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Crowd Control triggers

Coin exchange

Runs when someone gets Crowd Control coins, bought or free. Handy to thank people who buy coins.

Setting What to put in
Coin type Choose paid (coins bought with real money), free (earned for free) or Any. Options: Any, paid, free. Starts as: Any.
Minimum coins Only run when at least this many coins were added. 0 means any amount. Starts as: 0.

Variables you get

Variable What it holds
%user% Who got the coins
%coinType% paid or free
%amount% How many coins
%bonus% Extra bonus coins
%source% Where the coins came from
%isTest% True when this is a test event, not a real one

Type id: crowdcontrol.coinExchange

Connected

Runs when Cuebot connects to Crowd Control. Handy for a quick "all good" message or to switch something on.

Variables you get

Variable What it holds
%service% The name of the service

Type id: crowdcontrol.connected

Disconnected

Runs when Cuebot loses or ends its connection to Crowd Control. Handy to warn yourself that alerts have stopped.

Variables you get

Variable What it holds
%service% The name of the service
%reason% Why the connection ended

Type id: crowdcontrol.disconnected

Effect failure

Runs when a Crowd Control effect could not happen in your game.

Setting What to put in
Effects Only run for these effects. Type effect names (or ids) separated by commas, like "Spawn Creeper". Leave empty for any effect.
Games Only run for these games. Type game names (or ids) separated by commas. Leave empty for any game.
Minimum price (coins) Only run when the effect cost at least this many Crowd Control coins. 0 means any price. Starts as: 0.

Variables you get

Variable What it holds
%user% The viewer who asked ("Anonymous" if hidden)
%effectName% The effect's name
%effectDescription% What the effect does
%price% What it cost, in coins
%quantity% How many times they asked for it
%gameName% The game
%message% Their message
%requestId% The number of this request
%isTest% True when this is a test event, not a real one
%temporary% True if it failed only for now and may work later

Type id: crowdcontrol.effectFailure

Effect refunded

Runs when a viewer's coins for a Crowd Control effect were given back to them.

Setting What to put in
Effects Only run for these effects. Type effect names (or ids) separated by commas, like "Spawn Creeper". Leave empty for any effect.
Games Only run for these games. Type game names (or ids) separated by commas. Leave empty for any game.
Minimum price (coins) Only run when the effect cost at least this many Crowd Control coins. 0 means any price. Starts as: 0.

Variables you get

Variable What it holds
%user% The viewer who asked ("Anonymous" if hidden)
%effectName% The effect's name
%effectDescription% What the effect does
%price% What it cost, in coins
%quantity% How many times they asked for it
%gameName% The game
%message% Their message
%requestId% The number of this request
%isTest% True when this is a test event, not a real one

Type id: crowdcontrol.effectRefund

Effect request

Runs when a viewer asks for a Crowd Control effect in your game, before it happens.

Setting What to put in
Effects Only run for these effects. Type effect names (or ids) separated by commas, like "Spawn Creeper". Leave empty for any effect.
Games Only run for these games. Type game names (or ids) separated by commas. Leave empty for any game.
Minimum price (coins) Only run when the effect cost at least this many Crowd Control coins. 0 means any price. Starts as: 0.

Variables you get

Variable What it holds
%user% The viewer who asked ("Anonymous" if hidden)
%effectName% The effect's name
%effectDescription% What the effect does
%price% What it cost, in coins
%quantity% How many times they asked for it
%gameName% The game
%message% Their message
%requestId% The number of this request
%isTest% True when this is a test event, not a real one

Type id: crowdcontrol.effectRequest

Effect retry

Runs when the game asked Crowd Control to try a viewer's effect again.

Setting What to put in
Effects Only run for these effects. Type effect names (or ids) separated by commas, like "Spawn Creeper". Leave empty for any effect.
Games Only run for these games. Type game names (or ids) separated by commas. Leave empty for any game.
Minimum price (coins) Only run when the effect cost at least this many Crowd Control coins. 0 means any price. Starts as: 0.

Variables you get

Variable What it holds
%user% The viewer who asked ("Anonymous" if hidden)
%effectName% The effect's name
%effectDescription% What the effect does
%price% What it cost, in coins
%quantity% How many times they asked for it
%gameName% The game
%message% Their message
%requestId% The number of this request
%isTest% True when this is a test event, not a real one

Type id: crowdcontrol.effectRetry

Effect success

Runs when a Crowd Control effect worked in your game. Good for reacting to what the viewer did.

