep or wakes up.
“Perform an action” with BoomBang gestures✓ Verified on the server
Some BoomBang faces count as actions: laughing counts as “laugh” and the heart as “blow a kiss”. A stack with Trigger: Perform an action set to “laugh” greets whoever laughs; the heart doesn’t fire it. For 2 s after laughing, Condition: Performing an action set to “laugh” passes. Other gestures (fart, cry, sound words…) don’t count as actions.
Bumping into another keko✓ Verified on the server
Trigger: Hit another user + Effect: Show message. If you walk until you are right next to another keko (any of the 8 surrounding tiles), you get “¡Chocaste a alguien!”. Once per encounter: to bump again you have to move apart first.
Being bumped by another keko✓ Verified on the server
Trigger: Hit by another user + Effect: Show message. If another keko walks until they are right next to you, you get “¡Te chocaron!” (they don’t: they are the one bumping).
A chasing object catches you✓ Verified on the server
Stack 1: Trigger: Say something “patear” + Effect: Chase (the ball). Stack 2: Trigger: Object hits a user + Effect: Show message. If you are next to the ball and it chases you, it hits you and you get “¡La pelota te dio!”. Standing ON TOP of it there is no hit.
When your variable goes up, you get congratulated✓ Verified on the server
User variable “puntos”. “sumar” adds 5 and “restar” takes 1 away. Trigger: Variable changes (puntos, “increased”) + Effect: Show message “¡Subiste de puntos!”; another stack with “created” + “¡Estrenaste puntos!”. Subtracting doesn’t congratulate; the first time you get the variable you also get the “new” message (only that time).
Clicking an invisible tile✓ Verified on the server
Invisible click tile + Trigger: Click a tile (that tile) + Effect: Show message. Clicking to walk to that tile shows “¡Encontraste la casilla secreta!”; other tiles do nothing.
The circuits clock reaches 2 seconds✓ Verified on the server
A Circuits clock. Stack 1: Trigger: Say something “arrancar” + Effect: Control clock set to “start”. Stack 2: Trigger: Clock reaches a time (00:02, that clock) + selector + Effect: Show message. The notice shows 2 s after starting, not before.
Starting the clock starts the game✓ Verified on the server
Stack 1: Trigger: Say something “arrancar” + Effect: Control clock set to “start” (the Circuits clock). Stack 2: Trigger: Game starts + selector + Effect: Show message to the zone: “¡Empieza la partida!”.
Stopping the clock ends the game (pausing doesn’t)✓ Verified on the server
With the game running, Effect: Control clock set to “pause” doesn’t end it; set to “stop” it does, and Trigger: Game ends shows “¡Fin de la partida!”.
The team reaches 20 points✓ Verified on the server
Game running. “rojo” → Effect: Join team (red). “gol” → Effect: Give team points (10). Trigger: Team reaches a score (any team, 20) + Effect: Show message. The first goal gives no notice; the second does. Another stack set to the green team doesn’t react.
The scoreboard keeps the team’s best result✓ Verified on the server
When a game ends, the Scoreboard records every team that scored (with its players’ names). It’s a “best by team” scoreboard: a worse game doesn’t lower the record.
The variable scoreboard ranks players✓ Verified on the server
A Variable scoreboard set to the user variable “puntos” lists players from highest to lowest (or lowest to highest if you choose so).
The bot reaches an object✓ Verified on the server
Island bot “Robi”. Trigger: Bot reaches an object (Robi, rug A) + Effect: Teleport to object (rug B). When Robi steps on A it appears on B; if a player or another bot steps on it, nothing happens.
The bot chases and catches you✓ Verified on the server
Stack 1: Trigger: Say something “atrápame” + Effect: Bot chases (Robi). Stack 2: Trigger: Bot reaches a user (Robi) + selector + Effect: Show message “¡Robi te atrapó!”. The notice shows when Robi ends up right next to the player, once per catch.
“Say something” with a word inside the sentence✓ Verified on the server
Trigger: Say something with “hola” in “contains” mode + Effect: Teleport to object. “¡hola a todos!” takes you to the rug and the message shows in the chat; “adiós” does nothing.
“Say something” with any message✓ Verified on the server
Trigger: Say something in “any message” mode (no text) + Effect: Show message. Anything you say fires the stack.
Clicking any of several objects✓ Verified on the server
Trigger: Click an object with two levers chosen + Effect: Teleport to object. Either one takes you there; an object that isn’t chosen doesn’t.
“Reset timers” resyncs the repeater✓ Verified on the server
Trigger: Repeater every 2 s + Effect: Show message. Another stack: Trigger: Say something “reiniciar” + Effect: Reset timers. After the reset, the repeater fires within the next half second and counts 2 s again from there.
A key that fires on release✓ Verified on the server
Trigger: Press a key with the F key in “on release” mode + Effect: Show message. Pressing F does nothing; releasing it gives you “Soltaste la F”.
Leaving the zone with a specific name✓ Verified on the server
Trigger: Leave room with the name “Invitado” + Effect: Show message to the zone. If another keko leaves nothing happens; if Invitado leaves, the zone reads “Invitado se fue”.
Conditions
54 examples
Someone is on the object✓ Verified on the server
When you say “hola”, the message only shows if some keko is standing on the rug chosen in Condition: Objects have users.
Nobody is on the object✓ Verified on the server
When you say “hola”, the message only shows if the rug chosen in Condition: Objects have no users is empty.
The triggering keko is on the object✓ Verified on the server
With Condition: User on object, the message only shows if whoever says “hola” is standing on the chosen rug.
The triggering keko is not on the object✓ Verified on the server
With Condition: User not on object, the message only shows if whoever says “hola” is off the chosen rug.
Has a potion✓ Verified on the server
With Condition: Has potion, the message only shows if whoever says “hola” has the chosen potion active (here, the growth potion).
Does not have a potion✓ Verified on the server
With Condition: Does not have potion, the message only shows if whoever says “hola” does NOT have the chosen potion active.
Number of kekos in the zone✓ Verified on the server
With Condition: User count in room set from 3 to 5, the message only shows if there are between 3 and 5 kekos in the zone.
Number of kekos outside the range✓ Verified on the server
With Condition: User count outside range set from 1 to 2, the message only shows if the zone does NOT have between 1 and 2 kekos (that is, 3 or more).
Time less than✓ Verified on the server
Saying “reinicia” makes Effect: Reset timers set the time back to zero; with Condition: Time less than, “hola” only gives a message during the first 3.5 seconds.
Time greater than✓ Verified on the server
Saying “reinicia” makes Effect: Reset timers set the time back to zero; with Condition: Time greater than, “hola” only gives a message after 1.5 seconds.
The object has another object on top✓ Verified on the server
With Condition: Object has another object on top, the message only shows if another object is stacked on the chosen rug.
The stepped-on object is one of the chosen ones✓ Verified on the server
Two rugs fire Trigger: Step on an object when stepped on, but Condition: Object type matches only accepts one of them: stepping on the other gives no message.
Keko direction✓ Verified on the server
With Condition: User direction, the message only shows if whoever says “hola” is facing the chosen direction.
Active time window✓ Verified on the server
With Condition: Between two times, the message only shows if the current time falls inside the chosen window.
Time of day✓ Verified on the server
With Condition: Time matches, the message only shows if the current time is between the chosen hours.
