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Add or edit an event in a hero object

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What is an event?

A state in a hero object can have events. Events determine how hero objects act. Multiple events be active in a state at one time. 

Add an event:

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Add event to end of list:

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The fastest way to add an event is to go to the state where you want to add the event and click [+Event].

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Add event above another event:

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This adds a new event between Move and Talk.

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Add an event below another event:

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This adds a new event between Talk and Attack.

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Name an event:

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In the state that contains the event, click on the event that you want re-name and add the new name in the Name field. 

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Run an event:

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Run an event over and over again (loop):

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Open the event that you want to edit. In the When to run field, select Loop (general) OR Loop (physics, animation, movement).

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Run an event once when the state loads:

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Open the event you want to edit. In the When to run field, select Autoplay.

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Run an event when it is called by a hero action on this hero object or another hero object:

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Open the event you want to edit. In the When to run field, select Called by action.

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Run an event when the player uses the keyboard, mouse, joystick, etc:

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Open the event you want to edit. In the When to run field, select Receive Input. Click the icon to the left of When to run to add an input event to watch for. You can add multiple inputs to an event. See the examples below to see how you can combine inputs or call them separately.

Run event when player uses input X or input Y:

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In this example, we want this event to run if the player clicks the left mouse OR if the player clicks the spacebar on the keyboard.

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Run event when player uses input X and input Y:

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In this example, we want the event to run if the left mouse is clicked AND the right ctrl key is pressed at the same time.

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Run an event when a hero object collides with an object in the scene:

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Open the event you want to edit. In the When to run field, select Encounter another object. In the Other Object field, choose the type of objects that can have an encounter with this object. In the example below, the monster can only interact with the player. In the Encounter field, select Touch (enter collision). You can choose whether to run this event once or in a loop.

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Run an event when a hero object collides with an object in the scene AND the player presses an action key (enter, left-click, spacebar):

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Open the event you want to edit. In the When to run field, select Encounter another object. In the Other Object field, choose the type of objects that can have an encounter with this object. In the example below, the monster can only interact with the player. In the Encounter field, select Interact (in collision + action key).

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Run an event when a hero object exits a collision with an object in the scene:

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Open the event you want to edit. In the When to run field, select Encounter another object. In the Other Object field, choose the type of objects that can have an encounter with this object. In the example below, the monster can only interact with the player. In the Encounter field, select Leave (exit collision).

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Run an event when a hero object enters a trigger area of an object in the scene:

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Open the event you want to edit. In the When to run field, select Encounter another object. In the Other Object field, choose the type of objects that can have an encounter with this object. In the example below, the monster can only interact with the player. In the Encounter field, select Touch (enter trigger area). You can play this event once or in a loop.

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Run an event when a hero object exits a trigger area of an object in the scene:

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Open the event you want to edit. In the When to run field, select Encounter another object. In the Other Object field, choose the type of objects that can have an encounter with this object. In the example below, the monster can only interact with the player. In the Encounter field, select Leave (exit trigger area).

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Run an event when a hero object enters the trigger area of an object in the scene AND the player presses an action key (enter, left-click, spacebar):

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Open the event that you want to edit. In the When to run field, select Encounter another object. In the Other Object field, choose the type of objects that can have an encounter with this object. In the example below, the monster can only interact with the player. In the Encounter field, select Interact (in trigger area + action key).

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Edit an event:

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Open the hero object that contains the event in the HeroKit Editor. Expand States and select the state that contains the event. Select the event.

Move an event up in a state:

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In the hero object, select the event to move. Right-click and select Move Event Up.

This switches Talk with Move.

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Move an event down in a state:

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In the hero object, select the event to move. Right-click and select Move Event Down.

This switches Talk with Attack.

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Copy an event in a state:

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In the hero object, select the event to copy. Right-click and select Copy. The event is saved and a copy of it can be pasted somewhere else.

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Paste an event in a state:

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Copy the event you want to paste. Open the hero object where you want to paste the event. Select an event. Right-click and select Paste Event Above, Paste Event Below, or Paste Event Here. The event you copied earlier is pasted.

Paste an event above another event:

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This adds the event you pasted between Move and Talk.

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Paste an event below another event:

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This adds the event you pasted between Talk and Attack.

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Paste an event over another event:

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This replaces Talk with the event you copied.

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Delete an event in a state:

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Open the hero object that contains the event you want to delete. Select the event. Right-click and select Delete Event.

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Restore the last deleted event in a state:

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Open the hero object that contains the event you deleted. Select any event. Right-click and select Restore Last Deleted Event.

When you restore a deleted event, it is re-inserted in the slot where it was deleted. In this example, we deleted Talk, which was in slot 1. When it is re-added, it appears between Move and Attack.

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