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PlusEmu - Wired Ids/Behaviour Data
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<blockquote data-quote="Stee" data-source="post: 451645" data-attributes="member: 3969"><p>I Just found this as I looked. I'll paste the code in here so people can actually pick from it <img src="/styles/default/xenforo/smilies/emojione/biggrin.png" class="smilie" loading="lazy" alt=":D" title="Big Grin :D" data-shortname=":D" />! Thank you!</p><p></p><p>Wired case ID's</p><p></p><p>[SPOILER]</p><p>[CODE] public static WiredBoxType FromWiredId(int Id)</p><p> {</p><p> switch (Id)</p><p> {</p><p> default:</p><p> return WiredBoxType.None;</p><p> case 1:</p><p> return WiredBoxType.TriggerUserSays;</p><p> case 2:</p><p> return WiredBoxType.TriggerStateChanges;</p><p> case 3:</p><p> return WiredBoxType.TriggerRepeat;</p><p> case 4:</p><p> return WiredBoxType.TriggerRoomEnter;</p><p> case 8:</p><p> return WiredBoxType.TriggerWalkOnFurni;</p><p> case 9:</p><p> return WiredBoxType.TriggerWalkOffFurni;</p><p> case 5:</p><p> return WiredBoxType.EffectShowMessage;</p><p> case 6:</p><p> return WiredBoxType.EffectTeleportToFurni;</p><p> case 7:</p><p> return WiredBoxType.EffectToggleFurniState;</p><p> case 10:</p><p> return WiredBoxType.EffectKickUser;</p><p> case 11:</p><p> return WiredBoxType.ConditionFurniHasUsers;</p><p> case 12:</p><p> return WiredBoxType.ConditionFurniHasFurni;</p><p> case 13:</p><p> return WiredBoxType.ConditionTriggererOnFurni;</p><p> case 14:</p><p> return WiredBoxType.EffectMatchPosition;</p><p> case 21:</p><p> return WiredBoxType.ConditionIsGroupMember;</p><p> case 22:</p><p> return WiredBoxType.ConditionIsNotGroupMember;</p><p> case 23:</p><p> return WiredBoxType.ConditionTriggererNotOnFurni;</p><p> case 24:</p><p> return WiredBoxType.ConditionFurniHasNoUsers;</p><p> case 25:</p><p> return WiredBoxType.ConditionIsWearingBadge;</p><p> case 26:</p><p> return WiredBoxType.ConditionIsWearingFX;</p><p> case 27:</p><p> return WiredBoxType.ConditionIsNotWearingBadge;</p><p> case 28:</p><p> return WiredBoxType.ConditionIsNotWearingFX;</p><p> case 29:</p><p> return WiredBoxType.ConditionMatchStateAndPosition;</p><p> case 30:</p><p> return WiredBoxType.ConditionUserCountInRoom;</p><p> case 31:</p><p> return WiredBoxType.ConditionUserCountDoesntInRoom;</p><p> case 32:</p><p> return WiredBoxType.EffectMoveAndRotate;</p><p> case 33:</p><p> return WiredBoxType.ConditionDontMatchStateAndPosition;</p><p> case 34:</p><p> return WiredBoxType.ConditionFurniTypeMatches;</p><p> case 35:</p><p> return WiredBoxType.ConditionFurniTypeDoesntMatch;</p><p> case 36:</p><p> return WiredBoxType.ConditionFurniHasNoFurni;</p><p> case 37:</p><p> return WiredBoxType.EffectMoveFurniToNearestUser;</p><p> case 38:</p><p> return WiredBoxType.EffectMoveFurniFromNearestUser;</p><p> case 39:</p><p> return WiredBoxType.EffectMuteTriggerer;</p><p> case 40:</p><p> return WiredBoxType.EffectGiveReward;</p><p> case 41:</p><p> return WiredBoxType.AddonRandomEffect;</p><p> case 42:</p><p> return WiredBoxType.TriggerGameStarts;</p><p> case 43:</p><p> return WiredBoxType.TriggerGameEnds;</p><p> case 44:</p><p> return WiredBoxType.TriggerUserFurniCollision;</p><p> case 45:</p><p> return WiredBoxType.EffectMoveFurniToNearestUser;</p><p> case 46:</p><p> return WiredBoxType.EffectExecuteWiredStacks;</p><p> case 47:</p><p> return WiredBoxType.EffectTeleportBotToFurniBox;</p><p> case 48:</p><p> return WiredBoxType.EffectBotChangesClothesBox;</p><p> case 49:</p><p> return WiredBoxType.EffectBotMovesToFurniBox;</p><p> case 50:</p><p> return WiredBoxType.EffectBotCommunicatesToAllBox;</p><p> case 51:</p><p> return WiredBoxType.EffectBotCommunicatesToUserBox;</p><p> case 52:</p><p> return WiredBoxType.EffectBotFollowsUserBox;</p><p> case 53:</p><p> return WiredBoxType.EffectBotGivesHanditemBox;</p><p> case 54:</p><p> return WiredBoxType.ConditionActorHasHandItemBox;</p><p> case 