Wears the medal✓ Verified on the server
With Condition: Wears medal, the message only shows if whoever says “hola” is displaying the chosen medal on their profile.
With “any”, one is enough✓ Verified on the server
With Addon: Condition logic set to “any”, the stack runs if at least one of its conditions is met (having a potion OR standing on the rug), and stops if none is met.
Matches the snapshot (position)✓ Verified on the server
Saving Condition: Match snapshot takes a “snapshot” of the chosen rug (here, only its position). “hola” gives a message while the rug stays where it was; if the owner moves it, the condition fails, and putting it back makes it pass again.
Matches the snapshot (rotation)✓ Verified on the server
The Condition: Match snapshot snapshot only stores the rug’s rotation. If the owner rotates it, “hola” stops giving a message; rotating it back makes it show again.
Does not match the snapshot✓ Verified on the server
The opposite: with Condition: Do not match snapshot, the message only shows once the rug is NO LONGER as in the snapshot (someone moved it).
The stepped-on object is NOT one of the chosen ones✓ Verified on the server
Two rugs fire Trigger: Step on an object when stepped on; Condition: Object type does not match excludes one of them: stepping on the excluded one gives no message, stepping on the other one does.
The object has nothing on top✓ Verified on the server
With Condition: Object has no object on top, the message only shows if NO other object is stacked on the chosen rug.
Object height✓ Verified on the server
With Condition: Object height set to “higher than 1.5”, the message only shows if the chosen BBox is above that height: at level 1 it doesn’t; raised to level 2, it does. Only BBoxes and circuits boxes have height.
Clock time✓ Verified on the server
With Condition: Clock time, the message only shows if the chosen Circuits clock reads more than 30 seconds.
Valid movements (all or nothing)✓ Verified on the server
“empuja” moves two rugs one tile down with Effect: Offset object position, together with Condition: Valid movements. If a keko is standing where one of them would land, NEITHER moves (and no message shows); once the keko steps aside, both move.
Does not wear the medal✓ Verified on the server
With Condition: Does not wear medal, the message only shows if whoever says “hola” is NOT displaying the chosen medal. Owning it without displaying it counts as not wearing it.
Has the object in the backpack✓ Verified on the server
With Condition: Owns the object, the message only shows if whoever says “hola” has an object of the chosen type in their backpack.
Is this keko (by name)✓ Verified on the server
Condition: User type with the name “Ana”: when Ana says “hola” the message shows; when Beto says it, it doesn’t.
Is NOT this keko (by name)✓ Verified on the server
Condition: Not a user type with the name “Ana”: Beto gets the message and Ana doesn’t.
The triggering keko is among the selected users✓ Verified on the server
Condition: User type compared against “users from the selector”, here Selector: Users in area. If whoever says “hola” is inside the area, the message shows; if they are outside, it doesn’t.
Is asleep✓ Verified on the server
Condition: Performing an action set to “asleep”, checking Ana through Selector: Users by name. When Dario says “hola”, the message only shows if Ana is asleep (away).
Is not dancing✓ Verified on the server
Condition: Not performing an action set to “dance”. “baila” makes the keko dance using Effect: Supercircuit with
dance:1; from then on “hola” no longer gives a message.Is in the chosen clan✓ Verified on the server
With Condition: Clan member, the message only shows if whoever says “hola” is a member of the chosen clan.
Is not in the chosen clan✓ Verified on the server
With Condition: Not a clan member, the message only shows if whoever says “hola” is NOT a member of the chosen clan.
“Room clan” is the island owner’s clan✓ Verified on the server
With the “room clan” option, the island uses its owner’s clan: Condition: Clan member passes for the owner’s clanmates and Condition: Not a clan member for everyone else. If the owner has no clan, neither one passes.
Has the variable✓ Verified on the server
Stepping on the rug gives the keko the variable “llave”. With Condition: Has variable, “hola” only gives a message to whoever already has it.
Does not have the variable✓ Verified on the server
With Condition: Does not have variable, “hola” gives a message while the keko does NOT have the variable “llave”; after stepping on the rug, it stops.
Variable age✓ Verified on the server
Stepping on the rug gives the variable “turno”. With Condition: Variable age set to “more than 2 seconds”, “hola” gives no message right after, but does a few seconds later.
Is on the team✓ Verified on the server
“rojo” puts the keko on the red team with Effect: Join team. With Condition: Team member, “hola” only gives a message to red team members.
Is not on the team✓ Verified on the server
With Condition: Not a team member, “hola” gives a message to anyone NOT on the red team; after saying “rojo”, it stops.
Team rank✓ Verified on the server
Condition: Team rank with “the triggering keko’s team is first”: the keko is on blue; while red is ahead there is no message, and once blue passes it, there is. With a fixed color (“red is 1st”) the condition doesn’t look at anyone: it’s a fact about the zone.
Team score✓ Verified on the server
With Condition: Team score, the message only shows if the red team has more than 5 points.
Date matches✓ Verified on the server
With Condition: Date matches, the message only shows if today matches the chosen date (day of the month and month; you can also filter by weekday and year).
Number of selected kekos✓ Verified on the server
Selector: Users in area + Condition: Selection count set to “the selection has more than 1 user”. With a single keko in the area there is no message; with two, there is.
“All” selected users must match✓ Verified on the server
Condition: Team member (red team) is checked on the kekos from Selector: Users in area (not on whoever speaks) in “all match” mode: with Ana on red and Beto without a team there is no message; once Beto is red too, there is.
With “any”, one selected user is enough✓ Verified on the server
The same condition in “any match” mode: Ana being on red is already enough for the message.
An empty selector passes with “all”✓ Verified on the server
If the selector finds nobody, “all match” passes (nobody fails it) and “any match” doesn’t.
Someone else must wear the medal✓ Verified on the server
Condition: Wears medal checked on Ana through Selector: Users by name: when Carla says “hola”, the message only shows if ANA is displaying the medal.
Condition logic “none”✓ Verified on the server
With Addon: Condition logic set to “none”, the stack only runs if NONE of its conditions are met.
Condition logic “exactly 2”✓ Verified on the server
Three conditions (Condition: Has potion, Condition: User on object and Condition: Wears medal) and Addon: Condition logic set to “exactly 2”: with only one met there is no message, with two there is, and with all three there isn’t.
Supercircuit: number of kekos✓ Verified on the server
Condition: Supercircuit by text:
roomcountgreater:2(more than 2 kekos in the zone), plusroomcountless:N,roomcountequal:Nandroomcountnoequal:N.Supercircuit: who triggered it✓ Verified on the server
Condition: Supercircuit commands about the triggering keko:
username:Ana(exact name),hasrights(has rights on the island: owner or whitelist),mission:text(their mission) androtation:2(which way they face). Thenoprefix negates them, likenousername:Anaornorights.Supercircuit: what the keko has✓ Verified on the server
Condition: Supercircuit commands about what the triggering keko has:
enable:id(active potion), whether a medal is in their collection (even if not displayed),hasteam(is on a team),groupmember:id(is in that clan) andfreeze(is frozen).Supercircuit: tags✓ Verified on the server
Effect: Supercircuit with
tag1:vipgives the keko a tag; Condition: Supercircuit withhastag1:vipdetects it.