Setting What to put in
Effects Only run for these effects. Type effect names (or ids) separated by commas, like "Spawn Creeper". Leave empty for any effect.
Games Only run for these games. Type game names (or ids) separated by commas. Leave empty for any game.
Minimum price (coins) Only run when the effect cost at least this many Crowd Control coins. 0 means any price. Starts as: 0.

Variables you get

Variable What it holds
%user% The viewer who asked ("Anonymous" if hidden)
%effectName% The effect's name
%effectDescription% What the effect does
%price% What it cost, in coins
%quantity% How many times they asked for it
%gameName% The game
%message% Their message
%requestId% The number of this request
%isTest% True when this is a test event, not a real one

Type id: crowdcontrol.effectSuccess

Game session end

Runs when a Crowd Control play session ends.

Variables you get

Variable What it holds
%gameName% The game
%gamePackName% The Crowd Control game pack being used
%gameSessionId% The number of this play session
%isTest% True when this is a test event, not a real one

Type id: crowdcontrol.gameSessionEnd

Game session paused / resumed

Runs when you pause or resume a Crowd Control play session.

Setting What to put in
Paused Choose Any to run for both. On runs only when the session gets paused. Off runs only when it resumes. Options: Either way, Turned on, Turned off. Starts as: Either way.

Variables you get

Variable What it holds
%gameName% The game
%gamePackName% The Crowd Control game pack being used
%gameSessionId% The number of this play session
%isTest% True when this is a test event, not a real one
%paused% True if it is now paused, false if it resumed

Type id: crowdcontrol.gameSessionPaused

Game session start

Runs when a Crowd Control play session starts, so viewers can begin to send effects.

Setting What to put in
Games Only run for these games. Type game names (or ids) separated by commas. Leave empty for any game.

Variables you get

Variable What it holds
%gameName% The game
%gamePackName% The Crowd Control game pack being used
%gameSessionId% The number of this play session
%isTest% True when this is a test event, not a real one

Type id: crowdcontrol.gameSessionStart

Timed effect ended

Runs when a lasting Crowd Control effect runs out.

Setting What to put in
Effects Only run for these effects. Type effect names (or ids) separated by commas, like "Spawn Creeper". Leave empty for any effect.
Games Only run for these games. Type game names (or ids) separated by commas. Leave empty for any game.
Minimum price (coins) Only run when the effect cost at least this many Crowd Control coins. 0 means any price. Starts as: 0.

Variables you get

Variable What it holds
%user% The viewer who asked ("Anonymous" if hidden)
%effectName% The effect's name
%effectDescription% What the effect does
%price% What it cost, in coins
%quantity% How many times they asked for it
%gameName% The game
%message% Their message
%requestId% The number of this request
%isTest% True when this is a test event, not a real one
%status% What happened: Begin, Pause, Resume or End
%timeRemainingSeconds% Seconds the effect has left

Type id: crowdcontrol.timedEffectEnded

Timed effect started

Runs when a Crowd Control effect that lasts for a while starts.

Setting What to put in
Effects Only run for these effects. Type effect names (or ids) separated by commas, like "Spawn Creeper". Leave empty for any effect.
Games Only run for these games. Type game names (or ids) separated by commas. Leave empty for any game.
Minimum price (coins) Only run when the effect cost at least this many Crowd Control coins. 0 means any price. Starts as: 0.

Variables you get

Variable What it holds
%user% The viewer who asked ("Anonymous" if hidden)
%effectName% The effect's name
%effectDescription% What the effect does
%price% What it cost, in coins
%quantity% How many times they asked for it
%gameName% The game
%message% Their message
%requestId% The number of this request
%isTest% True when this is a test event, not a real one
%status% What happened: Begin, Pause, Resume or End
%timeRemainingSeconds% Seconds the effect has left

Type id: crowdcontrol.timedEffectStarted

Timed effect update (paused / resumed)

Runs when a lasting Crowd Control effect is paused or resumed, for example when the game pauses.

Setting What to put in
Effects Only run for these effects. Type effect names (or ids) separated by commas, like "Spawn Creeper". Leave empty for any effect.
Games Only run for these games. Type game names (or ids) separated by commas. Leave empty for any game.
Minimum price (coins) Only run when the effect cost at least this many Crowd Control coins. 0 means any price. Starts as: 0.

Variables you get

Variable What it holds
%user% The viewer who asked ("Anonymous" if hidden)
%effectName% The effect's name
%effectDescription% What the effect does
%price% What it cost, in coins
%quantity% How many times they asked for it
%gameName% The game
%message% Their message
%requestId% The number of this request
%isTest% True when this is a test event, not a real one
%status% What happened: Begin, Pause, Resume or End
%timeRemainingSeconds% Seconds the effect has left

Type id: crowdcontrol.timedEffectUpdated