# Misc. Events - **[34] Start point** - Spawns Erina here. In custom maps, the game will look for this event in area0.map - **[45] Heal point** - Spawns a glowing heal point. When Erina stands near this, her HP recovers. - **[224] Save point** - Spawns a save point. Typically built in a 2 wide by 3 tall rectangle with a 5001 on top, like in the image below. ![savepoint](https://user-images.githubusercontent.com/27341392/30837013-7d1ca802-a294-11e7-896e-fd9b12494ad7.png) - **[250] Easter egg** - Spawns an easter egg item. - If a **[250] easter egg** is placed within a collidable block and next to a **[3] Bomb chain block**, the block with the easter egg also acts as a bomb chain block, and can be blown up with bombs. # Tile modifier events These are events that you typically place directly on tiles in order to add destructables to the map. If a block disappears, any collision attached to it also disappears. Conversely, if a block appears, then any collision attached to it will only take effect after it appears. - **[1] Wood block** - Block can be destroyed by hammer attacks. - **[2] Bomb block** - Block can be destroyed by explosives. - **[3] Bomb chain block** - Block can be destroyed by explosives, and will cause a chain reaction with other blocks with event 3 on them. - The chain reaction doesn't need to be on solid tiles, and will follow the path set. Example: ![paintdotnet_2017-09-10_01-48-03](https://user-images.githubusercontent.com/19506837/30246509-1df76ac8-95ca-11e7-8eaf-ff68adec8a48.png) - The chain will follow all event 3 blocks despite only having two blocks to destroy along the way. - **[6] Fairy block** - Block can be destroyed by Ribbon shots. - **[7] Ice block** - Erina will destroy these blocks on contact if she has the Fire Orb. - **[8] Cracked block** - If Erina steps on this block, it makes a snapping sound, then disappears a short amount of time later. - **[9] Low difficulty block** - These blocks only show up on difficulties Normal and below. - If the difficulty is increased above normal (e.g. by event 543) in-game, the blocks vanish instantly. - If the difficulty is decreased to normal and below in-game, the blocks don't reappear until a map transition or autosave reload. - **[192] Reset breakable blocks** - Passing through this resets breakable blocks. - **[30] Low Item% block** - These blocks are only visible in Low Item% mode. Upon reaching 10% item collection rate, they disappear. - **[237] Timer block** - These blocks are normlly replaced with a dashed outline without collision. Upon collecting a timer item, they temporarily appear and become solid. - **[238] Timer item** - Upon collecting this, timer blocks are temporarily made solid. The time can be controlled by placing a type modifier event above it (5000+). - **[160] Boss gate** - This block becomes solid when boss mode is activated, and disappears afterwards. - **[108] Rainbow Crystal gate** - This block is solid until defeating the Rainbow Crystal boss. - **[110] Pandora gate** - This block is solid until defeating Pandora. If Pandora is defeated on the same screen, this block remains solid until leaving the screen. - **[455] Keke Bunny gate** - This block disappears and re-appears during certain attacks used by Keke Bunny. - **[197] Spikes** - Touching this event damages Erina. Damage varies based on background and difficulty level. - Does not need to be on a solid tile to deal damage. - **[109] Ignore spikes** - Allows Erina to touch certain sides of a spike tile without taking damage. Place around spike tiles as needed. Example: ![paintdotnet_2017-09-10_01-43-46](https://user-images.githubusercontent.com/19506837/30246488-82aa2c2c-95c9-11e7-9d5d-d9fcd978ac52.png) - **[512 .. 515] Hall of Memories DLC area color blocks (red/blue/green/purple)** - Defeating the corresponding miniboss breaks these blocks. - How to use it as a switch/door: Let's take event ID 512 for example. (same applies for 513, 514, 515) - Touching an event ID 512 tile while the flag EV_NOEVENT1 is on (event 525) instantly breaks all blocks with event ID 512 on it. - Touching an event ID 512 tile while the flag EV_NOEVENT2 is on (event 526) will only cause event ID 512 blocks to return after a map transition or autosave reload. - In a sense, event ID 512 is used for both the "switch" and the "door" - *Note: This does not only work for 512 .. 515. The following event IDs can also be used as blocks:* ``` 512 - EV_MEMORYRED 513 - EV_MEMORYBLUE 514 - EV_MEMORYGREEN 515 - EV_MEMORYPURPLE 451 - EV_PLURKMIDBOSS 453 - EV_PLURKTAKO2 455 - EV_PLURKBLOCK 441 - EV_AFTERRED3 464 - EV_SAYAEX 496 - EV_HW 487 - EV_HILLENTER works in reverse: 434 - EV_VOIDBLOCK 446 - EV_LIBBLOCK ``` # Trigger events Events you typically place in a column or surrounding the entrance to an area, so that Erina has to pass through them to trigger something. - See [music_ids_and_triggers.csv](music_ids_and_triggers.csv) for a list of music triggers. - Walking past a music trigger event changes the currently playing music. - **[42] Auto save** - When Erina passes this event, the game triggers an autosave. Autosave is then disabled until Erina passes an autosave reset event. - **[44] Auto save reset** - When Erina passes this event, auto save events are reenabled. - **[100] Dark Zone** - When Erina passes this event, darkness is activated. (you can't see without the Light Orb) - **[101] No Dark Zone** - When Erina passes this event, darkness is disabled. - **[193] Hide layer 2** - Makes layer 2 and 6 invisible. - **[194] Show layer 2** - Makes layer 2 and 6 visible. # Warps Events that move Erina to a different location. More types of warps can be found in [map_transitions_and_warps.md](map_transitions_and_warps.md). - **[80] Door (warp upwards)** - **[81] Door (warp downwards)** - Doors are created simply by placing event 80 or 81 just above the floor. - Doors will warp the player exactly two screens upwards (event 80) or downwards (event 81). - **[483] Take fall damage and reset** - Passing through this tile causes Erina to take damage and be warped to where she came from (as seen in the Ravine DLC area).