Effects
51 examples
Show a whispered message✓ Verified on the server
When the keko says “ya”, Effect: Show message sends them a private message only they can see. Nobody else in the zone sees it.
Message for the whole zone✓ Verified on the server
With visibility set to “whole room”, Effect: Show message reaches everyone in the zone.
Teleport to an object✓ Verified on the server
When the keko says “ya”, Effect: Teleport to object makes them appear on top of the chosen object.
Move the keko to an object✓ Verified on the server
When the keko says “ya”, Effect: Move user to object places them on the tile of the chosen object.
Move an object in one direction✓ Verified on the server
Every time it fires, Effect: Move and rotate object shifts the chosen object one tile in the configured direction (to the right in this example).
Rotate an object✓ Verified on the server
Effect: Move and rotate object can rotate the chosen object without moving it. Only objects that have two orientations in BoomBang can rotate.
Move in a direction: keeps going✓ Verified on the server
With Effect: Move in a direction, the object moves one tile in its direction every time it fires: two triggers, two tiles.
Offset an object✓ Verified on the server
Effect: Offset object position moves the object a fixed number of tiles: in this example, 2 to the right and 1 down.
Move an object onto another✓ Verified on the server
Effect: Move object to object moves object A on top of BBox B. In BoomBang you can only stack on BBoxes and circuits boxes.
Bring an object to the keko✓ Verified on the server
With Effect: Move object to user, the chosen object appears on the tile of the keko who triggered it.
Change state does not roll a die✓ Verified on the server
Effect: Change state does not roll a die: dice are only rolled by players or by Effect: Random state.
Random state✓ Verified on the server
Effect: Random state rolls the die: each trigger leaves a random face out of the 6.
Change the height of a BBox✓ Verified on the server
Effect: Change height sets the chosen BBox to the configured height (level 3 in this example).
Freeze and unfreeze✓ Verified on the server
When the keko says “quieto”, Effect: Freeze user freezes them and they can’t walk; when they say “suelta”, Effect: Unfreeze user lets them walk again.
Delayed effect✓ Verified on the server
An effect with a 1-second delay doesn’t happen instantly: the keko is teleported one second after saying “ya”.
Reset timers✓ Verified on the server
Effect: Reset timers resets the zone’s circuits clock, the one timers use, back to zero.
Run another stack✓ Verified on the server
A stack can run the effects of another stack that has no trigger: when the keko says “ya”, Effect: Execute stacks runs the teleport on the other tile.
Send a signal to an antenna✓ Verified on the server
Effect: Send signal notifies a Circuits antenna; the stack with Trigger: Receive signal for that antenna runs with the same keko.
Give a gold reward✓ Verified on the server
When the keko says “ya”, Effect: Give reward gives them 5 gold (a reward set up by a manager).
Gold, silver and diamond rewards✓ Verified on the server
Effect: Give reward accepts the codes
oro:N,plata:Nanddiamantes:N: each one adds that amount of gold, silver or diamonds to the keko’s wallet.The object chases the keko✓ Verified on the server
With Effect: Chase, if the keko is in a straight line with the object (and is the closest one), the object moves one tile toward them.
The object flees from the keko✓ Verified on the server
With Effect: Flee, if the keko is in a straight line with the object (and is the closest one), the object moves one tile away.
Restore the snapshot✓ Verified on the server
Saving takes a snapshot of the object’s position; if someone moves it, Effect: Restore snapshot puts it back in place.
Previous state starts the clock✓ Verified on the server
Effect: Previous state on a Circuits clock works like a click: if it’s stopped, it starts it and the game begins. If it’s already running it doesn’t pause it; to pause it, use Effect: Control clock.
Previous state does not change dice✓ Verified on the server
Effect: Previous state can’t set a die’s face (that’s what Effect: Random state is for), and objects without states don’t change.
Remove from the zone✓ Verified on the server
When the keko says “fuera”, they get the configured message and Effect: Remove user from room sends them out of the zone. The island owner and moderators can’t be removed.
Mute the keko✓ Verified on the server
When the keko says “calla”, Effect: Mute user mutes them in the zone (1 minute in this example): nothing they type reaches anyone or fires Trigger: Say something, and they’re told they’re muted.
Move and rotate the keko✓ Verified on the server
Effect: Move and rotate user pushes the keko one tile in the chosen direction (right in this example) and leaves them facing the configured way (down). If you only choose to rotate, they turn without moving.
Unfreeze on teleport✓ Verified on the server
With the “unfreeze on teleport” option of Effect: Freeze user, a frozen keko can walk again as soon as a circuit teleports them.
Freeze with a visual effect✓ Verified on the server
In Effect: Freeze user you can pick a potion as the visual effect of the freeze, for example “spectre”. If you pick an effect with no potion, the keko freezes without changing how they look.
A bought potion is left alone✓ Verified on the server
If the keko already took a bought potion, freezing with an effect doesn’t change it and unfreezing doesn’t remove it. Circuits only remove the potion they applied, and that one lasts while the keko stays in the zone.
Join and leave a team✓ Verified on the server
When the keko says “azul”, Effect: Join team puts them on the blue team; when they say “solo”, Effect: Leave team takes them out.
Add everyone in an area to a team✓ Verified on the server
With Selector: Users in area, Effect: Join team puts everyone inside the area on the red team, not just the one who spoke.
Team points: only during a game✓ Verified on the server
Effect: Give team points only counts while a game is running (a started Circuits clock); without a game it adds nothing. You can choose the team: in this example, a red keko gives 4 points to blue.
Points for the triggering keko’s team✓ Verified on the server
Effect: Give user points adds to the team of whoever triggers it (there are no separate per-player points): in this example, it adds 7 points and then takes away 2.
Modify a scoreboard✓ Verified on the server
Effect: Modify scoreboard writes directly to a Scoreboard: it adds 25 to the keko, then sets it to 5 and finally deletes their row.
Team collision✓ Verified on the server
Effect: Team collision (red team) makes every keko on the red team fire Trigger: Object hits a user: the message from that stack reaches them, not kekos outside the team.
Fixed blue collision✓ Verified on the server
The object doesn’t move: if a keko is standing on the object, Effect: Fixed blue collision fires Trigger: Object hits a user with that keko. Standing next to it doesn’t count.
Fixed orange collision✓ Verified on the server
Like the blue one, but with Effect: Fixed orange collision a keko on any of the 8 tiles around the object also counts.
Control the clock✓ Verified on the server
Effect: Control clock runs a Circuits clock: “start” begins the game (fires Trigger: Game starts), “pause” and “resume” stop and continue it, and “stop” ends the game (fires Trigger: Game ends).
Change the clock time✓ Verified on the server
Effect: Adjust clock adds 1 minute and 5 seconds to the clock, then sets it to 10 seconds and finally subtracts 1 minute. It never goes below zero.
Run another stack on failure✓ Verified on the server
Effect: Execute stacks on failure only runs when its stack’s conditions are not met: without the potion, the other stack (a teleport) runs; with the potion on, it doesn’t.
Send a signal on failure✓ Verified on the server
Effect: Send signal on failure notifies the antenna only when its stack’s condition fails.
Write to the log✓ Verified on the server
Effect: Write to log adds a line to the island’s circuits log, which the owner can see in the log tool.
Write to the log on failure✓ Verified on the server
Effect: Write to log on failure only writes when the stack’s condition is not met.
