Blocks and their functions

Object Block

  • Colour: Purple

  • Purpose: Represents a placeable Architect object

  • Things to know:

    • To add an Object Block, select the Cursor tool and right click an object in the Map Editor.

    • Certain objects with persistent states have multiple simpler events, such as "OnDeath", "FirstDeath" and "LoadedDead".

      • "OnDeath" broadcasts when an enemy dies or a room loads with the enemy already being dead.

        • "FirstDeath" broadcasts when an enemy dies.

        • "LoadedDead" broadcasts when a room loads with the enemy already being dead.

Event Blocks

Start Block

  • Colour: Green

  • Purpose: Broadcasts an event when the room is loaded

Timer

  • Colour: Green

  • Purpose: Broadcasts an event periodically

  • Things to know:

    • The Start Delay is how time from the room loading until the Timer should first broadcast.

    • The Repeat Delay is the time between broadcasts.

    • A random number from 0 to the Random Delay is added each repeat.

    • When the Max Calls are reached, the Timer will be fully disabled and is not re-activated by the Enable trigger.

Key Listener

  • Colour: Green

  • Purpose: Detects a key press or release from the player

  • Things to know:

Player Listener

  • Colour: Green

  • Purpose: Detects actions from the player

  • Things to know:

    • The X and Y values represent the internal position, which can be seen with tools such as UnityExplorer.

Process Blocks

If Block

  • Colour: Yellow-Orange

  • Purpose: Outputs the True event if the Check input variable is True, and the False event if it is False

Counter

  • Colour: Yellow-Orange

  • Purpose: Each time the "In" trigger is run, the counter increments. Once the counter reaches the Target, the Out event is activated.

Constants

  • Colour: Orange

  • Purpose: Has an output value that is a constant, configurable value for comparisons

Variables

  • Colour: Orange

  • Purpose: Stores persistent data that can be shared between rooms and loads

  • Things to know:

    • Running the Set trigger will set the variable to the New Value input.

    • Variables with the same ID will share the same value.

    • Persistence can be set to None, Bench and Global.

      • None will cause variables to be reset when the room is reloaded.

      • Bench will cause variables to be reset when sitting on a bench.

      • Global will cause variables to stay forever until changed.

Random Values

  • Colour: Orange

  • Purpose: Generates a random value

  • Things to know:

    • Enabling "Whole Num" on the Random Number block will output only whole numbers.

Compare Block

  • Colour: Yellow-Orange

  • Purpose: Compares two number values and outputs the result of the comparison

Operation Block

  • Colour: Yellow-Orange

  • Purpose: Performs mathematical operations with two numbers

Logic Blocks

  • Colour: Yellow-Orange

  • Purpose: Perform boolean logic (And, Or and Not gates)

Delay

  • Colour: Yellow

  • Purpose: Pauses for a set amount of time

  • Things to know:

    • The Extra Delay is added to the Delay option.

PlayerData Control

  • Colour: Orange

  • Purpose: Sets and checks PlayerData values

Trigger Blocks

Health Control

  • Colour: Blue

  • Purpose: Adds, takes and checks the current player health

  • Things to know:

    • The Amount config value is the amount of health to give or take.

    • The Amount output value is the player's current health.

Silk Control

  • Colour: Blue

  • Purpose: Adds, takes and checks the current silk amount

  • Things to know:

    • The Amount config value is the amount of silk chunks to give or take.

    • The Amount output value is the player's current silk amount.

Status Control

  • Colour: Blue

  • Purpose: Applies, removes and checks current status effects

  • Things to know:

    • The Frosted output value is whether the player is about to take frost damage.

Text Display

  • Colour: Red

  • Purpose: Displays dialogue to the player

  • Things to know:

    • <page> is used for a new page, <hpage> is used for a new page in which Hornet speaks.

    • Tags can be used for decoration such as <b> for bold and <color> for colour tags.

      • Example: "<color=#FF0000>Hello</color>"

Choice Display

  • Colour: Red

  • Purpose: Displays dialogue to the player with a Yes/No choice

  • Things to know:

    • The Requirement can be set to Rosaries, Shell Shards or an Item.

      • If an Item is set as the requirement, the Item ID is used.

      • Consume Item controls whether the item is taken from the player when selecting Yes.

    • A list of Item IDs can be found at Item IDs

Title Display

  • Colour: Red

  • Purpose: Displays a title to the player

Camera Shake

  • Colour: Dark Blue

  • Purpose: Shakes the camera

Time Slowdown

  • Colour: Dark Blue

  • Purpose: Slows the game similar to at the end of a boss or arena fight

  • Things to know:

    • By default the game cannot be paused during a slowdown, this can be toggled using the Disable Pause option.

Animator Controller

  • Colour: Dark Blue

  • Purpose: Locks the player to a specific animation

  • Things to know:

    • If Take Control is disabled the player can move as the animation plays, though this can cause unusual behaviour.

    • Time Override will force the animation to play for a specific duration.

Multiplayer

Multiplayer Receive

  • Colour: Magenta

  • Purpose: Receives an event over multiplayer through the SSMP mod

Multiplayer Broadcast

  • Colour: Magenta

  • Purpose: Broadcasts an event over multiplayer through the SSMP mod

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