55:</p><p> return WiredBoxType.ConditionActorIsInTeamBox;</p><p> case 56:</p><p> return WiredBoxType.EffectAddActorToTeam;</p><p> case 57:</p><p> return WiredBoxType.EffectRemoveActorFromTeam;</p><p> case 58:</p><p> return WiredBoxType.TriggerUserSaysCommand;</p><p> case 59:</p><p> return WiredBoxType.EffectSetRollerSpeed;</p><p> case 60:</p><p> return WiredBoxType.EffectRegenerateMaps;</p><p> case 61:</p><p> return WiredBoxType.EffectGiveUserBadge;</p><p> case 62:</p><p> return WiredBoxType.EffectTimerReset;</p><p> }[/CODE]</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Stee, post: 451645, member: 3969"] I Just found this as I looked. I'll paste the code in here so people can actually pick from it :D! Thank you! Wired case ID's [SPOILER] [CODE] public static WiredBoxType FromWiredId(int Id) { switch (Id) { default: return WiredBoxType.None; case 1: return WiredBoxType.TriggerUserSays; case 2: return WiredBoxType.TriggerStateChanges; case 3: return WiredBoxType.TriggerRepeat; case 4: return WiredBoxType.TriggerRoomEnter; case 8: return WiredBoxType.TriggerWalkOnFurni; case 9: return WiredBoxType.TriggerWalkOffFurni; case 5: return WiredBoxType.EffectShowMessage; case 6: return WiredBoxType.EffectTeleportToFurni; case 7: return WiredBoxType.EffectToggleFurniState; case 10: return WiredBoxType.EffectKickUser; case 11: return WiredBoxType.ConditionFurniHasUsers; case 12: return WiredBoxType.ConditionFurniHasFurni; case 13: return WiredBoxType.ConditionTriggererOnFurni; case 14: return WiredBoxType.EffectMatchPosition; case 21: return WiredBoxType.ConditionIsGroupMember; case 22: return WiredBoxType.ConditionIsNotGroupMember; case 23: return WiredBoxType.ConditionTriggererNotOnFurni; case 24: return WiredBoxType.ConditionFurniHasNoUsers; case 25: return WiredBoxType.ConditionIsWearingBadge; case 26: return WiredBoxType.ConditionIsWearingFX; case 27: return WiredBoxType.ConditionIsNotWearingBadge; case 28: return WiredBoxType.ConditionIsNotWearingFX; case 29: return WiredBoxType.ConditionMatchStateAndPosition; case 30: return WiredBoxType.ConditionUserCountInRoom; case 31: return WiredBoxType.ConditionUserCountDoesntInRoom; case 32: return WiredBoxType.EffectMoveAndRotate; case 33: return WiredBoxType.ConditionDontMatchStateAndPosition; case 34: return WiredBoxType.ConditionFurniTypeMatches; case 35: return WiredBoxType.ConditionFurniTypeDoesntMatch; case 36: return WiredBoxType.ConditionFurniHasNoFurni; case 37: return WiredBoxType.EffectMoveFurniToNearestUser; case 38: return WiredBoxType.EffectMoveFurniFromNearestUser; case 39: return WiredBoxType.EffectMuteTriggerer; case 40: return WiredBoxType.EffectGiveReward; case 41: return WiredBoxType.AddonRandomEffect; case 42: return WiredBoxType.TriggerGameStarts; case 43: return WiredBoxType.TriggerGameEnds; case 44: return WiredBoxType.TriggerUserFurniCollision; case 45: return WiredBoxType.EffectMoveFurniToNearestUser; case 46: return WiredBoxType.EffectExecuteWiredStacks; case 47: return WiredBoxType.EffectTeleportBotToFurniBox; case 48: return WiredBoxType.EffectBotChangesClothesBox; case 49: return WiredBoxType.EffectBotMovesToFurniBox; case 50: return WiredBoxType.EffectBotCommunicatesToAllBox; case 51: return WiredBoxType.EffectBotCommunicatesToUserBox; case 52: return WiredBoxType.EffectBotFollowsUserBox; case 53: return WiredBoxType.EffectBotGivesHanditemBox; case 54: return WiredBoxType.ConditionActorHasHandItemBox; case 55: return WiredBoxType.ConditionActorIsInTeamBox; case 56: return WiredBoxType.EffectAddActorToTeam; case 57: return WiredBoxType.EffectRemoveActorFromTeam; case 58: return WiredBoxType.TriggerUserSaysCommand; case 59: return WiredBoxType.EffectSetRollerSpeed; case 60: return WiredBoxType.EffectRegenerateMaps; case 61: return WiredBoxType.EffectGiveUserBadge; case 62: return WiredBoxType.EffectTimerReset; }[/CODE] [/SPOILER] [/QUOTE]
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