Change an object’s opacity✓ Verified on the server
Effect: Change opacity sets the chosen object to 40% opacity for the whole zone, and it stays that way for anyone who comes in later. If you choose another user source, only those users see it.
Remove a variable✓ Verified on the server
Effect: Give variable gives the keko “puntos”; Effect: Remove variable removes it completely: they no longer have it, it isn’t left at 0.
Resetting timers doesn’t cancel a delay✓ Verified on the server
A delayed effect that is already on its way still happens even if another stack uses Effect: Reset timers.
Supercircuit: commands✓ Verified on the server
Effect: Supercircuit runs a text command. These work:
freeze/unfreeze,enable:N(potion N),mute/nomute,roommute/roomunmute,tag:textandaddpoint:N(on an “every game” scoreboard such as Scoreboard: every game (all time)). Commands for sitting, dancing, held objects, moonwalk and room options have no visible effect.Add event wins✓ Verified on the server
On an authorized staff island, Effect: Add event wins adds wins to the “Event Champion” achievement of whoever triggers it. In “once” mode, each player gets them only one time. On a regular player’s island it gives nothing, and a staff owner can’t give them to themselves.
Sending to another zone needs a pair of links✓ Verified on the server
Effect: Send to another room needs two paired Room link. With a link that has no pair it does nothing: the keko stays where they are.
Selectors
25 examples
Kekos in an area travel together✓ Verified on the server
Selector: Users in area + Effect: Teleport to object with source “selector”. When someone says “barco”, ALL kekos standing inside the area appear on the destination rugs; those outside stay where they are.
Objects in an area move together✓ Verified on the server
Selector: Objects in area + Effect: Offset object position with source “selector” (1 tile down). Stepping on the rug moves every object inside the area one tile down; the one outside doesn’t move.
By keko name✓ Verified on the server
Selector: Users by name with “Ana;Beto” + Effect: Teleport to object with source “selector”. When Carla says “llamada”, only Ana and Beto travel to the destinations, wherever they are.
Invert the selection✓ Verified on the server
Selector: Users in area with “invert selection” + Effect: Show message with source “selector”. The message reaches everyone OUTSIDE the area, and not the one inside.
Filter the existing selection✓ Verified on the server
Two selectors: Selector: Users in area (Ana and Beto) and Selector: Users by name (Beto and Carla) with “filter existing selection”. The second one doesn’t add: it narrows. Only Beto remains, the only one matching both.
Keep 1 random keko✓ Verified on the server
Selector: Users in area (3 kekos) + Selector: Filter users with amount 1 + Effect: Show message. Each time it fires, the message reaches only ONE of the three, picked at random.
Kekos travel with the signal✓ Verified on the server
Stack 1: Trigger: Say something “radio” + Selector: Users in area + Effect: Send signal to a Circuits antenna, carrying the selected kekos. Stack 2: Trigger: Receive signal + Selector: Users from signal + Effect: Teleport to object. The kekos in the area arrive at the other end.
Objects on objects✓ Verified on the server
Selector: Objects on objects pointing at a rug (option “anything on the tile”) + Effect: Give variable for the selected objects. Everything stacked on the rug’s tile (and the rug itself) gets marked; an object on another tile doesn’t. With the “above” option, only what is higher counts (a BBox at a higher level).
Selected objects✓ Verified on the server
Selector: Selected objects with two rugs + Effect: Give variable for the selected objects: only those two get marked. With “invert selection” it’s the other way round: everything else is marked and the chosen ones aren’t.
Objects by height✓ Verified on the server
Selector: By height with “higher than 2” + Effect: Give variable: out of three BBoxes at levels 3, 1 and 0, only the level 3 one is marked. Only BBoxes and circuits boxes have height; kekos are always at height 0.
Objects by type✓ Verified on the server
Selector: Objects by type with one chosen rug + Effect: Give variable: ALL rugs of that same model on the island get marked, even if they weren’t chosen; an object of a different model doesn’t.
Kekos by type✓ Verified on the server
Selector: Users by type set to “users” + Effect: Show message to the selector: the message reaches every keko. With “pets” it reaches nobody.
Kekos by team✓ Verified on the server
Ana says “rojo” and joins the red team; Beto says “azul” and joins blue. Selector: Users by team set to “red” + Effect: Show message: only Ana gets it. With “any team” both get it, and Carla (no team) never does.
Kekos by action (asleep / awake)✓ Verified on the server
Selector: Users by action set to “asleep” + Effect: Show message: it only reaches whoever is away (asleep). With “awake” it reaches everyone else and not the sleeping one.
Kekos by clan✓ Verified on the server
Selector: Users by clan with Ana’s clan + Effect: Show message: only members of that clan get it. The “room clan” option selects nobody: islands don’t have a clan of their own.
Objects around the keko✓ Verified on the server
Selector: Nearby objects centered on the triggering keko, with the 8 neighboring tiles + Effect: Give variable: the rug right next to the keko is marked and the one two tiles away isn’t.
Kekos around an object✓ Verified on the server
Selector: Nearby users centered on a chosen rug, with the 8 neighboring tiles + Effect: Show message: the keko right next to the rug gets it and the one two tiles away doesn’t.
Filter objects to an amount✓ Verified on the server
Selector: Selected objects (3 rugs) + Selector: Filter objects with amount 2 + Effect: Give variable: each time exactly 2 of the 3 get marked, at random.
Objects travel with the signal✓ Verified on the server
Stack 1: Trigger: Say something “enviar” + Selector: Selected objects (A and B) + Effect: Send signal carrying the objects. Stack 2: Trigger: Receive signal + Selector: Objects from signal + Effect: Give variable. A and B get marked, not C.
Kekos on objects✓ Verified on the server
Selector: Users on objects with two rugs + Effect: Show message: the kekos standing on the rugs get it, not the one standing elsewhere.
Kekos with a variable✓ Verified on the server
Stepping on the rug gives the variable “llave” = 3. Selector: Users with variable with “llave” + Effect: Show message: it only reaches whoever has it. Comparing the value: “llave > 5” selects nobody; “llave ≥ 3” selects Ana again.
Objects with a variable✓ Verified on the server
Effect: Give variable gives rug A the variable “llave”. Then Selector: Objects with variable with “llave” + Effect: Give variable “marca” marks only A; rug B (no “llave”) stays unmarked.
Filter kekos by variable (ranking)✓ Verified on the server
Four kekos in an area with “puntos” 10, 30, 20 and one with none. Selector: Filter users by variable set to “highest, 1”: the message only reaches the one with 30. With “lowest, 2”: the ones with 10 and 20. The one without the variable is never included.
Filter objects by variable✓ Verified on the server
Three rugs with “peso” 10, 40 and 20. Selector: Selected objects + Selector: Filter objects by variable set to “lowest, 2” + Effect: Give variable “marca”: the 10 and 20 rugs get marked.
Remote selectors✓ Verified on the server
On another tile there is a stack with ONLY Selector: Users in area. The main stack (Trigger: Say something “remoto”) uses Selector: Remote selectors pointing at that stack + Effect: Show message: the kekos in the other stack’s area get it, nobody else.
Addons
18 examples
The triggering keko’s name in the message✓ Verified on the server
Addon: User name in text named “quien” + Effect: Show message with “Hola $(quien), bienvenido”. When Ana says “hola” she reads “Hola Ana, bienvenido”; when Beto says it, “Hola Beto, bienvenido”.
The names of everyone in the area✓ Verified on the server
Selector: Users in area + Addon: User name in text in multiple mode, source “selector” and separator “ y ”. Carla says “equipo” and reads “Equipo: Ana y Beto”: the two kekos in the area, in any order.
The name of the object stepped on✓ Verified on the server
Trigger: Step on an object + Addon: Object name in text with source “triggering object” + the message “Pisaste: $(obj)”. When the keko steps on the rug, the message shows the rug’s name exactly as it appears in the catalogue.
Variable texts: 1=Rookie, 2=Expert…✓ Verified on the server
A User variable “rango” + Addon: Variable text connector on the same tile with “1=Novato”, “2=Experto” and “3=Leyenda”. A Addon: Variable value in text in text mode writes the text instead of the number: with rango 2 the message says “Eres Experto”; with a value that has no text (7), the number shows. A badly written line (without “=”) isn’t saved.
Capture a number from chat✓ Verified on the server
Trigger: Say something with “apuesto #(n)” + Addon: Capture chat text (n → context variable “apuesta”) + Addon: Variable value in text. Saying “apuesto 25” shows “Apostaste 25 monedas”; “apuesto mucho” triggers nothing.
Level system✓ Verified on the server
A User variable “xp” + Addon: Level system (linear: 100 xp per level, max 10) on the same tile. With 250 xp you automatically get
xp.current_level= 3,progress= 50,progress_percentage= 50,xp_required= 100,xp_remaining= 50 andmax_level= 10. With 5000 it stays at level 10, at 100% and withxp.is_maxed.Time utilities✓ Verified on the server
A User variable “marca” (stores a date in milliseconds) + Addon: Time utilities with year, month, days and seconds. With the date 15-03-2026 12:00 UTC you get
marca.value.year= 2026,marca.value.month_of_year= 3 and the days and seconds since 1970. Parts you don’t tick (like the hour of the day) don’t exist.Animation duration✓ Verified on the server
Saying “ya” moves an object to the right. Without an addon the move animates in 500 ms; with Addon: Animation duration set to 1200 ms, the object slides over 1.2 s. The maximum is 2000 ms (5000 becomes 2000).
Move without animation✓ Verified on the server
Saying “ya” moves an object to the right. With Addon: Move without animation, the object appears straight on the new tile, without sliding.
Physics: pass through and collide with objects✓ Verified on the server
Effect: Move and rotate user pushes the keko one step to the right, with a non-walkable object in front. Without an addon they don’t pass; with Addon: Movement physics set to “passes through objects”, they go through it. With “blocked by objects” they won’t step on a rug either: blocking wins.
Carry users✓ Verified on the server
A rug with Ana on it moves to the right. Without an addon the rug leaves and Ana stays behind; with Addon: Carry users, Ana rides along on the rug.
Movement curve✓ Verified on the server
With Addon: Movement curve at strength 300, the object moves in an arc. Without the addon it moves with no curve.
Projectile✓ Verified on the server
Right after placing it, Addon: Projectile applies its default curve (50) to every object the stack moves; with curve -400, it uses -400. If you pick other objects in the projectile, nothing is applied to the one being moved.
Random effects: just one✓ Verified on the server
Three different Effect: Show message + Addon: Random effects. Every time someone says “suerte”, one of the three messages shows, never two at once.
Unseen effect: takes turns✓ Verified on the server
Three Effect: Show message + Addon: Unseen effect. The first three times, each message shows once with no repeats, and on the fourth the round starts again.
Execution limit✓ Verified on the server
Stepping on the rug shows a message + Addon: Execution limit of 1 every 10 seconds. If the keko steps on it twice in a row, the message only shows the first time.
Execute in order✓ Verified on the server
Three Effect: Show message at different heights in the stack + Addon: Execute in order. The messages always come out from bottom to top: the lowest first and the highest last.
Condition logic: “any”✓ Verified on the server
Two Condition: User on object (rug A and rug B) + Effect: Show message. Without an addon both are needed and nothing happens; with Addon: Condition logic set to “any”, standing on one is enough.
Variables
12 examples
Give points and reward at 5✓ Verified on the server
User variable “puntos”. Stepping on the rug: Effect: Give variable + Effect: Change variable value +5. Another stack: says “premio” + Condition: Variable value “puntos ≥ 5” → message. Before stepping there’s no reward; afterwards, there is.
Show the value with $(puntos)✓ Verified on the server
Addon: Variable value in text named “puntos” + Effect: Show message with “Tienes $(puntos) puntos”. Every time the keko steps on the rug it adds 5 and the message shows the updated value (5, then 10).
Object variable: give, subtract and remove✓ Verified on the server
Object variable “vida”. Saying “armar”: Effect: Give variable gives rug A the value 3. Saying “golpe”: Effect: Change variable value −1 on A and B: A ends at 2 and B still doesn’t have the variable (changing doesn’t create it). Saying “romper”: Effect: Remove variable removes it from A.
Room variable in a message✓ Verified on the server
Room variable “ronda”: it exists as soon as it’s configured, with value 0. Saying “sumar”: Effect: Change variable value +1 and the message “Ronda $(ronda)” shows the updated value (1, then 2).
Context variable: lasts one run✓ Verified on the server
Context variable “tmp”. Saying “calcular”: Effect: Give variable tmp = 7, Effect: Change variable value ×3 and the message “tmp=$(tmp)” says “tmp=21”. The second time it says 21 again (not 63): a context variable is born and dies with each run.
Change value operations✓ Verified on the server
A room variable goes through every operation of Effect: Change variable value: set 10, +5, −3, ×4, ÷5 (integer division), modulo 4, power, minimum, maximum, × another variable, absolute value and ÷0 (changes nothing).
Permanent variable: survives leaving and coming back✓ Verified on the server
Two User variable: “vidas” (permanent) and “temporal” (while in the zone). Stepping on the rug gives both with 5. The keko leaves the island and comes back: “vidas” is still 5 and “temporal” is gone.
Permanent variables survive an island reload✓ Verified on the server
Permanent user, room and object variables with values 7, 42 and 9. The island is closed (like when the server restarts) and opened again: all three values are still there.
Permanent variables save themselves✓ Verified on the server
Without closing the island, a permanent user variable (7) and a shared room variable (42) are saved automatically within about 10 seconds. That way a server restart doesn’t wipe out what was earned.
Picking up the object keeps its variable; picking up the box deletes it✓ Verified on the server
Rug A has “nivel” = 9 (permanent). If you pick it up and place it again, it’s still 9. But picking up the variable’s box deletes the variable and all its values, saved ones included; when you place it again, the variable exists but is empty.
Reference to another zone’s variable✓ Verified on the server
Zone 1: shared Room variable “tesoro”. Zone 2 (same owner): Reference variable “tesoro_ref” pointing to it. Adding 10 from zone 2 shows up in zone 1 and vice versa. A read-only reference can’t change it.
Echo of a built-in variable✓ Verified on the server
Echo variable “mi_x” mirrors the keko’s built-in variable
@position.x. Saying “donde”, the message “x=$(mi_x)” shows the keko’s X tile. An echo of a variable you created isn’t accepted.
BoomBang's own boxes
31 examples
An object lands on another✓ Verified on the server
With Trigger: Object lands on object and a chosen BBox: when a circuit (or the ball) drops another object on top of that BBox, the stack runs (here it moves a marker object). If the object lands on one that is not chosen, nothing happens. Moving objects with the editor does not count.
An object hits another✓ Verified on the server
Trigger: Object hits object only fires if both the object that moved and the one already on the tile are among the chosen ones. It is fired by the keko closest to the hit, so a Effect: Show message goes to that keko.
An object reaches a tile✓ Verified on the server
With Trigger: Object reaches tile set to tile X,Y: when a circuit moves the chosen object exactly onto that tile, the stack runs. If it reaches a different tile, it does not.
The ball reaches the tile (the editor does not count)✓ Verified on the server
A rolling ball also fires Trigger: Object reaches tile, so you can use it to build a goal. However, if the owner moves the object onto that tile with the editor, it does not fire.
A keko next to another✓ Verified on the server
Trigger: User next to another user fires when a keko takes a step and ends up on one of the 8 tiles around another keko. The one who walked fires it; the other one is the “reached user”. Two tiles away, it does not fire.
Two different kekos step on the object✓ Verified on the server
Condition: Number of users that stepped on object with N = 2, together with Trigger: Step on an object: the first keko stepping on it is not enough, even if they step twice. When a second, different keko steps on it, the message with the “selector users” source reaches both of them, and the count starts over.
Drop rain✓ Verified on the server
Effect: Drop rain: one trigger turns it on and the next turns it off. While it is on, a chest falls every second in the chosen area; the keko who steps on it adds 5 to their “puntos” variable and gets a whisper. When you turn it off, the chests disappear and no more fall.
Change an object’s color✓ Verified on the server
Effect: Change object color paints the object with the chosen colors (color1|color2). With “save”, the color stays even if the island reloads; without “save”, it only lasts while the room stays loaded. If the colors are written wrong, you cannot save.
These boxes keep their settings✓ Verified on the server
The tile in Trigger: Object reaches tile, the N in Condition: Number of users that stepped on object, the colors in Effect: Change object color and the settings of Effect: Drop rain are saved and come back the same when the island reloads.
Supercondition isowner / noisowner✓ Verified on the server
Condition: Supercircuit accepts
isowner(the keko is the island owner) andnoisowner(the keko is not).Supercircuit transform (change character)✓ Verified on the server
transform:3:<colors>turns the keko into character 3 with those 42 hex colors; without colors, it uses the keko’s own.transform:0turns them back into their own character. Black skin is a paid feature: if neither the keko nor the island owner has it, it becomes white. A character that does not exist does nothing.Supercircuit passpotion (pass the potion)✓ Verified on the server
passpotionpasses a potion that a circuit gave to the keko next to them, who stays still for one second. A bought potion is never passed.Send to another room by its id✓ Verified on the server
Effect: Send to another room with no links and a room id: the keko travels to that room if it belongs to the same owner or the owner has permission there. To another owner’s room without permission, the keko does not travel.
0 % opacity frees the tiles✓ Verified on the server
Effect: Change opacity with “free tiles”: at 0 % the object stops blocking and you can walk where it was; when it is shown again it blocks again and anyone standing there moves to a free tile. Without that option, only the look changes.
Move the keko to tile X,Y✓ Verified on the server
Effect: Move user to object with no objects and a tile X,Y: the keko appears on that tile. With no tile and no objects, it does nothing.
Supercondition whitelisted / nowhitelisted✓ Verified on the server
whitelistedis met by anyone on the island’s whitelist (the owner does not count just for being the owner);nowhitelistedby anyone who is not.Move using screen directions✓ Verified on the server
When moving or rotating with the “screen” option, “up” means up on the screen (the up-right tile on the grid), like in the old circuits. Without the option, “up” is the tile above on the grid.
Move without hitting, without stacking, and at random✓ Verified on the server
“Do not hit”: the object does not move onto a tile that already has another object. “Do not stack”: a walkable object does not land on another walkable one. “Random teleport”: it jumps to any free tile in the room.
Chase and flee nonstop✓ Verified on the server
Effect: Chase with a period: one trigger is enough and the object heads for the nearest keko step by step, diagonals included, until it reaches them. Effect: Flee with a period moves away the same way. Without a period, it takes one step per trigger and only in a straight line.
Random state adds the roll and waits between rolls✓ Verified on the server
Effect: Random state with a variable: whatever the dice shows is added to the “puntos” variable of whoever rolled it. With a 5 s wait, a second roll right away does nothing.
BoomBang gestures in “perform an action”✓ Verified on the server
Trigger: Perform an action with code 103 fires when the keko farts, not when they spit. Condition: Performing an action with 101 (laugh 1) is met for 2 s after laughing, and that laugh also counts as the “laugh” action.
The teleporter pair variable✓ Verified on the server
Reading the
~teleport.target_idvariable of a teleporter gives its pair. Writing it pairs A with B, and their old pairs get paired with each other (nobody is left without a pair). With itself or with something that is not a teleporter, nothing changes.Supercircuit enablefreeze (potion and still for 1 s)✓ Verified on the server
enablefreeze:1applies the potion and keeps the keko still for one second, like “change potion” in the old circuits.enable:1only applies the potion.Supercircuit roomdiagonal: no diagonal steps✓ Verified on the server
roomdiagonal:falsestops kekos from walking diagonally in the room (straight lines only);roomdiagonal:trueallows it again.Reference a variable from a closed room✓ Verified on the server
Reference variable can be set up even if the room with the shared variable is not open, and it reads the saved value. You cannot reference a room owned by someone else.
Supercircuit roompush / roompull: no /push or /pull✓ Verified on the server
roompush:false(orroompull:false) blocks /push and /pull in the room; withtrueit goes back to the island’s setting. If the owner turned off /push on the island, a circuit cannot turn it back on.The pair variable on room links✓ Verified on the server
Just like teleporters: reading
~teleport.target_idon a Room link gives its pair; writing it pairs A with B and the old pairs get paired with each other. A link cannot be paired with a teleporter. It also will not re-pair if the old pair belongs to another owner (it would change the destination of someone else’s object); if it is yours and in another room, it will.When walking, the keko takes their tile’s height✓ Verified on the server
Each step puts the keko at their tile’s height, which is what the
@altitudevariable and Selector: By height read. A height set by a circuit does not survive walking.Walking under a floating BBox does not put the keko on top✓ Verified on the server
A BBox at level 3 sits above the keko, who can walk underneath. Whoever walks under it stays at floor height: they do not count as on top for
@altitude, Selector: By height or Addon: Carry users.A circuit pushing a walking keko does not stop the walk✓ Verified on the server
While the keko walks, their destination is where they clicked (used by Effect: Move user to object with “keep walking”). If a circuit pushes them midway, they keep walking to the same destination from where they ended up. And if an object carries them, they do not land on another keko’s tile.
Two kekos in a row on moving objects both move forward✓ Verified on the server
Two rugs in a row, each with a keko on it, move one tile with Addon: Carry users. The one behind moves to the front keko’s tile: since a keko never lands on another keko’s tile, it waits for the front one to move, and both move forward.
Bots
12 examples
The bot speaks✓ Verified on the server
Effect: Bot speaks: when someone says “ya”, the island bot named Pepe says the configured text out loud, for the whole room.
What the bot says fires “say something”✓ Verified on the server
When a bot speaks through a circuit, Trigger: Say something hears it (the bot is the one who “says” it). Here the bot says “abracadabra” and another stack answers with the same bot (“triggering bot” source). Careful: by default Trigger: Say something hides the message that fires it, including the bot’s; here that option is off. And if the bot says the same thing it listens for, you get a loop, which the execution limit cuts off.
The circuit finds the bot even if it appears later✓ Verified on the server
Island bots appear when the first keko enters and disappear when the last one leaves (and reappear when their look changes). The circuit looks for the bot by name every time: a box set up before the bot existed, or with a bot that was recreated, keeps working.
With a name that does not exist, the bot says nothing✓ Verified on the server
If the bot name does not match any bot in the room, the effect does nothing.
The bot talks to the keko✓ Verified on the server
Effect: Bot speaks to user: the bot says “Player: text” in front of everyone, naming whoever fired it.
The bot whispers to the keko✓ Verified on the server
With the “whisper” checkbox in Effect: Bot speaks to user, only the keko who fired it sees the bot’s message; nothing is said in the room.
Teleport the bot to an object✓ Verified on the server
Effect: Teleport bot: the bot appears on top of the chosen object, without walking.
Move the bot to an object✓ Verified on the server
Effect: Move bot: the bot walks to the chosen object.
The bot chases the keko and reaches them✓ Verified on the server
Effect: Bot chases: the bot walks until it is next to the keko. When it reaches them, Trigger: Bot reaches a user fires. Careful: in that trigger the one firing is the bot; to act on the reached keko, the effect uses the “reached user” source (here, a message for them).
The bot stops chasing✓ Verified on the server
With the “stop chasing” mode of Effect: Bot chases, a bot that was chasing stops: even if the keko walks away, it does not follow.
Change the bot’s clothes✓ Verified on the server
Effect: Change bot colors with BoomBang colors (hex): the bot is recreated with the new clothes and everyone sees it. It is saved, as if the owner changed it in the bot panel. A look that is not a BoomBang look is ignored.
“Bot follows user” does nothing✓ Verified on the server
Effect: Bot follows user is empty: the bot does not move.
Auxiliary objects
6 examples
The room link takes you to another room✓ Verified on the server
Room link are bought in twos and come paired. Put one in room A and its pair in room B; in A, “say viajar” → Effect: Send to another room with link A. When someone says “viajar”, the keko appears in room B, on the pair. If the pair is in the same room, the trip is a teleport within the room.
Invisible click tile✓ Verified on the server
Trigger: Click a tile with an Invisible click tile chosen + a message. Clicking that tile shows the message; clicking another tile does not. The trigger only accepts invisible click tiles: if you choose a rug, it warns and does not save.
Turn circuits off✓ Verified on the server
“Say hola” → message. The owner clicks Disable circuits: nothing on the island responds anymore. Another click turns them back on. A player without permissions cannot turn them off. If the device is picked up while circuits are off, they work again.
Circuits turned off stay off after a reload✓ Verified on the server
If the owner leaves circuits off with Disable circuits, they stay off even if the island reloads (for example, after a server restart). Once turned back on and reloaded, they work. If the owner picks up the device while they are off, they stay on after reloading too.
Invisibility control✓ Verified on the server
The owner clicks Invisibility control: it changes state and fires Trigger: Use an object (here, a message). While it is on, anyone without rights on the island stops seeing the circuit boxes (they keep working); the owner still sees them. This also applies to anyone who enters later and to newly placed boxes. When it is turned off, they show again.
Circuits clock: start, pause and reset✓ Verified on the server
The owner clicks the Circuits clock: the game starts (Trigger: Game starts adds 1 to “partidas”) and it counts seconds up. Another click pauses it. Using button 2 while paused stops it, resets it to 00:00 and fires Trigger: Game ends. A player without permissions cannot touch it.
Chests and coins
26 examples
Store an object and have a circuit give it to another player✓ Verified on the server
The owner puts an object from their backpack into their Object chest (in “trade mode”, with “circuit” turned on and no lock). A stack Trigger: Say something (“ya”) + Effect: Give object from chest gives it to the player who says “ya”: it leaves the chest and goes into their backpack. If they say it again, the chest is already empty and they get nothing: each object is handed out only once.
Gold sacks and bars become chest balance✓ Verified on the server
You deposit gold sacks and bars into the Gold chest (in “trade mode”): they disappear and the chest balance goes up by their value (Gold Bars 50,000, Gold Sack 1,000). When withdrawing, the gold goes to the owner’s wallet. A Gold Sack x100, a Bag of sacks or a Silver Sack cannot go in: they are not worth gold in the chest.
The silver chest works with silver sacks and bars✓ Verified on the server
Same with silver: Silver Bars (50,000) and Silver Sack (1,000) become balance in the Silver chest, and you can withdraw part of it to your wallet.
“Give coins from chest” pays in full or not at all✓ Verified on the server
Stack Trigger: Say something (“ya”) + Effect: Give coins from chest (300 gold). Each time, the player gets 300 gold straight into their wallet and the chest goes down by 300. When the chest has less than 300 left, it pays nothing, not even part of it.
A trade contract from start to finish✓ Verified on the server
Trade contract: the player gives 1,000 gold (a Gold Sack) and an object, and gets 2,000 silver. Effect: Start transaction opens the window; they offer the sack and the object, accept and confirm. The sack is added to the Gold chest balance, the object goes into the Object chest, and the silver leaves the Silver chest for their wallet. Trigger: Transaction completed fires.
If a contract fails halfway, everything goes back✓ Verified on the server
The same trade, but while the player confirms, the gold chest runs out of room (its capacity went down). The whole transaction is undone: the player keeps their sack and object, gets no silver, the chests stay the same, and Trigger: Transaction failed fires.
No sacks, no contract payment✓ Verified on the server
A Payment contract asks for 1,000 gold. A player with no gold sacks or bars cannot pay it: a Gold Sack x100 (not worth gold in chests) is not accepted in the offer, and the gold in their wallet is not used. Nothing moves.
Upgrading a chest costs silver, all or nothing✓ Verified on the server
Upgrading a chest’s capacity costs silver from your wallet (the first upgrade, 1,000). Without enough silver, nothing is upgraded or charged. With enough, you are charged once and the chest holds more.
A VIP object cannot go into a chest✓ Verified on the server
Just like in trades, a VIP object can only go to a VIP player. That is why it cannot be stored in a chest: from there a circuit could give it to anyone. A regular object can go in.
An object in an open trade cannot be stored✓ Verified on the server
If the object you want to store is offered in an open trade, the deposit fails (“you are already trading”) and the object stays in your backpack. You also cannot open another deposit until you close the trade.
Chests keep everything when the island reloads✓ Verified on the server
Store an object in the Object chest and a Gold Sack in the Gold chest, then reload the island (the same happens after a server restart). Both chests keep their contents and you can withdraw everything.
Chests cannot be traded or stored in another chest✓ Verified on the server
The three chests cannot be traded, sold or recycled (their contents go with the object), and a chest cannot be stored inside another.
Giving gold from a regular chest cannot be saved✓ Verified on the server
Effect: Give coins from chest only accepts chests with “circuit” turned on. A freshly placed Gold chest is a regular one, so the box warns that it needs circuit chests and saves nothing. First turn on “circuit” in the chest settings.
A gold chest cannot give silver✓ Verified on the server
With “silver” chosen as the coin, only silver chests count: with a Gold chest the box warns and does not save. A Silver chest without “circuit” turned on is not accepted either.
Giving coins from a chest never creates money✓ Verified on the server
With no usable chests, “give 5 gold” with Effect: Give coins from chest gives the keko nothing: their gold, silver and diamonds stay the same.
Giving objects from a chest never creates objects✓ Verified on the server
Effect: Give object from chest with an Object chest that is not set up for circuits warns and does not save; with no chests, the keko’s backpack does not change.
“Chest has contents” checks the balance✓ Verified on the server
Condition: Chest has contents with “amount = 0” and a freshly placed (empty) Gold chest is met. With no chests chosen, the “all” option is met too, because there is none that fails it.
“Chest has object type” is not met with an empty chest✓ Verified on the server
Condition: Chest has object type only accepts object chests: with a Gold chest the box warns and does not save. With an empty Object chest, “at least one > 0” is not met.
“Count object types in chest” writes 0 to the variable✓ Verified on the server
Addon: Count object types in chest counts objects of certain types in the chests and puts the number in a context variable. An empty chest adds 0 and the stack keeps running.
Charging through a circuit is all or nothing✓ Verified on the server
When a circuit charges several coins at once (gold, silver, diamonds), either everything is charged or nothing is: without enough silver, not even the gold is touched. Negative amounts do not charge.
The balance never goes negative✓ Verified on the server
If a circuit takes away more coins than the keko has, their balance stays at 0, never below.
Starting a transaction with no chests fails✓ Verified on the server
Effect: Start transaction with a Payment contract and no usable chests opens nothing: the keko does not pay and Trigger: Transaction failed (with that contract chosen) fires. Trigger: Transaction completed does not.
Starting a transaction with no contract does nothing✓ Verified on the server
With no contract chosen, Effect: Start transaction does not start the transaction and the keko’s money is not touched.
A reward contract with no chests does not pay✓ Verified on the server
A Reward contract (5 gold) is given right away only if there are chests to pay it. Without chests it fails: the keko gets nothing and Trigger: Transaction failed fires.
Custom contract✓ Verified on the server
Addon: Contract (pay 5 gold) works as a contract when you choose it in Effect: Start transaction. Without chests the transaction fails, Trigger: Transaction failed recognizes it as its contract, and nothing is charged.
Cancel a transaction when none is open✓ Verified on the server
Effect: Cancel transaction on a keko with no ongoing transactions does nothing: it neither fails nor touches their money.
Templates
5 examples
Applying a template charges the exact gold and leaves the stack working✓ Verified on the server
The player saves a “say ya” + “show message” stack as a template and applies it on another island of theirs. The preview shows the cost (each box at its shop price, 1,000 gold) without charging anything. On confirming, the total is charged once, both boxes are placed where they chose, set up like the original and saved, and the stack works: saying “ya” shows the message.
Without enough gold, the template charges and creates nothing✓ Verified on the server
The template costs 2,000 gold and the player has 1,500: they are told it is not enough, nothing is charged, and no object appears, neither on the island nor in their backpack.
With an object not sold in the shop, the template is not applied✓ Verified on the server
If one of the template’s boxes is not for sale in the shop (removed or without a gold price), the template is not applied: you are told which one is missing and why, and nothing is charged or created. It is all or nothing, never halfway.
If a template fails halfway, everything is undone and the gold returned✓ Verified on the server
If a piece cannot be placed after the charge (for example, someone took the tile right then), the pieces already placed are removed, the created objects are deleted and the gold is returned. The stack is not left on the island.
The `:circuitcode` editor charges gold for each box it creates✓ Verified on the server
With the
:circuitcodetext editor you create a box: the preview shows the price without charging, and when you build it, its gold price is charged and the box is placed where the text says. A box that is not sold is neither created nor charged; without enough gold, neither.
How it all runs
16 examples
Stepping on an object teleports you✓ Verified on the server
Trigger: Step on an object (rug A) + Effect: Teleport to object (rug B), stacked on the same tile. When you step on A, the keko appears on B.
Settings survive an island reload✓ Verified on the server
Build “step on → teleport”, wait for the autosave (every ~2 s) and reload the room: the circuit keeps working without setting anything up again.
Circuit messages never run out✓ Verified on the server
Trigger: Say something + Effect: Show message: a player can fire the message many times (more than 10) and gets every one. The 10-whisper cap is per moment (every half second), not forever.
A box with many objects and long text is saved in full✓ Verified on the server
Effect: Teleport to object with 30 chosen objects and Addon: Variable text connector with 30 lines (about 700 characters): both are saved in full. Effect: Show message allows up to 200 characters.
The island’s circuit settings are kept✓ Verified on the server
Who can see and edit the island’s circuits is saved: after reloading the island (or a server restart) it stays the same.
“Show message” appears as a system message✓ Verified on the server
Circuit messages do not appear as if a keko said them: they arrive as a system message starting with “[Circuit]”, just like in the old circuits. That way nobody can pass off a circuit message as something another player said.
A stack with 40 effects✓ Verified on the server
A single stack with “say ya” and 40 effects that add 1 to a room variable. When someone says “ya”, all 40 run: the variable ends at 40.
An endless signal loop stops by itself✓ Verified on the server
Stack 1 sends a signal (Effect: Send signal) to Circuits antenna A; the stack that receives it (Trigger: Receive signal) adds 1 and sends to antenna B; B sends back to A. The island does not freeze: each stack runs at most 100 times every half second, so “vueltas” stops at 100 and everything keeps responding.
A stack that calls itself does not loop✓ Verified on the server
“Say eco” → “add 1” + Effect: Execute stacks pointing at its own stack. The called stack runs without its Effect: Execute stacks, so it adds one more time and stops: “ecos” ends at 2, not infinity.
Picking up the repeater of a running stack✓ Verified on the server
Trigger: Repeater every 0.5 s → “add 1”. When you pick up the repeater, the variable stops going up; when you place it again, it keeps its settings and starts counting again.
Moving a box to another tile changes its stack✓ Verified on the server
Stack on tile P: “say mover” + message. If you move the message to tile Q, stack P is left without an effect and nothing happens; once you also move the trigger to Q, the stack works again in its new spot.
Staff count as VIP for circuits✓ Verified on the server
Just like everywhere else in BoomBang, a staff player counts as VIP even without paid VIP.
The bad-word filter cleans bots, messages and contracts✓ Verified on the server
What a bot says through a circuit, circuit messages and contract texts all go through BoomBang’s bad-word filter: a censorable word is replaced and a banned one is not accepted.
“Reload room” reloads the whole room✓ Verified on the server
The “reload room” button in the circuits menu reloads the room: when it loads again, the circuits are read again and keep their settings.
You cannot trade while a chest deposit is open✓ Verified on the server
While a player is storing things in a chest, they cannot open a trade.
With nobody in the room, circuits rest✓ Verified on the server
If no player is left in the room, circuits stop working, and they start again as soon as someone enters.





